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Eld's builds:Thomas Rhymer, Morph Fiend, Low Blow

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984

Postby Arthur Eld » Tue Jul 17, 2012 8:24 pm

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The Tall-Tale Kid
PL 10 154

Abilities

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

Powers
Tall-Tale Kid (Alternate Form, Free Action, Quirk-Requires an audience) 70
Impossibly gifted Luck 5 5
Powers of Legend Variable 12 (powers of american legends and folk tales, Removable-requires object focus, Quirk-can only allocate with new objects) 66

Advantages: Language 1 (Spanish, base-English), Fascinate (Storytelling), Ranged Attack 5

Skills: Athletics 3 (+4), Expertise (storytelling) 5 (+9), Acrobatics 4 (+6), Expertise (folktales) 7 (+8), Sleight of Hand 7 (+9), Ranged Attack (pistol) 6 (+13), Close Attack (axe) 2 (+9), Expertise (retirement home worker) 4 (+5),

Offense
Initiative +2
Unarmed +7 Damage 1

Defense
Dodge 7 (5), Parry 7
Toughness 5/3, Fortitude 6 (3), Will 7 (4)

Abilities 46+Powers 70+Advantages 7+Skills 19+Defenses 12=154

•Jefferson Davis Henderson was always a small boy, a weak boy who lost himself in stories-tales of American legends and mythic figures. One day, while working at the retirement home he was director of, telling stories to the residents, he fell off a ladder and bumped his head. When he woke up, it wasn't Jefferson Henderson who saw his surroundings. It was a new person, braver, more sure of himself, so long as he had an audience to play to. A man with a lasso that could capture the clouds, a grinning thief who would steal the stars, a hard working american man with an axe to fell whole forests. The Tall-Tale Kid. Since that day, Jefferson's alter has rounded up a posse, the Tall Talesmen, and committed a series of insane crimes.

•JDH is a nothing, a nobody, a nice enough fellow who can entertain the heroes with a story or two. But the Tall-Tale Kid is someone whose antics shall never be forgotten. Heroes should try to stop him, but should often be just as impressed by him as anyone else. At least once per session, the Kid should be pulling off tricks that leave the PCs saying 'No way!' or 'How did he do that?' And because he's not really a bad guy, heroes won't feel as compelled to bring him to justice. His powers work by taking an ordinary object and turning it into something extraordinary, like Pecos Bill's lasso, or Paul Bunyan's axe, or a mythical pair of six shooters with bullets that can take a flea off a dog's hide at a hundred paces. The Kid should really push the bounds of what a variable structure can do-no power or stunt should be deemed too outlandish.
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Postby Arthur Eld » Mon Jul 23, 2012 10:52 am

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Laughing Jack
PL 10 154

Abilities

Strength -1, Stamina 0, Agility 0, Dexterity 0, Fighting 5, Intellect 3, Awareness 0, Presence 0

Powers
Gadgeteer Quickness 6 (limited to mechanical tasks) 3
Gadgets Variable 13 for Removable/Easily removable weapons, Slow 78
Sample Gadgets
Ethereal Ring Insubstantial 3 (Removable) 12
Flight Boots (Removable) 16
Jet Propulsion Flight 6
Built-in force fiekld Sustained Protection 8
X-Ray Goggles (Removable) 7
Sensors Senses 9 (Danger Sense, Infravision, Ultrahearing, Vision Penetrates Concealment, Accurate Hearing)
Zap Gun (Easily Removable) 63
Lightshow
Giggle Glue Burst Area Snare 9, Linked to Burst Area Weaken Intellect 9, Resisted by Fort, Ranged, Diminished Range
Dance Monkeys, Dance Ranged Weaken Agility 10, Resisted by Fortitude, Ranged, Burst Area 2, Diminished Range
Lightshow Cone Area 2 Dazzle 10, Diminished Range

Advantages: Benefit 3 (Wealth), Defensive Roll 2, Equipment 6, Inventor, Ranged Attack 5

Skills: Technology 12 (+15), Ranged Combat (thrown weapons) 4 (+9), Expertise (Science) 8 (+11), Sleight of Hand 12 (+12), Stealth 9 (+9), Expertise (streetwise) 7 (+10)

Offense
Initiative +0

Defense
Dodge 6 (6), Parry 6 (1)
Toughness 2/0, Fortitude 1 (1), Will 6 (6)

Abilities 16+Powers 81+Advantages 17+Skills 26+Defenses 14=154

•One of Australia's premier supervillains, Laughing Jack actually enjoys a fair reputation among the people. Despite his various crimes (which are usually restricted to elaborate pranks and grand larceny), he goes out of his way to make sure no one gets hurt. Due to this, he's been able to get off for most of his crimes, as he uses his hidden funds to hire a team of excellent lawyers. Even Australia's supers realize he's not a particularly evil man, just a criminal one. One of his exploit's had him offer a million dollars to the charity of choice for any superhero who caught him-followed by him using a holoprojector to make other heroes look like him. Still, once he was finally caught, he lived up to his word, proving that Laughing Jack may be a crook, but he's not exactly crooked.

