Phil's Marvel 3E (Captain America builds)

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The One Phil
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Re: Phil's Marvel 3E (Cap: tWS stuff coming up...)

Postby The One Phil » Fri Apr 04, 2014 1:23 pm

Image
Falcon

Power Level: 9

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

Skills: Acrobatics 6 (+10), Athletics 6 (+8), Close Combat (Unarmed) 6 (+11), Deception 4 (+5), Expertise (Bird Handling) 12 (+13), Expertise (Streetwise) 6 (+8), Expertise (Urban Planning) 6 (+8), Insight 6 (+8), Perception 4 (+6), Persuasion 4 (+5), Ranged Combat (Grapple) 6 (+11), Stealth 4 (+8)

Advantages: Agile Feint, Animal Empathy, Defensive Roll 3, Favoured Environment (Aerial), Improved Defence, Move-by Action, Redirect, Sidekick 8, Teamwork

Powers:
Avian Empathy:
Enhanced Advantage 1 (Animal Empathy), Senses 1 (Communication Link with Redwing) • 2 points
Falcon Costume: 41 points (Removable -8 points) • 33 points
Mask Lenses: Senses 4 (Extended Vision 2, Infravision, Radius Vision) • 4 points
Vibranium Weave: Protection 4 • 4 points
Wing Harness: Flight 7 • 14 points
Grapple Claw: Array 18 points • 19 points
Claw Grapple: Snare 6 • 18 points
Swingline: Movement 1 (Swinging) • 1 point


Offence: Initiative +4, Unarmed Attack +11, Unarmed Damage 4

Defences: Dodge 13, Parry 11, Toughness 5 (2 without Defensive Roll Bonus), Fortitude 7, Will 7

Complications:
Motivation – Heroism:
After a lifetime as a petty criminal the Falcon became a true hero and always seeks to do what’s right.
Responsibility: Sam sees himself as the protector of the Harlem neighbourhood and people.

Costs: Abilities 44 + Skills 36 + Advantages 17 + Powers 35 + Defences 27 = 159 points

:!: Falcon is a capable combatant, but he's basically a sidekick. He's a lot better in the air and he's a lot better at a distance.
:!: For Redwing use the statistics for a Hawk on page 134 of the Mutants and Masterminds Gamesmasters Guide.

marcoasalazarm
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Re: Phil's Marvel 3E (Cap: tWS stuff coming up...)

Postby marcoasalazarm » Fri Apr 04, 2014 6:04 pm

The One Phil wrote:
marcoasalazarm wrote:That robot that was made to take on Cap if he ever went rogue back in the 40's (and then was deployed later on). Can't remember the name.... "bessie" or something.

And some Coulson, too, plz.


You really might need to help me with that... A google search for "Bessie Marvel" turns up a character called Hellcow (and I'm pretty sure that's not who you mean).

Coulson on the other hand...


I meant T.E.S.S.-One. Sorry. Looked it up.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.

The One Phil
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Re: Phil's Marvel 3E (Cap: tWS stuff coming up...)

Postby The One Phil » Tue Apr 08, 2014 3:27 am

Image
Crossbones

Power Level: 10

Abilities: Strength 4, Stamina 5, Agility 3, Dexterity 5, Fighting 12, Intellect 1, Awareness 3, Presence 2

Skills: Acrobatics 4 (+7), Athletics 8 (+12), Close Combat (Unarmed) 2 (+16), Deception 6 (+8), Expertise (Brainwashing) 8 (+9), Expertise (Streetwise) 10 (+11), Insight 6 (+9), Intimidate 10 (+12), Perception 6 (+9), Ranged Combat (Firearms) 8 (+16), Sleight of Hand 2 (+7), Stealth 4 (+7), Vehicles 4 (+9)

Advantages: All-Out Attack, Assessment, Chokehold, Close Attack 2, Daze (Intimidate), Defensive Attack, Equipment 5, Eye Gouge, Fast Grab, Improved Aim, Improved Defence, Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Improvised Weapon, Leadership, Power Attack, Ranged Attack 3, Quick Draw, Seize Initiative, Startle, Takedown

