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Gilliam's Builds [2E]

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.

Welcome back!

Postby SCKnight » Fri Aug 24, 2012 8:15 pm

Welcome back! Nice to see you that you're still building.

Looking forward to more of your stuff. And you'll be glad to know that I've been cranking out new builds too! :D
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Re: Gilliam's Builds [2E]

Postby Gilliam » Sat Aug 25, 2012 1:24 am

Thanks, I am hoping to get a few more up soon.
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Re: Gilliam's Builds [2E]

Postby SCKnight » Sun Aug 26, 2012 2:29 pm

Gilliam wrote:Thanks, I am hoping to get a few more up soon.


That's good to hear!
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Build #130: Fred Jones

Postby Gilliam » Sat Oct 20, 2012 2:14 am

FRED JONES

Image

"Let's split up, gang."

Real Name: Frederick “Fred” Jones

APPEARANCE
Gender: Male
Age: 18
Size: Medium
Height: 6'
Weight: 196 lbs
Hair: Blonde
Eyes: Blue

POWER LEVEL
Power Level: 5
Power Points: 75

ABILITIES
STR: 17 (+3)
DEX: 14 (+2)
CON: 14 (+2)
INT: 13 (+1)
WIS: 11 (+0)
CHA: 16 (+3)

COMBAT
Attack +3 (Melee +5, Ranged +3)
Damage: Unarmed +3 (Bruise)
Defense +5 (+2 flat-footed)
Initiative +2

SAVES
Toughness +5 (+2 flat-footed)
Fortitude +4
Reflex +4
Will +3

SKILLS
Bluff* 5 (+8); Concentration 5 (+5); Craft -Mechanical 4 (+5); Diplomacy* 7 (+10); Drive 4 (+6); Gather Info 3 (+6); Investigate 5 (+6); Knowledge -Popular Culture 3 (+4); Notice 5 (+5); Search 5 (+6); Stealth 2 (+4)

* Includes +4 bonus from attractiveness

FEATS
Attack Focus, Melee (2); Attractive (+4 bonus to bluff & diplomacy checks); Conspiracy Theorist (1); Defensive Roll (3); Dodge Focus (1); Improvised Tools; Inspire (1); Leadership; Master Plan; Teamwork; Ultimate Effort - Drive (1)

COMPLICATIONS
Responsibility - Mystery Inc members.
Motivation - Solving mysteries and helping people.
Quirk - Often misinterprets clues and jumps to the wrong conclusions by putting 2 and 2 together to get 7.

SUMMARY
Abilities 25 + Skills 10 (40 ranks) + Feats 14 + Powers 0 + Combat 14 + Saves 7 – Drawbacks 0 = 70 / 75

NOTES
:arrow: Here is Fred Jones the leader of Mystery Inc and main driver of their van "The Mystery Machine". Fred is famous for splitting the team up to search for clues and making improvised traps to capture the monster of the episode that usually is set off by Shaggy and Scooby but somehow ends up capturing the monster anyway.

:arrow: I am making Fred and the rest of the gang similar in level to my Inspector Gadget builds and both groups know each other and sometimes team up.

Edit: Added Teamwork feat, not sure how I forgot it in the first place.
Last edited by Gilliam on Sun Oct 21, 2012 2:26 pm, edited 1 time in total.
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Build #131: Shaggy Rogers

Postby Gilliam » Sun Oct 21, 2012 2:16 am

SHAGGY ROGERS

Image

"T-t-t-th-th-the ghost!"

Real Name: Norville “Shaggy” Rogers

APPEARANCE
Gender: Male
Age: 18
Size: Medium
Height: 6'3”
Weight: 165 lbs
Hair: Brown
Eyes: Brown

POWER LEVEL
Power Level: 5
Power Points: 75
Max Defense: 6
Max Toughness: 4

ABILITIES
STR: 12 (+1)
DEX: 15 (+2)
CON: 14 (+2)
INT: 13 (+1)
WIS: 12 (+1)
CHA: 13 (+1)

COMBAT
Attack +3 (Melee +3, Ranged +3)
Damage: Unarmed +1 (Bruise)
Defense +6 (+2 flat-footed)
Initiative +2

SAVES
Toughness +4 (+2 flat-footed)
Fortitude +5
Reflex +4
Will +1

SKILLS
Acrobatics 4 (+6); Bluff 4 (+5); Craft -Cooking 4 (+5); Disguise* 8 (+9); Drive 2 (+4); Investigate 2 (+3); Notice 2 (+3); Search 4 (+5); Stealth 4 (+6)

