Millennium's 3e Builds: Valentine, Flux

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Millennium's 3e Builds: Valentine, Flux

Postby Millennium » Fri Oct 15, 2010 3:01 am

This is going to start as a thread containing my submitted builds for 3e games on the board, but will expand once I get more used to the system and start trying to piece together my own spin on popular characters

Games Room Builds
Fidelis - Freedom Knights (Cancelled)
Millennium (Not Used)
Vindicator - Anarchy in Freedom
Bullet - Changing of the Guard
Valentine
Flux

Computer Games
Agent 47
Last edited by Millennium on Thu Nov 29, 2012 6:27 pm, edited 11 times in total.

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Re: Millennium's 3e Builds

Postby Millennium » Fri Oct 15, 2010 3:02 am

So now 3e is here and I own a copy of DCA I thought I'd try my hand at a 3e build. I went with my namesake character because a game opened up that might use him, because I'm familiar with the concept, and because, to be perfectly honest, I feel I tried to abuse the system too much with the build in my previous build thread. It felt a little too "kewl leet powerz" abusive. So here I've tried to bring him back to the basic character of a speedster/gadgeteer without him being too abusive.

I hope I've succeeded :)


Millennium

Power Level 10 (150 pp)

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

Powers:
Fixture in Time: Immortality 5 (1 day); Immunity 1 (Aging); Temporal Inertia (Feature); Senses (Time Sense) - 13 points
Precognition: Enhanced Traits (Dodge and Parry) 11; Senses 1 (Danger Sense [mental]); Evasion 2, Improved Initiative 5, Seize Initiative, Uncanny Dodge - 32 points
Time Control Array: - 25 points
BE: Super Speed: Speed 10, Quickness 10; Dynamic - 21 points
AE: Quick Catch: Deflect 12; Dynamic - 2 points
AE: "A watched pot..." Quickness 20; Affects Objects Only; Dynamic - 2 points

Combat Harness 30 points, Removable (–6 points) - 24 points total
    Kinetic Force Multiplier: Damage 10 - 10 points
    Force Field: Force Field 9; Subtle 2 - 11 points (24)
    Combat Programming Enhanced Advantage (Close Combat 9) - 9 points

Advantages: Benefit (Wealth) 3, Eidetic Memory, Inventor, Evasion 2, Improved Initiative 5, Seize Initiative, Uncanny Dodge

Skills: Expertise [current events] +2 (+14), Expertise [pop culture] 2 (+14), Expertise [science] +8 (+20), Technology +8 (+20)

Offense: Initiative +21; Unarmed +10, Damage -1; Kinetic Force Multiplier Damage +10

Defense: Dodge 1/12, Parry 1/12, Toughness -1/8, Fortitude 5, Will 9

Abilities 28 + Powers 94 + Advantages 5 + Skills 10 + Defenses 13 = 150

Complications:
Identity: Matthew has kept his identity secret because he doesn't want to be a scientific guinea pig, he's using 'technically' stolen technology, and he doesn't want his parents to know what he's doing. He's already been killed once trying to be a hero and doesn't want another lecture.

Responsibility (motivation): Matthew's father has always raised him in the ideal that any gifts he has should be used for the benefit of mankind. He's applying this mantra to his new abilities as well.

Relationship: Matthew loves his parents, Nathaniel and Barbara Wright, very much. They've raised him since he was 3 years old and he'd do anything for them.

Enemy?: I've toyed with the idea of Nathaniel Wright having been involved with a fiercely intelligent young boy before. Not raising him as a son but perhaps he worked alongside him and was one of a peer group that tried to restrain this boy's coldy unethical intellect. This boy chafed at the restriction and quite ASTRO. He's heard of Matthew's success and grown jealous of it. Perhaps he's now setting himself up to try and take the "boy-wonder" down.

Background
Nathaniel Wright was an almost happy man. A Fulbright Scholar and respected scientist, he had found acceptance and success working with ASTRO labs. Many of his inventions had helped better America and the world, and the associated patents had helped to make him a very wealthy man. He had a loving wife, enjoyed a comfortable lifestyle and could generally be regarded as reaping the rewards of the American Dream. Perhaps the only blight on his life, and the reason he was almost happy, was that he and his wife could not have children. They had tried every treatment they could and found nothing that worked. Adoption was the only option left and it was something Nathaniel struggled with: would he be as happy raising a child that wasn't his? It wasn't a question that he pondered for long, as he soon heard about the boy. An official at one of the adoption agencies his wife had spoken to called Nathan to tell him about a young boy, Matthew, that they had on their books. The boy's parents had died when he was 3 and, as he had no extended family, he was left in the care of the state. The official told Nathaniel that he might want to come and see the boy for himself.

