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  1. - Top - End - #61
    Firbolg in the Playground
    Join Date
    Apr 2012

    Default Re: [M&M 3e] Hometown Pride


    Finally finished the first draft up. I'll flesh out the 'almost got'im' story for fun purposes.


    "To fight against vice is to fight against the nature of man. One does not defeat nature. They bend it to their will."

    Real Name: Sandra Connor
    Handle: Shogun
    Profession: Professional MMA star.
    Alter Profession: Budding shadow Shogun of Gotham.
    Former Profession: Army Ranger Captain in the Army Intelligence Corp.
    Age: ?? Late 20s.
    Height: 6'3"
    Weight: 150 lbs
    Decorations: 3rd Dan Black Belt in Kūdō, completed US Army Ranger School, achieved rank of Captain in US Army, Bronze Star and Purple Heart.

    Public and Underworld Image:
    To the public at large, Sandra Connor is the rising star of womens MMA. Undefeated, charismatic, a decorated military veteran, nice looking, social media savvy and brutal in the ring, Sandra Connor basks in her vicious in-ring persona paired with her surprisingly girly out-of-ring personality where she's sunny, talkative and a bit of a playful troll. Being the first generation American from immigrant parents (Irish father, Japanese mother), unusually tall and statuesque and hailing from working class origins have all given her a unique novelty in the sports world, and her well-proportioned physique has graced the front of numerous health and fitness magazines and advertisements. Sandra has a cheeky and playful sense of humour, and often jokes that her ritual before each match is to have a pint of Guinness while praying at a Shinto shrine and wearing her stars-and-stripes trunks.

    In secret, however, Sandra couldn't be more different. In secret, she is Shogun, a new but enigmatic name in the Gotham underworld that is gathering about it the air of mystery, lethality and viciousness. In a way she is evocative of the aura that Batman has cultivated: a silent, deadly predator that strikes from the shadows. But where Batman will apprehend and hospitalise, Shogun doesn't hesitate from putting her enemies into the grave and does so with frightening ease. What's more, to those in the underworld who have paid attention to her movements, it's clear that she's very strategic in her actions, acquisitions and lethality. She's working towards something, but what it is, no one knows.

    Ever since she was the sole survivor of her unit during a CIA/military experiment in Iraq, Sandra has believed that fate has preserved her for a great purpose. As such, she is an adherent to the Great Man theory, as she believes that the wheels of history gain animation from the actions of great men. Naturally, she see's herself as one of these future "great men", making her mark and influencing the course of millions of people: in public through her persona as an athletic star and in secret by building a web of corruption, bribes, threats, blackmail and extortion throughout the political, industrial and criminal layers of New Jersey and New York State to create a veritable shadow empire.

    In her normal persona, Sandra is both driven and surprisingly girly. She's smiley, friendly, loves head-sweaters with kitty-cat ears and her favourite colour is pink. As an athlete and rising MMA star, she has a driven and go-get'em attitude, encouraging others to get fitter and make better use of their life and improving themselves. She's spoken openly about wanting to marry and settle down one day and have her own little brood. She's marketable, friendly and keenly competitive - she's just the type of star her sports wants to foster, and it has rewarded her with lucrative sponsorship deals that has made her one of the youngest self-made millionaires in Gotham.

    Sandra's real personality, however, is much more...authoritative. Her experiences in the middle east and Japan changed her for the worst. Initially an idealistic, let's go hut-hut 17 year old and youngest woman to pass Army Ranger School, her perspective on the world changed from optimistic to deeply cynical. Sandra believes, a belief reinforced by her rising stardom in MMA, that worship is innate to people and the masses need something to praise and look up to. They need, nay want, a Great Man to move the wheels of history. But, as stubborn as people are, they cannot face this reality. Therefore they must be lured into believing they have a say, while in actuality delegating their future into the hands of wiser, stronger people who have the will to make the difficult decisions. Thus, Sandra is ruthlessly minded, and believes in the need for a strong hand to guide society and will stop at little to achieve that. She is driven to create her "shadow government" of the region, a shadow government that rules a network of influence and control that penetrates every layer of society and coerces through blackmail and subtle violence.

    Sandra has always been an athletic girl. Born the eldest of four to an Irish father and Japanese mother in a working class neighborhood of Gotham, Sandra was used to both violence and a tight knit community. As she developed, Sandra exhibited signs of possessing a rare genetic condition known as Myostatin-related muscle hypertrophy, which caused her to grow into a supremely athletic teenager who was able to hold her own against even boys older than herself. At school, Sandra was a charismatic girl, often with friends but only a handful of close ones. Practicing Kudo since she was 6 combined with her physical prowess ensured she was never bullied (at least more than once), and, combined with her intelligence, helped her gain entry into the schools ROTC. When she turned 17 Sandra entered the US Army. Within two years, she had entered and passed the Army Ranger School, one of the proudest moments of her life. Over the next few years she would eventually be promoted to Captain and saw action in special operations missions all across the world, but most particularly the Middle East. A visual novelty as she was tall and athletic and easy looking, Sandra was even approached and offered a position to be photographed for recruitment posters, but she politely declined. Nevertheless, this drew the attention of a snake in the grass named Dustin Elliot.