Equipment:
Kevlar Costume:
Protection 2, Impervious Toughness 7 • 9ep
Commlink: Senses 1 (Communication Link) • 1ep
Arsenal: Array 12 equipment points • 15ep
Machine Pistols: Ranged Multiattack Damage 4 • 12ep
Crossbow: Ranged Damage 3, Improved Critical 1 • 1ep
Wrist Spikes: Strength Based Damage 2, Improved critical 2 • 1ep
Knife: Strength Based Damage 1, Improved Critical 1 • 1ep


Offence: Initiative +7, Unarmed Attack +16, Unarmed 4, Firearms +16, Machine Pistol 4

Defences: Dodge 12, Parry 13, Toughness 7 (Impervious), Fortitude 9, Will 8

Complications:
Motivation – Mercenary:
Although he maintains a position as the Red Skull’s “number one flunky”, Crossbones will happily work for anyone offering a big enough paycheck.
Enemy: Captain America, Diamondback

Costs: Abilities 70 + Skills 39 + Advantages 30 + Defences 19 = 158 points

:!: Brock Rumlow is a mercenary most often in the employ of the Red Skull, and as such that makes him a frequent and nasty foe of Captain America. Although he doesn't have any powers Crossbones is a brutal fighter and more than capable of matching vigilante style characters in a fight (he'd make a decent opponent for the members of the Batman Family in DC). Crossbones also has a history with former Cap main squeeze Diamondback.
:!: New Combat Advantage - Eye Gouge You are dirty fighter and can opt not to do damage in unarmed melee combat, instead targeting your opponent’s eyes and leaving him blind. The target makes a Fortitude roll against DC 10 + your strength damage bonus. One success leaves your opponent’s vision impared, vision is disabled at two degrees. A third degree failure means vision is unaware.

The One Phil
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Re: Phil's Marvel 3E (Cap: tWS stuff coming up...)

Postby The One Phil » Wed Apr 16, 2014 3:17 am

Image
Arnim Zola
Power Level:
8

Abilities: Strength 2, Stamina -, Agility 2, Dexterity 2, Fighting 1, Intellect 6, Awareness 3, Presence 3

Skills: Expertise (Biochemistry) 12 (+18), Expertise (Robotics) 12 (+18), Insight 4 (+7), Technology 10 (+16), Treatment 2 (+8), Vehicles 2 (+4)

Advantages: Equipment 3, Inventor, Skill Mastery (Biochemistry), Ultimate Skill (Biochemistry)

Powers:
ESP Box:
Ranged Affliction 10 (Resisted by Will; Dazed, Compelled, Controlled, Limited to his own creations, Accurate 2), Ranged Damage 8 (Alternate Resistance – Will, Unreliable – 5 uses, Accurate 3) • 31 points
Robotic Form: Immunity 30 (Fortitude Saves), Protection 10 • 40 points
Serial Immortality: Immortality 5 (Quirk – May be stopped if all of Zola’s hidden alternate bodies are destroyed) • 9 points

Equipment:
Hidden Laboratory:
Size: Large, Toughness: 10, Features: Communications, Computer, Concealed, Defence System, Holding Cells, Laboratory, Library, Living Space, Power System, Security System • 14ep

Offence: Initiative +2

Defences: Dodge 6, Parry 6, Toughness 8, Fortitude -, Will 8

Complications:
Motivation – Unethical Science:
Zola is willing to work for anyone who funds his creations and experiments because he loves the thrill of science without limits.
Enemy: Captain America.

Costs: Abilities 28 + Skills 21 + Advantages 6 + Powers 80 + Defences 14 = 149 points

:!: Arnim Zola is generally a typical evil scientist type, no great physical threat but good for plotting and unleashing his nasty creations on the world.
:!: I loved how they handled Zola in Captain America: The Winter Soldier. It fit the Marvel Cinematic vision perfectly while the design nodded beautifully to the comics version. I don;t want to say more than that because it would be poor form to spoil things.
:!: Below are game statistics for some of Zola's comic book creations, the Bio-Servants, Doughboy, and Primus.

