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Bombaatu's 3e builds

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Re: Bombaatu's 3e builds

Postby Bombaatu » Sat Oct 02, 2010 6:06 am

Ezekiel J. McReedy, The Silver Streak

Image

World War II saw an explosion in the number of super-powered beings. One of these was young Zeke McReedy, an otherwise-ordinary teenager until a freak accident involving a chemical tanker car, high-tension power lines and a stray meteor imbued him with incredible speed.

Throughout this war and the following decades the Silver Streak, basing himself in his hometown of Freedom City, made a name for himself combatting saboteurs, spies, and would-be world-conquering gorillas. However, his bitterest enemy and most capable foe was Photonik, The Master of Light. Their battles were the stuff of legend, as the 'Streak foiled plot after plot. At long last Photonik, aka Mortimer Stearn, was captured and sentenced to 30 years in federal prison.

It was shortly thereafter that Franklin Moore was elected mayor and costumed "vigilantes" outlawed. Ezekiel, always a law-abiding citizen, complied and retired from being a super-hero. It was just as well - the so-called "heroes" of that era absolutely disgusted him; "punks with guns" was a frequent saying of his.

Ezekiel, who had earned his Masters in History, began teaching at FCU. Throughout the 70's, 80's & 90's he became a fixture at FCU… and a thing of terror to incoming freshmen. Professor McReedy tolerated no "shenanigans" in his class - students were to be punctual, polite and well-attired at all times. No one could argue with his results, tho - his classes held a higher percentage of honor students than any other instructor. After nearly 40 years, he finally accepted a position of Professor Emeritus and retired from active instruction.

Retirement was not without its perils - chief among them: boredom. He offered his services to Duncan Summers as a teacher at Clairmont. In addition to History, Prof. McReedy also teaches The Art of Improvisation to the "special" classmen, instructing them on how to use their powers creatively and to think "outside the box" (an expression he hates, by the way).
The Silver Streak
PL10


Abilities
Strength 0, Stamina 2, Agility 3, Dexterity 1, Fighting 2, Intellect 3, Awareness 3, Presence 3

Powers
Super-Speed:
Speed 8, Quickness 8, Improved Initiative: Enhanced Advantages 4, Movement 2 [Wall-Crawling 1, Water-Walking 1; Limited: Only while moving], Immunity 1 [Friction Heat]
(23 points)
Speed Tricks array:
Air Control: Move Object 10 [Cone Area; Close]
Alt: Air Cushion: Movement 1 [Safe Fall; Burst Area, Affects Others]
Alt: Vacuum: Affliction 5 [Resisted by Fort.; Dazed, Stunned, Incapacitated; Burst Area, Cumulative, Concentration]
Alt: Vibration: Insubstantial 4
Alt: Vibro-Strike: Damage 8 [Penetrating]
(24 points)

Advantages
Languages 1 [Latin (English native)], Assessment, Defensive Roll 6, Evasion 2, Improved Disarm, Instant Up, Move-by Action, Redirect, Takedown, Taunt, Uncanny Dodge, Improved Initiative 4

Skills
Athletics (+0), Close Combat: Unarmed 10 (+12), Deception 9 (+12), Expertise: History 7 (+10), Insight 7 (+10), Intimidation (+3), Investigation 5 (+8), Perception 5 (+8), Persuasion (+3), Stealth 7 (+10)

Offense
Initiative +19

Defense
Dodge 11, Parry 12
Toughness 8 (Def Roll 6), Fortitude 6, Will 8

Power Points
Abilities 34 + Powers 47 + Advantages 17 + Skills 25 + Defenses 27 = Total 150

Complications
Motivation: Thrills - being a superhero makes him feel young again
Identity: Prof. McReedy
Relationship: Once his enemy, Mortimer Stearn has become McReedy's closest friend
Hatred: "Punks with guns" (anti-heroes)
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Re: Bombaatu's 3e builds

Postby Bombaatu » Tue Dec 21, 2010 9:13 am

This one is for ClassDunce's Golden Age of Freedom game

Dr. Dynamo

Image
(Change the "T" to a "D" - don't have PhotoShop... ;) )

Image

In 1935, Elijah and Esther Zuckermann left Germany for the United States, bringing their teenaged son Daniel with them. Elijah believed that the persecution of Jews in Germany would only get worse with time. Their older son Joshua thought his parents were being reactionaries and refused to leave, which caused a schism in the family. Joshua stayed behind, having enrolled in Friedrich-Wilhelms-Universität.

On November 9th, 1938, Elijah's worst fears were confirmed - the Kristallnacht swept across Germany, signaling a fundamental shift in how Jews were treated. The Zuckermann's lost contact with Joshua and do not know if he is alive to this day.

