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Bombaatu's 3e builds

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Re: Bombaatu's 3e builds

Postby saint_matthew » Sat Oct 22, 2011 5:33 pm

nice young justice builds.
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Re: Bombaatu's 3e builds

Postby Bombaatu » Fri Nov 04, 2011 9:57 am

Artemis
Image

Artemis - PL 8

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

Advantages
Defensive Attack, Defensive Roll 4, Equipment 3, Evasion, Improved Aim, Improved Critical: Arrows, Improved Defense, Improved Initiative, Improved Smash, Power Attack, Quick Draw, Takedown, Taunt, Ultimate Effort: Aim, Uncanny Dodge

Skills
Acrobatics 6 (+11), Athletics 7 (+10), Close Combat: Unarmed 4 (+9), Deception 6 (+8), Expertise: Criminal Underworld 4 (+6), Insight 4 (+5), Intimidation 4 (+6), Investigation 4 (+6), Perception 9 (+10), Ranged Combat: Bows 8 (+11), Sleight of Hand 4 (+7), Stealth 6 (+11), Vehicles 2 (+5)

Powers
Arrows
. . Flare Arrow: Affliction 5 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 15; Increased Range: ranged, Notes: Impaired/Disabled/Unaware affects Vision only)
. . Knockout Gas Arrow: Burst Area Affliction 3 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 13; Burst Area: 30 feet radius sphere, Increased Range: ranged)
. . Net Arrow: Affliction 5 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 15; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Standard Arrow: Blast 5 (DC 20)
. . Stun Arrow: Affliction 5 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Increased Range: ranged)

Equipment
Bow [Arrows], Commlink

Offense
Initiative +9
Flare Arrow: Affliction 5, +11 (DC Fort 15)
Grab, +5 (DC Spec 13)
Knockout Gas Arrow: Burst Area Affliction 3 (DC Fort 13)
Net Arrow: Affliction 5, +11 (DC Dog/Fort/Will 15)
Standard Arrow: Blast 5, +11 (DC 20)
Stun Arrow: Affliction 5, +11 (DC Fort 15)
Throw, +3 (DC 18)
Unarmed, +9 (DC 18)

Complications
Motivation: Acceptance: Although she will never admit it, Artemis desperately needs acceptance from her teammates.
Secret: Artemis is the sister of Cheshire Cat and has a connection to the League of Assassins.

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 6/2, Will 7

Power Points
Abilities 46 + Powers 0 + Advantages 20 + Skills 34 (68 ranks) + Defenses 20 = 120


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Re: Bombaatu's 3e builds

Postby Bombaatu » Sat Nov 19, 2011 8:30 am

Aqualad
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Many thanks to Sojobo - I based this heavily off of his build for my Justice League: Legacies game.

Aqualad - PL 8

Strength 6, Stamina 7, Agility 2, Dexterity 0, Fighting 8, Intellect 0, Awareness 1, Presence 2

Advantages
Defensive Roll, Favored Environment: Aquatic, Languages 1, Leadership, Teamwork

Skills
Acrobatics 4 (+6), Expertise: Atlantean Lore 4 (+4), Insight 4 (+5), Perception 4 (+5), Persuasion 5 (+7), Ranged Combat: Atlantean Sorcery 8 (+8), Stealth 3 (+5)

Powers
Aquatic Nature
. . Aquatic: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Aquatic: Movement 1 (Environmental Adaptation: Aquatic)
. . Senses: Senses 1 (Low-light Vision)
. . Swimming: Swimming 8 (Speed: 120 miles/hour, 1800 feet/round)
Atlantean Sorcery
. . Electrical Aura: Affliction 5 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 15; Custom: Feature: Can conduct through water, Reaction 3: reaction; Limited Degree)
. . Hard-Water Weapons
. . . . Damage: Strength-based Damage 2 (Linked; DC 23, Advantages: Precise Attack (Close, Concealment), Precise Attack (Close, Cover); Split: 2 targets, Variable Descriptor: close group - Hard-Water Weapons)
. . . . Elongation: Elongation 2 (Linked; Elongation: 30 feet; Limited: Water-weapons only)
. . Hydrokinesis: Move Object 8 (6 tons; Limited Material: Water)
. . Shocking Grasp: Cumulative Affliction 8 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Custom: Feature: Can conduct through water, Extra Condition; Grab-based)
. . Water-Shaping: Create 5 ([0 active, 0/17 PP, 3/r], Volume: 30 cft., DC 15; Movable)
. . Water-Spout: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Limited: Maximum 30 ft altitude, Platform)
Water Bearers: Feature 1 (Custom 3: Easily Removable, Notes: All Atlantean Sorcery slots except Electrical Aura & Shocking Grasp)

Offense
Initiative +2
Damage: Strength-based Damage 2, +8 (DC 23)
Electrical Aura: Affliction 5, +8 (DC Fort 15)
Grab, +8 (DC Spec 16)
Hydrokinesis: Move Object 8, +8 (DC 18)
Shocking Grasp: Cumulative Affliction 8, +8 (DC Fort 18)
Throw, +0 (DC 21)
Unarmed, +8 (DC 21)

Complications
Motivation: Responsibility: Aqualad is reluctantly in the role of team leader and does not wish to disappoint them, Batman or Aquaman.
Power Loss: The Water-Bearers need a source of water to work.
Weakness: Aquaman dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before his condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.