When Nathaniel and his wife went to have a look he assumed the boy to be nothing out of the ordinary, but as he watched the boy play and interact with the other children it became apparent that the boy was fiercely intelligent. Blocks and other toys were ordered with intricate detail, following colour coding and even, to the trained eye, following mathematical progressions. The immediate implication was that the boy was autistic but the boy displayed no signs of diminished social skills and responded to emotional situations as any child would. Matthew's language levels were far beyond those of the others and he seemed frustrated in his attempts to communicate with his peers. Nathaniel felt a tugging at his heart, a memory of youthful intelligence wasted(* see Enemy above), and knew he would take Matthew home.

And so young Matthew came to be Matthew Wright. It quickly became apparent that the boy was years, if not decades, ahead of his peer group in terms of intellect and his father quickly took to raising and educating the boy on his own. He knew full well that Matthew was intelligent enough to crack anything that he tried to keep secret and so Nathan took the step of being completely honest with his son about everything: the nature of the world, the nature of his work, and any other questions the boy might have. This openness and honesty, coupled with many lectures on the responsibility of knowledge and power, prompted Matthew to flourish into an inquisitive and trusting young man. The lack of constraints and recognition of his gift from a young age helped by making sure he never felt that he was above anyone, regardless of how intelligent he was.

By age 16 Matthew was something of superstar on the scientific circuit. He had already earned a doctorate in physics with a distinguised thesis on General Relativity and had published papers in a wide variety of other fields. He had even sent anonymous letters to other scientists, suggesting refinements in their work. Some publications had even hailed him as "the smartest man alive". At that point he was recruited, at his request and with his father's approval, to ASTRO labs. It was a dream come true. Here he could work with the finest technology and with some of the most respected minds in the world to advance mankind and shape the world for the better.

One year later and he was already accomplishing that dream. He had worked on a variety of projects and had his name on several patents that generated a healthy income from government investment. The only downside was that due to his young age some of the people he worked with would, unintentionally, still treat him as a child. He might suggest an idea for a project that wasn't his and it would be ignored because he wasn't involved or because he didn't understand. These slights would hurt him but his father was always there to reassure him that it was just the way of the world, that pride could make people refuse help and you couldn't force that help on them. "All you can do is respect their intentions, keep doing the right thing, and do your best to help those you can". On the day of his 17th birthday Matthew would take those words to heart.

ASTRO labs had been working on a top secret project to develop a Time Machine; one that would allow travel to the past to study without allowing the operators to interfere in any way. Matthew had got wind of the project and instantly became curious. In fact he was so curious that he hacked the encrypted files - telling himself that it was a birthday treat, so therefore allowed - and what he saw frightened him. Someone hadn't done their math correctly. If they switched the machine on they were going to activate a temporal bomb in ASTRO labs. If that happened a wormhole would form and quickly collapse, but anyone caught within that hole would never have existed! Nathaniel Wright was going to switch the machine on that day...

Matthew raced to the lab. He hacked several security doors and made his way to the lab containing the device. He argued and pleaded with the men there, including his father, not to turn the device on, to let him make some changes that would make it work. Nathaniel knew his son and started the shut down procedure but he was soon over-ridden and the machine was started up anyway. It was clear to anyone that something started going wrong instantly. A bubble of temporal energy formed in the middle of the machine and power circuits began to overload. The emergency shut-down was activated but it didn't work. The energy was cascading and there was nothing anyone could do... but then Matthew broke free of the men restraining him and ran into the heart of the machine. All the others began the evacuation, dragging Nathaniel with them. Matthew worked as fast as he could to rearrange circuits and machinery, repairing the device and trying to close a rift in space time. He was successful but trapped in the machine as the temporal energy collapsed in on the device that created it. The machine was destroyed, saving the lives of 124 staff in the building but killing Matthew in the process.

He had been clinically dead for 3 minutes when a rescue team came into the building, 8 minutes by the time he got to an ambulance, 15 minutes by the time he got to hospital, and 17 minutes by the time a doctor announced him D.O.A. That's when he woke up.

After the condemnation for his stupidity, the tears for his survival, and the praise for his heroism, Matthew began to discover strange new abilities. He could see things moments before they happened - discovered the first time he went back to his ASTRO run self-defence class and no-one could hit him - and, he soon figured out, he could alter the flow of time around himself! Matthew knew he could use these abilities to help others but didn't fancy the idea of becoming a scientific guinea pig. He was inspired looking back of tales of costumed adventurers working to save the world and knew he could do something like that. Matthew also sucked in a fight though, so over a couple of months he appropriated some ASTRO technology. He took a combat harness developed in the lab to increase the close combat capabilities of anyone wearing it and modified it, adding an invisible force field for protection and then, for kicks, included a device of his own invention - a kinetic force multiplier that would vastly increase the impact of his feeble teenage punches and kicks.

When the device was ready so was he - Millennium was born! Nathaniel had always taught him to use his abilities to do the right thing and that's what he was going to do.
Last edited by Millennium on Fri Oct 15, 2010 3:33 am, edited 1 time in total.