Daniel dedicated his life to science and to the goal of freeing his homeland from the Nazi regime. After receiving doctorates in Physics and Biology, he founded the field of Bio-Dynamics, the augmentation of organisms by electrical fields. In 1942 Daniel was recruited into the War Department's Super-Soldier program.

Work progressed and Daniel was able to create a man-portable device that would augment its wearer with astounding physical capabilities as well as surrounding him with an electrical field of considerable voltage. Unfortunately the War Department was unable to mass-produce the device. The materials were prohibitively expensive and, due to years of exposure to various electrical fields, the device only worked on Daniel himself.

Daniel persuaded the War Department to let him use the prototype rather than have the research dollars go to waste. Styling himself "Dr. Dynamo", Daniel joined the new cadre of super-soldiers. His first mission was to secretly deploy to France, paving the way for Operation Overlord.

Dr. Dynamo - PL 8

Strength 10, Stamina 10, Agility 2, Dexterity 0, Fighting 6, Intellect 5, Awareness 1, Presence 2

Advantages
All-out Attack, Beginner's Luck, Benefit, Security Clearance (Top Secret), Eidetic Memory, Extraordinary Effort, Improvised Tools, Interpose, Inventor, Jack-of-all-trades, Languages 2, Luck 2, Power Attack

Skills
Acrobatics 2 (+4), Expertise (SCIENCE!!!) 7 (+12), Intimidation 4 (+6), Investigation 1 (+6), Perception 4 (+5), Ranged Combat (Throw) 4 (+4), Technology 7 (+12), Treatment 1 (+6)

Powers
Electro-Belt (Removable)
. . MIGHT!!!: Enhanced Strength 8 (+8 STR)
. . . . Electro-Shock: Affliction 8 (Alternate; 1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, Resisted by: Fortitude, DC 18; Extra Condition; Limited Degree)
. . . . Hand-clap: Cone Area Damage 8 (Alternate; - custom descriptor -, DC 23; Cone Area (60 feet cone))
. . POWER!!!: Energy Aura 4 (DC 19)
. . SWIFTNESS!!!: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . . . LEAPING!!!: Leaping 6 (Alternate; Leap 500 feet at 120 miles/hour; Check Required 2 (DC 12 - Athletics))
. . VITALITY!!!: Enhanced Stamina 8 (+8 STA)
Quickness: Quickness 2 (Perform routine tasks in -2 time ranks; Limited to One Type (Mental))

Offense
Initiative +2
Electro-Shock: Affliction 8, +6 (DC Fort 18)
Grab, +6 (DC 25)
Hand-clap: Cone Area Damage 8 (DC 23)
POWER!!!: Energy Aura 4, +6 (DC 19)
Throw, +4 (DC 25)
Unarmed, +6 (DC 25)

Complications
Hatred: NAZIS!
Identity: Dr. Daniel Zuckermann
Motivation: Patriotism - Daniel wants to free his homeland from the Nazi scourge. He is also fiercely patriotic to his adopted country, the USA.
Prejudice: Jewish - as a German Jew, Daniel faces intensely harsh treatment if he is captured. There is also a strong anti-Semite contingent within the United States, particularly in the South

Languages
English, German (Native), Hebrew

Defense
Dodge 4, Parry 6, Fortitude 10, Toughness 10, Will 5

Power Points
Abilities 40 + Powers 45 + Advantages 14 + Skills 15 (30 ranks) + Defenses 6 = 120
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Re: Bombaatu's 3e builds

Postby Bombaatu » Tue Feb 22, 2011 3:13 pm

Snapshot
Image
Tucker Andrews was destined for a hard life. He grew up in Gotham's crime-ridden East End and faced all-too-common pressures that no child should have to face. Thankfully he had strong role-models in his mother Agnes and grandfather Morris. Morris had grown up in rural Arkansas and used to hunt small game using a 'wrist-rocket' style slingshot. Even though Agnes did not approve (she was an RN), Morris taught Tucker how to use a slingshot, and Tucker turned out to have a natural talent for the device.

That talent was put to the test one night in a home-invasion. A gang of six hoodlums has burst into their home in the middle of the night, killing Morris and brutally beating Agnes. Young Tucker grabbed his slingshot and climbed out on the fire escape. From this vantage point he began shooting at the assailants and managed to take out three before his location was discovered. He was being drug inside when his captors fell, each with green arrows sticking out of their shoulders. The Emerald Archer had heard the commotion and investigated, dispatching the remaining thugs and summoning medical assistance.

Too late. Agnes later died from her wounds. Oliver took a personal interest in young Tucker and trained him as his protoge, calling him "Snapshot". Tucker did not take to the bow as naturally as he did the slingshot, so Green Arrow wisely did not press the issue - rather he concentrated his training on martial arts, evasion, surveillance and the use of specialized ammunition. Tucker was completely enamored of the hero's life - the excitement, the danger, the look of gratitude in the eyes of the people he help. Years later, Gotham's East End had a new defender!