Languages
Atlantean, English

Defense
Dodge 8, Parry 8, Fortitude 7, Toughness 8/7, Will 7

Power Points
Abilities 52 + Powers 35 + Advantages 5 + Skills 16 (32 ranks) + Defenses 12 = 120



Design Note: The Water Bearers are an Easily Removable device that provide extra slots for his Atlantean Sorcery. Without them, he only has access to Shocking Grasp & Electrical Aura. With them, he also has Hydrokinesis, Water-Shaping, Water-Spout & Hard-Water Weapons. The extra slots would normally cost 5pp - with the Water Bearers, those slots only cost 3.
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Re: Bombaatu's 3e builds

Postby Bombaatu » Sat Nov 19, 2011 9:50 am

Zatanna
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Zatanna - PL 8

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

Advantages
Artificer, Attractive, Connected, Defensive Attack, Extraordinary Effort, Fascinate (Expertise), Luck, Ritualist, Teamwork

Skills
Athletics 5 (+5), Deception 5 (+8), Expertise (PRE): Performance 5 (+8), Expertise: Magic 8 (+10), Insight 7 (+10), Perception 5 (+8), Persuasion 5 (+8), Ranged Combat: Magic 2 (+6), Sleight of Hand 8 (+12), Treatment 2 (+4)

Powers
Magic
. . Cigam Enogeb!: Nullify 10 (magical, Counters: All Magical Effects, DC 20; Broad)
. . Dnuob Won Eb!: Affliction 10 (magical, 1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 20; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Ekirts Cigam!: Blast 10 (magical, DC 25)
. . Em Tropsnart!: Teleport 12 (16 miles in a move action, carrying 50 lbs.)
. . Gnihtyreve Em Llet!: Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 20; Increased Range: ranged; Diminished Range 3, Limited: Single Command: Tell the truth, Limited Degree)
. . O Engahc Otserp!: Cumulative Affliction 9 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Fortitude, DC 19; Cumulative, Increased Range: ranged; Diminished Range 3)
. . Raeppa!: Create 7 (Volume: 125 cft., DC 17; Increased Duration: continuous, Precise, Subtle: subtle)
. . Tcetorp!: Deflect 12
Magical Senses: Senses 4 (Acute: Detect Magic, Analytical: Detect Magic, Detect: Magic 1, Ranged: Detect Magic)

Offense
Initiative +2
Cigam Enogeb!: Nullify 10, +6 (DC Will 20)
Dnuob Won Eb!: Affliction 10, +6 (DC Dog/Fort/Will 20)
Ekirts Cigam!: Blast 10, +6 (DC 25)
Gnihtyreve Em Llet!: Affliction 10, +6 (DC Will 20)
Grab, +2 (DC Spec 10)
O Engahc Otserp!: Cumulative Affliction 9, +6 (DC Fort 19)
Throw, +4 (DC 15)
Unarmed, +2 (DC 15)

Complications
Motivation: Recognition: Zatanna loves the spotlight and enjoys being the center of attention.
Power Loss: Zatanna cannot cast spells if she cannot speak.

Languages
English

Defense
Dodge 8, Parry 5, Fortitude 3, Toughness 2, Will 7

Power Points
Abilities 36 + Powers 35 + Advantages 9 + Skills 26 (52 ranks) + Defenses 14 = 120


Design Notes: This Zatanna is (of course) heavily based on the build in DCA HH. She is a bit of a glass cannon - powerful but fragile.
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Re: Bombaatu's 3e builds

Postby Bombaatu » Fri Dec 02, 2011 11:01 am

Batman & Robin (Golden Age)

Image

A Golden Age Batman & Robin. For the record, it's really hard to do a credible PL8/120 pp Batman. This is very much a street/rooftop level Batman who doesn't come close to his caps - thugs with guns are a very credible threat. Most of his intimidation is in his costume - Bruce Wayne isn't scary, Batman is.

Robin's role is to bounce around and distract the bad guys while Batman beats them up, contribute to Team Attacks and be the Boy Hostage.

