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Shadowchaser's 3E Builds- The Unknown Psionic!

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Thief-Taker(Robert Huntington)

Postby Shadowchaser » Sun Nov 21, 2010 9:35 pm

Thief-Taker - PL 10

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

Advantages
Accurate Attack, All-out Attack, Defensive Roll 4, Improved Aim, Improved Critical (Thief-Taker's Bow and Arrows: Blast 5), Improved Disarm, Improved Initiative, Improvised Tools, Inventor, Move-by Action, Quick Draw, Ranged Attack 3, Skill Mastery (Ranged Combat), Takedown 2, Taunt, Ultimate Effort (Aim), Uncanny Dodge, Well-informed

Skills
Acrobatics 8 (+12), Athletics 6 (+8), Close Combat (Unarmed) 4 (+8), Deception 4 (+7), Expertise (Politics) 4 (+6), Expertise (Streetwise) 6 (+8), Expertise (Survival) 6 (+8), Insight 4 (+6), Intimidation 2 (+5), Investigation 6 (+8), Perception 8 (+10), Persuasion 2 (+5), Ranged Combat (Thief-Taker's Bow and Arrows: Blast 5) 8 (+12), Stealth 6 (+10), Technology 6 (+8)

Powers
Thief-Taker's Bow and Arrows: Blast 5 (Easily Removable, technological, DC 20)
. . Knockout Gas Arrow: Burst Area Affliction 3 (Alternate; Easily Removable, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 13; Burst Area (30 feet radius sphere))
. . Net Arrow: Affliction 3 (Alternate; Easily Removable, 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, Resisted by: Fortitude, DC 13; Extra Condition, Alternate Resistance (Dodge); Limited Degree)
. . Phosphorous Arrow: Affliction 5 (Alternate; Easily Removable, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 15)
. . Stun Arrow: Affliction 5 (Alternate; Easily Removable, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15)
. . Swing Line Arrow: Movement 1 (Alternate; Easily Removable, Swinging)

Offense
Initiative +8
Grab, +4 (DC 17)
Knockout Gas Arrow: Burst Area Affliction 3 (DC Fort 13)
Net Arrow: Affliction 3, +4 (DC Dog/Fort 13)
Phosphorous Arrow: Affliction 5, +4 (DC Fort 15)
Stun Arrow: Affliction 5, +4 (DC Fort 15)
Thief-Taker's Bow and Arrows: Blast 5, +15 (DC 20)
Throw, +7 (DC 17)
Unarmed, +8 (DC 17)

Complications
Enemy: Thief-Taker has an arch nemesis in the nefarious King Rat. King Rat is a criminal mastermind and lord of the underworld.
Motivation: Doing Good

Languages
Native Language

Defense
Dodge 14, Parry 12, Fortitude 7, Toughness 6/2, Will 10

Power Points
Abilities 46 + Powers 9 + Advantages 24 + Skills 40 (80 ranks) + Defenses 31 = 150


Created With Hero Lab® - try it for free at http://www.wolflair.com!

Today we sat down and created characters for a fantasy/steampunk/superhero campaign I plan to run with my usual group until the Heroes and Villains books come out. However long that is. :) We're having a lot of fun with these character concepts, so it'll probably outlive my original intentions.

First, we have Robert Huntington, who's a lot like Green Arrow. He moves in high society, though he's not as influential as someone like Bruce Wayne or Oliver Queen. When the night falls, however, he takes on the role of Thief-Taker and stalks the streets of his home city, using trick arrows and his incredible archery skills to fight for justice.
Last edited by Shadowchaser on Sun Nov 21, 2010 9:52 pm, edited 2 times in total.
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Re: Shadowchaser's 3E Builds- Player Character

Postby Shadowchaser » Sun Nov 21, 2010 9:42 pm

Joanna Fate/Karma - PL 10

Strength 2, Stamina 3, Agility 5, Dexterity 4, Fighting 11, Intellect 2, Awareness 7, Presence 2

Advantages
Agile Feint, All-out Attack, Close Attack, Defensive Attack, Defensive Roll 6, Evasion 2, Fast Grab, Hide in Plain Sight, Improved Critical 4 (Speed Striking: Strength-based Damage 4), Improved Disarm, Improved Initiative 2, Instant Up, Luck 2, Move-by Action, Power Attack, Takedown 2

