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Bombaatu's 3e builds

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Bombaatu's 3e builds

Postby Bombaatu » Fri Aug 06, 2010 11:02 am

Image
Captain Marvel
PL9


Abilities
Strength 12, Stamina 12, Agility 2, Dexterity 2, Fighting 6, Intellect 1, Awareness 6, Presence 2

Powers
Wisdom of Solomon:
Wisdom Advantages: Enhanced Advantages 3 [Assessment, Jack of All Trades, Eidetic Memory], Enhanced Awareness 3,
(9 points)

Strength of Hercules:
Super-Strength: Enhanced Strength 4 [Limited (Lifting Only), Distracting]
(2 points)

Stamina of Atlas:
Impervious Toughness 9, Immunity 5 [All Environment effects], Stamina Advantages: Enhanced Advantages 1 [Extraordinary Effort]
(15 points)

Power of Zeus:
Alt: Magic Lightning: Damage 14 [Strength Damage AE; Inaccurate, Quirk [If CM gets 2 degrees of Failure with the To-Hit roll, he is transformed into Billy]]
(1 points)

Courage of Achilles:
Enhanced Fighting 4, Courage Advantages: Enhanced Advantages 3 [Fast Grab, Interpose, Move-by Action]
(11 points)

Speed of Mercury:
Flight 6
Alt: Super-Speed (1 points)
Alt: Dimensional Travel: Movement 1 [Rock of Eternity]
(14 points)

Advantages
Beginner's Luck, Fast Grab, Eidetic Memory, Jack-of-All-Trades, Interpose, Move-by Action, Extraordinary Effort, Assessment

Skills
Acrobatics (+2), Athletics (+12), Deception (+2), Expertise: Radio host 4 (+6), Insight 2 (+8), Intimidation (+2), Investigation (+1), Perception 2 (+8), Persuasion 4 (+6), Ranged Combat: Throw 2 (+4), Sleight of Hand (+2), Stealth (+2), Technology (+1), Treatment (+1), Vehicles (+2)

Offense
Initiative +2
Unarmed +6, Damage 12
Thow +4, Damage 12
Magic Lightning +4, Damage 14

Defense
Dodge 5, Parry 6
Toughness 12 (Def Roll 0), Fortitude 12, Will 6

Power Points
Abilities 72 + Powers 52 + Advantages 1 + Skills 7 + Defenses 3 = Total 135

Complications
Secret ID: Billy Batson - Billy has STR 0, STA 1, FGT 2 & AWE 3, with corresponding changes to skills and defenses.
Young: Just a kid at heart, and sometimes makes foolish or impulsive choices
Power Loss: No powers as Billy Batson. Captain Marvel can lose his powers ifcompelled or tricked into saying his magic word.
Enemies: Dr. Thaddeus Sivana, Mr. Mind, Captain Nazi, Black Adam

Design Notes
This is a Golden Age version of Captain Marvel. His Magic Lightning is Inaccurate & can cause Captain Marvel to transform back into Billy if he misses with 2 or more degrees of Failure. As a result, he usually reserves it for low-defense or held targets.

EDIT: Did some additional edits - hopefully works a bit better now.
Last edited by Bombaatu on Sun Sep 12, 2010 7:12 am, edited 10 times in total.
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Re: Bombaatu's 3e builds

Postby Bombaatu » Fri Aug 06, 2010 11:13 am

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Superman (Golden Age)
PL9


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

Powers
Faster Than a Speeding Bullet!:
Enhanced Advantage: Interpose
Speed 6
Alt: Quickness 6
Alt: Leaping 6
(9 points)

More Powerful Than A Locomotive!:
Super-Strength: Enhanced Strength 4 [Lifting STR: 16 (1600 tons); Limited (Lifting Only), Distracting]
(2 points)

Tougher Than Diamonds!:
Impervious Toughness 9, Immunities: Immunity 5 [All Environmental Effects]
(14 points)

Super-Senses:
Senses 4 [Infravision, Extended Vision, Extended Hearing, Ultra-Hearing]
(4 points)

Equipment


Advantages
Accurate Attack, Extraordinary Effort, Interpose, Power Attack, Ultimate Effort [Toughness Saves], Beginner's Luck

Skills
Athletics (+12), Close Combat: Unarmed 2 (+6), Deception (+3), Expertise: Journalist 6 (+8), Insight (+2), Intimidation 4 (+7), Investigation 4 (+6), Perception 4 (+6), Persuasion 4 (+7), Ranged Combat: Throwing 4 (+6), Stealth (+2), Treatment 2 (+4)