    Dustin Elliot, in his mid-50s, was a notorious, slippery operative within the CIA. Having been involved in the Middle East since the early 00's invasions, he had had a shadowy relationship with the rumoured opium smuggling rings operating out of Afghanistan. The truth was somewhat more fantastical. Dustin was involved with the rings, from which he funneled enormous amounts of money into black accounts intended to fund his own personal projects. One of those projects was utilising an incredibly rare flower that was discovered and processed by one of his most trusted scientists, Dr Harvon, into a serum that could actually enhance the human body. Seeing a golden opportunity, he approached a young Ranger captain under his command in the Afghani region, one Sandra Connor, and convinced her of taking part in the trials. He was open with her. Before this improvement the US would take to the field with a thousand soldiers and lose a hundred. But with this, they could send out 100 and lose none. They could come up with new weapons and technology, he argued, and they may gain double fold, but if they improved the man, they would gain a thousand. After all, wars were fought with weapons but they were won by men. Sandra agreed, and in a small, remote outpost in western Afghanisan, Captain Connor and her unit underwent treatment with the Black Lotus serum.

    There are no official records to describe what happened within the next week. Nothing is written. The only ones who know anything about what transpired are the survivors, of which Sandra is the only one known. What is known is that the outpost was investigated and found mostly destroyed, with Sandra's unit dead, the CIA personnel dead and Dustin Elliot MIA. Sandra herself was located four months later, fifty miles away and half-delirious in an ancient cave system. Whatever happened to her and the others out there is unknown, but Sandra soon resigned her commission once her tour was up and received an honourable discharge.

    Still traumatised by her experience, but recognising the effects the Black Lotus had had on her body, Sandra decided to visit one of her ancestral homelands - Japan. Though having mostly identified with her fathers lineage more, Sandra took an interest in her mothers as she sought some solace and purpose in the wake of her dramatic events. Already fluent in the language, Sandra pursued her matrilineal ancestry from Tokyo, to Hokkaido and then back down to the Iga province, where she discovered that in times past, her family had been heavily involved with a Shinobi clan in the local province. What was even more amazing was that they still existed in a modern form. What was even more amazing was that they sought her out. Sandra's questioning and investigation had drawn their notice, and her skills had prompted their curiosity. As a distant blood relative that showed a degree of aptitude, even for a Gaijin, Sandra was instructed to make her way to into the mountainous spine of Japan, alone, where history would meet blood. Doing as she was told, Sandra ventured into deep and high into the mountains where she came across an old shinobi castle that was still inhabited. Within, she found her Sensei - Fujibayashi Nagato.

    Over the next two years, Sandra reconnected with one of her ancestral lines, reading into and embracing the shadowy history of her families involvement with the Shinobi clan. It was a world of shadows and intrigue that required great personal skill and discipline. Though the military had turned her into an efficient tool for the battlefield, Sandra's time with her clan honed her into a tool for change and influence. She could see her distant family still had sway over sections in society via a network of blackmail, extortion, threats of subtle violence and intimidation. Through it, they took a larger view of matters and guided normally disparate and competing groups on a more harmonious path. Sandra liked what she saw: the shadow hand of society moving it in the direction it needed to go, while the population was none-the-wiser to their illusion of choice. Casting her gaze to her home-town of Gotham that featured a man dressed in a bat costume, she knew the city and states needed the same guidance.

    Departing Japan and returning to the US, Sandra became more media savvy as she started to train at the local gyms. Having money from her time in the military and with honed hand-to-hand skills, Sandra entered the octagonal arena's of the New England MMA scene and quickly made her mark. Her striking appearance and brutal in-ring ability quickly marked her out as a rising star, and her photogenic looks attracted sponsorship deals from big sports brands. But at night, rumors of a new shadowy menace started to slide through the underworld of Gotham. A being that was confused for Batman, but much more vicious and who used swords an guns, and did not shy way from permanently ending a would-be thugs career. Their motives were unknown, their true identity a mystery, but their growing aura of dread was unmistakable.

    PL 11/220

    Abilities: (94pp)
    Str 5, Agl 7, Fgt 13, Awe 5
    Sta 5, Dex 4, Int 3, Pre 5

    Defenses: (26pp)
    Dodge 17
    Parry 17
    Fortitude 11
    Toughness 5
    Will 11
    Initiative +15

    Skills: (39pp, 78 ranks)
    Acrobatics +15, Athletics +8, Close Combat (Unarmed) +17, Expertise (Tactics) +10, Insight +10, Intimidation +10, Investigation +9, Perception +11, Persuasion +10, Ranged Combat +17 (Weapon Harness), Stealth +18, Technology +4, Vehicles +7.

    Advantages: (44pp)
    Accurate Attack, Agile Feint, Assessment, Attractive 1, Benefit (Status - Sports fame) 2, Benefit (Wealth) 4, Chokehold, Defensive Attack, Evasion 2, Fast Grab, Improved Aim, Improved Critical (Unarmed) 4, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative 2, Improved Trip, Instant Up, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Takedown 2, Uncanny Dodge, Equipment 9.