* Includes +2 bonus from Disguise Kit

FEATS
Defensive Roll (2); Dodge Focus (3); Endurance (1); Equipment (1 or 5eps); Improved Trick; Iron Stomach; Luck (1); Move-by Action; Quick Change (2); Taunt; Teamwork

POWERS
Speed [3] (Flaw - only applies when running away)

EQUIPMENT
Disguise Kit (2eps)

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 10 ft/5 ft/0 ft
Speed: 450 ft (50 mph) (only when running away)

COMPLICATIONS
Responsibility - Mystery Inc and especially Scooby Doo.
Phobia - Cowardice. Shaggy is afraid of almost everything.
Accident - Accident Prone. Shaggy has 3 left feet.
Motivation - Solving Mysteries and eating (a lot).

SUMMARY
Abilities 19 + Skills 8 (32 ranks) + Feats 15 + Powers 2 + Combat 12 + Saves 5 – Drawbacks 0 = 61 / 75

BACKGROUND
:arrow: Shaggy's best friend is Scooby Doo and both have nearly insatiable appetites, as well as tendencies towards goofing off and cowardice. Due to these similarities, Shaggy typically treats Scooby as a normal person rather than his pet.

:arrow: When Fred splits the group Shaggy is always teamed up with Scooby and on the odd ocassion Velma as well. Shaggy usually ends up as the "bait" in Fred's traps and schemes to catch the monster of the episode.

Edit: Added Teamwork feat, not sure how I forgot it in the first place.
Last edited by Gilliam on Sun Oct 21, 2012 2:27 pm, edited 1 time in total.
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Build #132: Daphne Blake

Postby Gilliam » Sun Oct 21, 2012 3:14 am

DAPHNE BLAKE

Image

Shannon: "For centuries the Blakes have been falling through trap doors, finding secret passageways, getting kidnapped, and getting caught in traps of our own creation. The Blakes have been famous for being-how should I put this?- danger prone."
Daphne: [as the gang looks at her] "What?"


Real Name: Daphne Blake

APPEARANCE
Gender: Female
Age: 18
Size: Medium
Height: 5' 8”
Weight: 134 lbs
Hair: Red
Eyes: Green

POWER LEVEL
Power Level: 5
Power Points: 75
Max Attack: 6
Max Defense: 6
Max Save DC: 4
Max Toughness: 4

ABILITIES
STR: 12 (+1)
DEX: 14 (+2)
CON: 12 (+1)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 18 (+4)

COMBAT
Attack +3 (Melee +6, Ranged +3)
Damage: Unarmed +1 (Bruise)
Defense +6 (+2 flat-footed)
Initiative +2

SAVES
Toughness +4 (+1 flat-footed)
Fortitude +3
Reflex +5
Will +4

SKILLS
Acrobatics 2 (+4); Diplomacy* 8 (+12); Disable Device 3 (+5); Escape Artist 2 (+4); Gather Info 3 (+7); Investigate 4 (+6); Knowledge -Popular Culture 6 (+8); Notice 2 (+4); Search 4 (+6); Sense Motive 3 (+5); Stealth 3 (+5)

* Includes +4 bonus from attractiveness

FEATS
Attack Focus, Melee (3); Attractive (1 or +4 bonus to bluff & diplomacy); Benefit - Wealth (1); Defensive Attack; Defensive Roll (3); Dodge Focus (2); Equipment (3 or 5eps); Improved Throw; Improvised Tools**;
Luck (1); Teamwork

** Purchased as feat

EQUIPMENT
Purse (Feats: Improvised Tools)
“Mystery Machine” (stats as a large van)

Image

COMPLICATIONS
Responsibility - Fellow members of Mystery Inc.
Reputation - Known as "Danger Prone Daphne" and was originally portrayed as the stereotypical "damsel in distress" and still has the worst luck of any of the Mystery inc members.
Motivation - Solving mysteries

SUMMARY
Abilities 24 + Skills 9 (36 ranks) + Feats 17 + Powers 0 + Combat 14 + Saves 7 – Drawbacks 0 = 71 / 75

BACKGROUND
:arrow: Together with her other teenage cohorts, Fred Jones, Shaggy Rogers, Velma Dinkley, and Shaggy's pet Great Dane Scooby-Doo, Daphne would engage in solving various mysteries the gang would run across. She was often portrayed as the stereotypical "damsel in distress", being the one female in the group who is most likely to get kidnapped, tied up, and left helpless, earning her the occasional nickname "Danger-prone Daphne."