Offense
Initiative +2
Unarmed +6, Damage 12
Throw +6, Damage 12

Defense
Dodge 5, Parry 6
Toughness 12 (Def Roll 0), Fortitude 12, Will 5

Power Points
Abilities 78 + Powers 29 + Advantages 5 + Skills 15 + Defenses 8 = Total 135

Complications
Motivation: Responsibility
Secret ID: Clark Kent
Relationships: Lois Lane, other Daily Planet staffers
Weakness: Kryptonite - Affliction [Impaired, Disabled, Incapacitated - Condition goes to dying after a few minutes exposure]
Power Loss: Under Red sunlight or similarly cut off from Yellow sun
Weakness: Magic - Impervious is non-effective, Toughness is Disabled v Magic (Toughness 7 instead of 12)

Design Notes
This is a Golden-Age version of Superman. He is missing many abilities now considered iconic for the character - X-Ray Vision, Heat Vision & Flight - which he did not originally possess. This version is considerably stronger in terms of lifting than the source material - using his Super-Strength & Extraordinary Effort, he can get a lifting STR of 18 - enough for 6,000 tons. I've also kept the Kryptonite, Magic & Yellow-Sunlight complications, as they were just too iconic to leave out.

EDIT: Moved Interpose to an Enhanced Advantage under "Faster Than a Speeding Bullet!"
Last edited by Bombaatu on Tue Jan 03, 2012 6:26 pm, edited 2 times in total.
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Re: Bombaatu's 3e builds

Postby vitruvian » Fri Aug 06, 2010 11:53 am

Bombaatu wrote:Faster Than a Speeding Bullet!:
Speed 6
Alt: Quickness 6
Alt: Leaping 6
(8 points)


I think that's only Faster Than an Express Train!, actually.
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Re: Bombaatu's 3e builds

Postby Bombaatu » Fri Aug 06, 2010 11:58 am

vitruvian wrote:
Bombaatu wrote:Faster Than a Speeding Bullet!:
Speed 6
Alt: Quickness 6
Alt: Leaping 6
(8 points)


I think that's only Faster Than an Express Train!, actually.

True, but it's what I had points for & consistent with his Golden Age speeds. Plus if you consider Interpose, he could move 1800 ft in response to a gunshot and jump in front of the bullet. Now that I think of it, that should probably be an Enhanced Advantage under the "Faster Than.." power...
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Re: Bombaatu's 3e builds

Postby vitruvian » Fri Aug 06, 2010 12:18 pm

Bombaatu wrote:
vitruvian wrote:
Bombaatu wrote:Faster Than a Speeding Bullet!:
Speed 6
Alt: Quickness 6
Alt: Leaping 6
(8 points)


I think that's only Faster Than an Express Train!, actually.

True, but it's what I had points for & consistent with his Golden Age speeds. Plus if you consider Interpose, he could move 1800 ft in response to a gunshot and jump in front of the bullet. Now that I think of it, that should probably be an Enhanced Advantage under the "Faster Than.." power...


Oh, I'm not saying it's bad for a Golden Age, close to 1938 build. Not at all. I just don't think he was claiming to be faster than a speeding bullet at that point, although his speed was one of the first abilities to get massively inflated as time went on.

I'd also say that going by when they were introduced, the weakness complications are less iconic than the higher speed, flight, and x-ray vision, all of which were attributed to him by the time Kryptonite was introduced... on the radio!
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Re: Bombaatu's 3e builds

Postby Bombaatu » Fri Aug 06, 2010 12:35 pm

vitruvian wrote:Oh, I'm not saying it's bad for a Golden Age, close to 1938 build. Not at all. I just don't think he was claiming to be faster than a speeding bullet at that point, although his speed was one of the first abilities to get massively inflated as time went on.

I'd also say that going by when they were introduced, the weakness complications are less iconic than the higher speed, flight, and x-ray vision, all of which were attributed to him by the time Kryptonite was introduced... on the radio!

Yah, this is more an amalgam of him between 1938 - 1942. I can have a Superman without flying but gotta have the glowy rocks!
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Re: Bombaatu's 3e builds

Postby Bombaatu » Fri Aug 06, 2010 9:38 pm

And now, an original character.