Batman (Golden Age) - PL 8

Strength 3, Stamina 3, Agility 3, Dexterity 3, Fighting 8, Intellect 5, Awareness 5, Presence 3

Advantages
Assessment, Benefit, Wealth 4 (multimillionare), Connected, Defensive Roll 3, Equipment 10, Favored Foe: Criminal Thugs, Hide in Plain Sight, Jack-of-all-trades, Sidekick 7, Skill Mastery: Intimidation*, Startle*, Takedown, Well-informed

Skills
Acrobatics 2 (+5), Athletics 5 (+8), Deception 2 (+5), Insight 3 (+8), Intimidation 1 (+12/+4), Investigation 5 (+10), Perception 2 (+7), Persuasion 2 (+5), Ranged Combat: Throw 5 (+8), Stealth 5 (+8)

Powers
Enhanced Trait: Enhanced Trait 6 (Traits: Intimidation +8 (+12), Advantages: Skill Mastery, Startle)
Damage: Strength-based Damage 2 (DC 20; Accurate 5: +10, Increased Range: ranged)
Movement: Movement 1 (Swinging)

Equipment
Batmobile, Costume [Enhanced Trait: Enhanced Trait 6, Traits: Intimidation +8 (+12), Advantages: Skill Mastery: Intimidation, Startle], Stately Wayne Manor/Batcave, Utility Belt (Batarang [Damage: Strength-based Damage 2, DC 20; Accurate 5: +10, Increased Range: ranged], Bolos, Flashlight, Handcuffs, Smoke Grenade, Swing Line [Movement: Movement 1, Swinging])

Offense
Initiative +3
Bolos, +8 (DC Dog 13)
Batarang: Strength-based Damage 2, +8 (DC 20)
Grab, +8 (DC Spec 13)
Smoke Grenade, +8 (DC 19)
Throw, +8 (DC 18)
Unarmed, +8 (DC 18)

Complications
Enemy: Batman has an extensive rogues gallery: Joker, Two-Face, Scarecrow, etc.
Fame: Bruce Wayne is a very famous figure
Identity: Bruce Wayne, Millionaire Playboy
Motivation: Justice: Bataman's parents were killed in front of him as a boy.
Relationship: Alfred Pennyworth (butler), Dick Grayson/Robin (ward), Commissioner Gordon (friend)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 6/3, Will 5

Power Points
Abilities 66 + Powers 0 + Advantages 31 + Skills 16 (32 ranks) + Defenses 7 = 120

--------------------

Robin - PL 8

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

Advantages
Agile Feint, Defensive Roll, Equipment 2, Redirect, Set-up, Skill Mastery: Acrobatics, Teamwork

Skills
Acrobatics 7 (+12), Athletics 4 (+3), Close Combat: Unarmed 4 (+6), Ranged Combat: Throw 3 (+5), Sleight of Hand 3 (+5), Stealth 1 (+6)

Powers
Movement: Movement 1 (Swinging)

Equipment
Utility Belt (Bolos, Boomerang, Flashlight, Handcuffs, Swing Line [Movement: Movement 1, Swinging])

Offense
Initiative +5
Bolos, +2 (DC Dog 13)
Boomerang, +2 (DC 15)
Grab, +2 (DC Spec 9)
Throw, +5 (DC 14)
Unarmed, +6 (DC 14)

Complications
Boy Hostage: Robin is constantly being taken hostage and placed into deathtraps.
Motivation: Justice: Like his mentor, Robin's parents were killed in front of him.
Prejudice: Robin is a kid and often gets dismissed because of it.

Languages
Native Language

Defense
Dodge 5, Parry 4, Fortitude 1, Toughness 2/1, Will 0

Power Points
Abilities 14 + Powers 0 + Advantages 8 + Skills 11 (22 ranks) + Defenses 2 = 35

--------------------

Batmobile - PL 8

Strength 5, Defense -2, Toughness 8, Size Large

Powers
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Power Points
Abilities 2 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 8

--------------------

Stately Wayne Manor/Batcave - PL 8

Toughness 10, Size Huge

Features:
Communications, Computer, Concealed 1, Dock, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System 1, Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19
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Re: Bombaatu's 3e builds

Postby Bombaatu » Mon Apr 02, 2012 5:31 pm

Blizz

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Tyler "Blizz" Freeman wasn't what anyone would call "ambitious" - he was a B-student (on a good day) who liked nothing better than racing down the slopes on his board, sending a spray of powder over the tourist posers before hucking over a drop-off. So when the X-Games came to Winter Park, Tyler loaded up the van and headed out over the protests of his older brother. Mason was "Blizz"'s so-called 'guardian' (whatevs) since their parents' accident, but Tyler had just turned 18 so Mason didn't have any say in the matter.

Tyler found his natural habitat in the camera's eye. Always a bit of a showboat, he played up to the crowd before pulling off one spectacular trick after another, twisting and flipping as if he had no skeleton & gravity was his bi... *ahem* Blizz's crowd-pleasing antics caught the eye of one Maury Levin, a down-on-his-luck sports agent on his third alimony.