:arrow: Over time Daphne's role developed and she played a more active role in solving mysteries with various items from her purse and displaying skills in karate.

Edit: Added Teamwork feat, not sure how I forgot it in the first place.
Last edited by Gilliam on Sun Oct 21, 2012 2:29 pm, edited 2 times in total.
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Build #133: Velma Dinkley

Postby Gilliam » Sun Oct 21, 2012 2:03 pm

VELMA DINKLEY

Image

"My glasses. Where's my glasses? "

Real Name: Velma Dinkley

APPEARANCE
Gender: Female
Age: 18
Size: Medium
Height: 5' 4”
Weight: 142 lbs
Hair: Brunette
Eyes: Brown

POWER LEVEL
Power Level: 5
Power Points: 75

ABILITIES
STR: 10 (+0)
DEX: 10 (+0)
CON: 14 (+2)
INT: 19 (+4)
WIS: 15 (+2)
CHA: 12 (+1)

COMBAT
Attack +2 (Melee +2, Ranged +2)
Damage: Unarmed +0 (Bruise)
Defense +5 (+2 flat-footed)
Initiative +0

SAVES
Toughness +5 (+2 flat-footed)
Fortitude +4
Reflex +3
Will +6

SKILLS
Computers 6 (+10); Concentration 4 (+6); Craft -Electronic 4 (+8); Gather Info 6 (+7); Investigate 8 (+12); Knowledge -History 4 (+8); Knowledge -Technology 6 (+10); Knowledge -Arcane Lore 2 (+6); Knowledge -Theology/Philosophy 4 (+8); Notice 5 (+7); Search 4 (+8); Sense Motive 3 (+5); Stealth 4 (+4)

LANGUAGES
English, Latin, Chinese, Japanese

FEATS
Defensive Roll (3); Dodge Focus (1); Eidetic Memory; Equipment (1 or 5eps); Inventor; Jack-Of-All-Trades; Luck (1); Master Plan; Online Research; Teamwork (1); Well-Informed

POWERS
Super Strength [3] (Flaw: Only when carrying team members)
Quickness [4] (Flaw: Mental tasks only x10)

EQUIPMENT
Science Kit (3eps - covers computers, electronics etc)

LIFTING
Light: 266 lbs, Med: 533 lbs, Heavy: 800 lbs, Max: 1600 lbs, Push: 2.0 tons

Only applies when carrying team members.

COMPLICATIONS
Disability - Glasses. Velma cannot see without her glasses and always seems to lose them at the worst possible moment. Might be time for contacts?
Responsibility - Fellow Mystery Inc members. Also acts as a mentor to Penny from Inspector Gadget.
Motivation - Solving mysteries and helping people. Also learning new information.

SUMMARY
Abilities 20 + Skills 16 (63 ranks) + Feats 13 + Powers 5 + Combat 12 + Saves 9 – Drawbacks 0 = 75 / 75

BACKGROUND
:arrow: Velma is the most intelligent in the group and often makes great use of her skills in such areas as reading Chinese, deciphering scientific formulae, operating communications equipment, and so forth. Even in the rare occasions when she doesn't solve the mysteries she is able to explain the "how" of how it was done.

:arrow: Velma also has trouble with keeping her glasses on her face (usually from being accidentally knocked off of her face while being chased by the villain), as she is very nearsighted. She is also able to carry all four members of the team and know where she is going. When Fred splits the group up, Velma goes with the group that needs her the most.

:arrow: Velma sees herself as a mentor to Penny and sometimes worries about her getting into danger.
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Build #134: Scooby Doo

Postby Gilliam » Sun Oct 21, 2012 3:18 pm

SCOOBY DOO

Image

"Scooby Dooby Doo!!"