Skills
Acrobatics 10 (+15), Athletics 10 (+12), Close Combat (Speed Striking: Strength-based Damage 4) 2 (+13), Expertise (Streetwise) 9 (+11), Perception 5 (+12), Sleight of Hand 4 (+8), Stealth 5 (+10)

Powers
Fast Defense
. . Enhanced Ability: Enhanced Fighting 4 (+4 FGT; Limited (Only while Running))
. . Enhanced Trait: Enhanced Trait 4 (Traits: Dodge +4 (+9); Limited (Only while Running))
Parkour Movement
. . Movement: Movement 2 (Wall-crawling 2 (full speed); Limited (Only while Running))
. . Movement: Movement 5 (Environmental Adaptation: Crowds, Sure-footed 3, Swinging)
Speed Striking: Strength-based Damage 4 (DC 21, Advantages: Improved Critical 4; Split 2 (3 targets))
. . Find Weakness: Damage 5 (Alternate; DC 20; Penetrating 5)
. . Flurry: Strength-based Damage 4 (Alternate; DC 21; Multiattack [2 extra ranks])
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Offense
Initiative +13
Find Weakness: Damage 5, +14 (DC 20)
Flurry: Strength-based Damage 4, +14 (DC 21)
Grab, +12 (DC 17)
Speed Striking: Strength-based Damage 4, +14 (DC 21)
Throw, +4 (DC 17)
Unarmed, +12 (DC 17)

Complications
Motivation: Doing Good
Secret Identity

Languages
Anglish

Defense
Dodge 9/5, Parry 11, Fortitude 3, Toughness 9/3, Will 10

Power Points
Abilities 64 + Powers 36 + Advantages 24 + Skills 23 (45 ranks) + Defenses 3 = 150


Created With Hero Lab® - try it for free at http://www.wolflair.com!


Next up is Joanna Fate, who goes by the street name of "Karma". We're still working on her back story, but she's basically a speedster/monk hybrid. Taking inspiration from Mirror's Edge, we made a character who sees things differently when she's in motion. Her fighting skills and movement abilities all improve when she's running. I'll try and update her background a bit when he gives me some more info. We usually don't put backgrounds or origins in stone until the second or third episode, to leave room for improvisation.
Last edited by Shadowchaser on Sun Dec 26, 2010 4:53 pm, edited 2 times in total.
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Maia Draegenhall

Postby Shadowchaser » Sun Nov 21, 2010 9:46 pm

Maia Draegenhall - PL 10

Strength 4, Stamina 2, Agility 8, Dexterity 4, Fighting 6, Intellect 1, Awareness 3, Presence 3

Advantages
Accurate Attack, Agile Feint, Assessment, Attractive, Daze (Deception), Defensive Attack, Defensive Roll 3, Evasion, Fascinate: Dance, Great Endurance, Improved Critical (Great Strike: Strength-based Damage 6), Improved Defense, Improved Disarm, Improved Initiative, Instant Up, Interpose, Luck 2, Move-by Action, Power Attack, Redirect, Takedown 2, Taunt, Uncanny Dodge, Weapon Bind

Skills
Acrobatics 4 (+12), Athletics 4 (+8), Close Combat (Great Strike: Strength-based Damage 6) 4 (+10), Close Combat (Swords (Normal)) 2 (+8), Expertise (Knightly Society) 4 (+5), Expertise (PRE) (Dance) 6 (+9), Insight 8 (+11), Intimidation 4 (+7), Perception 4 (+7)

Powers
Greatsword (Easily Removable (indestructible))
. . Cannot be weilded by non Dragonbloods: Feature 1
. . Great Strike: Strength-based Damage 6 (DC 25, Advantages: Improved Critical; Affects Insubstantial 2 (full rank), Reach (melee) (5 ft.), Penetrating 6)
. . . . Deflect: Deflect 15 (Alternate; Advantages: Interpose; Reduced Range (close))
Magic Bracer (Advantages: Great Endurance)
. . Attunement: Senses 4 (Counters Concealment: Invisibility, Danger Sense: Sight, Low-light Vision)
. . Power-lifting: Power-lifting 6 (+6 STR for lifting)

Offense
Initiative +12
Grab, +6 (DC 19)
Great Strike: Strength-based Damage 6, +10 (DC 25)
Throw, +4 (DC 19)
Unarmed, +6 (DC 19)

Complications
Enemy
Motivation: Justice
Reputation as a Duelist

Languages
Native Language

Defense
Dodge 15, Parry 15, Fortitude 5, Toughness 5/2, Will 5

Power Points
Abilities 62 + Powers 22 + Advantages 25 + Skills 20 (40 ranks) + Defenses 21 = 150


Created With Hero Lab® - try it for free at http://www.wolflair.com!