Bio-Servants
Power Level:
9

Abilities: Strength 8, Stamina 8, Agility 2, Dexterity 2, Fighting 6, Intellect -2, Awareness 0, Presence -2

Skills: Close Combat (Unarmed) 4 (+10)

Advantages: Great Endurance

Powers:
Bio-Robotic Body:
Immunity 30 (Fortitude Effects, Limited to Half Effect), Impervious Toughness 8 • 23 points

Offence: Initiative +2, Unarmed Attack +10, Unarmed Damage 8

Defences: Dodge 6, Parry 8, Toughness 8 (Impervious), Fortitude 14, Will 2

Complications:
Motivation – Serve:
The Bio-Servants are created to serve the needs of Arnim Zola

Costs: Abilities 44 + Skills 2 + Advantages 1 + Powers 23 + Defences 14 = 84 points

:!: Zola’s primary servitors are his Bio-Servants, artificial lifeforms that carry out his will and are easily controlled by him. This statistic block represents the basic Bio-Servant. The GM can feel free to adjust these stats to provide a challenge for the heroes. Other servants can be created using the archetypes in the Heroes Handbook and Gamesmaster’s Guide.


Doughboy
Power Level:
11

Abilities: Strength 10, Stamina -, Agility 0, Dexterity 0, Fighting 7, Intellect -4, Awareness -1, Presence -3

Skills: Close Combat (Unarmed) 4 (+11)

Advantages: Diehard, Improved Grab

Powers:
Adhesive Form:
Reaction Affliction 11 (Resisted by Strength; Hindered and Vulnerable, Immobile and Defenceless, Extra Condition, Alternate Save, Limited Degree) • 55 points
Bio-Robotic Body: Immunity 30 (Fortitude Effects), Impervious Protection 11, Impervious Toughness 4, Regeneration 5 • 61 points
Levitation: Enhanced Defences 7 (Dodge), Flight 6 • 19 points
Massive Size: Growth 4 (Permanent, Innate) • 9 points

Offence: Initiative +0, Unarmed Attack +11, Unarmed Damage 11

Defences: Dodge 7, Parry 7, Toughness 15 (Impervious), Fortitude -, Will 0

Complications:
Motivation – Serve:
Doughboy exists to serve the needs of Arnim Zola
Mute: Doughboy cannot speak.

Costs: Abilities 0 + Skills 2 + Advantages 2 + Powers 144 + Defences 0 = 148 points

:!: Doughboy is a huge, almost pie-shaped bio-creation that is one of Zola’s proudest and most dangerous creations, despite his gentle seeming name. Although functionally without his own will, Doughboy exists to serve Zola. His semi-corporeal tar like form is extremely durable, as well as being sticky to the touch.


Primus
Power Level: 11

Abilities: Strength 8, Stamina -, Agility 4, Dexterity 4, Fighting 10, Intellect 1, Awareness 2, Presence 1

Skills: Close Combat (Unarmed) 4 (+14), Deception 6 (+7)

Advantages: All-Out Attack, Improved Grab, Power Attack

Powers:
Adaptive Modifications:
Variable Physical Traits 3 • 21 points
Bio-Robotic Body: Immunity 30 (Fortitude Effects), Regeneration 4 • 34 points
Mimicry: Morph 3 (Humanoids), Metamorph (Doughboy’s Form) • 16 points
Malleable Form: Array 24 points • 25 points
Flowing Form: Enhanced Defences (Dodge 4, Parry 4), Impervious Protection 8 • 24 points
Rock Solid: Impervious Protection 12 • 1 point


Offence: Initiative +4, Unarmed Attack +14, Unarmed 8

Defences: Dodge 10, Parry 10, Toughness 8 (Impervious), Fortitude -, Will 7

Complications:
Motivation – Freedom:
Primus started out as another of Zola’s slaves but achieved autonomy and now guards it.
Sucker for a Pretty Face: Primus falls in love at first sight with attractive women and will attack others to possess them.

Costs: Abilities 50 + Skills 5 + Advantages 3 + Powers 95 + Defences 11 = 165 points

:!: While Zola has created perhaps more powerful androids only Primus has been created with intelligence and self-actualisation. Primus actually took control of Doughboy, effectively stealing him from Zola, and has clashed with a number of heroes including Captain America and the New Warriors. Primus is made of the same malleable material as Doughboy allowing him to become malleable or rock-solid.

The One Phil
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Re: Phil's Marvel 3E (Cap: tWS stuff coming up...)