•A fun 'villain' to throw against the heroes, Laughing Jack is just out to have a good time. If this means making the heroes look like dummies, so be it. Suited more to a four-color campaign than anything else, he can also serve as the first threat heroes encounter if they travel to Australia, shocking them with his goofy sensibilities and code of non-violence. But that doesn't make him a pushover, as with his gadgets he can give the heroes a hard time, even without hurting them.
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Postby Arthur Eld » Mon Jul 23, 2012 11:19 am

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Wraith
PL 12 194

Abilities

Strength 6, Stamina 6, Agility 15, Dexterity 14, Fighting 14, Intellect 2, Awareness 2, Presence 2

Powers
Hard to Kill Immunity 2 (aging, disease), Regeneration 10 13
Swift Leaping 1, Speed 2 3
Danger Sense Senses 1 (Danger Sense, visual) 1

Advantages: Agile Feint, All-out Attack, Chokehold, Defensive Attack, Defensive Roll 3, Daze (Intimidation), Evasion, Grabbing Finesse, Hide in Plain Sight, Improved Defense, Improved Disarm, Improved Trip, Luck 2, Power Attack, Precise Attack (close, concealment), Takedown 2, Taunt, Uncanny Dodge, Ultimate Stealth

Skills: Acrobatics 6 (+21), Close Combat (unarmed) 2 (+16), Intimidation 8 (+10), Expertise (streetwise) 5 (+7), Expertise (law) 8 (+10), Expertise (attorney) 5 (+7), Stealth 7 (+22), Investigation 4 (+6)

Offense
Initiative +15
Unarmed +16 Damage 6

Defense
Dodge 15, Parry 15 (1)
Toughness 9/6, Fortitude 8 (2), Will 8 (6)

Abilities 122+Powers 17+Advantages 23+Skills 23+Defenses 9=194

•From Algernon Files, Wraith used to be the superhero known as Killjoy. A district attorney with superpowers from his body's unique reaction to a medicine, Killjoy was a fast, acrobatic fighter with non-stop banter as his secondary superpower. But in the Serpent Queen's last battle, when her body was destroyed, Killjoy was lost and presumed dead. His healing factor had kept him alive, and slowly restored him to physical health-if not mental. Now he's a darker vigilante, though he doesn't kill his foes, he's still very violent, and he's left behind his old life to basically kick ass 24-7.
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Postby Arthur Eld » Mon Jul 23, 2012 12:26 pm

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Wendy Wildstar
PL 10 150

Abilities

Strength 5, Stamina 7, Agility 8, Dexterity 8, Fighting 8, Intellect 1, Awareness 2, Presence 3

Powers
Cosmic Energy Beams Blast 10 20
Flare Blast Visual Dazzle 10 1
Fast Speed 4 4
Super Jump Leaping 2 1
Super-Strength Power Lifting 2 2

Advantages: Agile Feint, Attractive, Benefit (Wealth), Connected, Evasion, Improved Defense, Improved Initiative, Luck, Move-by Action, Power Attack, Taunt

Skills: Acrobatics 10 (+18), Deception 3 (+6/+8), Persuasion 3 (+6/+8), Perception 4 (+6), Insight 4 (+6) Ranged combat (powers) 2 (+10)

Offense
Initiative +12
Unarmed +8 Damage 5
Blasts +10 Damage 10

Defense
Dodge 13 (5), Parry 13 (5)
Toughness 7, Fortitude 9 (2), Will 4 (2)

Abilities 84+Powers 28+Advantages 11+Skills 13+Defenses 14=150

•The latest in a long line of adventurers, Wendy Wilde (as she was born), gained her powers during a mission sabotaged by her uncle, who had finally picked his chance to reveal himself as a criminal. Now a superhero, Wendy Wildstar has made several enemies, but none more personal than her wanna-be criminal mastermind uncle.