Covenant
PL8


Abilities
Strength 3, Stamina 4, Agility 3, Dexterity 2, Fighting 8, Intellect 2, Awareness 2, Presence 7

Powers
True Faith:
Feature 1
(1 points)
Movement:
Movement 2 [Sure-Footed, Safe Fall; Safe Fall is Limited (Near Surface Only)]
(3 points)

Equipment
Utility Belt
Swinging: Movement 1 [Swinging], Tear Gas Pellets: Affliction 4 [Dazed & Vision Impaired, Stunned & Vision Disabled, Incapacitated; Ranged, Cloud Area, Extra Condition, Resisted by Fortitude]
Alt: Smoke Gas Pellets: Concealment 4 [All Visual; Cloud Area, Attack]
Alt: Bolos: Snare 3 [Hindered & Vulnerable, Defenseless & Immobilized]
Alt: Cutting Torch (1 points)
Alt: Boomerangs: Damage 1 [Strength-Based; Ranged]

Motorcycle (10 points)

Standard Equipment
Flashlight (1 ep), Restraints (1 ep), Cell Phone (1 ep)

Advantages
Assessment, Benefit 1 [Clergyman], Defensive Roll 2, Daze [Intimidate], Fascinate [Persuasion], Equipment 7, Improved Critical [Unarmed], Improved Grab, Improved Hold, Improved Disarm, Chokehold, Power Attack, Skill Mastery [Stealth], Improvised Weapon, Startle, Contacts, Connected, Hide In Plain Sight

Skills
Acrobatics 7 (+10), Athletics 7 (+10), Close Combat: Unarmed 4 (+12), Deception (+7), Expertise: Religion 6 (+8), Expertise: Military 4 (+6), Expertise: Streetwise 4 (+6), Insight 8 (+10), Intimidation 7 (+14), Investigation 4 (+6), Perception 4 (+6), Persuasion 7 (+14), Ranged Combat: Throwing 8 (+10), Stealth 10 (+13), Vehicles 4 (+6)

Offense
Initiative +3
Unarmed +12, Damage 3, Crit 19-20
Bolos +10, Damage 3
Boomerangs +10, Damage 4

Defense
Dodge 8, Parry 10
Toughness 6 (Def Roll 2), Fortitude 6, Will 8

Power Points
Abilities 62 + Powers 4 + Advantages 25 + Skills 42 + Defenses 15 = Total 148

Complications
Motivation: Doing Good
Secret ID: Father Michael James
Quirk: Oathbound
Responsibility: Congregation
Relationships: Father McPhearson (Confessor)
Reputation: Vigilante

Background
Father Mike is a man of peace forced to violence by circumstance. A former street punk, he was given a choice of enlisting or jail time.. Enlisting in the Army, he joined the Special Forces, where he excelled. However, during his time in Iraq, he had a crisis of conscience. Chaplain (Father) McPhearson sponsored his entrance into seminary. Following his ordination, Michael returned to his hometown and assumed the duties of a parish priest. However, the crime situation in his neighborhood had reached an intolerable level. Donning a disguise, he assumed the identity of Covenant and used his training to right wrongs and defend the helpless.

Design Notes
Priest-turned-Grim-Avenger-O'-the-Night. Not the most efficient of character designs, but the build reflects his background and training well. As a priest, Michael enjoys certain legal benefits but is bound by duty. He is also a true believer - which comes in handy when facing down supernatural threats to his parishioners. Covenant depends on improvised weaponry to hit his offensive caps. He is also a master of using his environment to his advantage, using Stealth, shadows & his smoke bombs to catch his opponents off-guard.
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Superman, Jr.

Postby Bombaatu » Sun Sep 05, 2010 9:38 am

Image

Superman, Jr.
PL10


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

Powers
Kryptonian Physiology:
Enhanced Stamina 10, Enhanced Strength 10, Power-Lifting 6 [Distracting], Leaping 7 [Check Required 5 (DC 15, Athletics)], Senses 9 [Extended Vision 2, Extended Hearing 2, Ultra-Hearing, Vision Penetrates Concealment; Distracting (on Vision Pen. conceal. only)], Immunity 7 [All environmental effects, disease, poison]
(59 points)
Strength-damage array:
Alt: Heat Vision: Blast 10 [Distracting; Precise, Accurate]
Alt: Super-Breath: Move Object 10 [Cone Area; Close, Limited Direction (away)]
(2 points)
Super Speed:
Speed 8, Quickness 6 [Limited: Physical tasks only], Blur effect: Concealment 4 [All Visual; Partial; Quirk: Only while using Quickness or Speed 6+]
(14 points)

Advantages
Agile Feint, Beginner's Luck, Extraordinary Effort, Fast Grab, Languages 1 [Kryptonian (English native)], Power Attack, Ultimate Effort [Toughness saves], Attractive 1