    Extra Language: Japanese

    Powers: (17pp)
    Black Lotus Physiology (Multiple Effects, 12pp)
    - Immunity 3: Aging, Disease, Poison - Limited: Half Effect.
    - Leaping 2: Leap 30 feet at 8 miles/hour.
    - Regeneration 5: Every 2 rounds.
    - Speed 3: Speed 16 miles/hour, 250 feet/round.

    Grappling Gun (Device as Equipment: Movement 1)
    - Swinging.

    Martial Arts (Strength Effect, 5pp)
    - "Rapid Strikes", Multiattack.

    Equipment: (44 ep)

    Weapon Harness: (21 ep)
    Main: Tear Gas
    Ranged Cloud Area Affliction 4 (Resisted by Fortitude; Dazed and Vision Impaired, Stunned and Vision Disabled, Incapacitated), Flaw (Unreliable - 5 uses) • 12 points.
    Alt. Equipment:
    - Bolas: Snare 3 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized)
    - Cutting Torch: Burrowing 1, Penetrating, 1 foot/round.
    - Flash-Bangs: Ranged Burst Area Dazzle 4 (Resisted by Fortitude; Vision Impaired, Vision Disabled, Vision Unaware), Flaw (Unreliable - 5 uses).
    - Sleep Gas Pellets: Ranged Cloud Area Sleep 4 (Resisted by Fortitude; Fatigued, Exhausted, Asleep), Flaw (Unreliable - 5 uses).
    - Frag Grenade: Range, burst Damage 5.
    - Smoke Pellets: Ranged Cloud Area Visual Concealment Attack, Flaw (Unreliable - 5 uses)
    - Shuriken: Ranged, Multiattack Damage 5, Diminished Range (50 feet)
    - Sword: Damage 4, Improved Critical 4, 15-20 Critical range.
    - In-built Wingsuit: Flight 5, 60 mph, 900 feet/round, Flaws (Wings, Glider)

    Utility Belt: (8 ep)
    Audio Recorder, Binoculars, Camera, Cell Phone (Smartphone), Flashlight, Mini-tracer, Multitool.

    Half-face Mask: (4 ep)
    Commlink, Flash Goggles/Night Vision Goggles, Gas Mask.

    Grappling Gun (see above) (2ep)

    Urban Camo Clothing: +5 to Stealth checks in Urban environment (1pp)

    Headquarters: Skyscraper Penthouse (8 ep)
    Size: Medium
    Toughness: 6
    Fire Prevention System, Gym, Library, Living Space, Security System 1, Workshop, Combat Simulator.


    Motivation: Justice: Shogun has a sense of justice that is alien and foreign to the modern world. Believing oneself to be a "Great Man" and with a Nietzschean view of the world, in her mind the "just" society is hierarchical one with the most capable at the top, steering its direction. A combination of skill and fate will decide what one earns in life, with those at the top expected to act as good lords, while those at the bottom to know their role. Within each layer of society, be it industrial, criminal, blue collar etc, all have their place and all fulfill their role, the way the cogs of a well-oiled machine all work in tandem. If all play their part, the ship of society sails smoothly.

    Motivation: Great Man Theory: Shogun believes that a combination of fate and inherit greatness draws "Great Men" to the top of history to move it in directions. Julius Caesar, Mohammed, Napoleon Bonaparte - these are just three out of the hundreds of examples throughout history upon whom the fate of the world has turned. Shogun believes she is one such person, and has a firmly held faith in both her actions, her convictions and her direction.

    Identity: Sandra's public life is that of a rising MMA star. She's a decorated veteran, a charitable figure and a marketable image, with sporting good sponsorships and a social media presence. As such, becoming publicly known as a the initiator of an embryonic criminal/corruption empire might be bad for her public image

    Code of Honour: Sandra/Shogun has a personal code of ethics to which she adheres. These are: personal excellence and industriousness, valor in battle, the mind and shadows are weapons, collateral damage is to be minimised (including civilian casualties), one is responsible for ones own actions, frugality over extravagance and respect for brothers in arms.

    A Handsome Face: Sandra is a sucker for a handsome face. She likes athletic, handsome men with confidence - and she is more prone to influence by such than she is to others. She

    Soft Spot for Uniforms: As a decorated veteran from one of the US's most premiere special forces units and one of the handful, and youngest, woman to ever complete the training, Sandra has a soft spot for those in uniform and service. Active service personnel and veterans, whether they're in the military, police force, fire department etc are not immune from her if they get between her and her goal, but she will go out of her way to ensure they most they receive is a short hospital stay.

    The Charitable Soul: A remnant of Sandra's former self, she is quite active in her public life for charitable causes. She has donated time and her image and her own money to charitable causes that help veterans assimilate back into civilian life, mental heath services and getting children into sports (particularly to keep them off the street and away from gangs).