Personality: Tucker has every reason in the world to be bitter and it is a testament to his mother & grandfather that he did not turn out that way. Despite being touched by tragedy, Tucker is upbeat and level-headed. He sees the kernel of good in the East End that is buried under the the layer of crime and corruption, and he strives to create an environment where that can flourish. It's a happy coincidence that doing so is also the most fun he's ever had.

Snapshot - PL 9

Strength 4, Stamina 4, Agility 6, Dexterity 4, Fighting 4, Intellect 0, Awareness 3, Presence 1

Advantages
Agile Feint, Benefit (Security System training: +5 to the Security use of Technology skill), Defensive Roll, Equipment 7, Favored Environment (Urban), Improved Aim, Improved Critical (Bolo balls: Snare 4), Improved Critical (Steel ball: Blast 5), Improved Critical (Stun balls: Affliction 5), Improvised Weapon 2, Instant Up, Move-by Action, Power Attack, Precise Attack (All) 4, Prone Fighting, Quick Draw, Ranged Attack 5, Takedown

Skills
Acrobatics 8 (+14), Athletics 6 (+10), Close Combat (Unarmed) 6 (+10), Insight 3 (+6), Perception 3 (+6), Ranged Combat (Slingshot) 4 (+8), Sleight of Hand 1 (+5), Stealth 2 (+8), Technology 6 (+6)

Powers
Steel ball: Blast 5 (ballistic, DC 20, Advantages: Improved Critical; Precise, Ricochet 2 (2 bounces), Subtle (subtle); Diminished Range)
. . Bolo balls: Snare 4 (Alternate; DC 14, Advantages: Improved Critical; Subtle (subtle); Diminished Range)
. . Flashbang: Cumulative Affliction 4 (Alternate; light, sonic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 14; Cumulative, Increased Range (ranged), Subtle (subtle); Diminished Range)
. . Knockout Gas: Cloud Area Affliction 4 (Alternate; chemical, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 14; Cloud Area (15 feet radius sphere), Increased Range (ranged), Insidious, Subtle (subtle); Diminished Range)
. . Stun balls: Affliction 5 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15, Advantages: Improved Critical; Increased Range (ranged), Subtle (subtle); Diminished Range)
Urban Acrobat
. . Leaping: Leaping 2 (training, Leap 30 feet at 8 miles/hour)
. . Movement: Movement 5 (training, Safe Fall, Sure-footed 2, Swinging, Wall-crawling 1 (-1 speed rank))
. . Speed: Speed 2 (training, Speed: 8 miles/hour, 120 feet/round)
Environment: Environment 2 (smoke, Visibility (-5), Radius: 60 feet)

Equipment
Headset (Commlink, Flash Goggles, Gas Mask, GPS Receiver), Slingshot [Steel ball: Blast 5, ballistic, DC 20, Advantages: Improved Critical; Precise, Ricochet 2 (2 bounces), Subtle (subtle); Diminished Range], Undercover Shirt, Utility Belt (Binoculars, Lock Release Gun, Mini-tracer, Multi-tool, Restraints, Smoke bomb [Environment: Environment 2, smoke, Visibility (-5), Radius: 60 feet], Video Camera)

Offense
Initiative +6
Bolo balls: Snare 4, +13 (DC Dog 14)
Flashbang: Cumulative Affliction 4, +13 (DC Fort 14)
Grab, +4 (DC Spec 14)
Knockout Gas: Cloud Area Affliction 4 (DC Fort 14)
Steel ball: Blast 5, +13 (DC 20)
Stun balls: Affliction 5, +13 (DC Fort 15)
Throw, +9 (DC 19)
Unarmed, +10 (DC 19)

Complications
Identity: Tucker Andrews
Motivation: Thrills
Motivation: Doing Good

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 7/4, Will 8

Power Points
Abilities 52 + Powers 14 + Advantages 29 + Skills 20 (39 ranks) + Defenses 20 = 135


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Re: Bombaatu's 3e builds

Postby Bombaatu » Mon Feb 28, 2011 7:28 pm

This concept was shamelessly ripped off from this thread, and has been very fun to play.

Formerly known as "Captain Wonder" (a name given to him by his vessel in the '40's), The Champion's most recent vessel was mortally wounded. With his dying breath he uttered the magic word "Shim-Ra!" and, for the first time in millennia, The Champion manifested without a mortal vessel to contain him. Unanchored to a mortal and unable to return to the realm of the Egyptian Gods, The Champion is caught between two worlds.

