More M&M3
[sblock=High Level Visitor]
The Visitor
ABILITIES
STR 13
STA 13
AGL 2
DEX 2
FGT 8
INT 2
AWE 2
PRE 2
POWERS (Source: Alien/Mutant)
Psionic Flight: Flight 7 (250 MPH) • 14 points(psionic)
Xenobiology: Array (22 points) (biological)
• Eye Beams: (Laser/Heat) Ranged Damage 9, Accurate 4 • 22 points
• Intangibility: Insubstantial 4 (subtle, precise) • 1 point
• Invulnerability: Impervious 16, Immunity 6 (alteration, sleep)
• Shapeshifting: Shapeshift 2 (Variable Power), Continuous, Free Action, (Precise, Subtle) • 1 point
Xenoform: Protection 4, Immunity 13 (Life Support, aging, critical hits) • 17 points (biological)
SKILLS
Close Combat: Unarmed 5 (+13), Expertise: Science 4 (+6), Intimidation 6 (+8), Perception 10 (+12), Ranged Combat: Eyebeams 4 (+6), Technology 9 (+11)
ADVANTAGES
Fearless, Improved Initiative, Interpose, Inventor, Languages 1 (English), Move-by Action, Power Attack
OFFENSE
INITIATIVE +6
Eye Beam +15 Ranged, Damage 9
Unarmed +13 Close, Damage 12
DEFENSE
DODGE 9 FORTITUDE 13
PARRY 9 TOUGHNESS 17
WILL 13
COMPLICATIONS
Secret: The Regime in the past and now it's remaining loyalists adduct, operate and vivisect other species, including humans. They are known as 'Greys'.
Enemy: Sometimes Regime loyalists try to attack and plan against him.
Prejudice: His natural form may scare people and let react them xenophobic and distrusting.
POWER POINTS
ABILITIES 88
SKILLS 19
POWERS 56
DEFENSES 20
ADVANTAGES 7
TOTAL 190
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[sblock=Blue Shark]
Blue Shark
Blue Shark
ABILITIES
STR 9
STA 10
AGL 6
DEX 4
FGT 8
INT 1
AWE 2
PRE 1
ADVANTAGES
Agile Feint, All-out Attack, Favored Environment (aquatic), Fearless, Improved Critical (Trident), Power Attack, Skill Mastery (Perception), Takedown, Tracking
SKILLS
Acrobatics 6, Athletics 6, Insight 4, Intimidation 8, Perception 8, Stealth 6
POWERS
Aquatic: Immunity 3 (cold, drowning, pressure); Movement 1 (Environmental Adaptation—Aquatic); Senses 1 (Low-Light Vision); Swimming 6 (30 MPH) • 16 points
Trident: Unique Weapon (Damage 3, Penetrating 5, Strength-based, Easily Removable). • 6 points.
Atlantean Scale Armor: Impervious Toughness 10, Removable (-2 point) • 8 points
DEFENSES
DODGE +10
PARRY +10
FORTITUDE +12
TOUGHNESS +10
WILL +8
POWER POINTS
Abilities 82 Skills 19
Powers 26 Defenses 14
Advantages 9 Total 150
Complications:
Predjudice: Blue Atlantean
Weakness: Blue Shark dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before his condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.
Background:
Anud Melado was born with blue skin and the ability to breath air, rare traits among the Atlanteans. After becoming an accomplished hunter and warrior, earning the nickname "Blue Shark", his mentors told him to learn from other aquatic heroes who were able to exist on land. This way he met Neptune Perkins, his wife Tsunami and, more important, their blue skinned daughter Deep Blue. They became lovers, but as differences grew, they decided to separate but stay friends in favor to waiting until they start to despite each other.
He joint an elite Atlantean fighting force, called the tridents and was soon named their finest warrior.
But his blue skin and the rumors of his possible Lemurian blood tainted the connection to his people. As Aquaman and Aqualad became more active in the surface world, he quickly followed, taking his favored weapon and armor with him.
On the surface he is still a blue Atlantean, but humans have grown more accustomed to strange looking heroes than the ocean dwellers.
