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Saving the world, one d20 roll at a time

Eld's builds:Scimitar, Spirit Dragon, Zombies, Kirin, Amleth

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

1,033-1,041

Postby Arthur Eld » Sun Oct 21, 2012 9:21 pm

Image
The Avengers

Sanji Fury
PL 11 208

Abilities

Strength 3, Stamina 7, Agility 6, Dexterity 4, Fighting 10, Intellect 3, Awareness 4, Presence 4

Powers
Strong Legs Speed 2, Leaping 3, AE: Swimming 3 6
Extra Hachis Strength-based Damage 6, Multiattack, Accurate 16
Diable Jambe Strength-based Damage 8, Linked to Affliction 11 (Resisted by Dodge, Toughness Impaired/Toughness Disabled-Limited Toughness only affected against Sanji), Flaw-Unreliable-5 uses 1

Advantages: Agile Feint, Benefit 5 (Director of SHIELD), Contacts, Connected, Defensive Attack, Defensive Roll, Equipment 6, Evasion, Improved Critical (kicks), Improved Initiative, Languages 3, Leadership, Luck, Move-by Action, Ranged Attack 5, Takedown 2, Well-Informed

Equipment Armored Coat (Protection 2, Subtle), 27 points unspent

Skills: Acrobatics 10 (+16), Athletics 8 (+11), Close Combat (kicks) 1 (+11) Deception 7 (+11), Expertise (tactics) 8 (+11), Expertise (current events) 6 (+9), Expertise (spy) 12 (+15), Insight 8 (+12), Intimidation 6 (+10), Investigation 7 (+10), Perception 7 (+11), Persuasion 6 (+10), Sleight of Hand 6 (+10), Stealth 6 (+12), Technology 6 (+9), Vehicles 4 (+8)

Offense
Initiative +6
Diable Jambe +11, Damage 11 & Affliction 11
Extra Hachis +13 Damage 9, Multiattack

Defense
Dodge 12 (6), Parry 12 (2)
Toughness 10/8/7, Fortitude 9 (2), Will 10 (6)

Abilities 82+Powers 23+Advantages 33+Skills 54+Defenses 16=208

Complications
Disability Only has one eye.
Rivalry Zoro
Obsession Beautiful women.

•This was one of the simpler builds, as Fury isn't too complex, and Sanji was one of the Straw Hats I had already built. I like how Diable Jambe worked out, and while he's dangerous, I put him at 'only' PL 11 to reflect that he's not as in the field as much as the others are. He's director of SHIELD and, while he was an active agent, his codename was 'Mr. Prince.' And, in true Sanji fashion, he gets an extra hero point any time he defends a beautiful woman.


The Mighty Thor
PL 12 205

Abilities

Strength 8, Stamina 12, Agility 4, Dexterity 4, Fighting 10, Intellect 0, Awareness 3, Presence 3

Powers

Three-weapon style Feature 1 (Can use mouth as a hand) 1
Haki Senses 1 (Danger Sense), Enhanced Advantage-Uncanny Dodge 2
Refusal to Fall Regeneration 2, Innate 3

Mjolnir (Easily Removable, Feature -Only usable by those worthy) 32
Flying Flight 7, Subtle
Lightning Blast 15, Improved Critical
Hammer Smash Strength-based Damage 4, Improved Critical
Hammer Throw Ranged Strength-based Damage 4, Improved Critical, Homing 2, Accurate 2
Twister Cone Area Damage 11, Increased Area

Asgardian endowment Power Lifting 4, Immunity 6 (aging, cold, suffocation, vacuum, pressure) 10

Advantages: Accurate Attack, Assessment, Benefit (Ambidexterous), Defensive Attack, Diehard, Equipment 2, Fearless, Improved Initiative, Improved Smash, Instant Up, Languages 2 (English, Norse, base-Japanese), Leadership, Luck, Move-by Action, Quick Draw, Power Attack, Ranged Attack 2, Startle, Takedown 2, Defensive Roll 2, Extraordinary Effort, Ultimate Toughness

Equipment Two katana

Skills: Acrobatics 6 (+10), Athletics 6 (+14), Close Attack (katana) 2 (+12), Close Combat (unarmed) 2 (+12), Ranged Attack (mjolnir) 2 (+8), Intimidation 8 (+11), Expertise (magic) 4 (+4), Expertise (current events) 4 (+4), Expertise (bounty hunter) 6 (+6), Insight 7 (+10), Investigation 2 (+2), Perception 5 (+8)

Offense
Initiative +8
Mjolnir +12 Damage 12
Katana +12 Damage 11
Unarmed +12 Damage 8
Lightning +9 Damage 15

Defense
Dodge 10 (6), Parry 10
Toughness 14/12, Fortitude 12, Will 12 (9)

Complications
Disability Extremely poor sense of direction.
Relationships Zoro has agreed to follow Captain America as his leader, and has a strong bond with the other man and all the Avengers.
Rival Sanji
Power Loss If deprived of his hammer for one minute, Zoro loses the powers of Thor-his Strength drops to 6, his Stamina to 7, and he loses the Asgardian Endowment powers.

Abilities 88+Powers 48+Advantages 27+Skills 27+Defenses 15=205

•This version of Thor basically follows canon Zoro's backstory for a while-he was a swordsman since childhood, only his goal was to be the world's greatest fighter, not specifically swordsman. He had worked with Captain America in the past, and the two of them found Thor's hammer together, battling through neo-nazis working for a man named Crocodile. Zoro broke one of his swords in battle and grabbed the hammer to replace it, ignoring how everyone of his opponents had tried and failed to pick it up. He gained the power of Thor (although he's only had a few minor contacts with Asgardians since then) and, along with Nami, Usopp, and Luffy, was a founding Avenger.

•Even without the powers of Thor, Zoro is still Zoro-a major badass who keeps fighting even when he should fall down and die. He'd be PL 11 with his katana without his Asgardian might, and with it, he's just as dangerous without Mjolnir as is. Still, he hangs onto, mostly to use three weapons at once for powerstunt attacks that have the Quirk-requires three weapons.

'Black Widow' Nami
PL 10 171

Abilities

Strength 2, Stamina 3, Agility 4, Dexterity 4, Fighting 10, Intellect 3, Awareness 3, Presence 4

Powers
Perfect Clima-Tact (Easily Removable) 19
Thunderbolt Tempo Line Area Blast 8, Indirect
Thunder Lance Blast 10, Indirect 3, Improved Critical
Cyclone Tempo Cone Area Affliction 9, Dazed/Prone, Instant Recovery, Resisted by Dodge, Linked to Cone Area Damage 7
Mirage Tempo Visual Concealment 2 (all visual)
Rain Tempo Feature 1 (Can create rain from clouds)
Staff Strike Strength-based Damage 3, Reach

Advantages: Attractive, Agile Feint, Benefit (security clearance), Daze (Deception), Defensive Attack, Defensive Roll 3, Evasion, Grabbing Finesse, Improved Defense, Improved Disarm, Improved Initiative, Languages 1 (English, base-Russian), Ranged Attack 6, Skill Mastery (Acrobatics), Takedown, Defensive Roll 2, Equipment 6, Move-by Action, Quick Draw, Taunt, Ultimate Navigation

Equipment Heavy pistol, Hi-tech costume (Protection 2, Subtle), Grapple gun (Movement 1-Swinging).