    Almost Got'im!: Shogun and Batman have crossed blades once in the past. Though Shogun came off the worse, the experience taught her much. It started in the skies above Gotham where Shogun was using her in-built wingsuit to pull off an aerial heist against a cargo plane smuggling drugs in from Columbia. Shogun and learned about it via her "ventures" across Gotham, and intended to use the precious contraband to fuel the growth of her embryonic idea. Batman, likewise, had always found out about the incoming shipment via his own means. When Batman arrived, he discovered Shogun in the cargo plane strapping a special parachute harness to drug-smuggling pellet and the two immediately engaged. Though Shogun was the physical superior, Batman had experience on his side, and he used his cramp surroundings to inhibit Shoguns main methods of attacks. When Shogun was finally able to dump the pellet out of the back of the plane and followed it out with her gliding wing suit, Batman sent a Batarang through the pellet's parachute, tearing it enough that the valuable cube plummeted down into wreckage thousands of feet below. Batman had foiled her this time.

    94 Abilities + 17 Powers + 44 Advantages + 39 Skills + 26 Defenses = 220

    My Homebrew:
    Pathfinder - The Demonologist
    Pathfinder - The Runeseer

    "Of all the words by tongue and pen, by far the saddest are "I could have been"."

    “The nation that will insist on drawing a broad line of demarcation between the fighting man and the thinking man is liable to find its fighting done by fools and its thinking done by cowards.” ― William Francis Butler

  2. - Top - End - #62
    Bugbear in the Playground
    Join Date
    Aug 2008

    Default Re: [M&M 3e] Hometown Pride

    Thanks, Vecna! Oh yeah I'm going all in on the Roxy Rocket concept.

  3. - Top - End - #63
    Pixie in the Playground
    Join Date
    Jun 2016

    Default Re: [M&M 3e] Hometown Pride

    Quote Originally Posted by AvatarVecna View Post
    Spoiler: Harbinger
    1) The way "Removable" works, you should be taking off 23 points, not 22, so you've got an extra PP to work with there.

    2) You have 80 skill ranks, so that should be 40pp. Additionally, this would give you illegally high bonuses in "Expertise: Janitorial Duties" (+22) and "Ranged Combat: Sanitizer" (+12, when you have +11 effects in some places). Get each of those lowered by 1 point, and that'll save you 1pp. That'll put skills at 39pp and Powers at 89pp, which has you at a total of 240pp still.

    I'm loving this concept, it's the right balance of serious and wacky for a batman villain. Solid theming, solid characterization, solid mechanics.
    Thanks for the feedback! I figured I'd messed up the math somewhere, glad to see it balances out still at least. Any thoughts on replacing the Minions with some form of Benefit: Personnel, or something of the like? As an extension of the Personnel of my HQ, just so I have some people working for me as employees, capable of cleaning things up and transporting things, but not really involved in combat situations and such. Using Minions for this kind of thing feels a bit clumsy.

  4. - Top - End - #64
    Titan in the Playground
    AvatarVecna's Avatar

    Join Date
    Jan 2014

    Default Re: [M&M 3e] Hometown Pride

    Quote Originally Posted by Harbringer View Post
    Thanks for the feedback! I figured I'd messed up the math somewhere, glad to see it balances out still at least. Any thoughts on replacing the Minions with some form of Benefit: Personnel, or something of the like? As an extension of the Personnel of my HQ, just so I have some people working for me as employees, capable of cleaning things up and transporting things, but not really involved in combat situations and such. Using Minions for this kind of thing feels a bit clumsy.
    Minions is the more appropriate advantage for representing this particular benefit, and having a handful of combat-weak janitors hyper-specialized for cleaning upis cheap enough to not be a huge issue even for a PL 11 who doesn't have quite the same absurd number of PP per PL to work with as the others.

    Currently Recruiting WW/Mafia: Xihirli's Yu-Gi-Oh!

    Avatar by AsteriskAmp

  5. - Top - End - #65
    Pixie in the Playground
    Join Date
    Jun 2016

    Default Re: [M&M 3e] Hometown Pride

    Alright, fair. Will get around to building up the minions later today probably.

  6. - Top - End - #66
    Ettin in the Playground

    Join Date
    Aug 2013

    Default Re: [M&M 3e] Hometown Pride

    So! I'm not done. But I have a version that's close to done of both fluff and sheet ready to go, so I figured I'd put them up here in advance so folks can see what I'm working on. Any advice would rock if folk have time!

    Here's her background. Got a couple of images, and this let me integrate them better. Will edit some version of this into this post later.

    EDIT: Now with a complete sheet! I'm happy to revise it to whatever's needed, but I feel this is at least a complete draft.

    Spoiler: Background
    Stephanie Brown: Upstart

    “And we’re live! Hiyya Troublemakers! For anyone new tonight this is Cowl Play - bringing you all the Gotham City crime news of the week with some snark, a few jokes and a bit of personal insight. I'm your host, the insufferable Upstart, now let's get to the fun stuff!”

    Upstart is an outsider to Gotham, a new face amongst the Dark Knight’s rogues gallery. That said, she was born within the city - the child of a C-rate game show host called Arthur Brown, and overworked nurse Crystal. Young Stephanie’s homelife was not a happy one - her parents were forever at each other’s throats, and she learned quickly how to hide and avoid the worst of the crossfire. School was her salvation, her mecca, her place away from the warzone. She had friends, aspirations, a place to centre herself.