•I had to trim precious little to get Wendy down to 15 points per PL, and she works well. She's got low level super-strength and speed, and isn't much of a close combat fighter, but her powers make her a fine blaster. To me, her low exotic saves and general fragility for a super-type help reflect her inexperienced but powerful nature.
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Re: Eld's builds:Laughing Jack, Wraith, Wendy Wildstar

Postby Mike5000us » Mon Jul 23, 2012 4:35 pm

Hey Eld will Janemba, the only being capable of surpassing your SSj3 Goku going to appear anytime soon?
"Ah man, I guess I'm just going to have to kill you now!"
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Re: Eld's builds:Laughing Jack, Wraith, Wendy Wildstar

Postby Arthur Eld » Mon Jul 23, 2012 6:16 pm

Well, probably not anytime soon. But I will definitely set some time out this week to watch that movie and get to work on a build.
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Postby Arthur Eld » Mon Jul 30, 2012 10:03 pm

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Nightfang
PL 10 150

Abilities

Strength 7, Stamina 7, Agility 3, Dexterity 3, Fighting 10, Intellect -1, Awareness -1, Presence -2

Powers
Bat Swarms Summon 4 (Limited-requires nearby bats, Active) 8
Fur Feature 1 1
Bat-Flight Flight 3, Wings 3
Keen Senses Senses 4 (Accurate Hearing, Extended Hearing, Acute Scent) 4
Stealthy Concealment 3 (Hearing & Visual, Passive, Limited-Visual concealment requires shadows) 2
Vampire Bite Weaken Stamina 8, Resisted by Fortitude, Secondary Effect, Incurable Linked to Strength-based Damage 1 19
Blood Healing Free Action Healing 8, Limited personal, requires a source of blood 16

Advantages: Defensive Roll, Improved Defense, Improved Initiative, Move-by Action, Precise Attack (close, concealment), Ranged Attack 2

Skills: Athletics 2 (+9), Close Combat (bite) 2 (+12), Intimidation 8 (+6), Perception 9 (+8), Stealth 7 (+10)

Offense
Initiative +7
Unarmed +10 Damage 7
Bite +12 Damage 8 & Weaken 8

Defense
Dodge 12 (9), Parry 12 (2)
Toughness 8/7, Fortitude 13 (6), Will 6 (7)

Abilities 52+Powers 53+Advantages 7+Skills 14+Defenses 24=150

Complications
Disability Poor eyesight.
Addiction Without weekly treatments from Mr. Matthews, Nightfang will sicken and die.

•The first of my From the files of Matthews Gentech builds, Nightfang is one of Mr. Matthews horrible creations. Once, it was a man, a former soldier who became homeless after his dishonorable discharge. From there, Matthews abducted him and transformed him into a monster, Desmodus sapiens, a vampire man-bat. Matthews planned to use the monster against the Lady of the Lantern, but there's no reason why he can't have more of the creations and sell some to whatever villain you want to have some.

•I was actually proud to get Nightfang to 150 points, because most of the Matthews Gentech monsters are horribly flat as characters-which does make sense, as they were mostly built for very specialized combat. Nightfang has few options, but the ones he has are fairly effective. He should focus on individual targets in the darkness, maybe using a batswarm (I bought the summon effect as treating multiple bats as just one creature, which I won't bother to stat out) to disorient or lure in foes, and then strike. In one on one combat against the foes he was made to fight-mostly nonpowered, skilled humans, his powers are fairly effective-he can do damage, reduce a target's Stamina (and thus, toughness), as well as heal himself. Not too shabby.
Last edited by Arthur Eld on Wed Jan 09, 2013 12:31 am, edited 1 time in total.
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Postby Arthur Eld » Thu Aug 02, 2012 9:41 am

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Fantasia
PL 5 93

Abilities

Strength -1, Stamina 1, Agility 2, Dexterity 2, Fighting 4, Intellect 0, Awareness 3, Presence 3

Advantages: Attractive, Benefit 2 (Wealth), Connected, Contacts, Daze (Deception), Defensive Roll 2, Equipment 2, Luck 2, Ranged Attack 4, Language 2 (French, Chinese, base-English) Well-Informed

Equipment Pistol (Blast 4)

Skills: Deception 10 (+13/+15), Persuasion 10 (+13/+15), Investigation 13 (+13), Intimidation 6 (+9), Expertise (criminal) 8 (+8), Expertise (vice lord, AWE-based) 9 (+12), Perception 6 (+9), Insight 7 (+10)

Offense
Initiative +2
Pistol +6 Damage 4

Defense
Dodge 6 (4), Parry 6 (2)
Toughness 3/1, Fortitude 3 (2), Will 6 (3)

Abilities 28+Advantages 19+Skills 35+Defenses 11=93

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Scaleface
PL 8 72

Abilities

Strength 6, Stamina 7, Agility 2, Dexterity 2, Fighting 5, Intellect 0, Awareness 0, Presence -1

Powers
Fangs and claws Strength-based Damage 1

Advantages: Close Attack 3, Defensive Roll 4, Improved Initiative, Power Attack, Startle