Skills: Acrobatics 8 (+12), Athletics 7 (+9), Deception 6 (+10/+12), Expertise (navigation) 9 (+12), Expertise (climatology) 9 (+12), Sleight of Hand 9 (+13), Stealth 8 (+12), Vehicles 2 (+6), Technology 6 (+9), Persuasion 3 (+7/+9), Expertise (navigation) 10 (+13)

Offense
Initiative +8
Clima-Tact Strike +10 Damage 5
Thunder Lance +10 Damage 10

Defense
Dodge 10 (6), Parry 10
Toughness 8/5/3, Fortitude 6 (3), Will 8 (4)

Complications
Obsession With making money.
Motivation To make a perfect map of the world.

Abilities 66+Powers 19+Advantages 34+Skills 39+Defenses 13=171

•This is Nami as a former criminal and thief who worked for the supervillain Arlong. She swindled money out of Luffy, Zoro and Usopp in order to get out of working for Arlong, but this didn't work. Luffy and co. beat the crap out of Arlong, Nami joined them as a true companion. Eventually, she worked with the government, training in navigation and briefly joining SHIELD. She left to be a full time Avenger, and fights using the Perfect Clima-Tact, built by Usopp and relying on her knowledge of the weather. She's still obsessed with money, but mostly just wants to see the world and be with her friends.

•Nami and Black Widow actually match up a lot in the skill set and Advantage department, only with different signature devices. Nami is a much better fighter in this version, even without the Clima-Tact, but is undercapped defensively to show that she's kind of glass cannon.

Iron Man
PL 12 229

Abilities

Strength 12, Stamina 5, Agility 2, Dexterity 2, Fighting 8, Intellect 5, Awareness 2, Presence 2

Powers:
Genius Quickness 3 (Limited to inventing) 2

BF 37 Armor Protection 10 (Impervious 7), Immunity 9 (all environmental conditions, suffocation, disease, poison) 26
Radical Uni-Beam Blast 15 30
Shoulder Rocket Launcher Blast 10, Burst Area 1
Strong Right Strength-based Damage 1, Reach 5 6
Nuka-Cola Stomach Enhanced Advantage-Extraordinary Effort 1
Nipple Lights Feature 1 (Illumination) 1
Pop-out hair Feature 1 1
Back Rockets Flight 8 16

Advantages: Benefit 4 (Wealth), Diehard, Eidetic Memory, Equipment 5, Improved Critical (unarmed), Inventor, Ranged Attack 6, Taunt, Ultimate Technology

Skills: Close Combat (unarmed) 3 (+11), Deception 8 (+10), Expertise (bounty hunter) 4 (+9), Expertise (science) 12 (+17), Treatment 1 (+6), Insight 4 (+6), Perception 6 (+8), Ranged Combat (Radical uni-beam) 1 (+9), Investigation 6 (+11), Technology 13 (+18), Vehicles 4 (+6)

Offense
Initiative
Strong Right +11 Damage 13
Radical Uni-Beam +9 Damage 15

Defense
Dodge 8 (6), Parry 8
Toughness 15, Fortitude 10 (5), Will 8 (6)

Abilities 76+Powers 84+Advantages 21+Skills 31+Defenses 17=229

•While Franky's armor/cyborg enhancements are kind of Removable, he doesn't get the Flaw, since that so rarely comes up. I imagine his armor requires special cybernetic parts to use, so even if he was disramed of it, you'd be hard pressed to see an enemy using it.

•This Franky (real name Tony Stark), built the Iron Man suit of armor to be a better bounty hunter. He went after Zoro shortly after he gained the power of Thor. The resulting fights eventually led to him joining the Avengers and being their resident tech guy, building their Quinjet. This build is fairly similar to most Iron Man builds, with a few Franky quirks tossed in for good measure (I liked the idea of him burning through Cola for extra effort), and the nipple lights-come on. That's just good stuff.

Hawkeye
PL 10 159

Abilities

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

Powers
Cynical Immunity 2 (depression effects) 2

Bow and Trick Arrows Easily Removable 36
Sleep Gas arrow Cloud Area Ranged Affliction 10, Resisted by Fortitude, Cumulative, DAzed/Stunned/Asleep
Green Star-Exploding Skull Grass Blast 8 Burst Area
Firebird Star Blast 7, Improved Critical
Smoke Arrow Cloud Area Visual Concealment 2 (normal visual), Fades, Increased Area 4
Grapple Arrow Movement 2 (Swinging, Slow Fall)
Sticky Arrow Snare 7, Improved Critical

Advantages: Accurate Attack, Defensive Roll 3, Equipment 5, Inventor, Move-by Action, Precise Attack (ranged, cover), Ranged Attack 5, Quick Draw, Ultimate Deception

Equipment Body Armor (Protection 2), Goggles (+2 to visual dazzles, Enhanced Advantage-Improved Aim)

Skills: Acrobatics 4 (+7), Athletics 9 (+11), Expertise (art) 5 (+8), Expertise (engineering) 4 (+7), Persuasion 1 (+3), Technology 6 (+8), Deception 6 (+8), Technology 6 (+9), Vehicles 4 (+8), Ranged Attack (bow and arrows) 4 (+13)

Offense
Initiative +3
Bow and arrows +13 Damage 7/Snare 7
Unarmed +8 Damage 2

Defense
Dodge 12 (9), Parry 12 (4)
Toughness 8/5/3, Fortitude 7 (4), Will 7 (4)

Complications
Usopp the coward Outside of his Hawkeye costume and mask, Usopp's cowardice, which he normally has control over, becomes more difficult for him to resist.
Bad liar Despite being, on occasion, able to fool some people, Usopp tends to make unbelievable, over-the-top lies that are too outlandish to be true.

Abilities 56+Powers 38+Advantages 19+Skills 25+Defenses 21=159

•This Hawkeye, real name Usopp, was a gifted marksmen who is much more of a coward outside of costume than Clint Barton is. Hawkeye is his 'Sogeking' in this continuity, he even has a Hawkeye theme song. So he has standard Hawkeye abilities (decent melee fighter, excellent marksman), and his trick arrows mostly come from Usopp's own inventions.