Postby The One Phil » Wed Apr 16, 2014 8:37 am

Image
Batroc the Leaper
Power Level:
10

Abilities: Strength 3, Stamina 3, Agility 6, Dexterity 4, Fighting 10, Intellect 1, Awareness 2, Presence 2

Skills: Acrobatics 8 (+14), Athletics 9 (+11), Deception 6 (+8), Close Combat (Savate) 2 (+12), Expertise (Criminal) 6 (+7), Expertise (Military) 6 (+7), Insight 4 (+6), Intimidate 5 (+7), Perception 4 (+6), Stealth 4 (+10)

Advantages: Agile Feint, Close Attack 3, Defensive Roll 3, Equipment, Evasion, Improved Defence, Improved Initiative, Improved Trip, Instant Up, Language (English; French is native), Leadership, Luck 2, Move-by Action, Second Chance (Balance Rolls), Seize Initiative, Takedown 2, Taunt

Powers:
Prodigious Leaper:
Leaping 1 • 1 point
Savate Mastery: Strength Based Damage 2, Innate • 3 points

Equipment:
Whip-Cane:
Strength Based Damage 3, Extended Reach • 4ep

Offence: Initiative +10, Savate Strike Attack +15, Savate Kicks 5, Whip-Cane Attack +13, Whip Cane 6

Defences: Dodge 13, Parry 13, Toughness 6 (2 without Defensive Roll bonus), Fortitude 7, Will 7

Complications:
Motivation – Mercenary:
Batroc is in it for the money, nothing more and nothing less.
Honourable: For all he’s a mercenary criminal Batroc has a twisted sense of honour which leads to him treating foes with respect.

Costs: Abilities 62 + Skills 24 + Advantages 24 + Powers 4 + Defences 21 = 135 points

:!: Georges Batroc is a long standing enemy of Captain America, debuting early on in Cap's Silver Age return (way back in 1966) and still going to this day. Batroc is a mercenary and former French Foreign Legionnaire and is a fairly hardcore combatant able to take Cap on for a while in a fair fight.
:!: Batroc was actually a pretty early build for me in 3E and he's sat about as a PL9 for all this time. When I revisited him for this thread the PL9 didn't sit right for the simple reason that this guy can actually knock the snot out of a super-soldier... at least for a bit. In DC he'd be beating up guys like Batman and Nightwing as well so PL10 seemed a better fit.
:!: He's given a very cool makeover in the new Captain America movie with a buzz cut and without the goofy moustache. MMA fighter George St Pierre doesn't have the charisma of the comics taunting blowhard but he nails the physical stuff.

The One Phil
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Re: Phil's Marvel 3E (Captain America builds)

Postby The One Phil » Wed Apr 16, 2014 2:15 pm

Image
Nick Fury
Power Level:
9

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

Skills: Athletics 6 (+9), Close Combat (Unarmed) 2 (+10), Deception 6 (+10), Expertise (Espionage) 14 (+16), Expertise (Tactics) 10 (+12), Insight 6 (+10), Intimidate 4 (+8), Investigate 8 (+10), Persuasion 6 (+10), Ranged Combat (Firearms) 4 (+14), Sleight of Hand 2 (+6), Stealth 4 (+8), Technology 4 (+6), Treatment 2 (+4), Vehicles 6 (+10)

Advantages: All-Out Attack, Assessment, Benefit 6 (Military Rank [Colonel], Security Clearance), Chokehold, Connected, Contacts, Daze (Intimidate), Defensive Attack, Equipment 15, Fascinate (Diplomacy), Great Endurance, Improved Aim, Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Inspire 3, Leadership, Luck 3, Precise Attack (Ranged, Cover), Ranged Attack 6, Well Informed

Equipment:
When Nick Fury is the Director of S.H.I.E.L.D. he has access to resources well outside the reach of most people in the Marvel Universe. He can call upon hundreds of elite agents and has access to phenomenal amounts of specialised equipment - which can easily make him the equal of any super villains (or heroes for that matter).
S.H.I.E.L.D. Uniform: Protection 3, Immunity 15 (Ballistic Attacks Limited to Half Effect, Heat Attacks) • 13ep
Personalised Needle Gun: Ranged Multiattack Damage 4, Feature 1 (Can Only be used by Fury), Improved Critical 2 • 14ep

Offence: Initiative +8, Unarmed Attack +10, Unarmed 3, Needle Gun Attack +14, Needle Gun 4

Defences: Dodge 12, Parry 11, Toughness 6, Fortitude 8, Will 10

Complications:
Motivation – Responsibility:
Fury is a patriot who believes he must sometimes make hard choices in order to do the right thing.
Disability: Fury has only one eye. Over the years he has learned to compensate and suffers no penalties relating to depth perception. However he remains easier to blindside.
Enemies: Baron Strucker, HYDRA, A.I.M.