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Re: Millennium's 3e Builds

Postby Millennium » Fri Oct 15, 2010 3:04 am

Vindicator
Richard Thorne

Power Level 11 (165 pp)

Abilities: Strength 3, Stamina 3, Agility 7, Dexterity 7, Fighting 14, Intellect 2, Awareness 3, Presence 3

Powers:
Photographic Reflexes 2: Variable 2 (10 points), Action (Free), Limited (Enhanced Skills and Advantages), Innate - 17 points

power sets wrote:...Crouching Leopard, Hidden Monkey: Ninjitsu; Chokehold, Favored Foe [Ninja], Hide in Plain Sight, Improved Defense, Instant Up, Takedown; Sleight of Hand +4, Stealth +4

...Dance of Death: Capoeira; Agile Feint, Improved Defense, Improved Grab, Instant Up, Power Attack, Prone Fighting; Expertise [Agility based, Dancing] +6

...Force Ops Commando: Krav Maga; All-out Attack, Chokehold, Favored Foe [Soldiers], Improved Defense, Improved Disarm, Improved Grab, Improved Trip, Power Attack

...Tropic Fury: Escrima; Accurate Attack, Defensive Attack, Improved Defense, Improved Disarm, Improved Smash, Power Attack, Quick Draw, Weapon Bind, Weapon Break; Close Combat [Escrima Sticks] +2

...Lady Killer: Expertise [Dex, Food Preparation] +4, Expertise [Agil, Dancing] +6, Expertise [Dex, Guitar] +4, Expertise [Dex, Masseur] +6

...Silent Master: Aikido; Defensive Attack, Fast Grab, Grabbing Finesse, Improved Defense, Improved Grab, Improved Hold, Improved Trip


Advantages: Assessment, Benefit [Ambidexterity], Defensive Roll 1, Eidetic Memory, Equipment 4, Evasion 1, Improved Initiative, Improvised Tools, Jack of all Trades, Uncanny Dodge

Skills: Acrobatics 8 (+15), Athletics 9 (+12), Deception 7 (+10), Expertise [Direction] 3 (+5), Expertise [Teaching] 3 (+5), Expertise 3 [Streetwise] (+5), Insight 7 (+10), Perception 7 (+10), Persuasion 7 (+10), Vehicles 2 (+9)

Equipment: Bullet Proof Vest, Motorcycle, Telescopic Escrima Sticks (STR Damage +3; Feature [Concealable]), Throwing Knives

Offense: Initiative +11; Unarmed +14, Damage 3; Sticks +16/14, Damage 6; Throwing Knives +7, Damage +1

Defense: Dodge 14, Parry 14, Toughness 8/4/3 [Full/- armor/- def roll], Fortitude 11, Will 11

Abilities 84 + Powers 17 + Advantages 13 + Skills 28 + Defenses 23 = 165

Complications:
Identity - Richard is enjoying what he has and is desperate not to let it go. If any criminals find out who he is then his care free life is done for

Thrillseeker - Richard has searched his entire life for a reproducible thrill. It's hard to stay excited about it by watching the right people over a couple of days. Crime fighting is so new and thrilling every time that Richard can't get enough.


Essentially this guy is a Taskmaster clone. His high fighting and acrobatic/athletic skills reflect the long time he's spent studying a million different fighting styles, to the point that he's got a big enough 'library' that they count as natural skills rather than coming from his power.

:arrow: The variable effect is meant to reflect the broad range of skills and movements that Thorne has picked up over the years. The pool can be applied to Enhance Skills or apply Advantages of a physical nature, with the agreement with the GM on what can and can't be covered. The example sets provided are 'regular use'. Others may be invented on the fly, again with GM approval.


Backround:
Life has been easy for Richard Thorne: Only child in a middle class family, the right neighbourhood in Freedom City, and the right school. He was identified early on as being smart, charming and physically gifted early in his life. He was captain of any sports team he tried out for, popular and not scared to be intelligent (He would eventually be valedictorian). Life was perfect.

It was also incredibly dull. Richard never felt challenged in his life. He had everything a million boys could possible want but it left him feeling stifled. He chose to combat his boredom by taking risks. Was there a new extreme sport? He'd try it. Some insane physical dare? He was there. Everything and anything to feel that rush, to feel alive. Of course his parents worried. They couldn't understand what was driving the boy, hell he couldn't articulate it, and worried him to stop taking stupid risks.

They were right. One night he stayed out late with friends and deliberately took the worst route home. Predictably he got attacked by a couple of hoods looking for a quick buck. They beat Richard solid, but not before he got a couple of hits in himself; hits and moves he had no experience with at all... It didn't take long for Richard had figured out that his gift for all things physical was a genuine "Gift". His parents urged him to stop goofing around and do something useful with his life after school, so he went to film school. This satisfied his mother's liberal bent, his father's desire for a good eduction, and it allowed Richard the time to take up his new obsession; watching people and learning everything he could. Combat was his knew drug and he'd get as much as he could!