Image

One rumpled business card and a sweaty handshake later, Maury was Tyler's agent and not a moment too soon. Several videos of "Blizz" went viral on YouTube and Tyler became an overnight sensation. Maury's phones were ringing of the hook and for once it wasn't bill collectors. Soon Blizz's face was everywhere: talk show appearance, commercials & sportswear endorsements, cereal boxes ("You'll FLIP for Blizz Flakes!") - Blizz's popularity took off like a rocket. Tyler dropped out of community college to go on the road, much to Mason's chagrin.

Image

The following year, "Blizz" was back in Winter Park, this time as the headliner for the X-Games. A lot of media speculation aired on whether he was a flash in the pan or if he really had what it took. The contestants were flown by helicopter to the head of Widow-Maker Run and dropped 15 feet onto fresh powder to start their runs. Blizz was the third down the hill and anticipation was high to see what kind of show he was going to put on this time. Turns out it was bigger than anyone expected... or wanted.

He was about a third of the way down the slope when a fireball streaked out of the sky and smashed into the slope. The impact threw Blizz off his board and he began rag-dolling down the slope. Behind him came the avalance, blasting down the hill at over 200 mph. Mason watched in horror as the helicopter cameras caught his brother's burial and stood in stunned shock as the crowd began to panic and run.

The ski lodge was mere moments from being buried under tons of snow when a blue sparkling figure burst forth from the leading edge. The figured extended his arms, sending waves of cold outward, building up a massive wall of ice in a gigantic 'V'. The avalanche struck the plow-shaped wall and split, diverted away from the panicked crowd.

The mysterious savior began flying over the crowd - no, that wasn't right. He was sliding on a ramp of ice, twisting, turning and arcing over the stunned observers' heads like a crazed humming bird. Finally he slid to a stop next to Mason and tossed the stunned young man a lump of blue glowing meteor. "Here ya go, bro... souvenir!" Mason squinted at this... this... "Tyler?!?" "Yah, bro, it's me! Radical, right?! I'm a friggin' superhero now!! SWEET!!!"

A red-faced, puffing Maury shoved his way through the throng towards the brothers, shook Blizz's hand and mugged for the cameras and shouting reporters. As he stood there grinning, Blizz leaned over. "So, dude... what was my score?"

Blizz - PL 9

Strength 0, Stamina 3, Agility 5, Dexterity 1, Fighting 0, Intellect 0, Awareness 2, Presence 2

Advantages
Agile Feint, Benefit, Wealth 2 (indepently wealthy), Connected, Evasion, Improved Initiative, Luck 2, Set-up, Skill Mastery: Acrobatics

Skills
Acrobatics 7 (+12), Athletics 5 (+5), Expertise: Pop Culture 5 (+5), Insight 3 (+5), Perception 3 (+5), Persuasion 3 (+5), Ranged Combat: Cold Powers 9 (+10)

Powers
Cold Powers
. . Arctic Freeze: Cumulative Affliction 8 (cold, 1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 18; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Exposure: Burst Area Affliction 8 (cold, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Burst Area: 30 feet radius sphere, Increased Range: ranged, Subtle: subtle)
. . Form Ice: Create 8 (Volume: 250 cft., DC 18; Increased Duration: continuous, Innate)
. . Ice Chunks: Damage 8 (bludgeoning, cold, DC 23; Increased Range: ranged, Multiattack)
Ice Armor: Protection 7 (+7 Toughness; Impervious)
Ice Slides: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Platform)
Immunity: Immunity 10 (Common Descriptor: Cold)

Offense
Initiative +9
Arctic Freeze: Cumulative Affliction 8, +10 (DC Dog/Fort/Will 18)
Exposure: Burst Area Affliction 8 (DC Fort 18)
Grab, +0 (DC Spec 10)
Ice Chunks: Damage 8, +10 (DC 23)
Throw, +1 (DC 15)
Unarmed, +0 (DC 15)

Complications
Fame: Tyler "Blizz" Freeman is an X-Game phenomenon and has numerous sports endorsements.
Motivation: Thrills: Blizz is an adrenaline junkie, pure & simple.
Power Loss: Cold Powers are Impaired, Disabled then lost completely in extremely hot or arid conditions.
Relationship: Blizz was raised by his older brother Mason & he is also close to his agent Maury. Romantically he's a revolving door. "What can I say, dude? I'm a free spirit, y'know?"
Weakness: Resistance is Disabled vs Heat-based attacks.

Languages
Native Language

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

Power Points
Abilities 26 + Powers 57 + Advantages 10 + Skills 18 (35 ranks) + Defenses 24 = 135
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Re: Bombaatu's 3e builds

Postby Bombaatu » Thu Oct 18, 2012 3:22 pm

Submission for Paradigm Shift game:

Horus

Eons past...

The assault by the Se'et was brutal. Writhing oily blackness roiled over the sand-scoured landscape, racing to overtake the fleeing army. At its touch men were wrapped in serpents and dragged screaming into the cloud. Behind the front, purple bloated corpses littered the dunes, each frozen in a rictus of agony.