Skills
Athletics (+12), Close Combat: Unarmed 4 (+8), Deception 3 (+5), Expertise: Photography 4 (+8), Expertise: Krypton 2 (+3), Insight 2 (+6), Intimidation 2 (+4), Perception 4 (+8), Persuasion 3 (+5), Ranged Combat: Heat Vision 6 (+8), Ranged Combat: Throwing 4 (+6), Stealth (+2)

Offense
Initiative +2
Unarmed +8, Damage 12
Heat Vision +10, Damage 10, Precise, Accurate
Throwing +6, Damage 12

Defense
Dodge 8, Parry 8
Toughness 12 (Def Roll 0), Fortitude 12, Will 6

Power Points
Abilities 38 + Powers 75 + Advantages 8 + Skills 17 + Defenses 12 = Total 150

Complications
Motivation: Responsibility - live up to father's example
Secret ID: Perry Kent
Relationships: Lois Lane Kent (mother), Daily Planet staffers
Power Loss: Under red sunlight or if deprived of yellow sunlight for extended periods
Weakness: Kryptonite
Vulnerability: Magic - Resistances are Impaired against Magic (receives HP if resistance misses due to Impairment)

Design Notes
This is the son of Superman & Lois Lane, grown to manhood some 18 years after his father was killed by Doomsday (in this campaign, the death was permanent).

If desired, add Equipment 5 for the Fortress of Solitude (use stats on pg. 233, swap Hanger for Teleport (Others)).
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Re: Bombaatu's 3e builds (Ultimate Hawkman)

Postby Bombaatu » Tue Sep 07, 2010 9:20 am

Ultimate Hawkman
Image

Four thousand years ago, a Thanagarian scoutship detected the signature of Nthite, a highly-useful metal with unusual properties, in an otherwise-unremarkable system. The Nnthite was in an asteroid heading towards the system's third planet. The pilot, Hor-Oos Kator, decided to intercept so he could get a sample. If his readings were correct, there may be more of the precious substance elsewhere in this system - a physical sample would be more than enough evidence to send a fleet here, and he would be rewarded greatly.

He retrieved the sample, but an unusually strong stellar flare disabled his ship's instrumentation and stardrive. Having no other choice, he attempted a manual landing in the crippled craft. He guided the craft to a lush-looking river valley, the only life-sustaining area in a vast desert. Unfortunately the damage to his craft was too great for him to land it safely and it crashed.

Kator was gravely injured and his powerful wings were crushed beyond all hope of recovery. The primitives who lived in this valley were able to rescue him but to save his life, they amputated the ruined wings.

Kator lived among these natives for several years, learning their language and eventually teaching them. He constantly wore his raptor-head flight helmet so the on-board recorder would preserve is experiences, should any Thanagarians ever come this way again. Having problems with his name, the natives came to call him "Horus" and heaped great honors upon him. A mate they brought him as well - Sha-era, the daughter of their king, who eventually bore him a son. As good as his life here was though, he greatly he longed for the skies that he and his people had commanded as their birthright.

Using and refining the primitives' technology, Kator was able to eventually extract the Nthite from the sample he'd gathered years previously. With the refined metal and parts from his craft, he was able to build a great mace and an anti-gravity harness. The craftsmen of the tribe worked the shell of the craft, fashioning metal wings which Kator, now Horus, attached to his harness. After many years, Kator soared into the sky, firmly cementing his place as a god among the natives. When he died, his helmet, harness and mace were sealed into his tomb to preserve them for all eternity.
--------------------------------------------
Thousands of years later, an archeologist named Carter Hall was at an excavation in the Egyptian desert when he discovered a previously-unknown temple of Horus. To his amazement the temple contained an intact tomb! Carter entered the tomb alone, not willing to wait. There, he found the perfectly-preserved artifacts of the tomb's occupant - a winged harness, an ornate but very functional mace and an exquisitely-detailed bird-headed helmet. He reached out to touch the helmet and his mind flooded with images...

Whether through fate, dumb luck or the guidance of a higher power, the discoverer of Horus' tomb was a direct descendent of his, separated by over 300 generations. The helmet responded to Carter's Thanagarian DNA and began its long-awaited download. Suddenly he had two complete sets of memories. All of the artifacts, their function and history, were intimately familiar to him... as was the occupant of the second sarcophagus. Carter/Kator wept for his long-dead beloved mate for what seemed eternity. Then he felt the powerful call of the sky.

Taking up the mace and donning the helmet and harness, Carter Hall stepped into the sunlight and soared into the Egyptian sky - Hawkman was reborn!