Fast forward several years and Richard has travelled all over the world, learning every form of combat and undertaking every thrill that he can. Along the way he's mellowed somewhat. Spending time with the pacifists and philosophy of martial arts will do that to a man. He's come back to Freedom City as a celebrated fight co-ordinator from various big action blockbusters, and even has a couple of directing credits under his belt. He likes being involved with the movies, especially in his fledgling career as a director, because it challenges him in lots of ways. He can't overcome all the obstacles set before him with his physical skills nor, even with his talent for fighting, is anything ever routine.

Yet the boredom has started to creep back in. For all the challenges he faces in his life, none of them give him the thrill the danger of his travel and studies did. So he's sought it out. He's now Vindicator, one of the latest group of masked vigilantes preparing to take on the criminals that have overrun Freedom City. It's stupid, dangerous, and he loves it!

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Re: Millennium's 3e Builds

Postby Millennium » Fri Oct 15, 2010 3:05 am

Fidelis
Name Elijah Crane
Age 30

Power Level 8 (120 pp)

Abilities: Strength 2, Stamina 4, Agility 4, Dexterity 4, Fighting 5, Intellect 1, Awareness 1, Presence 0

Advantages: Accurate Attack, Benefit [Cipher], Close Attack 5, Equipment 11, Improved Aim, Improved Critical [Shuri-Discs] 4, Power Attack, Precise Ranged (Concealment and Cover), Quick Draw, Ranged Attack 6, Throwing Mastery 5

Skills: Athletics +4 (+6), Expertise [Mechanic 4] +4 (+5), Expertise [Soldier] +4 (+5), Expertise [Streetwise] +4 (+5), Expertise [Tactics] +4 (+5), Intimidation +4 (+4), Investigation +4 (+5), Perception +4 (+5), Stealth +4 (+8), Technology 4 (+5), Treatment +2 (+3), Vehicles +4 (+8)

Equipment:
Armoured Car, Camo Clothing [Urban], Flash Goggles, NV Goggles, Parabolic Microphone, Rebreather, Undercover Shirt - 17ep

Weapon O' Choice - 19ep
Concussion Rifle [Assault Rifle; Suppresor, Stun Ammo] - 17ep
ALT: Concussion Pistol [Sub-machine Gun; Suppressor, Stun Ammo] - 1ep
ALT: Sniper Rifle; Suppressor, Laser Sight - 1ep

Combat Harness - 19ep
Flash Bangs - 16 ep
ALT: Smoke Grenades - 1ep
ALT: Tear Gas - 1 ep
ALT: Shuri-discs [Blunt Shuriken] - 1ep

Offense: Initiative +4; Close Combat +10, Ranged +10

Defense: Dodge 10, Parry 10, Toughness 4/6, Fortitude 7, Will 4

Abilities 42 + Advantages 40 + Skills 21 + Defenses 17 = 120

Complications:
Identity: - Elijah is trying to keep his identity secret, if only to protect himself from repercussions.
Family: - He wants to protect his mother and brother, and he's doing everything he can to keep Eugene off the drugs
Patriot: - Elijah loves FC and he loves America. He hates anything that threatens those values and believes that, despite the things he's been asked to do in the past, America can be and is the land of dreams it promises to be.

Background
Elijah Crane and his younger brother Eugene grew up in one of FC's rougher neighbourhoods. Their parents were good people but they never really had the money to support the boys in everything they did. Luckily for Elijah he turned out to have, in the words of one of his coaches, "the most lethal pitching arm I've ever seen". Eli managed to get lots of local help to get him into baseball, won trophies, awards and medals by the dozen and, by the age of 17, it looked like he was going to get a scholarship to a good college. Perhaps he could make something of himself.

Life doesn't always work out the way we want it to though. Not long after his 17th birthday (and Eugene's 10th) Elijah's father was killed by a mugger in the street. It was quick, brutal and senseless. The best any could say is at least the senior Crane hadn't suffered. With him dead, and without any insurance, there was no real money coming in to provide for the family. Elijah faced a choice: take up his school scholarship or find some way of supporting his mother and younger brother. It was a no brainer. Shortly after the US Marines had a new recruit and US baseball lost the biggest star it never had.

Fast forward a couple of years and Elijah was showing the same aptitude for his work that he had for baseball, except this work wouldn't get him on the cover of a magazine nor would it ever win him any medals. Having become a specialist in Krav Maga and shown great competency on the rifle range as a sniper, Elijah was now part of a special unit coming out of the 3rd Marine Division. This unit carried out "black" assaults on enemies of the United States. These missions were never officially sanctioned and the men involved would never be recognised like the troops fighting openly in foreign wars, yet after 13 years they had accomplished more for the cause of genuine democracy and peace than many other units ever would. They had taken down some very bad men.

When he turned 30 Elijah had enough. It was time to go home. It was time to lay down his gun.

What he found there shook him to his core. Of course he'd seen FC and his family on the occasional stop back home but he never really took the chance to look around, and he was always too wrapped up in the things he'd seen elsewhere to really pay attention. The FC he ad known was gone. In it's place stood a corrupt beast that the citizens feared. Here was a city that was the shining jewel of the American crown, one that had made him proud to be an American, and now it was rotten to the core. It offended him, but not as much as what had happened to his family.