The Champion - PL 10

Strength 13, Stamina 10, Agility 1, Dexterity 0, Fighting 7, Intellect 2, Awareness 6, Presence 2

Advantages
Accurate Attack, All-out Attack, Assessment, Beginner's Luck, Eidetic Memory, Extraordinary Effort, Fast Grab, Improved Initiative, Inspire 4, Interpose, Jack-of-all-trades, Languages 1, Leadership, Power Attack, Takedown, Ultimate Effort (Toughness checks)

Skills
Expertise (Military) 3 (+5), Expertise (Occult) 7 (+9), Insight 2 (+8), Intimidation 2 (+4), Perception 2 (+8), Persuasion 2 (+4), Ranged Combat (Throw) 6 (+6)

Powers
1. Speed of Shu (Advantages: Improved Initiative)
. . Flight: Flight 8 (divine, Speed: 500 miles/hour, 1 mile/round)
. . . . Speed
. . . . . . Quickness: Quickness 8 (divine, Perform routine tasks in -8 time ranks)
. . . . . . Speed: Speed 8 (divine, Speed: 500 miles/hour, 1 mile/round)
2. Strength of Horus (Advantages: Power Attack)
. . Might: Power-lifting 6 (divine, +6 STR for lifting; Distracting)
. . Strength: Enhanced Strength 10 (divine, +10 STR; Custom (Permanent))
3. Wisdom of Imhotep (Advantages: Assessment, Beginner's Luck, Eidetic Memory, Jack-of-all-trades)
. . Wisdom: Enhanced Awareness 4 (divine, +4 AWE)
. . . . Comprehend: Comprehend 4 (Alternate; divine, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
4. Stamina of Min (Advantages: Extraordinary Effort, Ultimate Effort (Toughness checks))
. . Resurrection: Immortality 1 (divine, Return after 2 weeks)
. . Stamina: Enhanced Stamina 8 (divine, +8 STA; Custom (Permanent))
. . Toughness: Protection 3 (divine, +3 Toughness; Impervious [6 extra ranks])
. . Vitality: Immunity 12 (divine, Aging, Life Support, Sleep)
5. Courage of Ramses (Advantages: Accurate Attack, All-out Attack, Fast Grab, Inspire 4, Interpose, Leadership, Takedown)
. . Courage: Enhanced Fighting 6 (divine, +6 FGT; Custom (Permanent))
6. Power of Amun-Re (divine, light)
. . Glory
. . . . Glory: Environment 1 (divine, light, Light (Bright), Radius: 30 feet)
. . . . Voice of the Gods (listeners' checks to hear him are Extended 1 rank): Feature 1 (divine, sonic)
. . . . Will of the Gods: Enhanced Trait 10 (divine, Persuasion +6 (+10), Intimidation +14 (+18))
. . Light: Perception Area Affliction 10 (Alternate; divine, light, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Perception Area; Limited (Vision only))
. . Truth: Cone Area Nullify 10 (Alternate; divine, light, Counters: Illusion, Concealment, DC 20; Cone Area (60 feet cone); Reduced Range (close))
. . Wrath: Damage 14 (Alternate; divine, light, DC 29; Inaccurate (-2))

Offense
Initiative +5
Grab, +7 (DC Spec 23)
Light: Perception Area Affliction 10 (DC Fort 20)
Throw, +6 (DC 28)
Truth: Cone Area Nullify 10 (DC Will 20)
Unarmed, +7 (DC 28)
Wrath: Damage 14, +5 (DC 29)

Complications
Enemy: Bah-Peph, Sons of Set
Legal Limbo: The Champion's most recent 'vessel', Wally Marshall, is dead and he cannot transform back to mortal form. He also no longer goes by 'Captain Wonder'
Motivation: Responsibility: He is the Champion of the Gods and subject to their will.
Past lives: The Champion has had several incarnations over the centuries and these can sometimes be confusing since he currently has no vessel to anchor him
Quirk: Registered Super-Human
Role Model: As a vestige of Wally's personality, The Champion strives to inspire others to greatness. He is aware that his actions can influence others and as a result he follows a personal code of honor.

Languages
Ancient Egyptian, English

Defense
Dodge 5, Parry 7, Fortitude 10, Toughness 13, Will 8

Power Points
Abilities 26 + Powers 125 + Advantages 1 + Skills 12 (24 ranks) + Defenses 6 = 170


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Re: Bombaatu's 3e builds

Postby Bombaatu » Mon Oct 10, 2011 11:20 am

Damien Blacke

Image

Image

For thirteen generations has his family wielded the BlackeFire - mystical energies of the Outer Dark harnessed to the service of life instead of its destruction. Over a thousand years ago, a monastic Novice ran across a cave in Northumber. Within he found a brazier burning with a lightless flame, and the flame spoke to him. It told him of Power, of the Glory of Nothing and bade him be the Vessel of the Outer Shadow. Fascinated, the young Anglo reached forth his hand and was engulfed by the BlackeFire and was shown visions of utter destruction, the scale of which was unimaginable, with himself at the center of it, laughing.