The obelisk stood as a bulwark against the cloud; light flared from the inscribed hieroglyphs, pulsing in time to the chant of the priest entrusted with its safety. Soldiers lined the invisible barrier, slashing at serpents that penetrated it with alarming frequency. Sweat beaded on the priest's forehead and his voice cracked at times; after a night and day without rest he was nearing the limits of his endurance.

Image

This obelisk was one of the few remaining out of the dozens erected by the gods as a defense against the incursion. If it fell, nothing would prevent the other-worldly snake-demons from laying waste to the fertile land beyond and the priest's people would be slaughtered.

The priest's voice faltered and a breach opened within the barrier; death poured through eagerly. The priest bowed his head as it approached, knowing that his failure doomed all that lived. He uttered a whispered prayer to his patron god Horus to ask for deliverance… or forgiveness.

His prayer was answered. Suddenly light burst forth from the sky, brighter than the brightest day. A winged figure swooped overhead, causing the cloud to recoil; were it truly alive it would seem frightened. And with good reason. Beams of golden radiance lanced out to sweep the writhing mass and where they struck the cloud evaporated. Exposed to the sun and divine glory, the snake-demons within withered and turned to ash.

The exhausted priest collapsed against the obelisk; faith rewarded, his task was done. Silently he watched as his god hurled himself against the vileness. The counter-attack was brief and victorious. Led by Horus, the remnants of the human army surged forward, slaying any remaining Se'et or cultists.

When all was done, Horus alighted atop the obelisk.

My good and faithful priest! Your perseverance has purchased life for your people, my children. Even as I speak, my brothers Ra and Osiris stand over the husk of the vanquished Se'et. Our task here is done; soon shall we return to our own realm. Remember what we have taught you; pass it down unto all generations to follow. And if you should again have need, call upon us and we shall return. FAREWELL!


Present Day...
"O, sweet merciful Horus!"

Pain exploded out the stubbed toe and a vase crashed to the floor as Bati Bahur limped about in the darkness fumbling for a light switch. It was an unusual oath but one born out of life-long habit; Bati's strict parents had not abided profanity.

Image

He sighed at the broken glass and went to get a broom. Such was his life now; consumed by triviality. He had once been a teacher of history, respected if not revered, until budget cutbacks forced him into early retirement. Now he went about his lonely way, seeking to fill the empty hours. This afternoon he had laid down intending to take a short nap. When he awoke it was well into the evening and his tiny apartment was in complete darkness; hence the stubbed toe and broken vase.

After cleaning up, Bati dressed and left. He really had nowhere to go at this hour, but he wasn't tired now and knew that sleep would be a futile and frustrating exercise. He descended the stairs of his apartment building, walking past closed doors with too-loud televisions blaring behind them.

Once at the street, his wandering feet led him to Centennial Park. It was a pleasant stroll, if a little risky at this hour. He wandered among the paths, in and out of pools of light cast by lamp poles. Occasionally he passed someone; late-night joggers, young lovers stealing kisses in the moonlight, persons like himself who passed nodding in understanding.

Finally he stopped, taking a rest on one of the many benches off the path and watching the night sky. As he watched a cloud formed; small at first but it grew rapidly. Flashes of lightning lit it from within with strobes of purple, blue and green. Wind began to whip at the trees in stark contrast to the projected weather and the temperature dropped several degrees. "Hrmph. Somebody messed *something* up", he thought to himself. He began to hurry home, annoyed at the weather shift and not wanting to be caught out in the rain.

A flash of purple lightning split a tree in his path and Bati was thrown to the ground. This was more than just a mistake at the weather bureau - something was dreadfully wrong. Aching from the impact he rose to his feet… and faced a nightmare. Reddish eyes gleamed in scaly black faces. Tentacled arms reached for him… at their ends were snapping hissing snake heads.

"O, sweet merciful Horus" he muttered in shock.

I Come!

Light erupted out of Bati's eyes, mouth and fingertips. He could briefly feel power surging through his body, and then it was as if he was standing outside himself, watching a dream. He saw his body change; it grew taller and sprouted wings, the head and legs transformed into those of a giant bird, and the entire being shone with a radiance that was hard to look at. The creature he became shrieked and light poured from its beaked mouth, splaying over the demonic figures and reducing them to ash. A voice unlike any Bati had ever heard filled his head.

What once was is now again! This world, long under our watch, is threatened once more. But our worlds are no longer as close as they were in times past. My brothers and sisters stand ready to answer, eager to lend their aid, but only I was able to find a suitable vessel. You shall be that vessel, Bati Bahur, and know that Horus stands with you all in your time of need!