Elijah's mother lived in a constant state of fear. The neighbourhood had practically become a warzone and the police seemed intent to let it go that way. The populace hid, the masked heroes he'd learned to love as a boy had vanished as nothing more than vigilantes, and criminals ruled the streets. The most horrifying thing of all was Eugene. He'd become a drug addict. Both Eugene and their mother had done their best to hide it from Elijah but there was no keeping it secret once he was back. Eugene was a wreck of a human being, a slave to a local pusher and kingping wannabe called Fox.

No jobs, no respect, no safety, no saviour, no hope.

When it all came crashing down on him Elijah looked in the mirror and remembered the first commitment he'd ever made as a marine.

The Oath wrote:I, Elijah Crane, do solemnly swear that I will support and defend the Constitution of the United States against all enemies, foreign and domestic; that I will bear true faith and allegiance to the same; and that I will obey the orders of the President of the United States and the orders of the officers appointed over me, according to regulations and the Uniform Code of Military Justice. So help me God


He wouldn't sully the name of the Corps or the office it protected with what he would do next. He left the army and did what so many in the neighbourhood did. He went to work for Fox. 1 month later a 'motorcade' carrying Fox and his security detail came under attack. The cars in front and back were blown to pieces by IEDs. Those men remaining made a run for the nearest building known to be a Fox safehouse - the black triangle pool hall. Elijah, for he was one of the security detail, rushed Fox and the others inside the hall and made sure the place was secure. No way in. No way out.

The police investigation into the incident could only indicate that whoever had undertaken the attack had been a professional of some skill. Any of the victims that had been shot were hit accurately and with extreme prejudice, those that hadn't been had either died at their assailant's hands or been killed by pool balls and other projectiles, sometimes amusing, from around the hall. A tale that span out of the investigation was that one man had been killed with playing cards.

Of course they questioned Elijah but they had nothing to tie him to the incident, no-one willing to talk about it, and anyone that could have confirmed he worked for Fox was dead.

Elijah now lives back in his neighbourhood and runs a self defence class at the local community centre. When he's not there he's continuing his fight to eradicate the scum from FC. It might be illegal but then he swore an oath and he plans to keep it... it's time to take up arms again.

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Re: Millennium's 3e Builds

Postby Millennium » Thu Oct 21, 2010 4:53 am

Agent 47
Image
"Hello 47..."


Power Level 8 (142 pp)

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

Advantages: All-Out Attack, Assessment, Benefit [Ambidexterity], Benefit [Cipher] 4, Connected, Contacts, Diehard, Eidetic Memory, Fast Grab, Fearless, Improved Aim, Improved Disarm, Improved Grab, Improved Initiative 2, Power Attack, Precise Attack [Concealment, Cover], Ranged Attack 6, Skill Mastery [Stealth], Well-Informed, Equipment 5(+)

Skills: Athletics 5 (+8), Close Combat [Fiber Wire] 4 (+10), Deception 8 (+10), Expertise [Contract Killer] 13 (+15), Expertise [Theology] 2 (+4), Insight 4 (+6), Intimidation 4 (+6), Investigation 8 (+10), Perception 6 (+8), Persuasion 4 (+6), Sleight of Hand 6 (+10), Stealth 7 (+10), Technology 3 (+5), Treatment 2 (+4)

Features:
Quick Change - Agent 47 is skilled at the art of the quick change and is able to change clothes with an unconscious victim as a move action
Do I know you? - Agent 47, despite the bald head and barcode tattoo, has a face sculpted in such a way that you'd swear you know him. As long as he is in appropriate uniform, 47 gets +5 to attempts at Disguise

Equipment:
Undercover Vest [+2 Toughness] - 2 ep

Custom Sniper Rifle [Sniper Rifle; Laser Sight, Suppressor, Targeting Scope, Penetrating Ammo; Concealable (Briefcase), Immune: Metal Detection] 17 ep
...AE: Dual Silverballers [Heavy Pistols] - 1 ep

Fiber Wire [Enhanced Advantages: Chokehold, Improved Hold]

Offense: Initiative +11; Close Combat +6 (DC 18); Fiber Wire +10 (Special), Sniper Rifle +11 (DC20)

Defense: Dodge 8, Parry 8, Toughness 6/8, Fortitude 8, Will 6

Abilities 56 + Powers 2 + Advantages 33 + Skills 38 + Defenses 13 = 142

:arrow: Essentially the Fiber Wire attack is just a Grab, but one that can only be performed with that particular piece of Equipment.
:arrow: I've put 5+ as 47's equipment rank simply because I couldn't be bothered listing all the possible variations of his arsenal over the years. I'm leaving it iconic :)

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Re: Millennium's 3e Builds: Agent 47