However, the BlackeFire did not contend with the strength of the young Novice's faith and will. He fought off the intelligence within the flame, bending it to his will, and vowed to use it to prevent the destruction he had been shown. Forsaking his order, the young man took the Solomon Blacke and began to travel the world, learning all that he could to aid him in his never-ending struggle against the Outer Dark. Mastery of the BlackeFire lengthened his life to an unnatural degree - at the age of 77 he was as hale as a 25-year-old, and fathered a son. The mother did not survive childbirth, a pattern that would be repeated down through the generations. Solomon raised the child on his own, schooling him in the mystic arts so that upon his death, the son would wield the flame.

Eleven generations and 960 years later, Damien was born to Nicodemus and Samantha Blacke. Unfortunately, as had always been the case, the mother did not survive childbirth. Eighty years later Nicodemus finally succumbed to great old age and the mantle of the BlackeFire passed onto Damien.

Damien Blacke - PL 10

Strength 0, Stamina 0, Agility 1, Dexterity 3, Fighting 2, Intellect 2, Awareness 7, Presence 4

Advantages
Artificer, Beginner's Luck, Eidetic Memory, Languages 1, Ritualist, Takedown, Trance

Skills
Expertise: Magic 12 (+14), Insight 5 (+12), Intimidation 4 (+8), Perception 3 (+10), Persuasion 4 (+8), Ranged Combat: The BlackeFire 5 (+8), Stealth 1 (+2)

Powers
Mystical Awareness: Senses 4 (Acute: Choose Sense, Analytical: Mystical Awareness, Awareness: Mystical (Mental), Radius: Mystical Awareness)
Solomon's Talisman (Removable (indestructible))
. . Comprehend: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All, Advantages: Beginner's Luck, Eidetic Memory)
. . Remote Sensing: Remote Sensing 8 (Affects: 3 Types, inc. Visual - Visual, Auditory, Mental, Range: 1 mile; Subtle 2: looks normal; Limited: Physical body is Defenseless)
. . . . Multiple Effects
. . . . . . Levitation: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
. . . . . . Mystic Shield: Protection 12 (+12 Toughness; Impervious [6 ranks only], Sustained)
Steeped in Lore: Quickness 4 (training, Perform routine tasks in -4 time ranks; Limited: Designing & Building/Performing magical device & rituals only)
The BlackeFire
. . Bindings: Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, Resisted by: Will, DC 22; Extra Condition, Increased Range: ranged; Limited Degree)
. . Dispell Magic: Nullify 8 (Counters: Magic, DC 18; Broad, Simultaneous)
. . Enervation: Broad Weaken 8 (Affects: Physical Abilities (One at a time), Resisted by: Will, DC 18; Broad: Physical Abilities, Increased Range: ranged)
. . Hellflame: Blast 12 (DC 27)
. . Mystic Constructs: Create 7 (Volume: 125 cft., DC 17; Increased Duration: continuous, Innate, Precise)
. . Phantasms: Illusion 4 (Affects: All Sense Types, Area: 30 cft., DC 14; Illusion Area, Selective; Resistible: Will)

Offense
Initiative +1
Bindings: Affliction 12, +8 (DC Will 22)
Dispell Magic: Nullify 8, +8 (DC Will 18)
Enervation: Broad Weaken 8, +8 (DC Will 18)
Grab, +2 (DC Spec 10)
Hellflame: Blast 12, +8 (DC 27)
Throw, +3 (DC 15)
Unarmed, +2 (DC 15)

Complications
Enemy: The Outer Shadow - a being that exists outside of our multiverse and seeks to consme all life.
Motivation: Responsibility: Damien is the latest in a long line of Blackes, stretching back at least thirteen generations
Tainted: To persons or entities sensitive to such things, Damien appears to be Infernal in nature. This will be evident to other magicians, priests, mediums, psychics, Infernal or Divine beings, etc.

Note: Damien's longevity is on the order of Aragorn's in LotR: his lifespan is about three times that of normal. He is not immune to aging, he just ages slower. At this point, Damien is eighty years old, but appears to be in his early 30's.

Note 2: Damien carries Solomon's Talisman, a fragment of the first Blacke's skull. This talisman contains the experiences of all of the Blackes, allowing Damien to draw upon the knowlege of his ancestors.

Languages
English, Latin

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 12, Will 14

Power Points
Abilities 38 + Powers 64 + Advantages 5 + Skills 17 (34 ranks) + Defenses 26 = 150
Last edited by Bombaatu on Sun Oct 16, 2011 8:39 am, edited 2 times in total.
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Re: Bombaatu's 3e builds

Postby ursinethemadbear » Mon Oct 10, 2011 4:29 pm

The Golden Age characters are very cool, and your originals are great. I especially love Snapshot and Damien Black.
One quick note on Snapshot, you could collapse all of his Improved Criticals into one Improved Critical(Wrist Rocket), that would give you a couple of points to spend elsewhere. I love this concept.
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I use DCA, unless I state otherwise, all my posts are for DCA. I assume that 3ed is the same, but might be wrong in specific areas.