Conceived of courtesy of an anime-styled girl-with-big-sword image of unknown origin, this character has popped up in several games over the years. She wields a sword too big for her, and carries the burden of a tragic past on her shoulders as well. She has the strength to bear it, however, and a powerful drive to see justice done. Always seeking a way to clear her father's name, she wanders the world seeking her fortune as a Duelist and adventurer for hire.
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Re: Shadowchaser's 3E Builds- Podcast Characters

Postby Shadowchaser » Sun Nov 21, 2010 9:49 pm

G'lain Olfhua - PL 10

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

Advantages
Accurate Attack, All-out Attack, Animal Empathy, Favored Environment (Forests/Woodlands), Precise Attack (Ranged, Cover), Set-up 2, Takedown

Skills
Acrobatics 2 (+6), Close Combat (Thorns: Strength-based Strike 5) 7 (+8), Deception 4 (+8), Perception 3 (+5), Ranged Combat (Dryadic Lore) 8 (+12)

Powers
Barkskin: Protection 6 (+6 Toughness)
Dryadic Lore
. . Entanglement: Burst Area Snare 7 (plant, DC 17; Burst Area (30 feet radius sphere), Selective)
. . Healing: Healing 8 (Resurrection; Custom (Natural Creatures only))
. . Miracle Grow!: Create 8 (plant, Volume: 250 cft., DC 18; Impervious [6 ranks only])
. . NettleStorm: Blast 7 (plant, DC 22; Multiattack, Penetrating 7, Secondary Effect)
. . Red Eye: Dazzle 8 (Affects Sense: Visual, Resisted by: Fortitude, DC 18)
. . Shrouded Way: Teleport 7 (0.5 miles in a move action, carrying 50 lbs.; Portal, Extended (120 miles in 2 move actions), Turnabout, Accurate; Medium (Plant Life))
. . Tranquility: Progressive Burst Area Affliction 7 (- custom descriptor -, biological, 1st degree: Entranced, Dazed, 2nd degree: Defenseless, Stunned, Resisted by: Fortitude, DC 17; Progressive, Burst Area (30 feet radius sphere), Selective, Extra Condition; Limited Degree)
Grown Thorn Staff (Easily Removable)
. . Linked Effects
. . . . Poison Tinge: Affliction 6 (Linked; 1st degree: Impaired, Vulnerable, Resisted by: Fortitude, DC 16; Extra Condition; Limited Degree 2)
. . . . Thorns: Strength-based Strike 5 (Linked; DC 22)
Plant/Dryad: Senses 5 (Accurate: Plant Sense, Darkvision, Tracking: Visual 1 (-1 speed rank))
Regeneration: Regeneration 2 (Every 5 rounds; Source (Woodlands(Sun/Earth)))
Treelink: Immunity 3 (Aging, Poison, Starvation & Thirst)

Offense
Initiative +4
Entanglement: Burst Area Snare 7 (DC Dog 17)
Grab, +1 (DC 17)
NettleStorm: Blast 7, +12 (DC 22)
Poison Tinge: Affliction 6, +1 (DC Fort 16)
Red Eye: Dazzle 8, +4 (DC Fort 18)
Thorns: Strength-based Strike 5, +8 (DC 22)
Throw, +4 (DC 17)
Tranquility: Progressive Burst Area Affliction 7 (DC Fort 17)
Unarmed, +1 (DC 17)

Complications
Motivation: Responsibility: Protecting the Woodland/Forest
Weakness: Due to their intrinsic link to nature Dryads do not fear many things, except one; a fear that many forest creatures carry: Fire. She suffers a -2 penalty to any Fire-based descriptors.

Languages
Native Language

Defense
Dodge 11, Parry 6, Fortitude 8, Toughness 9, Will 8

Power Points
Abilities 46 + Powers 61 + Advantages 8 + Skills 12 (24 ranks) + Defenses 23 = 150


Created With Hero Lab® - try it for free at http://www.wolflair.com!

