Re: Mutants & Masterminds 3e Introduce your super group
Archetype: Otherworldly Gadgeteer
Strength 4 (8 with armour), Stamina 5, Agility 4, Dexterity 3, Fighting 6, Intellect 5, Awareness 3, Presence 2 = 64pts
Beginner's Luck, Benefit 2 (Well Off), Diehard, Equipment 3 (Headquarters), Fearless, Inventor, Power Attack and Ultimate Effort (Toughness checks) = 10pts
Acrobatics (3) +7, Athletics (3) +7, Close Combat: Unarmed (3) +9, Deception (2) +4, Expertise: Business (2) +7, Expertise: Science (5) +10, Insight (7) +10, Intimidation (2) +4, Perception (3) +6, Persuasion (6) +8, Ranged Combat: Gadgets (3) +6, Technology (5) +10 and Vehicles (2) +5 = 23pts
Avian Physiology: Enhanced Awareness 1, Enhanced Defences 2 (Dodge 1, Parry 1), Immunity 1 (Cold), Sense 1 (Extended Vision) and Shrink 1 (Permanent, Normal Strength) = 9pts
Polymath: Quickness 2, Limited to Mental Tasks only) = 1pt
Enhanced Strength 4 = 8pts + 7pt AE, Activated by Move Action (-1pt)
*Stun Grenade: Burst Area Affliction 4 (Resisted by Fortitude; Dazed and Vulnerable, Defenceless and Stunned), Extra Condition, Limited Degree = 1pt
*Green Lantern: Create 4 = 1pt
*Grenade: Burst Area Damage 4 = 1pt
*Armour Contact Taser: Reaction Damage 2 = 1pt
*Hand Gun: Ranged Damage 3, Accurate 2 = 1pt
*Lantern Manipulator :Move Object 4 = 1pt
*Dimensional Prison: Strength-based Damage 2, Accurate, Penetrating 5, Movement 1 (Dimension Travel 1) Portal = 1pt
Flight Harness: Flight 2 (8mph)
Impervious Protection 5, Linked to Immunity 3 (Critical hits and Radiation), Removable (-6pts) = 25pts
Offence: (Well he is offensive!)
Grenade Launcher: +6, Grenade Damage 4,
Hand Gun +6, Gun Damage 3
Unarmed +9, Close Damage 8 (4 withour armour)
Defences: Dodge (5) +10, Parry (3) +10, Fortitude (4) +9, Toughness (0) +10, Will (6) +9 = 18pts
Abilities 64+ Advantages 10+ Skills 23+ Powers 35+ Defences 18 = 150pts
Fame: He's quite probably the only sentient duck on Earth!
Motivation-Responsiblity: Tries to help keep the local peace often only called in when its either truly weird or the local cops are utterly outmatched and he tries to earn his keep since he's not the sort to turn away if he's asked for help (Oh yes?!).
Background: Marooned on Earth following the accidental experiment of a human scientist which the Duck later developed into a handy portable prison to hold foes until he could hand them over to the legitimate authorities.
He built up his equipment since arriving and developed his own business using his unique "presence" to build up capital before focusing on his career as a means of finding a way back home.
Unfortunately he is rather abrasive and his "team" has changed rosters frequently with only a couple of regulars who aren't so easily offended by his language and life style (smokes and drinks beer excessively and thats nothing compared to his language but really need to rewatch the movie though!) and whilst reasonably well off (Read better off than he was on his homeworld!) he occasionally tried to investigate similar events hoping to find something that could allow him to find his homeworld so he could at least have a chance of getting back there.
Last edited by Hopeless : 11-02-2012 at 03:51 PM.