(Ultimate) Hawkman
PL10


Abilities
Strength 5, Stamina 6, Agility 4, Dexterity 4, Fighting 10, Intellect 2, Awareness 4, Presence 2

Powers
Wings & Harness:
Flight 6 [Wings; Removable ]
(5 points)
Nth-Metal Mace:
Damage 5 [Strength-based; Penetrating; Penetrating on base STR (5), Affects Insubstantial 1], Nullify Magic: Nullify 10 [Simultaneous, Broad; Close; Linked to Damage, Affects Insubstantial 1]
Alt: Weaken Toughness: Weaken 10 [Affects Objects; Linked to Damage, Affects Insubstantial 1]
Feature 2 [Throwable, Returns when thrown], Easily Removable (Mace) (-16 points)

(24 points)
Thanagarian Heritage:
Hawk's Vision: Senses 2 [Extended Vision 1, Low-light vision], Language of the Birds: Comprehend 2 [Speak to & understand Animals; Limited (Birds only)]
(4 points)
Aerobatics:
Enhanced Skill 8 [Acrobatics (+8); Limited (Only while flying)]
(2 points)

Equipment
Weighted Nets: Snare 6 [Resisted by Dodge; Hindered & Vulnerable, Immobile & Defenseless. Short range 12', Med. 30', Long 60'; Secondary Effect; Unreliable (5 uses); Split 1, Dimished Range 3, Quirk: Targets must be adjascent, Accurate, Improved Crit]
Javelins: Damage 2 [STR-based (Total damage: 6). Short Rng: 60', Med. 150', Long 300'; Ranged; Unreliable (5 uses); Ranged on 4 STR, Accurate 2, Dimished Range 1]
Khopesh: Damage 3 [STR-based; Improved Crit (19-20), Accurate]

Advantages
Agile Feint, Equipment 6, Improved Critical [Mace], Luck 2, Precise Attack 2 [Close & Ranged, Concealment], Power Attack, Defensive Roll 2, Move-by Action, Evasion 1, Favored Environment [Aerial], Languages 2 [Ancient Egyptian, Ancient Thanagarian]

Skills
Acrobatics 2 (+6/+14 w/ Flying), Athletics (+5), Deception (+2), Expertise: Egyptology 6 (+8), Expertise: Thanagar 4 (+6), Insight 4 (+8), Intimidation 6 (+8), Perception 4 (+8), Persuasion (+2), Ranged Combat: Throwing 6 (+10), Stealth 4 (+8)

Offense
Initiative +4
Mace +10, Damage 10, Damage + Nullify Magic or Weaken Toughness, Crit 19-20
Net +12, Damage 6, Split attack, Accurate, Crit 19-20
Javelins +14, Damage 6, Accurate 2
Khopesh +12, Damage 8, Accurate, Crit 19-20

Defense
Dodge 12, Parry 12
Toughness 8 (Def Roll 2), Fortitude 10, Will 8

Power Points
Abilities 74 + Powers 35 + Advantages 20 + Skills 18 + Defenses 18 = Total 165

Complications
Motivation: Justice
Secret ID: Carter Hall
Temper
Honor (Does not preclude feints in combat)
Flashbacks to life as Hor-Oos Kator
Hatred: those who destroy natural habitats (loggers, strip-miners, polluters, etc.)

Design Notes
In Kator's time, Thanagar was a natural paradise and the Thanagarian's technology worked in conjunction with nature, not in opposition. Now that he has Kator's imprinted memories, Carter has developed an intense hatred of polluters, strip-miners, loggers - any who actively destroy habitat. Carter's eyesight has always been excellent due to his previously-unknown Thanagarian heritage. After the imprint, he found he could communicate with all types of avian life. Carter/Kator has a strong sense of personal honor, which also fuels his thirst for justice. Carter will also frequently find himself lost in Kator's memories - especially those of Sha-era, Kator's wife.