Costs: Abilities 64 + Skills 43 + Advantages 50 + Defences 22 = 179 points

:!: The "Spy's Spy", Fury is a military man turned head of the world's largest espionage organisation. His role in the Marvel Universe is to be the guy who will make the 'hard choices' and occasionally blow up a country while nominally being a hero.
:!: Fury is almost entirely Power Level 9 across the board, let down only slightly on defence. He's smart enough to let superhuman cat's paws do his fighting for him against other super humans, but against norms he's exceptionally elite.

The One Phil
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Re: Phil's Marvel 3E (Captain America builds)

Postby The One Phil » Mon May 05, 2014 3:23 am

Image
Winter Soldier
Power Level: 11

Abilities: Strength 4, Stamina 4, Agility 5, Dexterity 4, Fighting 12, Intellect 2, Awareness 3, Presence 3

Skills: Acrobatics 8 (+13), Athletics 10 (+14), Close Combat (Unarmed) 3 (+15), Deception 10 (+13), Expertise (Tactics) 11 (+13), Insight 7 (+10), Intimidate 6 (+9), Investigation 7 (+9), Ranged Combat (Firearms) 4 (+8), Ranged Combat (Shield Throw) 2 (+6), Persuasion 4 (+7), Sleight of Hand 6 (+10), Stealth 10 (+15), Technology 5 (+7), Vehicles 5 (+9)

Advantages: Accurate Attack, Assessment, Benefit 2 (Cypher, Security Clearance), Close Attack, Defensive Attack, Defensive Roll 3, Equipment 5, Evasion, Improved Defence, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Interpose, Luck 2, Precise Attack 3 (Close Cover & Concealment, Ranged Cover), Ranged Attack 7, Takedown, Teamwork, Weapon Bind

Powers:
Bionic Arm:
Enhanced Ability 2 (Strength, Limited to one arm), Feature 2 (Compartments, Does not show up on metal detectors), Array 20 points • 26 points
Electrical Pulse: Ranged Damage 10 • 20 points
EMP: Area Burst 2 Nullify Electronics 6 • 1 point
Stun Blast: Ranged Affliction 10 (Resisted by Fortitude, Dazed, Stunned, Incapacitated) • 1 point


Equipment:
Motorcycle:
See page 172 of the Mutants & Masterminds 3rd Edition Hero’s Handbook • 10ep
Arsenal: Equipment Array 15 points • 17ep
Modified Machine Pistol: Ranged Multiattack Damage 5 • 15ep
Knife: Strength Based Damage 1, Improved Critical 1• 1ep
Modified Handgun: Ranged Penetrating Damage 4, Improved Critical 1• 1ep


Offence: Initiative +9, Unarmed Attack +15, Unarmed Damage 4 [6], Firearm Attack +15, Machine Pistol 5

Defences: Dodge 13, Parry 13, Toughness 7 (4 without Defensive Roll Bonus), Fortitude 9, Will 9

Complications:
Motivation – Contrition:
Barnes seeks to atone for man crimes commited throughout his long life.
Enemies: Barnes is a frequent thorn in the side of the Red Skull as well as AIM.
Guilt: Barnes has been a stone cold killer in the past and feels tremendous guilt over this. Additionally, the sins of his past are more than ready to return to haunt him.
Reputation: Barnes struggles to be accepted by the heroic community due to his own cynical nature and people’s awareness of his past.

Costs: Abilities 74 + Skills 43 + Advantages 36 + Powers 26 + Defences 20 = 199 points

:!: There used to be a saying about comic books that no-one stays dead except Uncle Ben and Bucky. Then they brought Bucky back. Not only that, but they retconned him so that while Cap thought he was a nice kid throughout WWII, he was in fact a badass black ops expert who did the network that Cap wouldn't be up for.
:!: He's a skilled fighter and assassin-agent type character who can go toe to toe with Cap and other hero and villain types. His cybernetic arm gives him an advantage over non-powered types as well.
:!: For his time as Captain America just add the shield from my Cap build. It doesn't change him from a PL11 since defence is currently the area he's softest on... the shield will just bring him to his caps.


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