Another character who has appeared in a few different iterations of the Mutants and Masterminds rules, G'Lain is a beautiful Dryad who has left her forest and trained her abilities to fight for the common good. She has made a deal to work with a noble king in exchange for the promise to continue protecting her treasured home forest. She is a holy terror when facing anyone who would abuse the land, but a stalwart companion to those who show her and the land respect.
James Dawsey, Owner and Publisher of Vigilance Press

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Re: Shadowchaser's 3E Builds- A James Player Character

Postby Shadowchaser » Sun Dec 26, 2010 2:48 pm

Viridian - PL 10

Strength 12, Stamina 7, Agility 3, Dexterity 2, Fighting 5, Intellect 0, Awareness 3, Presence 3

Advantages
All-out Attack, Diehard, Great Endurance, Interpose, Power Attack, Skill Mastery (Vehicles), Teamwork

Skills
Acrobatics 1 (+4), Close Combat (Unarmed) 3 (+8), Expertise (Engineering) 4 (+4), Insight 3 (+6), Perception 2 (+5), Technology 5 (+5), Treatment 3 (+3), Vehicles 7 (+9)

Powers
Enhanced Ability: Enhanced Strength 12 (+12 STR)
. . Pulsar Punch: Damage 11 (Alternate; DC 26; Penetrating 11, Accurate 2 (+4))
. . Ranged Blast: Blast 10 (Alternate; DC 25; Accurate 4 (+8))
Flight
. . Flight: Flight 7 ([Stacking ranks: +2], Speed: 1000 miles/hour, 2 miles/round)
. . Tachyon Shift: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Stacks with (Flight: Flight 7))
. . . . Movement: Movement 2 (Alternate; Space Travel 2 (other solar systems))
. . . . Multiple Effects
. . . . . . Movement: Movement 1 (Permeate 1 (speed rank -2))
. . . . . . Subtle on Flight: Enhanced Trait 0 (Subtle (subtle))
Homing: Feature 1 (Notes: Since the Emerald Event which gave her super-powers, Regina has been able to instinctively find her way back to the campsite where she was struck by the Viridian beam. This has the side effect of allowing her to always find her way back to Earth no matter how far she explores in space.)
Invulnerability
. . Enhanced Ability: Enhanced Stamina 5 (+5 STA)
. . Enhanced Trait: Enhanced Trait 2 (Advantages: Diehard, Great Endurance)
. . Immunity: Immunity 10 (Life Support)
. . PhotoRegenerative Cells: Regeneration 10 (Every 1 round; Source (Sunlight))
. . Protection: Protection 7 (+7 Toughness)
Penetra-Vision: Senses 6 (Extended: N-Ray Vision 2 (x100), Penetrates Concealment: Vision; Sustained; Concentration)
. . Enhanced Vision: Senses 4 (Alternate; Extended: Vision 2 (x100), Infravision, Ultravision; Sustained; Concentration)
Quick Change: Feature 1 (Notes: Reggie has learned a trick with her 'Quantum Gate' field. She can store her costume in the energy field, and shift into it with a free action, changing clothes in an instant. She can only swap two sets of outfits, her costume and whatever she's wearing, right now. )

Offense
Initiative +3
Grab, +5 (DC Spec 22)
Pulsar Punch: Damage 11, +9 (DC 26)
Ranged Blast: Blast 10, +10 (DC 25)
Throw, +2 (DC 27)
Unarmed, +8 (DC 27)

Complications
Accident: As a new hero, Viridian is still getting used to fighting and adventuring in a costume. She occasionally has Costume Malfunctions where, for example, her makeshift mask might fall over her eyes and block her vision. She'll get used to this soon enough, though, as long as she survives the experience...
Identity: Secret: Gina has crafted a "disguise" for her normal identity by starting to wear wigs in her daily life. The wigs have become a fun signature for her, and she keeps an array of them in different colors. It distracts people from noticing she shares many facial features with the new Superhero "Viridian"... for now...
Motivation: Upholding the Good: Gina belives she was given these powers to make the world a better place. She doesn't feel the responsibility as a burden, and she honestly enjoys doing good. The relief she feels at having a purpose in life is fantastic.

Languages
English

Defense
Dodge 6, Parry 6, Fortitude 7, Toughness 14, Will 10

Power Points
Abilities 36 + Powers 86 + Advantages 5 + Skills 14 (28 ranks) + Defenses 11 = 152


Created With Hero Lab® - try it for free at http://www.wolflair.com!

:!: 2/6/11 Updated Viridian after some thinking, and conferring with the Other players. I made her senses Sustained in duration and put them into an Array so she can switch out with different "Vision" powers. They cost her a Move action each round to maintain right now, but as she gets experience, she may buy that limitation off as "Practice" allows her to keep the effects up.