Captain America
PL 12 204

Abilities


Strength 8, Stamina 10, Agility 7, Dexterity 7, Fighting 8, Intellect 0, Awareness 2, Presence 5

Powers:
Super-Soldier Power-Lifting 3, Speed 1 4
Rubber Man Elongation 7, Movement 1 (Safe Fall), Immunity 10 (Electrical descriptor), Immunity 20 (bludgeoning-Limited to half effect) Multiattack Extra on up to 12 ranks of Strength damage-Flaw Unreliable (5 uses) 35

Vibranium Shield (Easily Removable, Indestructible) 25
Shield Throw Ranged Strength-based Damage 4, Ricochet 2, Accurate 2
Shield Smash Strength-based Damage 4, Improved Critical
Immovable Object Enhanced Advantages 2: Defensive Attack, Improved Defense, Enhanced Active Defenses 3, Sustained Impervious Toughness 11

Advantages: Agile Feint, Benefit (Status), Close Attack 4, Defensive Roll 3, Diehard, Fearless, Inspire 4, Luck 2, Extraordinary Effort, Interpose, Move-by Action, Power Attack, Takedown 2, Teamwork

Skills: Acrobatics 8 (+15), Athletics 6 (+14), Expertise (tactics) 10 (+10), Insight 4 (+6), Persuasion 6 (+11), Intimidation 2 (+6), Perception 4 (+6)

Offense
Initiative +7
Shield Throw +11 Damage 12
Unarmed +12 Damage 8
Shield Smash +12 Damage 12

Defense
Dodge 11/8 (1), Parry 11/8
Toughness 13/10, Fortitude 11 (1), Will 9 (7)

Complications
Weakness For whatever reason, Luffy's metagene has robbed him of the ability to swim. There is also a rare gem, called Kairoseki, that can drain him of his powers.
Responsibility To his fellow Avengers, whom he would do anything for.

Abilities 94+Powers 64+Advantages 24+Skills 20+Defenses 9=204

•Monkey D. Luffy was a wannabe pirate who accidentally imbibed the super-soldier serum (it had been stolen by his idol, Shanks, who planned on selling it). It reacted with his latent metagene and he became a Rubber Man. The government eventually approached him, wanting to arrest him and study him to reverse engineer the serum. That didn't go well for them, so they reached a compromise-Luffy would work for them (he accepted when he saw the costume), and they would study him on his own time-not that they've had results yet.

•Combining his own natural charisma with a mind that's good at fighting and tactics (and not much else), Captain America uses his super powers and a shield designed by Franky to replace the original one, which was destroyed by Crocodile. He can do the signature Cap trick of hurling a bouncing shield, and can most of Luffy's signature attacks as well. Things like Gear 2nd and Gear 3rd I left off the build as Extra Effort, and Haki-well, I tried to keep most of these builds pre time skip for the OP characters, and Luffy had no real control over Haki at that time.

The Incredible Hulk
PL 12 150

Abilities

Strength 15, Stamina 15, Agility 1, Dexterity 1, Fighting 7, Intellect -1, Awareness 2, Presence 1

Powers:
Large Innate Growth 8 9
Monster Strength Power Lifting 3 3
Invulnerable Impervious Toughness 13, Immunity 5 (all environmental conditions) 18
Monster Legs Leaping 8, Speed 3 11
Monster Mind Immunity 15 (mental effects, limited to half effect) 8

Advantages: Animal Empathy, Defensive Roll, Extraordinary Effort, Fast Grab, Fearless, Improved Critical (unarmed), Improved Grab, Improved Hold, Luck, Ranged Attack 4, Seize Initiative, Startle, Takedown, Ultimate Strength

Skills: Close Combat (unarmed) 4 (+9), Intimidation 12 (+17), Perception 5 (+7), Athletics 1 (+16), Ranged Combat (thrown objects) 3 (+8)

Offense
Initiative +1
Unarmed +9 Damage 15

Defense
Dodge 8 (11) Parry 8 (5)
Toughness 16/15, Fortitude 15, Will 7 (5)

Abilities 50+Powers 49+Advantages 17+Skills 13+Defenses 21=150

Complications
Normal Identity The Hulk's alter ego, Dr. Tony Chopper, is a brilliant scientist and physician, but less than capable in a fight.
Involuntary Transformation In addition to sometimes losing control of himself as the Hulk-lashing out at friend and foe-Dr. Chopper's efforts to control the transformation-often with drugs-can backfire, unleashing an even more angry hulk, or other strange forms, which resemble various half human, half animal hybrids.
Motivation To cure the diseases no one else can, including his own.

Dr. Tony Chopper
PL 6 70

Strength 0, Stamina 1, Agility 1, Dexterity 1, Fighting 3, Intellect 6, Awareness 4, Presence 1

Advantages: Assessment, Defensive Roll 2, Equipment, Inventor, Ultimate Treatment

Skills: Athletics 2 (+2), Expertise (science) 8 (+14), Treatment 10 (+16), Technology 4 (+10), Persuasion 2 (+3), Perception 4 (+8), Insight 6 (+10), Stealth 2 (+3)

Offense
Initiative +1
Unarmed +3 Damage 0

Defense
Dodge 4 (3), Parry 4 (1)
Toughness 3/1, Fortitude 4 (3), Will 8 (4)

Abilities 34+Advantages 6+Skills 19+Defenses 11=70


•Dr. Tony Chopper was working on experimenting with gamma ray technology on living things-starting with plants. After creating something called a devil fruit, he ate it, in order to prove his research had merit before his mentor succumbed to his old age, wanting to make him proud. The fruit turned him into a monster, and while he's working on controlling it-unlocking a number of forms, the only one he can reliably transform into is the monster, called the Hulk. Other than that, when he's in human form, the fruit has made him noticeably more childlike and cutesy, in addition to making him even smarter than before.

•This Hulk is pretty much the standard one, although with more Growth than I would normally give the Hulk to account for how huge Chopper's Monster Point is. I figure the other forms can be done up on the fly, as they're all accidents. If the Dr. wanted control, he could build an Invention (Rumble Ball), to give himself alternate forms. Note that the Hulk is the main character, but the character prefers to stay in his Normal Identity. I also made him smarter than I normally would do for Banner, and we'll call that Brain Point, shall we?