    That was not to last.

    Arthur Brown is better known now as the villain Cluemaster. What is not known to most is how close his young daughter came to unveiling his criminal schemes to the public. Stephanie had been collecting evidence, and was getting ready to take it public when Dear Old Dad ended up getting a step ahead and checking her computer while she was at school.

    And while most folk would’ve had qualms about disposing of their own daughter… well, Arthur wanted success more. Killing her was a bit out of his league, but he had friends now. And they were always looking for ‘recruits’ of a certain age.

    And so, thanks to the perfidy of her father, Stephanie Brown ended up a prisoner of the League of Assassins.

    The initiates’ education was demanding. They were to be the next generation of the Demon’s Hands, ghuls who would die and be reborn. Their instructors were strict, failure brought humiliation and pain, and the slightest sign of weakness would be exploited in a heartbeat by one of her ‘classmates’ looking to climb the ranking board.

    She tried to run. Never got far. Stephanie spent years in that hellhole. She had to study martial arts, infiltration, dark magic - everything the instructors felt needed to be crammed into her head. It felt like a bleak eternity to go through, with no ties to her former life left, no friends, no hope. All she could do was endure it, day by day, hour by hour.

    So endure it she did. She toughened up, hardened her heart, and learned to live with total isolation and despair. And by doing so, she made it through.

    It would be stretching a point to say that Upstart found a home within the League of Assassins. Friendship is not a part of the group's culture. Yet there was something of a camaraderie, developed over time. Stockholm syndrome perhaps: surviving training along with your fellow initiates produces a bond, even if you know better than to truly trust one another. No one else has been through what you have. No one else understands what kind of a person you are. Upstart's reputation paints her as strong, gifted in the arts of murder, but impulsive, rude and disrespectful to her elders, with a fondness for blatant displays of power against her enemies. Not a glowing picture to an Assassin, but results speak louder, and have made the 'punk girl' the newest inductee to the Seven Men of Death, and the one personally assigned by the Demon’s Head to work towards the downfall of the Dark Knight Detective.

    After the initial few skirmishes went as badly as her critics had predicted, Upstart has changed her tac - she’s begun a slow propaganda war against Batman, trying to discredit his myth amongst the inhabitants of Gotham City via a regular web-based news streaming show. Entitled ‘Cowl Play’, it couples true information about the Bat with some rumors, some manufactured ‘evidence’ and a hefty dosage of slanted perspective. It’s an unorthodox approach, but one that Ra’s is willing to continue experimenting with for the moment. Upstart is quite charismatic, and has started to get noticed. People are beginning to listen to her when she talks...

    Spoiler: Complications
    Addiction: The magic Stephanie commands is dangerous and risks consuming her. It's all too easy to draw on the power she commands to make problems just go away. To lash out and destroy everything in her path. Fighting to restrain her powers requires an iron will, and even when she can focus them on her opponents, she does stumble
    Enemy: Arthur Brown: Stephanie hasn't forgotten dear old dad. Working for the League is tough and remains her priority, but a chance to repay him for everything she went through is dearly tempting. Arthur Brown's current whereabouts aren't widely known, but anyone who had a lead on him would have a strong position to negotiate with Upstart.
    Motivation: Acceptance: Steph wants to belong. That, ultimately, is what broke her - with no friends, no companionship, the isolation left her with no-one to engage with outside the League. It would be a stretch to call her current ties there a matter of friendship - they're simply all she has. And she clings to them like a drowning woman. To prove herself, to see smiles on the faces of her fellow acolytes, there's nothing she wouldn't do
    Motivation: Proving Yourself: The other side to the coin. Stephanie might feel isolation and depression at what she's become, but she takes pride in her own ability. the powerful magic she's able to wield. She... is somebody now. She falls into the same trap as her dad once did - never quite secure in her position, always needing to prove to people that she belongs where she is, show them exactly what she can do. This always undercuts her. The great don't need to remind you of who they are.
    Responsibility: League of Assassins: As one of the Seven Deadly Men, Upstart answers directly to Ra's al Ghul. Her current main operation is a loose, long term project to undercut the Dark Knight. But if Ra's starts showing more of an active interest in goings on in Gotham, Upstart will be expected to fall into line with the rest of the League's position on it.
    Rivalry: Robin: She might be in Gotham to break the bat, but it's the Boy Wonder who has been Upstart's more regular foe - engaging with her propaganda, working to prove her wrong, and it's the younger do gooder who Upstart finds far more frustrating. Beating Batman might be her assignment, but her pride demands she humiliate that pompous brat if possible.
    Weakness: Crystal Brown: Steph's relationship with her mother is complex, and she's not even sure Crystal knows she's still alive. The League had her declared dead when taken into their custody after all. While going back to her mother after everything she's been through and trying to live a normal life is rediculous... Stephanie can't quite get the thought out of her head. If someone else works that out, they'll have a crucial weakness to exploit

    Spoiler: Power Description
    Mixed Murder Arts - Master of the Sun and Moon.
    Each of the Seven Men of Death commands a unique fighting style, honed by years of training. Upstart's abilities are based on magic - specifically the duality between night and day. She can draw on solar fire for loud, grandiose and damaging attacks, or the subtle shadows of the night for more insidious but no less deadly abilities.