:!: 2/14/11 I updated Viridian's stats after the first session. Mainly I traded in two ranks of Int to bump up some skills and give her some more Advantages. It also represents how I wound up playing her as more of a 'Scrapper' and less of a 'Thinker'. Also, 2 experience! That went right into her Regeneration which bumped it up to a full 10 ranks.
Last edited by Shadowchaser on Thu Feb 17, 2011 2:47 am, edited 2 times in total.
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Re: Dupli-Cat

Postby Unbeliever » Wed Feb 09, 2011 8:02 am

Shadowchaser wrote:Duplicat (3E Beta Version) - PL 11

You linked to this from another thread. I like the idea quite a bit, and would probably use an approach like this if and when I get around to it. A few questions:

  • The "castling" ability seems unique to this character. Am I wrong about that? I don't generally think of duplication as carrying that kind of an effect.
  • I'm going to have to think about how to simulate the idea of duplicates possibly being disposable and used as shields. It might be a flawed concealment or some version of the deflect power.

Overall, though, I think you get a lot of mileage out of Quickness and Remote Viewing, which obviates a lot of the need for the expensive Duplication power. It's also probably cleaner, ruleswise, for mundane tasks. I could see the argument that for mundane tasks I only need some relatively low-point Dupes, but like I said I think this approach is probably overall cleaner and less cumbersome at the table. Also, it conveys the idea of a character who can split into a dozen forms instantly, which gets crazy expensive in 3E.
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Re: Dupli-Cat

Postby Shadowchaser » Thu Feb 10, 2011 7:41 pm

Unbeliever wrote:
Shadowchaser wrote:Duplicat (3E Beta Version) - PL 11

You linked to this from another thread. I like the idea quite a bit, and would probably use an approach like this if and when I get around to it. A few questions:

  • The "castling" ability seems unique to this character. Am I wrong about that? I don't generally think of duplication as carrying that kind of an effect.
  • I'm going to have to think about how to simulate the idea of duplicates possibly being disposable and used as shields. It might be a flawed concealment or some version of the deflect power.

Overall, though, I think you get a lot of mileage out of Quickness and Remote Viewing, which obviates a lot of the need for the expensive Duplication power. It's also probably cleaner, ruleswise, for mundane tasks. I could see the argument that for mundane tasks I only need some relatively low-point Dupes, but like I said I think this approach is probably overall cleaner and less cumbersome at the table. Also, it conveys the idea of a character who can split into a dozen forms instantly, which gets crazy expensive in 3E.


Thanks!

The "Castling" ability was a way to simulate the Duplicator idea that any one of the duplicates can be the "Real" one at any moment. By shifting her consciousness to one of her Scout dupes, she essentially "teleports" to the new location. I don't know how unique that is, but I thought it was a cool idea.

The "Human Shields" idea was kind of brought in with the extra toughness. Also, in case it wasn't clear, a lot of those stunts were inspired by Naruto(mostly from video games), most notably the superleap. A bunch of her dupes appear and chain throw the "Hero" character to her destination. :)
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Re: Shadowchaser's 3E Builds- Viridian (Emerald City Proto-Hero)

Postby Shadowchaser » Mon Feb 14, 2011 9:05 am

I updated Viridian's stats after the first game (my friend is running the Emerald City Knights campaign). We had loads of fun!
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Re: Shadowchaser's 3E Builds- Quickstart Random Gens

Postby Shadowchaser » Thu Feb 17, 2011 9:45 am

Black Lion_Totem-Invocation - PL 10

Strength 8, Stamina 6, Agility 6, Dexterity 6, Fighting 8, Intellect 0, Awareness 4, Presence 2

Advantages
Animal Empathy, Daze (Intimidation), Improved Critical (Claws: Strength-based Damage 2), Set-up, Startle, Takedown, Teamwork

Skills
Acrobatics 8 (+14), Athletics 4 (+12), Intimidation 12 (+14), Perception 10 (+14), Stealth 6 (+12)