Postby Millennium » Mon Nov 15, 2010 4:42 am

Bullet
Scott Parker

Power Level 12 (210 pp)

Abilities: Strength 2, Stamina 3, Agility 2, Dexterity 2, Fighting 6, Intellect 0, Awareness 1, Presence 1

Powers:
Super Speed Speed 20, Quickness 20; Movement [Water Walking]; Enhanced Trait [Dodge 10, Parry 10]; Enhanced Advantages [Agile Feint, Close Attack 2, Defensive Roll 5, Evasion 2, Improved Initiative 5, Instant Up, Interpose, Move by Action, Seize Initiative, Takedown 2] - 83 points

Super Speed Tricks - 28 point total
BE: Multi-Shield Enhanced Trait [Dodge 6, Parry 6]; Area [Burst], Affects Others Only - 24 points
AE: 1000 Crazy Fists Damage 7; Strength Based; Multiattack - 1 point
AE: Area Attack Strength Effect; Area [Burst] 2 (60' radius), Selective; - 1 point
AE: Air Cushion Safe Fall; Area [Burst], Affects Others - 1 point
AE: Disintegration Damage 12; Weaken Toughness 12; Affects Objects Only - 1 point


Advantages: All Out Attack, Chokehold, Close Attack 2, Improved Defense, Improved Disarm, Improved Grab, Improved Trip, Power Attack, Ranged Attack 4; Agile Feint, Close Attack 2, Defensive Roll 5, Evasion 2, Improved Initiative 5, Instant Up, Interpose, Move by Action, Seize Initiative, Takedown 2

Skills: Acrobatics 4 (+6), Athletics 8 (+10), Expertise [Current Events] 4 (+4), Expertise [Special Forces] 5 (+5), Expertise [Streetwise] 5 (+5), Expertise [SWAT Officer] 5 (+5), Expertise [Tactics] 5 (+5), Intimidation 4 (+5), Perception 4 (+5), Stealth 4 (+6), Technology 6 (+6), Treatment 4 (+4), Vehicles 6 (+8)


Offense: Initiative +22; Unarmed +10, DC17; Crazy Fists +10, DC29

Defense: Dodge 6 [16], Parry 6 [16], Toughness 8/3, Fortitude 12, Will 8

Abilities 34 + Powers 111 + Advantages 13 + Skills 32 + Defenses 20 = 210

Complications:
Addiction - Scott is an alcoholic. He hasn't had a drink in 6 years but the stress of his job and the responsibilities he feels still weigh heavily on his mind. The right situation could tip him over the edge.

Family - Scott has an estranged wife and a 12 year old son that he's trying to mend his relations with.

Enemy - Although he doesn't know it yet, Scott has himself an enemy. The individual he saved from the mutagenic ray - the same ray that gave Scott his powers - is a selfish pr**k. He saw what happened to Scott and has figured out that he is Bullet. The individual question is jealous of Scott's powers and feels that they should be his. They're preparing to take him down...

Responsibility - Paladin gave Scott another chance at life he still thinks he might not have deserved. He'll do everything in his power to live up to the Ideal of the Paladin

Design Notes
:arrow: Bullet is rather simple, perhaps lazy. The general build is just a combination of the Soldier and SWAT Officer archetypes given in the DCA handbook, keeping the best of both.
:arrow: I gave him higher Athletics and Technology skills, a 1 point bump in Fighting (to 6), and a new Expertise trait to reflect his special forces training.
:arrow: I also gave him an Advantage set that better reflects military combat training / Krav Mage: All Out Attack, Chokehold, Improved Defense, Improved Disarm, Improved Grab, Improved Trip, Power Attack. He gets Close Combat 2 from SWAT (CQ combat) and Ranged 4 from Soldier
:arrow: Powers are heavily influence by the flash with some minor tweaks. I liked that the Flash is Damage shifted so I took that for Scott. I also gave him less 'speedy' tricks, thinking that someone with his background would be more direct and damaging with his powers
:arrow: Multi-Shield can be best envisaged by a panel in a comic showing a mob fight. Scott would appear next to every civilian in the area deflecting blows and catching bullets.
:arrow: 1000 Crazy Fists This is a base DC 24 effect to reflect the momentum of Scott's fists. Multiattack can bring it up to a PL matching DC29. I could have gone for base DC29 with Multiattack but Power Attack would have meant a possible +10 circumstance bonus to DC39 and that didn't sit well with me.
:arrow: Disintegration does what it says on the tin. I see this as Scott putting his hands against an object and vibrating it to pieces.



"So I'm told I need to be more 'emotionally available'. I'm not sure what that means but I'm going to try it tonight.

Where do I start?

You know Paladin saved my life? I know he saved thousands, millions, of people but I wasn't picked out of rubble, or saved from a giant robot, or protected from a bullet. He stopped me killing myself...