    Mixed Murder Arts - Stylistic Flourish
    Not restricted to her primary combative abilities, the youngest of the Seven Deadly has more than a few tricks up her sleeve both magical and mundane to use to turn a battle her way

    . . Analyze Style
    . . Desperation: Sometimes a foe is using witchcraft to block her magic, or she needs to actively fight while the Twinform Dragon is on the field. In these instances Upstart lets her magic flow through her body freely, using the synergy of light and dark coupled with her own adrenaline to push herself forward out of a tight spot via brute force alone.
    . . Meditative Focus:
    . . Overwhelming Force Letting her Sun magic overflow, Upstart's attacks turn explosive, encompassing the surrounding area.
    . . Shadow Magic: The basic usage of her power taught by the League, Upstart can veil herself in darkness without a smoke bomb. Attacking disrupts the effect, but it buys her time to line up her shots - any low key types in her vacinity better watch out.

    Upstart's Armor:
    Taken as a trophy from an early mission in Rome, and then reworked by League artificers to fit her better, Upstart's costume only makes the deadly assassin even better at her job.

    Lazarus Eternal:
    As a favored servant of the League of Assassins, Stephanie's bloodstream has been surgically infused with the mystical chemicals that run through the ancient Lazarus Pits. While this makes her less reliant on bodily retrieval to remain a viable League operative, without the laylines that stabilize Ra's great creation, restoring herself to life can temporarily drive her into a murderous frenzy. While this might have been the greatest gift the League has ever offered Miss Brown, to call it a double edged sword would be putting it kindly.

    Spoiler: Sheet
    Upstart - PL 11

    Strength 0, Stamina 5, Agility 5, Dexterity 0, Fighting 8, Intellect 0, Awareness 5, Presence 3

    Attractive 2, Benefit 2: League of Assassins Elite, Benefit, Cipher 2, Connected, Contacts, Cool: Persuasion, Equipment 7, Evasion 2, Extraordinary Effort, Fearless, Improved Aim, Improved Initiative 2, Improved Team Attack, Move-by Action, Teamwork, Uncanny Dodge

    Acrobatics 10 (+15), Deception 12 (+15), Expertise (PRE): Assassin 9 (+12), Insight 10 (+15), Intimidation 1 (+4), Investigation 15 (+15), Perception 5 (+10), Persuasion 17 (+20), Ranged Combat: Assassin Tools 8 (+8), Stealth 15 (+20)

    Mixed Murder Arts - Stylistic Flourish
    . . Analyze Style: Affliction 11 (1st degree: Vulnerable, 2nd degree: Defenseless, Resisted by: Will, DC 21; Increased Range 2: perception, Insidious, Subtle: subtle; Limited: vs. your attacks, Limited Degree)
    . . Desperation: Enhanced Strength 11 (Alternate; +11 STR; Limited: Attacks)
    . . Meditative Focus
    . . . . Mystic Charm: Impervious Toughness 10
    . . . . Lighter than Water: Movement 1 (Linked; Water Walking 1: you sink if you are prone; Precise)
    . . Overwhelming Force (Cone Area 11: 60 feet cone, DC 21, Variable Descriptor 1: broad group - Attacks, Quirk: Capped at lower of attack's effect rank or this, Feature 2: Becomes Burst Area when applied to ranged attacks?(GM: Is this okay?))
    . . Shadow Magic: Concealment 10 (Alternate; All Senses, Advantages: Accurate Attack, Takedown 2; Passive)

    Lazarus Incarnate: Immortality 6 (Return after 16 hours; Feature: Immunity: Age; Side Effect 2: always - Berserker Rage (Affliction))

    Mixed Murder Arts - Master of the Sun and Moon
    . . Shadow Poison Twisting: Damage 14 (DC 29; Alternate Resistance: Will, Increased Duration: concentration, Subtle 2: undetectable; Side Effect: on failure - Hits Upstart Instead)
    . . Sunfire Strike
    . . . . Melting Flame: Weaken 14 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 24)
    . . . . Strike: Damage 14 (Linked; DC 29; Dangerous 2)
    . . Nova Shuriken: Damage 14 (Alternate; DC 29; Dangerous 2, Increased Range: ranged)
    . . Starlight Shuriken: Damage 14 (Alternate; DC 29; Extended Range 2, Increased Range: ranged, Multiattack; Limited to Minds)
    . . Summon Twin-Form Dragon: Summon 11 (Alternate; Active; Activation 2: standard action, Quirk: Stealth is impossible while active)

    Upstart's Armor (Removable)
    . . Mask of Sight: Senses 3 (Danger Sense: Visual, Darkvision)
    . . Swiftness of Shadow: Speed 7 (Speed: 250 miles/hour, 0.5 miles/round)
    . . Warded Cloth: Protection 5 (+5 Toughness)