Powers
Bestial Traits
. . Enhanced Ability: Enhanced Agility 4 (+4 AGL)
. . Enhanced Ability: Enhanced Dexterity 4 (+4 DEX)
. . Enhanced Ability: Enhanced Fighting 4 (+4 FGT)
. . Enhanced Ability: Enhanced Stamina 2 (+2 STA)
. . Enhanced Ability: Enhanced Strength 4 (+4 STR)
Feline Abilities
. . Affliction: Affliction 10 (1st degree: Vulnerable, 2nd degree: Defenseless, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Alternate Resistance (Dodge); Side Effect (on failure - Chosen by Player))
. . Claws: Strength-based Damage 2 (DC 25, Advantages: Improved Critical)
. . Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
. . Movement: Movement 3 (Safe Fall, Sure-footed 1, Trackless: Visual)
. . Senses: Senses 3 (Acute: Olfactory, Low-light Vision, Tracking: Olfactory 1 (-1 speed rank))
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +6
Affliction: Affliction 10, +8 (DC Dog/Fort 20)
Claws: Strength-based Damage 2, +8 (DC 25)
Grab, +8 (DC Spec 18)
Throw, +6 (DC 23)
Unarmed, +8 (DC 23)

Complications
- Custom Complication -
- Custom Complication -

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 10, Toughness 6, Will 10

Power Points
Abilities 44 + Powers 60 + Advantages 6 + Skills 20 (40 ranks) + Defenses 20 = 150


Created With Hero Lab® - try it for free at http://www.wolflair.com!

(Rolled up by Jack Norris for the Vigilance Press Podcast)
James Dawsey, Owner and Publisher of Vigilance Press

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Re: Shadowchaser's 3E Builds- Quickstart Random Gens

Postby Shadowchaser » Thu Feb 17, 2011 9:47 am

The Hunter-Crime Fighter, Inventor - PL 10

Strength 3, Stamina 3, Agility 5, Dexterity 5, Fighting 8, Intellect 7, Awareness 2, Presence 1

Advantages
Close Attack 2, Daze (Intimidation), Defensive Roll 2, Equipment 3, Evasion, Improved Initiative, Instant Up, Inventor, Jack-of-all-trades, Leadership, Power Attack, Ranged Attack 7, Skill Mastery (Intimidation), Skill Mastery (Investigation), Skill Mastery (Technology), Startle, Tracking, Well-informed

Skills
Close Combat (Unarmed) 6 (+14), Expertise (Streetwise) 4 (+11), Insight 5 (+7), Investigation 6 (+13), Perception 11 (+13), Technology 8 (+15), Treatment 6 (+13)

Powers
Device (Easily Removable)
. . Gimmick Gadget (Hunting Rifle): Blast 5 (DC 20; Accurate (+2))
. . . . Affliction: Cloud Area Affliction 3 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Increased Range (ranged), Cloud Area (15 feet radius sphere))
. . . . Movement: Movement 2 (Alternate; Safe Fall, Swinging)

Equipment
The Hunter's Lair

Offense
Initiative +9
Affliction: Cloud Area Affliction 3 (DC Fort 13)
Gimmick Gadget (Hunting Rifle): Blast 5, +14 (DC 20)
Grab, +10 (DC Spec 13)
Throw, +12 (DC 18)
Unarmed, +16 (DC 18)

Complications
- Custom Complication -
- Custom Complication -

Languages
Native Language

Defense
Dodge 12, Parry 13, Fortitude 7, Toughness 5/3, Will 10

Power Points
Abilities 68 + Powers 7 + Advantages 28 + Skills 23 (46 ranks) + Defenses 24 = 150


Created With Hero Lab® - try it for free at http://www.wolflair.com!

Rolled up by Mike Lafferty for the Vigilance Press Podcast
James Dawsey, Owner and Publisher of Vigilance Press

Look for Vigilance Press on RPGNow.com and Drive-Thru RPG!

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Re: Shadowchaser's 3E Builds- Quickstart Random Gens

Postby Shadowchaser » Thu Feb 17, 2011 9:48 am

The Hunter's Lair - PL 10

Toughness 10, Size Large

Features:
Communications, Computer, Concealed 1, Fire Prevention System, Gym, Infirmary, Laboratory, Living Space, Power System, Security System 1, Workshop

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 11 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15


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Re: Shadowchaser's 3E Builds- Quickstart Random Gens

Postby Shadowchaser » Thu Feb 17, 2011 9:49 am

Iron Cobra- Martial Artist, Finesse and Control - PL 10

Strength 3, Stamina 3, Agility 7, Dexterity 5, Fighting 13, Intellect 0, Awareness 5, Presence 0

Advantages
Agile Feint, Assessment, Beginner's Luck, Chokehold, Contacts, Defensive Attack, Defensive Roll 4, Eidetic Memory, Evasion, Fast Grab, Grabbing Finesse, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative, Languages 1, Luck, Power Attack, Prone Fighting, Takedown, Taunt, Tracking, Trance, Uncanny Dodge, Weapon Bind, Well-informed