Brook Coulson
PL 10 165

Abilities

Strength 2, Stamina 3, Agility 5, Dexterity 4, Fighting 7, Intellect 1, Awareness 1, Presence 2

Powers:
Hollow skull Feature 1 (Internal storage) 1
Animated Skeleton Immunity 10 (cold, heat, vacuum, critical hits, suffocation, starvation & thirst, disease, poison) 10
Fast Speed 1 1
Light Bones Movement 1 (Water Walking, Limited must be running), Leaping 3 4
Calcium Healing Healing 8, Personal Only-Limited requires milk 4
Lullaby Perception (Auditory) Area Affliction 10, Check required (Expertise-music, DC 15) 15
Polka Remise Multiattack 5 on sword damage 5
Three-Verse Humming: Arrow-Notch Slash Subtle 1 on Sword damage 1

Advantages: Assessment, Equipment 2, Evasion, Fascinate (Perform), Improved Disarm, Improved Initiative 2, Improved Smash, Ranged Attack, Quick Draw, Seize Initiative, Takedown, Ultimate Perform

Equipment Shikomizue (Strength-based Damage 3, Improved Critical, feature 1-disguised), violin

Skills: Acrobatics 6 (+11), Athletics 7 (+9), Close Combat (sword) 8 (+15), Deception 4 (+6), Expertise (government agent) 5 (+6), Expertise (history) 4 (+5), Expertise (music) 14 (+16), Investigation 5 (+6), Perception 7 (+9), Stealth 4 (+9), Vehicles 2 (+6)

Offense
Initiative +13
Shikomizue +15 Damage 5

Defense
Dodge 13 (8), Parry 13 (6)
Toughness 7/3, Fortitude 10 (7), Will 8 (6)

Abilities 50+Powers 41+Advantages 14+Skills 33+Defenses 27=165

•An agent of SHIELD, Coulson was killed by a Loki-empowered Buggy the Clown, decades ago (it was he who actually selected Sanji for admission into SHIELD). His spirit, however, did not pass over-he had made a promise he intended to keep, and so returned to his body, which had decayed into a skeleton. The Avengers found him on the island of his birth, where he had been buried, and he soon joined them at Luffy's insistence.

•An accomplished swordsman, Brook is also an amazing musician, practicing for years after his resurrection. To get the full power of his Affliction, he'd need to roll a 9 or better with his Expertise. No Skill Mastery, cause that would be too cheap, and he has Ultimate Expertise for those times when he needs to show he's one of the greatest musicians in the world. With a sword, he has a few neat abilities, but falls below someone like Zoro (even without the power of Thor). And that's ok, because both Coulson and Brook, while undeniably badass, are mostly comic relief.

Agent Robin Hill
PL 11 208

Abilities

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

Powers
Sprouting Limbs Perception Ranged Damaging Move Object 11, Selective Burst Area, Increased Area 3-Flaw only rank 5 for lifting, only rank 8 for damage, Feedback, Quirk-limbs need to be placed on something 67
Extra Sensory organs Senses 3 (Radius vision, Extended hearing, Extended vision) 3

Advantages: Attractive, Benefit (SHIELD agent), Chokehold, Diehard, Equipment 4, Grabbing Finesse, Improved Disarm, Improved Hold, Improved Initiative, Improved Trip, Language (Poneglyph), Ranged Attack, Seize Initiative, Well-Informed

Equipment Armored uniform (Protection 2, subtle), Heavy pistol

Skills: Athletics 3 (+5), Close Combat (unarmed) 3 (+10), Deception 8 (+11/+13), Intimidation 3 (+6), Expertise (history) 11 (+15), Expertise (current events) 3 (+7), Investigation 6 (+10), Intimidation 6 (+9), Perception 8 (+11), Sleight of Hand 5 (+10), Stealth 6 (+10), Ranged Combat (guns) 3 (+9), Vehicles 1 (+6), Technology 1 (+5), Persuasion 4 (+7/+9), Insight 7 (+10)

Offense
Initiative +9
Unarmed +10 Damage 3
Heavy pistol +9 Damage 4

Defense
Dodge 11 (7), Parry 11 (4)
Toughness 6/4, Fortitude 5 (1), Will 9 (6)

Abilities 66+Powers 68+Advantages 17+Skills 39+Defenses 18=208

•Hill has a dark and tragic past that she doesn't share much, except with Fury, and serves as his number two woman. When operating in the field, she went by the name, Miss All-Sunday. A metahuman with a very strange power set, she also has knowledge of ancient and lost history, knowledge she uses to help SHIELD in order to find more about the earth's lost mysteries.

•The fact that her name came out as Robin amuses me to no end (I tried Maria Nico, and that just sounded lame). It took me a while to figure out how I wanted Robin's strange powers to function, but I got it to work how I wanted, I think. This way, she can do what she does best-insane grappling on a large number of opponents at once-by doing things like sprouting eight arms and manipulating their body from directions they can't defend against. She can do up to rank 8 damage by snapping necks and breaking backs, and can lift up to 1,600 pounds by making a dozen arms. Her ability to make other ears or eyes can be handled by just extending her senses (since its not quite ESP-i think she has to see where she puts her new organs). And with how expensive her main power is, she can always power-stunt something else she might need (like temporary flying, higher damage for things like enormous arms and legs, that kind of thing). Other than that, she's just a skilled agent type.
Last edited by Arthur Eld on Sat Mar 29, 2014 4:04 pm, edited 2 times in total.
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Re: Eld's builds:Vermaak 88, Dr. Lamb, One Piece Avengers!

Postby Earth-Two_Kenn » Sun Oct 21, 2012 9:32 pm

What? Who?
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Re: Eld's builds:Vermaak 88, Dr. Lamb, One Piece Avengers!

Postby Arthur Eld » Sun Oct 21, 2012 10:21 pm

Ah, that bums me out.

Anyway, the builds are a 'what if' sort of thing, with the main characters of One Piece (1 of the most popular, longest-running manga series ever) taking the roles of the Avengers. Once I saw the pic, I knew I had to build em, as it was just so cool, but it was a lot more work than I expected.
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Re: Eld's builds:Vermaak 88, Dr. Lamb, One Piece Avengers!

Postby Earth-Two_Kenn » Sun Oct 21, 2012 10:29 pm

That's cool. My manga knowledge is extremely rusty since my favourite otaku dropped out of my life a decade back.
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Re: Eld's builds:Vermaak 88, Dr. Lamb, One Piece Avengers!

Postby Thorpacolypse » Mon Oct 22, 2012 8:19 pm

Arthur Eld wrote:Ah, that bums me out.

Anyway, the builds are a 'what if' sort of thing, with the main characters of One Piece (1 of the most popular, longest-running manga series ever) taking the roles of the Avengers. Once I saw the pic, I knew I had to build em, as it was just so cool, but it was a lot more work than I expected.


Don't be sad, Eld, I got the reference, even though I don't watch/read One Piece much. I caught a few episodes back when Cartoon Network was running it and it didn't grab me, but it seems like a good anime.