You see I used to be special forces. Did a lot of work for the government overseas. A lot of it was what most soldiers face. Some of it was brutal. Incredibly brutal. One job in particular went fubar quickly and there were dire consequences. A lot of dead bodies in the streets. Most of them because of mistakes I made. Despite that the job was still completed and considered a success. Me an my unit were given honorable discharges and turfed back onto civi-street. I couldn't handle it; the normality, the guilt, the dreams, the nightmares. That's when I started drinking.

It affected my wife and son the most. I couldn't find the motivation to work, everything seemed pointless and it seemed so much easier to blur out the world with booze. I ended up doing a lot of stupid things. My wife left me and took my son. Something I don't blame her for now but at the time I was devastated. It should have been a wake up call but it sent me further downward.

I'd... I'd rather not go into the messy details but I found myself on a rooftop and I was getting ready to jump. Not on the ledge or anything but I was sat there with a bottle of christ know's what and asking the Dutch to get me through it when He appeared and said
"Is there a single life that will be made better by what you're about to do?". I don't know how he knew, but he knew. I tried to deny it and get past him but he stood firm and refused to let me past. "There's only one way you get off this roof tonight" he said, and I knew he meant it.

The man terrified me and the moment scared me. I'd seen him catch planes and defeat tyrants. He should have been out saving the world somewhere and he wanted to stop a bum like me making one more lonely stain on the world. It broke me that thought. Why was I worth anything to him? We talked a lot. I cried, he listened. I told him the mistakes that brought me there, and he told me the mistakes that had taken him there; the names of lives unsaved and disasters uncaught. That God stepped out of heaven and let me see what it meant to be a man. "There's only one thing anyone can do. You either own your mistakes, or you let them own you. And you've got a son to teach that lesson to".

He left me then, disappeared into the night. I heard he stopped the Shade sinking 30 cargo ships after that. All that work and he helped me... Sorry, give me a moment

...


That's the last time I ever had a drink. An old army buddy helped me get a job in the police and my training quickly got me a position in SWAT. I've spent every day trying to be a better man. It's been interesting, to say the least, and I'm learning to deal with my mistakes. I'm allowed to see my son now and I don't think he hates me anymore.

So there you go. Emotional honesty.

My name is Scott Parker. It's been 6 years, 3 months since my last drink and I am an Alcoholic"



That's the brief back story of the hero calling himself Bullet. What he missed from his AA speech was that 3 years ago he was caught up with the Paladin again. The world's greatest hero was battling Dr Devastation for what seemed like the millionth time. The madman had developed a mutagenic ray that he was using to devastate the city. Scott was with the armed units tasked with getting civilians out of the way of the raging battle. In a moment he saw a shot fired that the Paladin wasn't going to stop. He remembered a list of names, of people unsaved, and his legs carried him. Paladin had helped him that fateful night and Scott wanted to make sure the mighty man didn't have cause to regret it.

Scott took the blast straight to the chest. It didn't kill him but changed him, supercharged him beyond belief. When he stopped running to block the shot he was in India. And so Bullet was born. Perhaps the world's fastest man, Scott has work in the past 3 years to help the Guardsmen and the people around him. He's determined to prove Paladin that he was worth saving.

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Re: Millennium's 3e Builds: Bullet

Postby Millennium » Thu Nov 29, 2012 6:22 pm

Here's my suggested build - Valentine

Picture an absolutely gorgeous and charming man, that any woman in gotham would kill to bed. He's an investigative reporter, challenging politicians and showing the people of Gotham the dark underbelly of their city. His talent and contacts get him allowed in to the darkest of places and he's able to get out unscathed, scooping many of the city's other top journalists.

Vikki Vale hates him, and is one of few women that doesn't get weak at the knees in his presence.

A lot of the above is true, but Vallance is also sociopath with the meta-human ability to control the minds of others. He's killed several people over the years, by forcing them to commit suicide while in possession of a red love-heart they crafted themselves. He's reported on every death, feeding Gotham's interest in Valentine and subsequently feeding his own ego.

Abilities
STR 0, STA 0, AGL 0, DEX 0, FGT 0, INT 2, AWE 2, PRE 8

Advantages
Attractive 2, Contacts

Skills
Deception 8 (+16), Expertise [Current Events] 4 (+6), Expertise [Pop Culture] 2 (+4), Expertise [Streetwise] 4 (+6), Investigation 2 (+4), Perception 4 (+6), Persuasion 4 (+12), Stealth 4 (+4), Vehicles 2 (+2)

Powers
Mind Control 8 Perception Ranged Cumulative Affliction (Entranced, Compelled, Controlled), Resisted and Overcome by Will, Subtle 2, Insidious
..Mind Reading 8 Cumulative, Subtle 2

Predictive Defense Enhanced Traits (Dodge and Parry) 10, Quirk -2 (Not those Immune to Mental Powers)

Force of Will 6 Sustained Protection, Subtle 2

Combat
Dodge 0 [10], Parry 0 [10], Fortitude 4, Toughness 0 [6], Will 12

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Re: Millennium's 3e Builds: Valentine

Postby Millennium » Thu Nov 29, 2012 6:26 pm

This is a character designed for a "Superheroes" game in which all the characters were empowered after 9/11


FLUX

Design Notes
:arrow: Flux' main shtick is his Time Control array. The base power (BP) allows him to stop time (or massively slow it).