Real Name: Scoobert “Scooby” Doo


APPEARANCE
Gender: Male
Size: Medium
Hair: Brown
Eyes: Brown

POWER LEVEL
Power Level: 5
Power Points: 75
Max Attack: 5
Max Defense: 4
Max Save DC: 5
Max Toughness: 6

ABILITIES
STR: 16 (+3)
DEX: 14 (+2)
CON: 17 (+3)
INT: 7 (-2)
WIS: 12 (+1)
CHA: 8 (-1)

COMBAT
Attack +3 (Melee +5, Ranged +3)
Damage: Unarmed +3 (Bruise); "Dog Bite" +5
Defense +4 (+1 flat-footed)
Initiative +6

SAVES
Toughness +6 (+3 flat-footed)
Fortitude +5
Reflex +5
Will +1

SKILLS
Acrobatics 4 (+6); Bluff 5 (+4); Craft -Cooking 4 (+2); Disguise 8 (+7); Investigate 3 (+1); Notice 3 (+4); Search 5 (+3); Sleight of Hand 3 (+5); Stealth 4 (+6); Survival 5 (+6)

FEATS
Attack Focus, Melee (2); Defensive Roll (3); Dodge Focus (2); Endurance (1); Improved Initiative (1); Iron Stomach; Luck (1); Move-by Action; Quick Change (2); Teamwork (1)

POWERS
Speed [1]
Strike [2] “Dog Bite” (Feats: Mighty)
Super Senses [3] (Scent, Ultra Hearing, Tracking)
Additional Limbs [1] (Prehensile Tail)

Speed [2] (Drawback: only when running away)

COMPLICATIONS
Responsibility - Mystery Inc members especially Shaggy.
Phobia - Cowardice. Scooby is afraid of almost everything.
Obsession - Food. Scooby is always hungry and easily distracted by food.
Motivation - Solving mysteries and helping his friends.
Hatred - Cats. Scooby really does not like cats.
Disability - Speech impediment. Scooby tends to pronounce most words as if they begin with an "R".

SUMMARY
Abilities 14 + Skills 11 (44 ranks) + Feats 15 + Powers 9 + Combat 10 + Saves 5 – Drawbacks 0 = 64 / 75

BACKGROUND
:arrow: Finally here is Scooby Doo the "hero" of the show. In all versions of the character, ‎Scooby-Doo and Shaggy share several personality traits, mostly being cowardly and perpetually hungry yet they always come through in the end.

:arrow: Scooby Doo has become very good friends with Brain from Inspector Gadget and is helping Brian with his disguise skills while Brain is trying to help Scooby's tech skills.
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Re: Gilliam's Builds [2E]

Postby HustlerOne » Mon Oct 22, 2012 10:54 am

You forgot to mention the Scooby Snack that Scooby Doo loves so much. Other than that minor quibble you
did a great job on the Scooby Doo gang.
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Re: Gilliam's Builds [2E]

Postby Gilliam » Tue Oct 23, 2012 2:50 am

HustlerOne wrote:You forgot to mention the Scooby Snack that Scooby Doo loves so much. Other than that minor quibble you
did a great job on the Scooby Doo gang.


Thanks, I completely forgot about the Scooby Snacks :)

Could be treated as

"Scooby Snacks" (Flaw: Third party has to use HP to give snack to Scooby or Shaggy; Fade)
Enhanced Feats: Fearless; Seize Initiative
Enhanced Strength +4
Enhanced Dexterity +4
Enhanced Constitution +4

From memory the snacks had different effects in the series so you could add or remove feats or powers to the above. I would always keep the Fearless feat though.
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Build #135: Jesse Flewelling

Postby Gilliam » Tue Mar 05, 2013 3:16 am

JESSE FLEWELLING

Image

Artwork from Storn's Art Thread


APPEARANCE
Gender: Male
Age: 18
Size: Medium
Height: 6'
Weight: 173 lbs
Hair: Dark Brown
Eyes: Green

POWER LEVEL
Power Level: 8
Power Points: 120
Max Attack: 10
Max Defense: 8
Max Save DC: 6
Max Toughness: 8

ABILITIES
STR: 14 (+2)
DEX: 16 (+3)
CON: 14 (+2)
INT: 12 (+1)
WIS: 8 (-1)
CHA: 12 (+1)

COMBAT
Attack +6 (Melee +10, Ranged +6)
Damage: Unarmed +2 (Bruise); Power Knuckles +6; Corrosion +6; Fatigue +6
Defense +8 (+3 flat-footed)
Initiative +7

SAVES
Toughness +8 (+6 flat-footed)
Fortitude +6
Reflex +9
Will +4

SKILLS
Acrobatics 8 (+11); Bluff 4 (+5); Climb 4 (+6); Craft -Sewing 4 (+5); Escape Artist 5 (+8); Intimidate 6 (+7); Knowledge -Popular Culture 5 (+6); Knowledge -Art 4 (+5); Notice 4 (+3); Search 4 (+5); Sense Motive 2 (+1); Sleight of Hand 4 (+7); Stealth 6 (+9); Swim 4 (+6)