I dig remodels like that, fitting one genre into another.
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Re: Eld's builds:Vermaak 88, Dr. Lamb, One Piece Avengers!

Postby Arthur Eld » Mon Oct 22, 2012 8:34 pm

Me too. My Batman/L mashup is one of my favorite builds that I've done.

For something like One Piece, which like Bleach, is almost absurdly long, I can't recommend the manga over the anime enough. There are something like 670 chapters of One Piece. Each one can be read in only a few minutes.
But one or two chapters (less than 10 minutes) can be turned into a 23 minute episode. Not to mention the many episodes that are added independently of the manga. From what I hear, the english dub of One Piece is also not too good.

I generally save watching anime like One Piece and Bleach for a few really epic moments (when the Visored show up and fight the Menos Grande, for example), and stick to the much less time consuming manga.
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1,042-1,046

Postby Arthur Eld » Tue Oct 23, 2012 11:07 am

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The Crone
PL 16 531

Abilities

Strength 10, Stamina 13, Agility 0, Dexterity 0, Fighting 6, Intellect 2, Awareness 10, Presence 4

Powers
Translation Magic Comprehend Languages 4 8
ResilientImmunity 7 (critical hits, aging, disease, poison, suffocation), 7
Magic Dynamic Array, 341 points
Scying Remote Sensing 65 (25,000 light years, all senses, Dimensional)-327
PhantasmsIllusion 16 (all senses, Increased Area 14 Selective) 2
Animated Objects Summon 13 (Active, Broad Type-objects, Horde, Multiple Minions 2, Limited to objects in the area) 2
Evil Eye Perception Range Cone Area Damage 13, Selective 2
Binding Spell Cumulative Affliction 15, (Resisted by Will, Dazed&Impaired/Stunned&Disabled/Incapacitated&Paralyzed) Shapeable Area, Selective, Reduced Action-Move, Increased Area 5 2
Shapeshifting Variable 10 for assumed forms and traits 2
Summon Monsters Summon 15, Active, Broad Type-monsters, Horde, Multiple Minions 5 2
Gateways Movement 3 (Dimensional Travel 3, Extra-Potal) 2

Healing Factor Regeneration 5 5
Magically sharp Teeth Strength-based Damage 4 4
Sharp Nose Senses 1 (acute scent) 1

Advantages: Equipment 27, Startle, Ranged Attack 6, Ritualist, Tracking

Equipment HQ: Dark Reflections of the Motherland-Awesome, Toughness 10, Features-magical database (as Computer), Defense System, Holding Cells, Isolated, Security System 3 (DC 30), Workshop, Powers:Move Object 9, Regeneration 5, Environment 9 (Extreme Cold, Impede Movement 2, Reduced Visibility), 83ep
Vehicle: Walking Hut, Gargantuan, Strength 12, Toughness 12, Defense -6, Features-Magical database, Defense System, Living Space, Security System 3, Powers: Movement 1 (Dimensional Pocket, Attack, 14 extra ranks for dodge DC, Feature 1-Lets those inside of pocket see outside hut's windows normally, Regeneration 5, Claws-Damage 10, Multiattack, 51 ep

Skills: Deception 12 (+16), Intimidation 12 (+16), Expertise (magic) 20 (+22), Insight 12 (+22)

Offense
Initiative +0
Teeth +6 Damage 14

Defense
Dodge 6 (6), Parry 6
Toughness 13, Fortitude 13, Will 15 (5)

Abilities 90+Powers 366+Advantages 36+Skills 28+Defenses 11=531

Minions wrote:Lorusski PL 4 52 Minion Rank 4
Strength -2, Stamina 1, Agility 3, Dexterity 3, Fighting 3, Intellect 0, Awareness 1, Presence 1
Powers: Concealment 2 (Visual, Blending) Luck Control 1 (force a re-roll), Permanent Innate Shrinking 4, Normal Strength, Teleport 1, Extended
Advantages: Fearless, Hide in Plain Sight, Taunt, Teamwork
Skills: Deception 6 (+7), Perception 7 (+8), Stealth 7 (+14)
Offense Initiative +3, Unarmed +3 Damage -2
Defense Dodge 5, Parry 5, Toughness 1, Fortitude 3 (2), Will 2 (1)

Vodyanoi PL 7 60 Minion rank 4
Strength 7, Stamina 8, Agility 0, Dexterity 0, Fighting 4, Intellect -1, Awareness -1, Presence 2
Powers Permanent Innate Growth 5, Immunity 1 (drowning), Regeneration 5, Swimming 1
Advantages: All-out Attack, Ranged Attack 2, Fearless, Startle, Power Attack
Skills: Intimidation 8 (+12), Perception 6 (+5)
Offense Initiative +0, Unarmed +4 Damage 7
Defense Dodge 2, Parry 2, Toughness 8, Fortitude 8, Will 6

Puzushka PL 8 76 Minion Rank 6
Strength 1, Stamina 5, Agility 1, Dexterity 1, Fighting 3, Intellect 0, Awareness 0, Presence 0
Powers: Duplication 4, Multiple Minions 2 (4 dupes, Mental Link), Burst Area Continuous Affliction 2 Resisted by Fortitude, Fatigued/Exhausted/Asleep, AE: Burst Area Affliction 8-Resisted by Will, Dazed/Compelled/Controlled-Limited targets actions are uncontrolled), Immunity 1 (own powers), Strength-based Damage 2
Advantages: Fearless, Teamwork
Skills: Perception 8 (+8)
Offense Initiative +1, Claws+3 Damage 3
Defense: Dodge 3, Parry 3, Toughness 5, Fortitude 5, Will 3

Rusalka PL 8 133 Minion rank 9
Strength 1, Stamina 2, Agility 8, Dexterity 8, Fighting 3, Intellect 1, Awareness 3, Presence 3
Powers: Flight 5, Insubstantial 4, Strength-based Damage 5, Affects Corporeal, Resisted by Fortitude, Multiattack
Advantages: Attractive 2, Defensive Roll 2, Evasion, Tracking
Skills: Perception 8 (+11), Stealth 10 (+18), Close Combat (claws) 2 (+5)
Offense Initiative +8, Claws +5 Damage 6
Defense Dodge 8, Parry 8 (5), Toughness 4/2, Fortitude 3 (1), Will 3


•From the Algernon Files, the Crone is a mythical creature, the Baba Yaga of Russian foklore, a mysterious, evil old thing. Much like General Winter from SAS, she's a force of nature that cares for the land of Russia, but not for its people. She's an enemy to the hero Troll, as it was her curse on his family that turned him into Troll. The fact that Troll likes his condition has upset the Crone, and she has made a concentrated effort to make him suffer. She resides in an extradimensional space and has terrible minions to call upon-her walking, living hut, the goblin-like Korusski, the river spirit Vodyanoi, the fungusmen Puzushka, and the bloodthirsty temptresses, the Rusalka. I was gonna forego statting up her minions (since I'm having difficulties with the pictures), but a recent discussion about needing mooks and minions reminded me that you can never have enough.