:arrow: With all the powers in the Array, except perhaps Ambush, the rank should be taken as the amount of time that Flux has outside of Time before it snaps into place. All the distances listed are the distances he can cover at base human speed in that time. E.g. If he's just snooping around with the Base Power he effectively has 2 days to move. Once he starts manipulating things (Manipulative Shift) he's effectively working in a 2 hour window, once he's moving lots of objects (Mass Shift) he has 8 minutes before Time starts back again. This doesn't affect mechanics but it lets you see how I think the power works.

:arrow: The Teleports have Will as the save because I see someone's place in the Time Stream being a matter of personal identity. If Flux stops time to steal an object from someone's hand, he has to beat their Will to get it from them.



Abilities
STR 2, STA 2, AGL 0, DEX 4, FGT 3 [12], INT 1, AWE 0, PRE 0

Skills
Athletics 5 [+7], Expertise (Current Events) 2 [+3], Expertise (Watchmaking) 9 [+10], Technology 4 [+5], Vehicles 2 [+6]

Advantages
Assessment, Chokehold, Equipment 1, Fast Grab, Grabbing Finesse, Improved Grab, Improved Hold, Improved Trip, Prone Fighting, Defensive Roll 4, Evasion 2, Improved Initiative 2, Seize Initiative, Uncanny Dodge

Powers
Precognition
Enhanced Trait (Dodge) 12, Enhanced Trait (Fighting) 9, Enhanced Trait (Advantages in Italics in appropriate section), Danger Sense (Mental)

Temporal Equilibrium
Immunity 3 (Aging, Sleep, Starvation & Thirst), Immunity 2 (Disease, Poison, Half-Effect), Regeneration 5

Time Control Array
BP: Temporal Shift Quickness 15 (Subtle 2, Quirk -2 [Limited to Routine Actions while Active]); Speed 15 (Subtle 2, Quirk -2 [Limited to Routine Actions While Active])
AP: Partner Shift Quickness 7 (Affects Others, Subtle 2, Quirk -2); Speed 7 (Affects Others, Subtle 2, Quirk -2)
AP: Manipulative Shift Teleport 10 (4 Miles, Accurate, Attack [Will], Increased Range 2 [Perception], Limited [Must be able to carry target], Limited [Must be able to physically reach location])
AP: Mass Shift Teleport 6 (1800 feet, Accurate, Area [Burst], Attack [Will], Increased Range 2 [Perception], Selective, Limited [Must be able to carry targets], Limited [Must be able to physically reach location])
AP: Temporal Ambush Damage 9 (Increased Range 2 [Perception], Indirect 4, Quirk [Plausible Objects and Environment])
AP: Time Freeze Affliction 8 (Resisted and Overcome by Will; Dazed, Stunned, Incapacitated; Cumulative, Concentration)

Time Sense 1

Feature 1 Quick Change


Equipment
Undercover Vest, Smartphone + Camera

Combat
Dodge 12, Parry 12, Fortitude 8, Toughness 2 [8], Will 12, Initiative +8

Complications
Doing the right thing - Matt Cousins wants to do the right thing above all else. He wants to make his Mom proud.
Survivor's Guilt - Matt feels that his gifts are somehow a cheat, that he's been given something special that about 3,000 other people deserved more than him.
Shadow Past - Matt has never really found out the truth of his father's dark past, a past that appears to be rearing it's ugly head since 9/11 (in the shape of "college buddies")

Background
My mom died that day.

Survivor's guilt never lets you go, you know? You know what makes the guilt worse? Having to wear it like a cape. Almost 3,000 people lost their lives and ever since I've been unable to die. Every one of those poor souls would have given anything, everything, just to have one more second and I've been given all the time in the world.

So I always find myself asking, why me?

I don't know to tell you the truth. I was never really that special. Grew up in a middle-income household. My dad was - is - a watchmaker my mum was a PA at some low-level financial firm. I was always keen on athletics as a kid, and I loved wrestling. My Dad encouraged me.

For a bookworm, and a bit of a geek, he was a surprisingly athletic man. My mom hinted once that he wasn't always a watchmaker, but she never really told me what he was before and the most I got from Dad was that he wrestled in college.

He was ecstatic when I took an interest in the family business. Said it'd keep me out of trouble. Turns out I have a knack for the watches like my dad, and I really enjoy it. After 9/11 dad signed the business over to me, said he was happy just to let it go, give him time to hang out with some of his college buddies.

It wasn't long after that I discovered my abilities. I can stop Time. Seriously. I can get about 2 days of work done before things start up again, it's amazing. When I discovered it, and I saw all the others were appearing, I knew I had to do something. I had to do something to make my Mom proud, to make the gift I'd earned worth something to all those people that never made it...


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