Skills
Acrobatics 8 (+15), Athletics 10 (+13), Close Combat (Unarmed) 4 (+17), Expertise (Streetwise) 6 (+6), Insight 8 (+13), Intimidation 6 (+6), Investigation 4 (+4), Perception 8 (+13), Stealth 6 (+13), Technology 4 (+4)

Offense
Initiative +11
Grab, +13 (DC Spec 13)
Throw, +5 (DC 18)
Unarmed, +17 (DC 18)

Complications
- Custom Complication -
- Custom Complication -

Languages
English, Other Language

Defense
Dodge 13, Parry 13, Fortitude 9, Toughness 7/3, Will 10

Power Points
Abilities 72 + Powers 0 + Advantages 29 + Skills 32 (64 ranks) + Defenses 17 = 150


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Rolled up by James Dawsey (Myself) for the Vigilance Press Podcast
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2E Conversion: Calypso

Postby Shadowchaser » Wed Feb 23, 2011 3:49 pm

Here are the 2E stats, I'll be posting the 3E stats later tonight.

Calypso

Power Level: 12; Power Points Spent: 161

STR: +0 (11), DEX: +5 (20), CON: +2 (14), INT: +2 (15), WIS: +1 (12), CHA: +1 (13)

Tough: +2/+14, Fort: +8, Ref: +9, Will: +3

Skills: Acrobatics 8 (+13), Bluff 4 (+5), Computers 4 (+6), Concentration 4 (+5), Disable Device 4 (+6), Disguise 4 (+5), Escape Artist 4 (+9), Intimidate 8 (+9), Investigate 8 (+10), Notice 8 (+9), Survival 4 (+5), Swim 12 (+12)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Dodge Focus 6, Improved Initiative, Sneak Attack 4

Powers:
Flight 6 (Speed: 500 mph, 4400 ft./rnd)
Immortal Form (Immunity 10) (aging, life support)
Water Attack (Strike 10) (DC 25; Thrown (Range: 50 ft., incr 10 ft.), Mighty, Accurate (+2))
Water Control (Element Control 10) ([0 active, 0/20 PP, 2/r], element: water)
. . Poseidon's Fury (Stun 10) (Alternate; DC 20)
. . Poseidon's Grace (Super-Movement 4) (Alternate; permeate 3 (full speed), water walking)
. . Poseidon's Grip (Snare 10) (Alternate; DC 20)
. . Poseidon's Veil (Obscure 10) (Alternate; Radius: 5000 ft.; Overwhelming Counter; Charge Power 2 (fails if distracted))
. . Torrent (Blast 10) (Alternate; DC 25)
. . Watershape (Create Object 10) (Alternate; Max Size: 10x 5' cubes, DC 20)
Water Shell (Force Field 12) (+12 Toughness)

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +8)

Attacks: Poseidon's Fury (Stun 10), +8 (DC Fort/Staged 20), Poseidon's Grip (Snare 10), +8 (DC Ref/Staged 20), Torrent (Blast 10), +8 (DC 25), Unarmed Attack, +8 (DC 15), Water Attack (Strike 10), +10 (DC 25)

Defense: 20 (Flat-footed: 12), Knockback: -7

Initiative: +9

Drawbacks: Impatient, common, moderate, Vulnerable, uncommon, major, Electricity

Languages: Native Language

Totals: Abilities 25 + Skills 18 (72 ranks) + Feats 14 + Powers 74 + Combat 24 + Saves 12 - Drawbacks 6 = 161


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Calypso 3E version

Postby Shadowchaser » Wed Feb 23, 2011 4:28 pm

Okay, so I decided to take one of the villains a player built for me in 2E, and port her over to 3E. This is a "Speed Build"... something that hasn't been tested yet. Once I've run her in combat, I'll probably make several changes.