EDIT: Slight change to correct math mistake on cost of mace.
Last edited by Bombaatu on Mon Oct 11, 2010 12:38 pm, edited 3 times in total.
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Re: Bombaatu's 3e builds (Ultimate Hawkman)

Postby Berior » Tue Sep 07, 2010 10:51 am

oh a golden age superman build, that bring back memories....no no I'm not that old, I just made a similar build for 2nd ed back in the days (like 9 months ago) It's nice to see a 3rd ed version.
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Re: Bombaatu's 3e builds

Postby Bombaatu » Sat Sep 11, 2010 5:57 pm

Another original, this one for Desertghost's A World at War campaign:

Image

Prince Hamek ibn'Faheer - Nomad of the Deserthawk Tribe

Prince Hamek is the fourth son of Sheik Faheer of the Deserthawk Tribe. As such he knew he would never inherit his father's lands or title and so he never dedicated himself to affairs of state. Nor did he care much for riding despite his natural talent and his swordplay leaved... much to be desired. However, despite being of average strength, Hamek was a gifted athlete graced with amazing speed and agility. He would often amuse the children of the tribe with feats of acrobatics and legerdemain, something of which his father disapproved mightily, thinking it beneath his station. But Hamek's true passion was for hunting. Using his beloved hawk ar-Rysh Mn adh-Dhhb ("Feathers of Gold") as a spotter and his unerring accuracy with a bow, the prince was able to track and bring down the most elusive of prey.

One year, a neighboring sheik had gathered all the tribes together for a tournament. There were contests of riding and swordplay, but these did not interest Hamek. It was the grand event, the contest to find the greatest hunter in all the tribes, that drew his attention. The one who proved himself most worthy would receive the legendary Bow of Ma'akbar. There were tests of accuracy against both stationary and moving targets, tests of speed (to run down prey), and wilderness survival. The final contest was to track and kill a marked fox who had been released the previous day into mountainous terrain.

The contest proved too hard for many of the participants. Finally it was down to just two: Prince Hamek and Caliph Hasaan. Hamek had a sizable lead on the larger Hasaan. Finally, with the aid of ar-Rysh, Hamek tracked down and slayed the fox. However, on the way back to claim his prize, he was ambushed by Caliph Hasaan, who wished to claim the bow as his own. Hamek was able to elude the treacherous villain, finally shooting out his left eye. Hasaan survived but swore vengeance upon the prince.

Two years later, the Caliph had his chance. The armies of Cahan was sweeping into the desert and Sheik Faheer gathered the warriors of many tribes together for a daring raid. However, they were betrayed by Hasaan, who warned the enemy commander of the raid. Most of the Sheik's forces were slaughtered, with the sheik himself captured. He survived three days of torture before succumbing.

Caliph Hasaan blamed the fiasco on Hamek, claiming the young prince wanted his father and brothers slain so he could inherit the title and lands. With a price on his head, Hamek fled to the sea, loosing himself in the port city. Taking working passage, he made his way along the coast. For the last couple of months he has earned his keep as a street performer, occasionally resorting to thievery when necessary to feed himself. Beneath the jolly facade, however, burned a thirst for vengeance for his murdered family and smeared honor.

The Watchers: Hamek is a hunter without parallel and his skill with a bow is legendary among the nomadic tribes.

Artifact: Prince Hamek carries the legendary Bow of Ma'akbar, which allows its wielder to perform amazing feats of archery, firing with incredible accuracy. It is capable of inflicting vicious wounds which can cripple an opponent, as well as unleashing a veritable storm of arrows.

Prince Hamek ibn'Faheer
PL7


Abilities
Strength 0, Stamina 2, Agility 6, Dexterity 6, Fighting 1, Intellect 0, Awareness 4, Presence 2

Powers
The Bow of Ma'akbar:
Unfailing Shot: Blast 3 [Homing 2, Ricochet 1, Extended Range 1] - 10pp
Alt: Wounding Shot: Blast 3 [Secondary Effect; Incurable] - 1pp
Alt: Crippling Shot: Affliction 3 [Hindered and Impaired Immobile & Disabled; Ranged, Extra Condition, Cumulative; Limited Degree; Incurable] - 1pp
Luck: Enhanced Advantages 6 [Luck 3, Takedown 2, Ultimate Aim; Limited: Attacks with Bow of Ma'akbar only] - 3pp
Easily Removable (-6pp):
(9 points)

Great Eyesight:
Extended Vision: Senses 1 [-1 per 100 ft.]
(1 points)

Equipment
Throwing Knives
Damage 1 [Ranged, Multi-attack; Accurate] - 4ep
Leather Breastplate
Protection 1 - 1ep
5 pts. for HQ

Advantages
Equipment 2, Defensive Roll 1, Improved Aim, Improved Critical 1 [Bow], Hide in Plain Sight, Minion 2 [Hawk (pg. 268)], Precise Attack 2 [Ranged, Cover & Concealment], Tracking, All-out Attack, Benefit 1 [Noble birth], Ranged Attack 1, Skill Mastery [Bow], Skill Mastery [Perception]