FEATS
All-out Attack; Attack Focus, Melee (4); Defensive Attack; Defensive Roll (2); Dodge Focus (2); Endurance (1); Equipment (2 or 10eps); Improved Initiative (1); Lionheart (1); Monkey Climber; Move-by Action; Rage (1); Startle; Swift (2); Takedown Attack (1); Tough (2)

POWERS
Corrosion [6] (Save Fort DC16 / Toughness)
Fatigue [6] (Feat: Reversible) (Save Fort DC16)
Immunity [1] (Own Power)


EQUIPMENT
Costume (Toughness +2; Immunity Enviromental Cold) (3eps)
Power Knuckles (Strike 4; Feat Mighty) (6eps)
Cellphone (1eps)

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 10 ft/5 ft/5 ft
Swift: 220 ft (25 mph)

COMPLICATIONS
POOR - Jesse is always struggling for money and is barely able to cover the basics.
IMPULSIVE - Jesse is prone to acting on the spur of the moment.
FAMILY - Jesse does not want to disappoint his Mother but his Father is another matter that it is just not safe to ask about.

DRAWBACKS
Impatient -1 PP (-2 to any Take 10 or Take 20 rolls so it becomes a Take 8 or Take 18)


SUMMARY
Abilities 16 + Skills 16 (64 ranks) + Feats 24 + Powers 26 + Combat 24 + Saves 15 – Drawbacks -1 = 120 / 120

BACKGROUND
Jesse Flewelling life growing up was spent moving from town to town never staying anywhere more than a year or two until his Father abandoned them when he was 10 years old. Finally able to stay in one place Jesse proved to be a natural sportsman excelling in gymnastics and track, in fact he quickly realised that he was a lot faster than his peers and starting coasting to keep races close.

In his early teens Jesse and his Mother moved towns again after his corrosion powers first became active and moved again and again until he had achieved a level of control over his powers. During this time Jesse became more reserved and brooding yet also impulsive and prone to fits of temper when things didn't work out the way they should. To burn off his anger initially and then because he enjoyed the buzz, Jesse would from time to time go out at night and fight street crime collecting spoils like his power knuckles and parts of his costume.

Finally in college Jesse is still involved in track and gymnastics and looking to learn more about his powers and trying to decide on a codename.
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Build #136: Xiphos

Postby Gilliam » Tue Mar 05, 2013 3:26 am

XIPHOS

Image
Artwork from Storn’s Art Thread

Real Name: Ariston “Andy” Handeland
Identity: Secret ID

APPEARANCE
Gender: Male
Age: 22
Size: Medium
Height: 5' 11”
Weight: 173 lbs
Hair: Brown
Eyes: Grey

POWER LEVEL
Power Level: 9
Power Points: 135
Max Attack: 11
Max Defense: 9
Max Save DC: 7
Max Toughness: 9

ABILITIES
STR: 16 (+3)
DEX: 16 (+3)
CON: 18 (+4)
INT: 12 (+1)
WIS: 12 (+1)
CHA: 14 (+2)

COMBAT
Attack +7 (Melee +11, Ranged +7)
Damage: Unarmed +3 (Bruise); "Anaklusmos" +7*
Defense +9 (+4 flat-footed)
Initiative +7

* Improved Critical 18-20; +7 Penetrating, Autofire or Stunned

SAVES
Toughness +9 (+7 flat-footed)
Fortitude +8
Reflex +9
Will +7

SKILLS
Acrobatics 4 (+7); Bluff 4 (+6); Climb 4 (+7); Concentration 5 (+6); Drive 2 (+5); Gather Info 4 (+6); Knowledge -Streetwise 5 (+6); Notice 8 (+9); Ride 4 (+7); Search 7 (+8); Sense Motive 8 (+9); Stealth 3 (+6); Swim 8 (+11)

LANGUAGES
English (base), Greek, Latin

FEATS
Improved Critical (2 or 18-20)**; All-out Attack; Attack Focus, Melee (4); Defensive Attack; Defensive Roll (2); Dodge Focus (2); Elusive Target; Equipment (1 or 5eps); Improved Block (1); Improved Disarm (1); Improved Initiative (1); Light Sleeper; Power Attack; Quick Draw (1); Swift (1); Takedown Attack (1); Weapon Bind