Calypso - PL 12

Strength 0, Stamina 4, Agility 5, Dexterity 5, Fighting 0, Intellect 2, Awareness 3, Presence 1

Advantages
Accurate Attack, Agile Feint, All-out Attack, Improved Initiative, Power Attack

Skills
Acrobatics 8 (+13), Athletics 2 (+2), Deception 4 (+5), Intimidation 6 (+7), Investigation 3 (+5), Perception 3 (+6), Ranged Combat (Water Blast: Blast 14) 5 (+10), Technology 2 (+4)

Powers
Grace of Calypso
. . Movement: Movement 2 (Permeate 1 (speed rank -2), Water Walking)
. . Swimming: Swimming 5 (Speed: 16 miles/hour, 250 feet/round)
Immortal Form: Immunity 11 (Aging, Life Support)
Poseidon's Gifts- Water Control
. . Swimming: Swimming 12 ([0 active, 0/36 PP, 1/r], Speed: 2000 miles/hour, 4 miles/round; Stacks with (Swimming: Swimming 5))
. . Teleport: Teleport 12 ([0 active, 0/36 PP, 1/r], 16 miles in a move action, carrying 50 lbs.; Medium (Seawater))
. . Thunderstorm: Environment 12 ([0 active, 0/36 PP, 3/r], Impede Movement (2 ranks), Visibility (-2), Radius: 8 miles)
. . Water Blast: Blast 14 ([0 active, 0/36 PP, 2/r], DC 29)
. . Water Control: Burst Area Move Object 9 ([0 active, 0/36 PP, 4/r], 12 tons, DC 24; Damaging, Burst Area (30 feet radius sphere), Selective; Limited Material (Water))
Waterspout Shield
. . Enhanced Trait: Enhanced Trait 12 (Traits: Dodge +6 (+11), Parry +6 (+11))
. . Poseidon's Protection: Protection 9 (+9 Toughness; Sustained, Impervious)

Offense
Initiative +9
Grab, +0 (DC Spec 10)
Throw, +5 (DC 15)
Unarmed, +0 (DC 15)
Water Blast: Blast 14, +10 (DC 29)
Water Control: Burst Area Move Object 9 (DC 24)

Complications
Hatred: Super-powered "Freaks" of nature.
Temper

Languages
English

Defense
Dodge 11/5, Parry 11/5, Fortitude 14, Toughness 13, Will 10

Power Points
Abilities 40 + Powers 95 + Advantages 5 + Skills 17 (33 ranks) + Defenses 22 = 179


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James Dawsey, Owner and Publisher of Vigilance Press

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Re: Shadowchaser's 3E Builds- Edeinos and Flame Warrior

Postby Shadowchaser » Sat Mar 05, 2011 11:13 am

Edeinos Hunter - PL 6

Strength 5, Stamina 5, Agility 5, Dexterity 3, Fighting 7, Intellect 0, Awareness 4, Presence 0

Advantages
Chokehold, Fast Grab, Fearless, Improved Critical 4 (Unarmed), Improved Hold, Improved Initiative, Instant Up, Ritualist, Teamwork

Skills
Athletics 8 (+13), Expertise (Nature's Way (Survival)) 10 (+10), Expertise (PRE) (Faith) 10 (+10), Insight 4 (+8), Intimidation 10 (+10), Perception 6 (+10), Stealth 4 (+9)

Powers
Edeinos Physique
. . Loping Gait: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Predator's Senses: Senses 4 (Extended: Hearing 1 (x10), Low-light Vision, Tracking: Scent 1 (-1 speed rank), Ultra-hearing)
. . Razor Sharp Teeth: Enhanced Trait 6 (Advantages: Fast Grab, Improved Critical 4, Improved Hold)
. . Scaly Skin: Impervious Toughness 3

Offense
Initiative +9
Grab, +7 (DC Spec 15)
Throw, +3 (DC 20)
Unarmed, +7 (DC 20)

Complications
Passionate: Edeinos are not technically fearless, but Hunters have learned to channel fear into action, savoring the feeling of terror as it courses through their veins, reminding them they are alive. They also tend to have trouble switching from "Combat" mentality, and can be difficult to reason with when the adrenaline is flowing.
Weak Arms: Edeinos have underdeveloped forearms. They can manipulate things with their 'hands' to some degree, but only at Strength - 5 Strength level, and are at Dexterity -3 with them as well.

Languages
Native Language

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

Power Points
Abilities 58 + Powers 16 + Advantages 6 + Skills 26 (52 ranks) + Defenses 3 = 109


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:idea: In my setting, the Edeinos people are still deeply religious warrior/fanatics, but they aren't tool-users. They can pick things up and manipulate them to some degree, but are more tooth-and-claw fighters. I'll be posting an Optant and a Gotak after this weekend's game, when I decide how well these run in my upcoming PL 10 "Torg" game using M&M 3E.
Last edited by Shadowchaser on Sat Mar 05, 2011 6:02 pm, edited 1 time in total.
James Dawsey, Owner and Publisher of Vigilance Press

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