Image
Horus - PL 10

Strength 7/0, Stamina 13/2, Agility 7/0, Dexterity 0/-1, Fighting 7/1, Intellect 2, Awareness 4/2, Presence 2/0

Advantages
Beginner's Luck, Luck, Eidetic Memory, Favored Environment: Aerial, Inspire 4, Interpose, Jack-of-all-trades, Power Attack, Skill Mastery: Intimidation, Startle, Takedown

Skills
Expertise: History 4 (+6), Perception 4 (+8), Persuasion 4 (+6), Ranged Combat: Light powers 8 (+8)

Powers
Avatar of Horus (Activation: Move Action, Advantages: Eidetic Memory, Favored Environment: Aerial, Interpose, Jack-of-all-trades, Power Attack, Takedown)
. . Abilities: Enhanced Trait 72 (Traits: Strength +7 (+7), Stamina +11 (+13), Dexterity +1 (+0), Fighting +6 (+7), Presence +2 (+2), Agility +7 (+7), Awareness +2 (+4))
. . Comprehend: Comprehend 6 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood; Custom 2: Speak to/Understand Animals limited to Avians)
. . Eyes of the Hawk: Senses 2 (Extended: Vision 2: x100)
. . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings [4 ranks only])
. . Primal Light: Nullify 12 (divine, light, magical, Counters: Magic, DC 22; Broad)
. . . . Dazzling Burst: Cumulative Perception Area Affliction 10 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Perception Area, Cumulative; Limited: Vision Only)
. . . . Godly Speed: Flight 8 (Alternate; Speed: 500 miles/hour, 1 mile/round; Stacks with: Flight: Flight 5)
. . . . Inner Light
. . . . . . Awe: Enhanced Trait 12 (Traits: Intimidation +12 (+14), Advantages: Inspire 4, Skill Mastery, Startle)
. . . . . . Shining Light: Environment 2 (Light (Bright), Radius: 60 feet; Reaction 3: reaction)
. . . . . . Vox Die: Feature 2 (Notes: "Voice of God": people hear Horus as if they had Extended Hearing 2 (-1/1000 ft). This stacks with any existing Extended Hearing.)
. . . . Purifying Light: Blast 12 (Alternate; divine, light, magical, DC 27)

Offense
Initiative +7
Dazzling Burst: Cumulative Perception Area Affliction 10 (DC Fort 20)
Grab, +7 (DC Spec 17)
Primal Light: Nullify 12, +8 (DC Will 22)
Purifying Light: Blast 12, +8 (DC 27)
Throw, +0 (DC 22)
Unarmed, +7 (DC 22)

Complications
Identity: Bati Bahur: Bati is a retired history teacher
Motivation: Doing Good: Horus feels a deep desire to help the humans as he did in ancient times.
Semi-Controlled Manifestation: The Avatar of Horus may choose to manifest against Bati's will. The Avatar may also NOT show up when Bati wants it to...
Shifted: Horus is obviously not native to this reality and often faces mistrust

Languages
English

Defense
Dodge 7, Parry 7, Fortitude 13, Toughness 13, Will 7

Power Points
Abilities 12 + Powers 123 + Advantages 2 + Skills 10 (20 ranks) + Defenses 3 = 150


Build notes: Horus' "Inner Light" structure can be a little hard to understand. It has a couple of set effects - the Bright Light Environment effect (the "reaction" trigger is switching to the "Inner Light" slot) & the "Vox Die". He also radiates a 'godly presence' - enhanced Intimidate, Startle & Skill Mastery [Intimidate]
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Re: Bombaatu's 3e builds

Postby Bombaatu » Sat Nov 24, 2012 11:30 am

Submission for a Dresden Files game set in San Francisco:

Crumplestump

Image

A Redcap's life was BORING. Dig tunnels, pop out of the ground, terrrorize the villiagers, steal a baby.
Rinse. Repeat.

Yawn.

Crumplestump's bretheren didn't understand him. They were all about the burrowing, the baby-stealing and the boogah-boogah. Especially the boogah-boogah. They would gather frequently - time is rather meaningless in the Never-Never, but often enough to make Crumplestump roll his eyes - and hold great boogah-boogah contests. Redcaps would come from far and wide, dragging prisoners along to be used as living boogahmeters. Boogah-boogahs were judged on how many of the prisoners would pass out from fright, and a lethal boogah-boogah would bring the gathered redcaps to their feet, all loudly proclaiming the prowess of the mighty booger.

Crumplestump hated it. Of course, he could boogah-boogah with the best of them, but he didn't really see the point of frightening someone until they lost bowel control. Yuck.

One day during the Grand Illustrious Boogah-Boogah Champ-ee-on-ship, Crumplestump couldn't take it any more. The yells and screams could be heard no matter where he went. He tunnelled into the ground as far as he could go, but he could feel the ground vibrate with each thunderous boogah-boogah. It really sucked.

And so he kept digging. And digging. Before he knew it, he had lost track of which way was up. And the noise was still there… but it had a different quality. A vibrancy and energy the likes of which no boogah-boogah could match. Crumplestump was drawn to it like a moth to flame.