•A crazy expensive build, the Crone is very powerful, although she's well undercapped on most effects, but she can use her Shapeshifting and her Rituals to rectify that. Even so, rank 13 and 15 area effects are nothing to sneeze at, nor are her hordes of minions. An entire campaign could be centered around the Crone-foiling some initial scheme of hers, discovering the nature and location of her mysterious realm, gaining access to it, and finally tracking down her hut after battling through her minions. And in the end, she'll likely escape anyway, and the heroes will have gained an enemy that will most likely outlive them all. As a side-note, this build helped me figure out how many ranks of Remote Sensing one would need to see to another galaxy. I was tempted to call it a plot device power rather than do the math, but eventually I cludged it out. Which is good, since some of her other effects (the Summons and Illusions) are also incredibly expensive. But she's not on Darkseid's level for no reason.
Last edited by Arthur Eld on Tue Nov 06, 2012 9:09 am, edited 1 time in total.
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Re: Eld's builds:Dr. Lamb, One Piece Avengers!, The Crone

Postby Crinos » Tue Oct 23, 2012 7:52 pm

Zorro holding Mjolnir in his teeth is the greatest thing ever. There, I said it.
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Re: Eld's builds:Dr. Lamb, One Piece Avengers!, The Crone

Postby Arthur Eld » Wed Oct 24, 2012 10:32 am

I made no mention of it in the build, but I like to think that Zoro can only hold it with his mouth. Just because.
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Postby Arthur Eld » Tue Oct 30, 2012 7:25 pm

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Adonis
PL 11 193

Abilities

Strength 12, Stamina 8, Agility 2, Dexterity 2, Fighting 8, Intellect 3, Awareness 3, Presence 10

Powers
Hold-out Blaster (Easily Removable) 9
High-frequency laser Blast 5, Penetrating 5

Pheromones Cloud Area Close Range Mind Control 10, Sense-dependent-smell, Immunity 1 (own powers) 21
Tough Protection 4, Impervious Toughness 7 11

Advantages: Close Attack 2, Ranged Attack 6, Attractive, Benefit (Wealth 4), Connected, Improved Initiative, Inspire, Leadership

Skills: Deception 6 (+16/+18), Persuasion 6 (+16/+18), Investigation 13 (+16), Intimidate 2 (+12), Expertise (streetwise) 8 (+11), Perception 4 (+7), Expertise (crime lord) 8 (+11), Insight 6 (+9), Stealth 6 (+8)

Offense
Initiative +6
Unarmed +10 Damage 12
Blaster +8 Damage 5

Defense
Dodge 8 (6), Parry 8
Toughness 12, Fortitude 8, Will 5 (3)

Abilities 96+Powers 41+Advantages 17+Skills 30+Defenses 9=193

•Michael Ribaldi is a spoiled metahuman crime boss. He was always handsome, and his other genetic gifts displayed themselves as he grew older-his immense strength, his mind-influencing pheromones, and his superhuman durability. Armed with these powers and a sense of entitlement, he quickly seized control of crime in his city, with the help of Rex Mundi's organization-the Magi. Now, he continues to cultivate his image as a man to be respected and worshiped-whether its as the crime lord Adonis or as the respected businessman, Mr. Ribaldi.

•A man whose pettiness is almost matched by his ambition and talent, Ribaldi makes a great foe for street-level types-he's got the connections and influences to cause problems over a long campaign, and the strength and muscle to fight a PL 8 or so hero team by himself and give them trouble. Against higher foes, he still makes a dangerous foe, given his connections, and is ripe for a business partnership with others like him to form a Lethal Legion/ _ Revenge Society type group.
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Postby Arthur Eld » Tue Oct 30, 2012 7:55 pm

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Crucible
PL 11 317

Abilities

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

Powers
Paladin's Space Armor Removable 36
Anti-Grav Systems Flight 8
Insulated Environment Immunity 9 (life support, except for disease)
Cloaking Device Concealment (all visual)
Armor Protection 10
Sensors Feature 1-Commlink, Senses 1 (Infravision)

Paladin's Staff Easily Removable 43
Trans-Warp Gates Teleport 11-2,000 miles, Portal, Extended Only, Accurate, Change Velocity, Easy
Space Folding Teleport 11-8 miles, Accurate, Change Velocity, Easy, Increased Mass 5-1,600 lbs
Pain Projection Mental Blast 10
Maser Beam Blast 14
Energy Strike Strength-based Damage 12, Improved Critical

Saedunn Immunity 2 (aging, disease), Movement 1 (Environmental Adaptation-Zero G) 4
Psion Enhanced Will 6, Limited to mental effects, Senses 6 (Mental Awareness, Acute, Accurate, Extended, Radius) 9
Telekinesis Move Object 6, Free Action, Shapeable Area, Perception Range, Damaging, Selective, Precise 49
Telepathy Free Action Mind Reading 6, Cumulative, Mental Communication 3, Area, Comprehend 1 (is understood) 47
Nauseating Thoughts AE of Mind Reading, Ranged Cumulative Affliction 10, Resisted by Will, Impaired/Disabled/Incapacitated 1

Advantages: Daze (Intimidaiton), Ranged Attack 6, Eidetic Memory, Improved Initiative 2, Inventor, Power Attack, Taunt, Weapon Bind, Weapon Break, Language 1 (English, base Saeduun)

Skills: Deception 6 (+9), Technology 12 (+16), Intimidation 6 (+9), Expertise (philosophy) 6 (+10), Expertise (science) 6 (+10), Expertise (tactics) 6 (+10), Expertise (civics) 6 (+10), Perception 8 (+12), Vehicles 3 (+5), Investigation 5 (+9), Insight 6 (+10), Stealth 5 (+7)

Offense
Initiative +10
Unarmed +8 Damage 2
Maser Beam +8 Damage 14
Staff Strike +8 Damage 14
Nauseating Thoughts +8 Affliction 10

Defense
Dodge 10 (8), Parry 10 (2)
Toughness 12/2, Fortitude 6 (4), Will 16/10 (6)

Abilities 54+Powers 189+Advantages 16+Skills 38+Defenses 20=317

•Ce'Te'Vaal is an old and powerful Saeduun, a powerful race of aliens whose long years of life had diminished their psi talents. A Paladin of the Inner Stars, he objected to the birth of a Saeduun/human half-breed (Iron Angel), and has tried numerous times to kill her. Failing in this several times, he snapped. He began calling himself Crucible and has extended his campaign to destroy Iron Angel and the entiry Earth with her.