    Collapsible Blade (Sword + Subtle), Demon's Hideaway, Shuriken,

    Utility Belt
    Cutting Torch
    . . Linked Effects
    . . . . Damage: Damage 1 (Linked; DC 16; Precise)
    . . . . Weaken: Weaken 1 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 11)
    . . Movement: Movement 1 (Wall-crawling 1: -1 speed rank; Platform)
    Smoke Bombs
    . . Enhanced Trait: Enhanced Trait 1 (Advantages: Hide in Plain Sight)
    Swing Line
    . . Movement: Movement 1 (Swinging)

    Initiative +13
    Analyze Style: Affliction 11 (DC Will 21)
    Collapsible Blade, +8 (DC 18)
    Shuriken, +8 (DC 16)

    Nova Shuriken: Damage 14, +8 (DC 29)
    Starlight Shuriken: Damage 14, +8 (DC 29)

    Shadow Poison Twisting: Damage 14, +8 (DC Will 29)
    Sunfire Strike: Damage 14 + Weaken 14, +8 (DC Tough 29) (DC Fort 24)


    Dodge 12, Parry 12, Fortitude 8, Toughness 10, Will 14

    Power Points
    Abilities 52 + Powers 67 + Advantages 27 + Skills 51 (102 ranks) + Defenses 23 = 220


    Twin-Form Dragon - PL 11

    Strength 12, Stamina 12, Agility 0, Dexterity 0, Fighting 8, Intellect 2, Awareness 2, Presence 2

    Evasion 2, Fearless, Improved Initiative 3, Move-by Action, Teamwork

    Athletics 2 (+14), Close Combat: Tooth and Claw 2 (+10), Intimidation 7 (+15), Perception 13 (+15), Ranged Combat: Fire Breath 10 (+10)

    Wings: Flight 4 (500ft per round)
    Fireball: Burst Area Damage 11 (DC 26; Burst Area: 30 feet radius sphere, DC 21, Increased Range: ranged)
    . . Firey Breath: Cone Area Damage 11 (Alternate; DC 26; Cone Area 2: 120 feet cone, DC 21)
    . . Max Intensity Shot: Damage 12 (Alternate; DC 27; Affects Insubstantial 2: full rank, Dangerous 4, Increased Range: ranged, Incurable, Precise, Smashing)
    . . Savage Claws (Alternate; Custom 12: Point Tracking, Dangerous 4, Multiattack [12 extra ranks], Penetrating 12, Precise)
    . . Terrifying Roar: Progressive Perception Area Affliction 11 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 21; Perception Area: DC 21 - Audio, Progressive; Limited to Minds)
    Growth: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size ranks, +12 mass ranks, +1 ; Innate; Permanent)
    Rideable: Feature 1
    Scales: Protection 3 (+3 Toughness)

    Shadow Dragon
    . . Shadow Form: Insubstantial 1 (Linked; Fluid)
    . . Hunter's Eyes: Senses 4 (Extended: Visual 1: x10, Infravision, Rapid: Visual 1, Tracking: Visual 1: -1 speed rank)
    . . Sped Wings: Flight 6 (Total speed: 2000 miles/hour, 4 miles/round; Wings)
    Sun Dragon (Alternate)
    . . Mystic Ward of Reinforcement: Impervious Toughness 15
    Initiative +12
    Grab, +10 (DC Spec 22)
    Unarmed, +10 (DC 27)

    Fireball: Burst Area Damage 11 (DC 26)
    Firey Breath: Cone Area Damage 11 (DC 26)
    Max Intensity Shot: Damage 12, +10 (DC 27)
    Terrifying Roar: Progressive Perception Area Affliction 11 (DC Fort 21)


    Dodge 7, Parry 7, Fortitude 12, Toughness 15, Will 10

    Power Points
    Abilities 28 + Powers 86 + Advantages 8 + Skills 17 (34 ranks) + Defenses 26 = 165


    Demon's Hideaway - PL 11

    Toughness 10, Size Large

    Communications, Deathtraps, Dimensional Portal, Fire Prevention System, Holding Cells, Holding Cells (Impervious), Holding Cells (Sleeper), Intelligent, Library, Personnel, Power System, Sealed, Self-repairing 2

    Bleak Environs: Weaken 11 (Affects: Will, Resisted by: Will, DC 21; Increased Range 2: perception; Slow: Minutes)
    Journal Room: Mind Reading 11 (DC 21)

    Bleak Environs: Weaken 11 (DC Will 21)
    Journal Room: Mind Reading 11 (DC Will 21)

    Power Points
    Abilities 2 + Powers 2 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20
    Last edited by Inspector Valin; 2021-03-10 at 06:46 PM.

  7. - Top - End - #67
    Troll in the Playground
    NineOfSpades's Avatar

    Join Date
    Jul 2013
    Betwixt & Between

    Default Re: [M&M 3e] Hometown Pride

    Well, made a new character sheet which will be my submission for the game. Roulette is in The House, Taking All Bets.

    High Reverend of the Church of the Icosahedron

  8. - Top - End - #68
    Bugbear in the Playground
    Join Date
    Jul 2017

    Default Re: [M&M 3e] Hometown Pride

    This work is very much in progress, I still have a lot of PP to spend. Still, just in case, here's Overhoulser.