He continued to dig, finally breaking through the wall of a brick-lined tunnel. It was fetid and smelly, but he could hear more clearly - singing! And drums! The ground vibrated with the pulse of dancing feet. He followed the sound until he came to a ladder set into the wall. He grasped it without thinking and jerked his blistering hands away - IRON. The ladder bars were IRON. *Someone* didn't want Crumplestump to join the music… that would not do. He dug into the wall and angled up.

Before he broke through the surface, Crumplestump thought it wise to veil himself - if these people had iron, the music may be a trap… He broke through the surface in the middle of a group of young humans. And they were happy! Singing and dancing and playing music! Fragrant smoke drifted through the air as people danced and kissed and and smiled at one another. Best of all was there was not a boogah-boogah to be heard! Crumplestump was in heaven… and he never wanted to leave.

That was Haight-Ashbury in June 1967 - the 'Summer of Love'.

Crumplestump - now going by just 'Crump' - assumed the appearance of a human so he could walk among them. He met and traveled with a band that had what he thought was an amusing name: the 'Grateful Dead". It was amusing because they were most certainly alive - Crump knew the difference. He never wanted to see dead again.

He put his great strength to good use working as a 'roadie', travelling from city to city with his new friends, listening to music and feeling the love that he had never known before. He had to wear gloves al the time lest he come contact with the dreaded iron, but that was small price to pay.

One day after a large gathering known as "Woodstock" (such funny names! Stock was made from meat and bones, not wood! ), he was given a gift by one of the Dead: a silver harmonica. The tone was wonderous and when Crump played, people would stop whatever they were doing to listen. Crump had found his calling.

He eventually returned to San Francisco where he remains to this day. Crump has become a feature in Haight-Ashbury, a long-bearded man dispensing song and on occasion advise.

Crumplestump - PL 8

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

Advantages
Accurate Attack, Fascinate (Expertise), Fast Grab, Improved Hold, Improved Smash, Improved Trip, Inspire 3, Skill Mastery: Expertise: Music, Well-informed

Skills
Expertise: Music 9 (+10), Expertise: The Never-Never 5 (+6), Insight 3 (+8), Intimidation 1 (+2), Perception 3 (+8), Persuasion 7 (+8)

Powers
Magical Nature
. . BOOGAH-BOOGAH!!!: Enhanced Trait 7 (Traits: Intimidation +10 (+12), Advantages: Skill Mastery, Startle)
. . . . Mimic Human Appearance: Morph 1 (Alternate; +20 Deception checks to disguise; Single form)
. . . . Veil: Concealment 6 (Alternate; All Aural Senses, All Visual Senses; Precise; Passive)
. . Burrowing: Burrowing 5 (Speed: 2 miles/hour, 30 feet/round)
. . Long Arms (Reach (melee): 5 ft.)
. . Longevity: Immunity 1 (Aging)
. . The Nose Knows: Senses 6 (Accurate: Olfactory, Acute: Olfactory, Analytical: Olfactory, Extended: Olfactory 1: x10, Tracking: Olfactory 1: -1 speed rank)

Offense
Initiative +1
Grab, +6 (DC Spec 20)
Throw, +0 (DC 25)
Unarmed, +6 (DC 25)

Complications
Motivation: Doing Good: "Peace, Love and Rock & Roll" is the motto that Crump lives by - he has rejected his more vicious bretheren.
Pacifist: It takes a lot to move Crump to violent action, sometimes more than is prudent.
Weakness: Iron: Resistances are at -5 vs iron.

Languages
English

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

Power Points
Abilities 68 + Powers 22 + Advantages 11 + Skills 14 (28 ranks) + Defenses 5 = 120
Last edited by Bombaatu on Sat Nov 24, 2012 3:31 pm, edited 1 time in total.
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Re: Bombaatu's 3e builds

Postby Batgirl III » Sat Nov 24, 2012 12:04 pm

Crumplestump's origin is a work of beauty. I will be stealing this sometime in the future.
BARON wrote:I'm talking batgirl with batgirl. I love you internet.
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Re: Bombaatu's 3e builds

Postby Bombaatu » Thu Jan 31, 2013 1:08 pm

A submission for Shock's "Whole Family of Supers" game. Sadly, she didn't make it in.

T-N-Tina
Image

Tina Maria Guadeloupe Esperanza Santiago-<<husband's last name>> is a Puerto Rican/American woman in her late 30's who, along with her 5 brothers and little sister, grew up in Freedom's South Side neighborhood. Along side her siblings and parents, her extended family lived with them as well: maternal grandmother, a couple of aunts and their kids. Tina inherited her fiery temper from her mother and grandmother, a temper which was honed to a razor's edge by her brothers. In short, she doesn't take crap and never did; she learned to stand up for herself early in life.

Her life changed when she met <<husband>>. She moved out and it was just the two of them... for a short time. First she gave birth to <<eldest child>>, then <<youngest child>>. Her mother and grandmother helped out with occasional babysitting, but her fierce protectiveness didn't allow her to really relax if they were in someone else's care.