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Re: Bombaatu's 3e builds

Postby Bombaatu » Mon Oct 10, 2011 4:39 pm

ursinethemadbear wrote:The Golden Age characters are very cool, and your originals are great. I especially love Snapshot and Damien Black.
One quick note on Snapshot, you could collapse all of his Improved Criticals into one Improved Critical(Wrist Rocket), that would give you a couple of points to spend elsewhere. I love this concept.


Danke! :)

As for Snapshot, I'd built the Impr. Crit into the attacks themselves rather than as an Advantage. Could work either way, I suppose - if I ever get a chance to play him I may shift that around.
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Re: Bombaatu's 3e builds (Young Justice)

Postby Bombaatu » Tue Oct 11, 2011 11:37 am

I'm trying my hand at building Young Justice. I'm trying to keep them to PL 8 / 120 PP. It's gonna be hard, methinks....

Here's the first one.

Robin (Young Justice)
Image

Robin - PL 8

Strength 2, Stamina 3, Agility 8, Dexterity 4, Fighting 10, Intellect 2, Awareness 2, Presence 1

Advantages
Agile Feint, Assessment, Close Attack 2, Defensive Attack, Defensive Roll, Equipment 7, Hacker: +5 to Technology to bypass or augment computer security, Hide in Plain Sight, Improved Smash, Improved Trip, Skill Mastery: Acrobatics, Skill Mastery: Stealth, Taunt, Teamwork, Uncanny Dodge, Well Informed

Skills
Acrobatics 4 (+12), Athletics 8 (+10), Deception 8 (+9), Insight 4 (+6), Investigation 6 (+8), Perception 5 (+7), Ranged Combat: Thrown Weapons 8 (+12), Sleight of Hand 4 (+8), Stealth 4 (+12), Technology 6 (+8), Vehicles 1 (+5)

Powers
Martial Arts training: Strength-based Damage 1 (DC 18)

Equipment
Commlink, Gauntlet (Computer, GPS, Cell Phone) 3, Undercover Shirt, Utility Belt (Binoculars, Boomerang, Flash Grenade, Flashlight, Gas Mask, Lock picks 1, Mini-tracer, Parabolic Microphone, Rebreather, Remote Detonator 1, Shuriken, Smoke Grenade, Tear Gas Grenade, Video Camera)

Offense
Initiative +8
Boomerang, +12 (DC 18)
Flash Grenade, +4 (DC Dog/Fort 14)
Grab, +12 (DC Spec 12)
Martial Arts training: Strength-based Damage 1, +12 (DC 18)
Shuriken, +12 (DC 16)
Smoke Grenade, +4 (DC 19)
Tear Gas Grenade, +4 (DC Dog/Fort 14)
Throw, +12 (DC 17)

Complications
Enemy: As Batman's partner, Robin is frequently targetted by his mentor's Rogues Gallery
Identity: Even beyond the normal super-hero secret ID, Batman has forbidden Robin to reveal his true identity to even his teammates.
Motivation: Thrills: Robin gets a complete kick out of being a super-hero.
Prejudice: Robin is the most highly-trained of the Young Justice team, but at 13 he is also the youngest, which can sometimes cause issues for him.

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 3, Toughness 6/3, Will 3

Power Points
Abilities 64 + Powers 1 + Advantages 23 + Skills 29 (58 ranks) + Defenses 3 = 120


EDIT: reduced Technology by 2 ranks to pay for Well Informed
Last edited by Bombaatu on Thu Oct 18, 2012 5:36 pm, edited 2 times in total.
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Re: Bombaatu's 3e builds

Postby Bombaatu » Tue Oct 11, 2011 11:46 am

Superboy (Young Justice)
Image

Superboy - PL 8

Strength 11, Stamina 11, Agility 1, Dexterity 0, Fighting 5, Intellect 1, Awareness 0, Presence 0

Advantages
All-out Attack, Extraordinary Effort, Great Endurance, Interpose, Power Attack, Takedown, Ultimate Effort: Toughness

Skills
Expertise: World History 9 (+10), Intimidation 5 (+5), Perception 10 (+10), Ranged Combat: Throw 5 (+5), Stealth 3 (+4), Technology 2 (+3)