[/sblock]
[sblock=J'edd J'arkus]
PL 12 / PP 210
STR 10
STA 10
AGL 2
DEX 2
FGT 6
INT 2
AWE 2
PRE 0
POWERS
Flight: Flight 7 (250 MPH) • 14 points
Martian Biology: Dynamic Array (20 points)
• Eye Beams: Ranged Damage 12, Accurate 5 • 26 points
• Density: Protection 2, Impervious Toughness 12, Sustained, Dynamic • 2 points
• Intangibility: Insubstantial 4 • 2 point
• Intangibility: Invisibility 2 • 2 point
Xenoform: Protection 4, Immunity 10 (Life Support) • 14 points
Biopolymer Reconstruction: Variable Power (shapeshift) 3, Move action, Subtle • 27 points
Telepathy: Dynamic Array (20 points)
• Mental Communication 5 • 21 points
• Mind Reading 10 • 2 points
SKILLS
Close Combat: Unarmed 4 (+10), Expertise: Biology 4 (+6), Intimidation 10 (+10), Perception 8 (+10), Technology 4 (+6)
ADVANTAGES
Extraordinary Effort, Languages 1 (Martian), Move-by Action, Power Attack, Takedown
OFFENSE
INITIATIVE +2
Eye Beam +12 Ranged, Damage 12
Unarmed +10 Close, Damage 10
DEFENSE
DODGE 6 FORTITUDE 10
PARRY 6 TOUGHNESS 14
WILL 10
POWER POINTS
ABILITIES 68 SKILLS 15
POWERS 110 DEFENSES 12
ADVANTAGES 5 TOTAL 210
Background:
(This is the same character seen in Justice League: Crisis on Two Earths, just with a slightly enhanced background)
The Jesters last prank had been nearly the end for J'edd J'arkus as it had been for Angelique. Only by quickly phasing through the ground he had a hope for escaping the blast. Sadly it knocked him still unconscious, floating helpless in the ground. It was much later than his regenerative abilities allowed him to surface. His world was changed. His power base destroyed, Ultraman, Johnny Quick and Owlman dead and President Wilson more confident than ever. Laying low he watched Ultraman and the others escape, but a quick mindread revealed that Ultraman would more likely kill him for "fleeing" the battle than try to join forces again.
Using his mental powers to ensure Erdel's (the man who originally teleported him to earth) help and some stolen secrets from Lex Luthors mind, he managed to escape to the world Luthor had gained help from. After all, now, when the good triumphed in his dimension, it was probably the time for the villains to do here...
[/sblock]
[sblock=Gloom]
GLOOM
GM kit
Abilities: Charismatic
Advantages: Intimidating & Precise
Skills: Intimidation, Observant
Energy Descriptors: Darkness
Offensive Powers:
Phantom Blast
- Energy Constructs
- Obscure
- Telekinesis
Defensive Powers:
Energy Immunity
Energy Shield
Utility Powers:
Energy Sense
Energy Form
Transmit
---
STR 0
STA 3
AGL 3
DEX 3
FGT 3
INT 0
AWE 2
PRE 3
ADVANTAGES — INTIMIDATING/PRECISE
Accurate Attack, Daze (Intimidation), Startle, Precise Attack (Ranged, Cover)
SKILLS
Ranged Combat: Energy Control 5, Intimidation 7, Investigation 4, Perception 4
POWERS
Phantom Blast: Ranged Damage 12, Affects Insubstantial • 25 points
• Shadow Constructs: Create 12 • 1 point
• Obscure: Ranged Visual Concealment Attack, Cloud Area • 1 point
• Shadow Grip: Move Object 12 • 1 point
Shadow Affinity: Immunity 5 (Darkness) • 5 points
Shielding Shadows: Enhanced Defenses 10 (Dodge 5, Parry 5); Impervious Protection 5, Sustained • 20 points
Shadow Sense: Senses 1 (Darkness Awareness) • 1 point
Shadow Form: Insubstantial 3 (darkness), Activation (Move Action, -1 point) • 14 points
Transmit: Teleport 14 (60 miles), Medium (presence of shadows) • 14 points
DEFENSES
DODGE +12
PARRY +9
FORTITUDE +7
TOUGHNESS +3/+8
WILL +8
POWER POINTS
Abilities 34 Skills 14
Powers 82 Defenses 16
Advantages 4 Total 150
Power Loss: Shadow less area (Brightly lit from all directions)
[/sblock]