Her life changed a second time when <<event>> happened. At first she didn't realize anything was different about her; as far as she knew, there had been just a pretty light show. That is, not until she lifted the end of the couch to vacuum beneath it... and flung the furniture across the living room and it smashed into pieces. In the time since <<event>>, she has been pushing her limits to see what she was capable of doing. So far there hasn't been much she couldn't do. She has yet to find the upper limit of her strength, she's been shot at point blank range and not feel it, she's thrown herself into a building engulfed in flames and emerged a little dirty but no worse for wear. She can carve her initials into steel plate with her fingernail and drive nails with her thumb.

Personality-wise, she's a firecracker; she is not above wagging her finger in someone's face in time to sulfurous swearing in mixed Spanish and English. Aside from that she's a stereotypical suburban housewife: she takes yoga and Pilates, reads the supermarket gossip magazines and likes to get her hair and nails done (although finding a way to *cut* them has been problematic).

T-N-Tina - PL 10

Strength 14, Stamina 12, Agility 3, Dexterity 0, Fighting 6, Intellect 2, Awareness 4, Presence 0

Advantages
"Tell me who did this RIGHT NOW!" (Gather Info based on Intimidate), Attractive, Interpose, Languages 1, Second Chance: Resisting Intimidation, Skill Mastery: Intimidation, Startle, Ultimate Effort: Strength checks

Skills
Deception 4 (+4), Expertise: Civics 2 (+4), Expertise: Popular Culture 2 (+4), Insight 4 (+8), Intimidation 13 (+13), Perception 6 (+10), Persuasion 4 (+4), Ranged Combat: Throw 6 (+6), Treatment 1 (+3)

Powers
Don' no one mess with Mamacita!
. . Bracing: Immunity 10 (Common Descriptor: Being Moved; Concentration)
. . I got this...: Immunity 7 (Environmental Conditions (All), Suffocation (All); Quirk: Limited to approx 30 minutes at a time)
. . Leaping 12 (Leap 4 miles at 250 miles/hour in 1 minute)
. . Oh, No You Didn't!!: Move Object 12 (100 tons; Linked: Strength Damage; Limited Direction: Flinging targets away, Reduced Range: close)
. . Opening Up the Can of Whoop-Ass (Penetrating 12 on STR damage)
. . Power-lifting 12 (+12 STR for lifting)
. . Stonewall: Damage 4 (DC 19; Reaction 3: reaction; Limited: to effect's rank or Damage rank, whichever is lower, Notes: Reaction to being struck - if struck with weapon, damage goes against the weapon)
Hands Like Tools: Feature 1 (Notes: She has sufficient strength and toughness to use her bare hands to do things like pound nails, loosen or tighten lug-nuts and heavy bolts, and even carve metal and stone with nothing more than your fingertips. She can do a great deal of work without the circumstance penalty for lacking proper tools.)
I don't have time to be sick: Enhanced Stamina 11 (+11 STA; Permanent)
I'm a lot stronger than I look...: Enhanced Strength 13 (+13 STR; Subtle: subtle)
. . Bullet-Tossing: Damage 9 (Alternate; DC 24; Increased Range: ranged, Multiattack; Quirk: Requires objects to throw)
. . Cracking the Whip: Line Area Affliction 10 (Alternate; 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Prone, DC 20; Alternate Resistance (Dodge), Line Area: 5 feet wide by 30 feet long, Extra Condition; Limited: Targets must be on an appropriate surface, Limited Degree, Notes: Recover with Fort)
Strongest There Is: Feature 1 (Notes: In any contest or comparison of Strength, you win against anyone else with the same Strength rank, rather than tie.)
Tough as Nails (Saving Throw: Toughness; Impervious)

Offense
Initiative +3
Bullet-Tossing: Damage 9, +6 (DC 24)
Cracking the Whip: Line Area Affliction 10 (DC Dog/Fort/Will 20)
Grab, +6 (DC Spec 24)
Oh, No You Didn't!!: Move Object 12, +6 (DC 22)
Stonewall: Damage 4, +6 (DC 19)
Throw, +6 (DC 29)
Unarmed, +6 (DC 29)

Complications
Identity: Tina Maria Guadeloupe Esperanza Santiago-<<family name>>
Motivation: Responsibility: She got these powers for a purpose.
Relationship: Family is everything!: Tina is fiercely loyal to anyone in her family - don't no one mess with them but her!
Temper: Tina is a fiery Latina, and all that that implies.

Languages
English, Spanish

Defense
Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 7

Power Points
Abilities 34 + Powers 83 + Advantages 8 + Skills 15 (45 ranks) + Defenses 10 = 150


Build Note: many if not all of her abilities came out of the Strength Power Profile - best $0.99 I ever spent 8). Skills were purchased at 3ranks/PP except for combat skills, which were 2ranks/PP.
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