** Purchased as part of device "Anaklusmos"

DEVICES
"Anaklusmos" (Device 7; Easy to Lose) (Feats: Split Attack; Affect Insubstantial x2; Improved Critical x2)
- ARRAY: Strike [7] (Extra: Penetrating +7)
---- [a] Stun [7]
---- [a] “Rapid Attack” Strike [7] (Extra: Autofire)
- Water Control [7]

"Helm of Silver" (Device 1; Hard to Lose)
Immunity [5] (Dazzle Effects) (Flaw: Half Effect only)
Super Senses [1] (Low Light Vision)


EQUIPMENT
Costume (Protection 3) (3eps)

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 15 ft/5 ft/5 ft
Swift: 90 ft (10 mph)

COMPLICATIONS
IMPULSIVE - Andy can act on instinct without considering the consequences.
DISABILITY - Andy suffers from dyslexia
ENEMY - Andy is terrified of the Terror Bears.

SUMMARY
Abilities 28 + Skills 17 (68 ranks) + Feats 21 + Powers 25 + Combat 28 + Saves 16 – Drawbacks 0 = 135 / 135

BACKGROUND
Ariston Handeland or "Andy" to everybody apart from his family was an impulsive hyperactive kid growing up always pushing the boundaries and then pushing them some more. The only times when he was more or less still was either riding horses or when he visited his Uncle Percy's house.

Uncle Percy was not a real relative but always referred to as Uncle anyway, dealt in antiques and had rooms fill of Roman, Greek & Egyptian weapons and once Andy was strong enough to lift them would spend hours pretending to be heroes from ancient myth or as a member of the Golden Age JSA team.

It was after been kicked out of another school in his late teens that Andy visited Uncle Percy's place rather than face his parents again that his life changed. Looking through the racks of weapons Andy came across a sword that he could not recall seeing before. Something about the sword seemed to call him and then Uncle Percy was there in the room with him. "So Anaklusmos has chosen you" he said to Andy "you can take it with you but use it wisely. I will explain it to your parents" Uncle Percy answered the unspoken question in Andy's eyes.

After spending some time practising with the sword Andy realised that it was sharper and stronger than other swords he had used. Thinking that the sword could make him a superhero, Andy started sneaking out at night to deal with street crime and through good luck survived a number of encounters. However his luck ran out when he came across a quartet of bear cubs surrounding a young couple out on a date. Acing on instinct Andy started shouting and waving his sword to scare the cubs away and his intervention allowed the couple to make their escape but then the cubs turned their gazes on him and Andy was plunged into a nightmare world of pain and fear that overwhelmed him.

When Andy awoke he found himself in the sewers surrounded by a group of man sized turtles and a giant rat. He discovered that the bear cubs were known as The Terror Bears and that he had been rescued by The Teenage Mutant Ninja Turtles and what was he thinking attacking The Terror Bears as they are too dangerous for a meer kid. Annoyed and noticing that one of the turtles carried a sword, Andy challenged him and was defeated in seconds by Leonardo.

After a number of requests Andy convinced Leonardo to train him in the use of the sword and a couple of years later and many strange adventures fighting the Foot Clan and other foes of the turtles alongside Casey Jones and others, Leonardo said he was good enough to survive on his own.

Deciding to travel to San Antonio to make a fresh start and to put as much distance between himself and The Terror Bears, Any now has a better understanding of the abilities of his sword and the skills to use more effectively. Calling himself Xiphos, Andy wants to prove himself as a hero like the JSA.

NOTES

This build is a character in Kenseido's new Crinoverse game "San Antonio Avengers" on the gaming board and takes inspiration from a couple of sources. I like the idea of weapon users and wanted to try a swordsman that was slightly different to the pirates I have done earlier.
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Re: Gilliam's Builds [2E]

Postby SCKnight » Thu Mar 07, 2013 9:15 pm

Wow. I come back and you upload several new builds! Excellent work.
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Re: Gilliam's Builds [2E]

Postby Gilliam » Sat Mar 09, 2013 2:28 am

Thanks, I am still doing the odd build or 2 when the mood strikes me.
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Re: Gilliam's Builds [2E]

Postby SCKnight » Sun Mar 10, 2013 6:25 pm

Gilliam wrote:Thanks, I am still doing the odd build or 2 when the mood strikes me.


About the same with me.
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