Skills
Acrobatics 6 (+12), Athletics 12 (+12), Deception (+2), Expertise: Animal Handling 5 (+5), Expertise: Survival 7 (+7), Insight (+4), Intimidation (+2), Perception 8 (+12), Persuasion (+2), Ranged Combat: Bow 4 (+11), Sleight of Hand 2 (+8), Stealth 2 (+8)

Offense
Initiative +6
Bow +11, Damage 3, Secondary effect, others
Throwing Knives +9, Damage 1, Accurate, Multi-Attack

Defense
Dodge 10, Parry 7
Toughness 2/3/4 (Def Roll 1, Armor 1), Fortitude 6, Will 4

Power Points
Abilities 42 + Powers 10 + Advantages 16 + Skills 23 + Defenses 14 = Total 105

Complications
Power Loss: Bow requires arrows
Enemy: Kaliph Hasaan
Motivation: Vengeance for his father's and brothers' murder
Honor

Design Notes
Hawk: "ar-Rysh Mn adh-Dhhb" ("Feathers of Gold"), Rysh for short. As per Hawk on pg. 268, with these additions: Close Combat: Claws +1 (brings it up to +8 ), Perception +3 (brings it up to +10 total), Damage 2 (brings it up to +0), +1 to Dodge & Parry (brings both up to 8 ). 6 additional PP, brings hawk up to 30pp total.



EDIT: Some skills & abilities juggled around & Skill Masteries obtained. This guy is pretty much useless in close quarters, but has the skills to get away if necessary and is a demon at range.

EDIT 2: Removed a couple skill masteries as per request.
Last edited by Bombaatu on Sun Nov 07, 2010 5:03 pm, edited 2 times in total.
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Re: Bombaatu's 3e builds

Postby Bombaatu » Mon Sep 20, 2010 2:44 pm

Yoseph Clay, The Golem of Prague
Image

(Artwork by Yours Truly...)

Prague, 1739. Its first memory was the tinkling of bells and a low, sonorous chanting. The Golem opened its eyes to see its maker, the Rabbi Mordechai, looking at it with a smile of satisfaction. Outside, the ghetto was burning, torched by those who feared and hated the Jewish residents. With a word from the Rabbi, the Golem strode forth… to slay.

In August of 1748, the Rabbi lay dying. Years past, to aid him in his research, the Rabbi had imbued his creature with intellect, perfect memory and the ability to understand all the tongues of man. Mordechai taught it the ways of mysticism, hoping that together he could transcend death. They studied for years, poring over scrolls, tablets and books, searching for the secret of immortality. The golem became his only friend as his obsession grew.

Ultimately, the Rabbi was unsuccessful in his search. Fearing what could happen should the wrong people gain control of his creation, he destroyed the tomes that contained the secrets of creating and controlling the golem. Finally, he gave the golem one last gift: will. The gift was bittersweet, for with it came grief… and remorse. When first created, the golem had been used again and again to kill the enemies of the Rabbi's people and its clay hands were stained red with their blood. Deciding that it had taken enough from this world, it gave itself the name Yoseph, meaning "he will add".

Over the next century and a half, Yoseph travelled the world, learning and teaching all that it could. On rare occasions it was forced into violence to correct an injustice or to defend someone who would otherwise be helpless. These instances would force Yoseph to move on once its true nature had been found out.

Yoseph Clay, The Golem of Prague
PL 6


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

Powers
Magical Construct:
Immunity 32 [Fortitude Effects, Critical Hits], Regeneration 1, Protection 7, Comprehend 3 [All Languages, Literate], Immortality 3 [Limited: Not if stone heart enclosed. Limited: Only when stone heart buried in true earth (on 2 ranks)]
(49 points)

Advantages
Jack-of-All-Trades, Beginner's Luck, Eidetic Memory, Ritualist, Improved Hold, Accurate Attack, Well-Informed

Skills
Acrobatics (-1), Athletics (+7), Deception (+4), Expertise: Magic 4 (+9), Expertise: any other (+5), Insight (+2), Intimidation (+4), Investigation (+5), Perception 3 (+5), Persuasion 1 (+5), Sleight of Hand (-2), Stealth (-1), Technology (+5), Treatment (+5), Vehicles (-2)

Offense
Initiative -1
Unarmed +4, Damage 7

Defense
Dodge 2, Parry 4
Toughness 7 (Def Roll 0), Fortitude --, Will 4

Power Points
Abilities 28 + Powers 48 + Advantages 7 + Skills 4 + Defenses 3 = Total 90

Complications
Motivation: Atonement for past actions
Weakness: Disabled saves vs Water; Affliction (Impaired, Disabled, Dying) if Immersed/Saturated
Weakness: Subject to magical control
Disability: No sense of smell/taste
Prejudice: Unusual appearance
Last edited by Bombaatu on Sat Mar 19, 2011 9:58 am, edited 1 time in total.
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Re: Superman, Jr.