    Identity: Montgomery G. Overhoulser (Public)
    Headquarters: Montgomery Mansion


    Close Combat (Lucy): 0/10* (+0/+10*)
    Deception: 4 (+7)
    Expertise (Streetwise): 6 (+11)
    Expertise (Engineering): 4 (+9)
    Insight 6: (+9)
    Intimidation 9: (+12)
    Investigation 6: (+11)
    Perception 6: (+9)
    Persuasion 4: (+7)
    Ranged Combat (Firearms): 6 (+9)
    Stealth: 5/0* (+8/+0*)
    Technology: 5 (+10)
    Vehicles: 1/9* (+4/+12*)

    Benefit 4 (multi-millionaire), Connected, Contacts, Equipment 2 (Car), Uncanny Dodge

    Heavy Pistol Ranged Damage 4 Accurate 2
    Assault Rifle Ranged Damage 6 Multiattack

    Headquarters (Mansion):
    Size: Huge; Toughness: 10; Features: Communications, Computer, Concealed, Dock, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop; [19ep]


    Henchmen: 10-point Array

    LucyAffliction 8 (Hindered, Immobile, Paralyzed; Resisted by Parry, overcame by Strength) Alternate Resistance, Concentration, Cumulative, Progressive, Reach 2, Linked to Enhanced Close Combat 10 (Lucy)

    Lucy, take the wheel!Enhanced Vehicles 8

    Lucy is Overhoulser's main bodyguard: a tall and buffed woman in a tux. She carries a gun, but her fists are the real show. At the boss' command, she'll rush forward (reach) and jiu-jitsu the hell out of a that guy, whoever it is. Lucy is also his personal driver.

    Bruce” Ranged Damage 6 Accurate 6, Extended Range 2, Indirect 4, Penetrating 3, Subtle; Limited (urban settings?), Linked to Enhanced Advantage 3 (Improved Aim, Improved Critical 2)

    Bruce is a sniper - I mean, the sniper. He drives a white Mercedes and his job is to always be on a nearby rooftop (or the company’s helicopter) with his binoculars and customized tactical rifle. When the boss gives the word, he hits. When Bruce is not working, he enjoys smoking expensive cigars and listening to heavy metal. Plays the bass.

    "Paul" Enhanced Defense 10 (Parry 5, Dodge 5) Side-effect 2 (Prone)

    Paul is not very smart, but he's damn loyal. He wears a full kevlar suit under his uniform and won't hesitate before tackling the boss out of the line of fire.

    Bodyguards: 26-point Dynamic Array

    Tortoise Formation” Innate Growth 8 Quirk (No Speed effect), Impervious 4 Linked to Innate Enhanced Defense 8 (Parry 4, Dodge 4)

    Boss, we found something.” Innate Remote Sensing 9 (All senses) Simultaneous; Feedback, Medium (bodyguards), Noticeable

    The boss said he needed the car fixed by four o’clock, guys. We better do it quickly.” Innate Quickness 3 Limited (physical tasks that can be done by multiple people at the same time)

    These are a bunch of heavy built bodyguards ready to take a bullet for the boss. Overhoulser can order some of them to do something nearby, but it leaves him unprotected.

    Parry 4 (+4/10*)
    Dodge 4 (+4/+10*)
    Fortitude 0 (+0/+8)
    Will 7 (+10)


    Meatshield: If his henchmen are wounded or killed and backup won’t come, Overhoulser might lose access to his powers.

    Greed: Overhoulser plans to become a billionaire still in this life, which is at least complicated since he smokes two packs a day. Money is his worst addiction, and it made him into a cruel, ruthless businessman who deceives and exploits those below him.

    Sickness: As a result of his lifestyle, Overhoulser is fighting cancer for years now. He tolerated chemotherapy quite well and is still an active man capable of running - and smoking more - but things could change at any given point if a tumour comes back. Or when.

    Contract: Overhoulser's bodyguards are loyal and reliable, and they even managed to develop some sort of friendship over the years; However, they will immediately stop working if something goes wrong if their payment. Business is business.

    Responsibility: His only family, a little girl called Ramona is kept hidden from the world inside his mansion. She is never allowed to go out, believing she carries a rare disease that would kill her should she go outside. The girls is not related to him, though.

  9. - Top - End - #69
    Titan in the Playground
    AvatarVecna's Avatar

    Join Date
    Jan 2014

    Default Re: [M&M 3e] Hometown Pride

    BananaPhone (Shogun)
    CardTrick (Appleseed, PL 10)
    dreamking (Macaroni)
    Genth (Theodore Dee)
    Inspector Valin (Upstart)
    NineOfSpades (Roulette)
    Phobia (Roxy Rocket)


    Currently Recruiting WW/Mafia: Xihirli's Yu-Gi-Oh!

    Avatar by AsteriskAmp

  10. - Top - End - #70
    Ogre in the Playground

    Join Date
    Apr 2019

    Default Re: [M&M 3e] Hometown Pride

    Good luck, everyone. Have fun!

  11. - Top - End - #71
    Bugbear in the Playground
    Join Date
    Aug 2008

    Default Re: [M&M 3e] Hometown Pride


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