Powers
Kryptonian Physiology
. . Invulnerability (Saving Throw: Toughness, Advantages: Ultimate Effort: Toughness; Impervious [7 extra ranks])
. . Leaping: Leaping 7 (Leap 900 feet at 250 miles/hour)
. . Senses: Senses 6 (Acute: Smell, Extended: Vision 1: x10, Extended: Hearing 1: x10, Infravision, Tracking: Vision 1: -1 speed rank, Ultra-hearing)
. . Stamina: Enhanced Stamina 9 (+9 STA, Advantages: Extraordinary Effort, Great Endurance; Permanent)
. . Strength: Enhanced Strength 9 (+9 STR; Permanent)
. . Super-Strength: Power-lifting 6 (+6 STR for lifting; Distracting)
Vat Training: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All; Quirk: Earth Languages only)

Offense
Initiative +1
Grab, +5 (DC Spec 21)
Throw, +5 (DC 26)
Unarmed, +5 (DC 26)

Complications
Motivation: Acceptance: Conner wants to live up to the legacy of Superman
Power Loss: Under a red sun or if deprived of yellow sunlight for extended periods
Temper: Conner has anger issues, particularly when it comes to any form of mental invasion or manipulation
Weakness: Kryptonite [Impaired, Disabled, Incapacitated - will go to dying after a few minutes exposure)

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 11, Toughness 11, Will 4

Power Points
Abilities 22 + Powers 69 + Advantages 4 + Skills 17 (34 ranks) + Defenses 8 = 120
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Re: Bombaatu's 3e builds

Postby Woodclaw » Tue Oct 11, 2011 12:34 pm

Not bad, these builds works pretty well. But you'll get my absolute admiration if you can manage to squeeze Ms Martian in a playable PL/pp ratio.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
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Re: Bombaatu's 3e builds

Postby Sojobo » Tue Oct 11, 2011 1:52 pm

I like them, and having made a Miss Martian on 120pp before, its definitely doable - I just ended up relying on a non-dynamic array for everything, so she can only do one thing at a time. The Young Justice M'gann should be easier to model, since she can't go intangible and isn't usually depicted as being extremely strong, nor does she have Martian vision. And the Bioship is easily handled with Equipment.
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Re: Bombaatu's 3e builds

Postby Bombaatu » Tue Oct 11, 2011 3:00 pm

And so here she is... :)

Miss Martian
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Miss Martian - PL 8

Strength 0, Stamina 5, Agility 2, Dexterity 0, Fighting 0, Intellect 1, Awareness 5, Presence 1

Advantages
Beginner's Luck, Equipment 11, Languages 1, Ultimate Effort: Will

Skills
Expertise: Cooking 3 (+4), Expertise: Pop Culture 3 (+4), Perception 2 (+7), Persuasion 6 (+7), Stealth 4 (+6)

Powers
Martian Abilities
. . Concealment: Concealment 2 (Sense - Sight)
. . Elongation: Elongation 4 ([0 active, 0/24 PP, 1/r], Elongation: 120 feet)
. . Enhanced Ability: Enhanced Strength 8 ([0 active, 0/24 PP, 2/r], +8 STR)
. . Extra Limbs: Extra Limbs 5 ([0 active, 0/24 PP, 1/r], 5 extra limbs, Advantages: Improved Grab; Sustained)
. . Flight: Flight 5 ([0 active, 0/24 PP, 2/r+1], Speed: 60 miles/hour, 900 feet/round; Subtle: subtle)
. . Mental Blast: Mental Blast 6 ([0 active, 0/24 PP, 4/r], DC 21)
. . Mind Reading: Effortless Mind Reading 8 ([0 active, 0/24 PP, 2/r], DC 18; Effortless; Feedback)
. . Morph: Morph 3 ([0 active, 0/24 PP, 6/r-1], +20 Deception checks to disguise; Broad group; Increased Duration: continuous; Quirk: DC 20 Will check to copy male humanoid forms, Notes: Humanoids)
. . Telekinesis: Move Object 8 ([0 active, 0/24 PP, 3/r], 6 tons; Increased Range: perception)
Protection: Protection 3 (+3 Toughness)
Telepathy
. . Communication: Mental Communication 2 (Custom: Two-Way)
. . Mental Awareness: Senses 1 (Awareness: Mental)

Equipment
Martian Bio-Ship

Offense
Initiative +2
Grab, +0 (DC Spec 10)
Mental Blast: Mental Blast 6 (DC Will 21)
Mind Reading: Effortless Mind Reading 8 (DC Will 18)
Telekinesis: Move Object 8 (DC 18)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Complications
Motivation: Acceptance: Me'gan desparately wants to fit in as a typical Earth teenager
Quirk: Me'gan can be flighty and absent-minded - "Hel-lo, Megan!"
Weakness: Disabled resistance to Fire or Heat

Languages
English, Martian

Defense
Dodge 7, Parry 5, Fortitude 5, Toughness 8, Will 10

Power Points
Abilities 28 + Powers 54 + Advantages 14 + Skills 9 (18 ranks) + Defenses 15 = 120