Postby twilock » Fri Sep 24, 2010 6:11 pm

Bombaatu wrote:Image

Superman, Jr.
PL10


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

Powers
Kryptonian Physiology:
Enhanced Stamina 10, Enhanced Strength 10, Power-Lifting 6 [Distracting], Leaping 7 [Check Required 5 (DC 15, Athletics)], Senses 9 [Extended Vision 2, Extended Hearing 2, Ultra-Hearing, Vision Penetrates Concealment; Distracting (on Vision Pen. conceal. only)], Immunity 7 [All environmental effects, disease, poison]
(59 points)
Strength-damage array:
Alt: Heat Vision: Blast 10 [Distracting; Precise, Accurate]
Alt: Super-Breath: Move Object 10 [Cone Area; Close, Limited Direction (away)]
(2 points)
Super Speed:
Speed 8, Quickness 6 [Limited: Physical tasks only], Blur effect: Concealment 4 [All Visual; Partial; Quirk: Only while using Quickness or Speed 6+]
(14 points)

Advantages
Agile Feint, Beginner's Luck, Extraordinary Effort, Fast Grab, Languages 1 [Kryptonian (English native)], Power Attack, Ultimate Effort [Toughness saves], Attractive 1

Skills
Athletics (+12), Close Combat: Unarmed 4 (+8), Deception 3 (+5), Expertise: Photography 4 (+8), Expertise: Krypton 2 (+3), Insight 2 (+6), Intimidation 2 (+4), Perception 4 (+8), Persuasion 3 (+5), Ranged Combat: Heat Vision 6 (+8), Ranged Combat: Throwing 4 (+6), Stealth (+2)

Offense
Initiative +2
Unarmed +8, Damage 12
Heat Vision +10, Damage 10, Precise, Accurate
Throwing +6, Damage 12

Defense
Dodge 8, Parry 8
Toughness 12 (Def Roll 0), Fortitude 12, Will 6

Power Points
Abilities 38 + Powers 75 + Advantages 8 + Skills 17 + Defenses 12 = Total 150

Complications
Motivation: Responsibility - live up to father's example
Secret ID: Perry Kent
Relationships: Lois Lane Kent (mother), Daily Planet staffers
Power Loss: Under red sunlight or if deprived of yellow sunlight for extended periods
Weakness: Kryptonite
Vulnerability: Magic - Resistances are Impaired against Magic (receives HP if resistance misses due to Impairment)

Design Notes
This is the son of Superman & Lois Lane, grown to manhood some 18 years after his father was killed by Doomsday (in this campaign, the death was permanent).

If desired, add Equipment 5 for the Fortress of Solitude (use stats on pg. 233, swap Hanger for Teleport (Others)).


I could be misreading but it looks as though you have done some attack/damage shift/tradeoff on his unarmed damage but not his heat vision. Am I reading that correctly or is that an oopsy?
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Re: Superman, Jr.

Postby Bombaatu » Fri Sep 24, 2010 7:21 pm

twilock wrote:I could be misreading but it looks as though you have done some attack/damage shift/tradeoff on his unarmed damage but not his heat vision. Am I reading that correctly or is that an oopsy?

No, that's correct. Trade-offs can be done on a per-attack basis - they don't have to be universal. Check out the builds for Batman, Nightwing & Black Manta for examples.
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Re: Bombaatu's 3e builds

Postby twilock » Fri Sep 24, 2010 9:40 pm

Bombaatu wrote:
twilock wrote:I could be misreading but it looks as though you have done some attack/damage shift/tradeoff on his unarmed damage but not his heat vision. Am I reading that correctly or is that an oopsy?

No, that's correct. Trade-offs can be done on a per-attack basis - they don't have to be universal. Check out the builds for Batman, Nightwing & Black Manta for examples.


Does it actually say this in the book anywhere, cause I didn't see it. Or is this just one of those it is assumed things.
I am not doubting you, and it makes good sense as it makes the system more flexible, I was just curious if their was someplace I could read this to fully understand.

Thanks

Edit: Never mind I found it. It says it under the specific description of attack/effects tradeoffs. My I just recommend to anyone new to this game that they make a practice character and go through step by step. I am seeing all kinds of stuff that didnt register the first time through.
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