•A powerful racist alien, Crucible combines dangerous psionic abilities with proficient martial training and very deadly alien-tech. In combat, his versatility gives him numerous ways to attack enemies, and with powerful defenses. Fort attacks are the best way to bring him down, and though Iron Angel has defeated him in the past, he is quite capable of killing her as well, under the right conditions.
Last edited by Arthur Eld on Fri Nov 02, 2012 10:19 am, edited 1 time in total.
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Postby Arthur Eld » Tue Oct 30, 2012 8:21 pm

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Ice Queen
PL 10 250

Abilities

Strength 0, Stamina 2, Agility 4, Dexterity 4, Fighting 11, Intellect 3, Awareness 4, Presence 4

Powers
Stealth Suit Removable 23
Active Camouflage Concealment 5 (all visual, hearing, Blending)
Psi-circuits Enhanced Will 2, limited to will
Armored construction Protection 4, Immunity 4 (heat, cold, suffocation)
Sensors Senses 2 (ultrahearing, lowlight vision)
Grapple hook and grav boots Movement 2 (Swinging, Wall-crawling)

Advantages: Accurate Attack, Assessment, Close Attack 2, Ranged Attack 12, Benefit 6 (Wealth 3, Alternate IDs 3), Connected, Contacts, Defensive Attack, Defensive Roll 3, Daze (Deception), Equipment 16, Evasion, Grabbing Finesse, Improved Aim, Improved Defense, Improved Initiative, Improved Trip, Luck 4, Power Attack, Precise Attack 2 (ranged, cover & concealment), Skill Mastery 4 (Technology, Deception, Perception, Stealth), Tracking, Uncanny Dodge, Well-Informed

Equipment Collapsible Tonfa (Strength-based Damage 2, Feature 1-Collapsible), Commlink, GPS, Lockpicks, Heavy Pistol with Silencer, SMG, 53ep unspent for HQ and vehicles

Skills: Acrobatics 6 (+10), Athletics 6 (+6), Deception 10 (+14/+16), Technology 10 (+13), Persuasion 6 (+10/+12), Vehicles 10 (+14), Sleight of Hand 6 (+10), Investigation 11 (+14), Expertise (civics) 7 (+10), Expertise (current events) 7 (+10), Expertise (science) 7 (+10), Expertise (streetwise) 7 (+10), Expertise (tactics) 7 (+10), Perception 15 (+19), Expertise (spy) 16 (+19), Insight 12 (+16), Stealth 12 (+16), Close Combat (unarmed) 2 (+13)

Offense
Initiative +8
Unarmed +15 Damage 0
Tonfa +13 Damage 2
SMG +16 Damage 4

Defense
Dodge 11 (7), Parry 11
Toughness 9/6/2, Fortitude 8 (6), Will 12/10 (6)

Abilities 64+Powers 23+Advantages 65+Skills 79+Defenses 19=250

•Angelique De Winter is the latest in a long line of De Winter spies, and one of the world's most dangerous women. She is the only person to ever infiltrate the Sentinels' Fortress, and escape Algernon's detection. Still, that was when she met Hardcore, who was able to keep her from escaping with her prize-a disc of information from their hard drives. She is a woman who will use any path to get what she wants-seduction, theft, murder, and torture are all on the table for her.

•Armed with brains, beauty, and the latest in technology, the Ice Queen is not someone to be underestimated. Although she's not much of a match for superheroes in one on one combat, she's much too cagey to let herself be stuck with only that as an option. She can be working on her own-committing a mission in order to sell her gains to the highest bidder, or she could be performing a mission for anyone from a rogue branch of the US government to supervillains, shadow conspiracies, and even aliens wishing to uncover Earth's secrets. As someone who can operate the world over and for a variety of purposes, she makes an excellent addition to any number of supergame scenarios.
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Postby Arthur Eld » Tue Oct 30, 2012 9:09 pm

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Heartbreaker
PL 12 207

Abilities

Strength 8, Stamina 8, Agility 8, Dexterity 8, Fighting 12, Intellect 1, Awareness 3, Presence 9/4

Powers
Femme Fatale Enhanced Presence 5, Limited to men 5
Super Soldier Immunity 4 (aging, disease, cold, poison), Senses 3 (Extended hearing, extended vision, lowlight vision) 7
Love Machine Mind Control 12, Close Range, Burst Area, Free Action, Flaw-keeping the power off is Distracting, Limited to controlling love, Limited to men 24
Quick Healing Regeneration 5 5

Advantages: Attractive, Close Attack, Equipment 10, Evasion, Fascinate (Deception, Persuasion), Improved Initiative, Instant Up, Power Attack, Precise Attack (ranged, cover), Ranged Attack 5, Takedown

Equipment Assault Rifle, Body Armor (Subtle Protection 4), Commlink, Heavy Pistol, Lock release gun, Custom motorcycle (as regular motorcycle, with Strength 3, Speed 5), rebreather, sword, shuriken

Skills: Deception 5 (+9/+14/+16), Persuasion 4 (+8/+13/+15), Vehicles 6 (+14), Technology 5 (+6), Expertise (tactics) 8 (+9), Perception 8 (+11), Expertise (mercenary, AWE-based) 8 (+11), Stealth 6 (+14), Insight 6 (+9)

Offense
Initiative +12
Unarmed +13 Damage 8
Sword +13 Damage 11
Heavy Pistol +13 Damage 4
Assault Rifle +13 Damage 5

Defense
Dodge 12 (4), Parry 12
Toughness 12/8, Fortitude 8, Will 8 (5)

Abilities 104+Powers 41+Advantages 25+Skills 28+Defenses 9=207

•Heartbreaker is one of three successes/failures of Project Nine, a government plan to create supersoldiers. While Maddy Price was a talented soldier with determination and natural skill, the experiments the project put her through made her lapse into a coma. Her body underwent changes, her latent telepathy interacting with the treatments, warping the progression of her natural telepathy. At one point, she woke up from the coma in a rage, injuring several soldiers before she was subdued and slipped back into the coma. Next time she woke up she was lucid and restrained, asking an orderly for help, which he was only too happy to provide. She released as she left the hospital that the men around her couldn't do anything but obey her. Eventually, Maddy quit the army (although they consider it desertion) and went underground before reappearing as Heartbreaker, superhuman mercenary.