Martian Bio-Ship
Image

Martian Bio-Ship - PL 8

Strength 8, Defense -1, Toughness 9, Size Huge

Features:
Alarm 2, Navigation System 1, Remote Control, Telepathic Flight Controls 1

Powers
Cloaking: Concealment 6 (All Visual Senses, Other Sense: Radar, Sense - Hearing)
Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round; Subtle: subtle)
Immunity: Immunity 6 (Environmental Condition: Cold, Environmental Condition: Vacuum, Environmental Condition: Radiation, Starvation & Thirst, Suffocation (All))
Interplanetary: Movement 1 (Space Travel 1: within solar system)
Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)

Power Points
Abilities 2 + Powers 45 + Advantages 0 + Features 5 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 55
Last edited by Bombaatu on Thu Oct 18, 2012 5:42 pm, edited 2 times in total.
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Re: Bombaatu's 3e builds

Postby Sojobo » Tue Oct 11, 2011 3:09 pm

Sweet! Though, once again, I will cite my utter hatred for Hero Lab - is Martian Abilities a normal array or dynamic? I'm guessing dynamic with all that funky chicken scratch code making me think you allocate pp to each thing.
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Re: Bombaatu's 3e builds

Postby Bombaatu » Tue Oct 11, 2011 4:25 pm

Sojobo wrote:Sweet! Though, once again, I will cite my utter hatred for Hero Lab - is Martian Abilities a normal array or dynamic? I'm guessing dynamic with all that funky chicken scratch code making me think you allocate pp to each thing.


Yeah - those all all Dynamic slots except for Concealment
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Re: Bombaatu's 3e builds

Postby Bombaatu » Sun Oct 16, 2011 8:14 am

Kid Flash
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Kid Flash - PL 8

Strength 2, Stamina 2, Agility 4, Dexterity 2, Fighting 6, Intellect 3, Awareness 0, Presence 2

Advantages
Agile Feint, Close Attack 3, Equipment 2, Improved Disarm, Improved Smash, Improved Trip, Inventor, Move-by Action

Skills
Acrobatics 6 (+10), Expertise: Science 5 (+8), Stealth 1 (+5), Technology 7 (+10)

Powers
Feature: Feature 2 (Notes: 24 hours of food concentrates
Stealth Mode: +5 to Stealth at night)
Protection: Protection 2 (+2 Toughness)
Damage: Strength-based Damage 5 (DC 22; Multiattack [2 extra ranks])
. . Suffocation: Cumulative Affliction 6 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative)
. . Vortex: Move Object 6 (Alternate; 3200 lbs.)
. . Whirlwind: Environment 3 (Alternate; Impede Movement (2 ranks), Visibility (-5), Radius: 120 feet)
+5 to resist Visual Sensory Afflictions: Feature 1
Senses: Senses 2 (Infravision, Low-light Vision)
Super-Speed
. . Enhanced Trait: Enhanced Trait 12 (Traits: Dodge +6 (+12), Parry +6 (+12))
. . Immunity: Immunity 1 (Rare Descriptor: Friction Heat)
. . Movement: Movement 3 (Wall-crawling 2: full speed, Water Walking 1: you sink if stopped; Limited: Must be moving at at least Speed 6)
. . Quickness: Quickness 6 (Perform routine tasks in -6 time ranks)
. . Speed: Speed 7 (Speed: 250 miles/hour, 0.5 miles/round)

Equipment
Costume [Feature: Feature 2, Notes: 24 hours of food concentrates
Stealth Mode: +5 to Stealth at night; Protection: Protection 2, +2 Toughness], Goggles [+5 to resist Visual Sensory Afflictions: Feature 1; Senses: Senses 2, Infravision, Low-light Vision]

Offense
Initiative +4
Damage: Strength-based Damage 5, +9 (DC 22)
Grab, +9 (DC Spec 12)
Suffocation: Cumulative Affliction 6, +9 (DC Fort 16)
Throw, +2 (DC 17)
Unarmed, +9 (DC 17)
Vortex: Move Object 6, +2 (DC 16)

Complications
Accident: Wally frequently is not watching where he is going and gets tripped, banged, can't stop in time, etc.
Enemy: Wally's mentor The Flash has an extensive Rogues Gallery, who would jump at the chance to attack their enemy through his protoge
High Metabolism: Wally needs to eat frequently or will soon run out of steam. He keeps a 24-hour supply of food pellets in his costume.
Motivation: Thrills: Wally has a blast being a hero.
Quirk: "Souvenier!": Wally likes to collect souveniers from his adventures, a habit that could come back to haunt him.

Languages
Native Language

Defense
Dodge 12/6, Parry 12/6, Fortitude 8, Toughness 4, Will 5

Power Points
Abilities 42 + Powers 44 + Advantages 11 + Skills 10 (19 ranks) + Defenses 13 = 120
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