•With a combination of SpecOps training, superhuman might, and emotional manipulating powers, Heartbreaker is a dangerous foe and in-demand mercenary. She revels in the control and attention her power generates, and has already made a name for herself in the world of international supercriminals. She hits her caps only with her sword, but remains dangerous to the kinds of opponents she'll be facing-normal soldiers and the like-with almost any weapon. And considering that most military personnel are men, her powers give her a tremendous advantage at close range.
Last edited by Arthur Eld on Fri May 17, 2013 7:40 pm, edited 1 time in total.
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Postby Arthur Eld » Tue Oct 30, 2012 9:26 pm

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Night Archer
PL 12 208

Abilities

Strength 1, Stamina 2, Agility 5, Dexterity 5, Fighting 8, Intellect 3, Awareness 6, Presence 6

Powers
Hi-Tech Bow & Arrows (Easily Removable) 32
Envenomed Arrow 1 Blast 7, Resisted by Fortitude, Multiattack Linked to Ranged Affliction 7, Resisted by Fortitude (Dazed/Stunned/Incapacitated), Multiattack, Secondary Effect, Limited-Affliction only takes effect if Blast does damage
Flare Arrow Visual Dazzle 12, Burst Area 2 (60 feet)
Envenomed Arrow 2 Blast 7, Resisted by Fortitude, Multiattack, Linked to Ranged Affliction 7, Resisted by Fortitude (Fatigued/Exhausted/Asleep), Multiattack, Secondary Effect, Limited-Affliction only takes effect if Blast does damage
Envenomed Arrow 3 Blast 7, Resisted by Fortitude, Multiattack, Linked to Ranged Affliction 7, Resisted by Fortitude (Hindered/Immobilized/Paralyzed), Multiattack, Secondary Effect, Limited-Affliction only takes effect if Blast does damage
Omnium Steel Arrow Blast 8, Penetrating 8, Multiattack 8

Advantages: Assessment, Benefit 3 (Wealth 3), Contacts, Defensive Attack, Defensive Roll 3, Daze (Deception), Evasion, Equipment 8, Favored Opponent (metahumans), Improved Aim, Improved Critical (bows) 4, Improved Defense, Improved Initiative, Improved Smash, Luck 2, Move-by Action, Power Attack, Precise Attack (ranged, cover), Quick Draw, Ranged Attack 5, Skill Mastery 4 (Deception, Acrobatics, Perception, Stealth), Taunt, Tracking, Uncanny Dodge, Well-Informed

Equipment Body Armor (Protection 4, Subtle), 35 ep unspent for utility belt, HQ

Skills: Acrobatics 6 (+11), Deception 6 (+12), Expertise (chemistry) 5 (+8), Expertise (tactics) 5 (+8), Technology 8 (+11), Investigation 9 (+12), Intimidation 6 (+12), Treatment 6 (+9), Perception 10 (+16), Insight 8 (+14), Ranged Combat (bows) 6 (+16), Stealth 8 (+13)

Offense
Initiative +9
Arrows +16 Affliction & Damage 7 or Damage 8

Defense
Dodge 12 (7), Parry 12 (4)
Toughness 9/6, Fortitude 4 (2), Will 8 (2)

Abilities 72+Powers 32+Advantages 47+Skills 42+Defenses 15=208

•Nicholas Teller was a hunter from an early age, being taught by his father to use a bow instead of a gun. After he joined and was eventually discharged from the army, he became a mercenary skilled with poison. For a time he led a group called ALPHA (Association for the Legitimate Preservation of Human Achievement), which saw superhumans as a threat to mankind's position in the world. Teller kept with it, hoping for a peaceful solution to the problems he saw. That ended when his son was killed by falling rubble from a superhuman battle. So he took up arms and became Night Archer, hunter of superhumans.

•Teller is a dangerous foe, but very fragile defensively, given the fact that he's in his sixties. He has to play dirty and fight with cunning to stand up to superhumans. He's undercapped on defensive big time, and is only a 11.5 on offense, but he has Multiattack and Secondary Effect going with him. With Power Attack, he can dish out rank seven Blasts and Afflictions at the same time, which is plenty to take down Fortitude-light supers. He's underhanded, but he won't endanger innocent human lives. Both villains and 'heroes' can find themselves at the wrong end of Teller's bow-and that's a place you do not want to be.
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Postby Arthur Eld » Thu Nov 01, 2012 6:45 am

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The Ghoul
PL 12 193

Abilities

Strength 9, Stamina 10, Agility 9, Dexterity 9, Fighting 12, Intellect 1, Awareness 3, Presence 3

Powers
Jumping Leaping 1 1
Super Soldier Immunity 2 (Disease, poison), Senses 6 (Danger Sense, Extended Hearing, Lowlight vision, Acute Scent, Tracking Scent Ultra-hearing) 8
Healing Factor Regeneration 10 10
Steel Nails and Teeth Strength-based Damage 2 2
Superhuman Durabillity Protection 2, Impervious Toughness 3 5
Fast Speed 4 (30 MPH, 500 feet per round) 4

Advantages: Diehard, Fascinate (Intimidation), Fearless, Hide in Plain Sight, Improved Initiative, Power Attack, Ranged Attack 2, Startle

Skills: Athletics 3 (+12), Deception 9 (+12), Intimidation 9 (+12), Expertise (psychology) 11 (+12), Expertise (Tactics) 4 (+5), Perception 6 (+9), Expertise (Psych Ops Specialist, AWE-based) 12 (+15), Insight 6 (+9), Stealth 6 (+15)

Offense
Initiative +13
Unarmed +12 Damage 11

Defense
Dodge 12 (3), Parry 12
Toughness 12, Fortitude 10, Will 9 (6)

Abilities 112+Powers 30+Advantages 9+Skills 33+Defenses 9=193

•The final result of Project Nine, Joshua Kale had always been a border-line sociopathic, who enjoyed playing with people's minds, which allowed him to circumvent the psychological screening process the Project's therapists employed. However, his ambition clouded him to the risk of the Project, and while he received super-powers, he was also mutated into a ghastly, barely human figure. His brain was even more affected, and he became a functional psychopath-able to sublimate his urge to kill and terrorize in the short run, but never the long. After escaping from the Project and shutting it down by killing or crippling nearly everyone involved, he took the name and 'Ghoul' and became a for-hire killer and agent provocateur.

•The Ghoul is a master of combat psychology, knowing how to get under his opponent's skin and build himself up in their minds as an unstoppable monster. Given how tough and fast healing he is, this isn't too far from the truth. In combat he'll tear throats out with his teeth, prolong opponent's suffering through crippling attacks, walking the line between calculated terror and letting out his own beastial, insane nature. The Ghoul is best suited for darker campaigns, and would be at home in Gotham, perhaps hired by someone to kill the Batman-which could be an excellent story as he strikes the people Batman cares about. Seeing as how he's more than a match for most (if not all) of the Bat Family, the stage would then be set for an epic final showdown with the Bat himself.
Last edited by Arthur Eld on Sat Feb 16, 2013 5:46 pm, edited 1 time in total.
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