Skills: Intimidation 10 (+9), Expertise (criminal) 5 (+5), Perception 5 (+5)

Offense
Initiative +6
Unarmed +8 Damage 7

Defense
Dodge 5 (3), Parry 5
Toughness 11/7, Fortitude 8 (1), Will 5 (5)

Abilities 42+Powers 1+Advantages 10+Skills 10+Defenses 9=72

•From the Golden Age of the Algernon Files, Fantasia and Scaleface are sort of a bad guy Beauty and the Beast. He's one of the remnants of a mad scientist's experiments, she's an ex-pat American who trades information to the highest bidder. While she functions in her own setting on a island that is quite literally a 'Haven' for criminals and the like, she could easily work in other places-Gotham springs to mind.
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Re: Eld's builds:Wraith, Wendy Wildstar, Nightfang

Postby Thorpacolypse » Sat Aug 04, 2012 8:21 am

Fantasia and Scaleface would definitely fit well in Gotham. I'd like to borrow them, and some others for just such a playtest or two. I'd like to see how some of my altered DC builds work, along with others.
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Postby Arthur Eld » Sat Aug 04, 2012 8:27 pm

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Alpha Ape
PL 10 176

Abilities

Strength 5, Stamina 5, Agility 6, Dexterity 6, Fighting 7, Intellect 6, Awareness -2, Presence -1

Powers
TK Field Sustained Protection 8, Subtle 17
Mind Shield Enhanced Will 8, limited to mental effects 4
Telekinesis Subtle Move Object 9,Damaging, Selective Burst Area 4 73
Neural Shake Blast 10, Resisted by Will, Subtle, Accurate 2 1
Ape Movement 1 (Swinging), Senses 2 (Acute Scent, Extended Hearing) 2

Advantages: Improved Critical (unarmed), Improved Initiative,

Skills: Perception 6 (+4)

Offense
Initiative +10
Unarmed +7 Damage 5
Move Object +10
Neural Shake +10 Will Damage 10

Defense
Dodge 7 (1), Parry 7
Toughness 13/5, Fortitude 11 (6), Will 9/1 (3)

Abilities 64+Powers 97+Advantages 2+Skills 3+Defenses 10=176

Complications
Lobotomized Despite having great intelligence, Mr. Matthews' work has left Alpha Ape incapable of free will and autonomy besides its instinctual purpose-to hunt and kill his enemies.
Mute Unable to speak despite understanding speech.
Owned Alpha Ape has been surgically conditioned to obey Mr. Matthews.
Addiction Alpha Ape needs weekly injections from Matthews, or the beast will start to die and fly into a mad rage.


•Alpha Ape is what you get when you take DNA from a human psychic and mix it with that of an Ape, as well as Matthews GenTech's own Genetic Accelerator. Though most of the test subjects died horribly with either imploded skulls or explosively growing brains, one survived Gorilla superior, a psionic foe designed to defeat speedsters by using invisible and unavoidable attacks. As Alpha Ape's attacks are Subtle, eh can easily surprise unwary speedsters. And if necessary, he has plenty of points for a power-stunt Perception range attack, probably Mind Blast or some sort of Fort Affliction to represent pin-point TK attacks.
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Postby Arthur Eld » Sat Aug 04, 2012 8:38 pm

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Fenris
PL 13 250

Abilities

Strength 9, Stamina 13, Agility 6, Dexterity 3, Fighting 8, Intellect -2, Awareness 6, Presence -2

Powers
Crystal Hide Impervious Toughness 13, Protection 2 15
Claws and Fang Strength-based Damage 2, Improved Critical 2
Ichor Spit Blast 10, Linked to Weaken Awareness 10 (Resisted by Fort), Linked to Snare 10, Diminished Range 2, Incurable, Affects Insubstantial 2, Unreliable-5 uses 61
Hunting Magic Variable 4 28
Fast Healing Regeneration 10, Immortality 10 (Limited, head must be intact and connected to body) 20
Magic Beast Immunity 5 (Aging, Sleep, Own Powers, Suffocation) 5
Mind Shield Enhanced Will 6, Limited to Mental effects 3
Fast Speed 6 (120 MPH, 1,800 feet per round) 6

Advantages: Favored Foe (magic users), Improved Initiative, Skill Mastery (Perception), Startle, Tracking

Skills: Acrobatics 3 (+9), Athletics 4 (+13), Intimidation 10 (+8), Perception 11 (+17), Ranged Combat (ichor) 12 (+15)

Offense
Initiative +10
Fangs +15 Damage 11
Ichor +15 Damage 11

Defense
Dodge 8 (2), Parry 8
Toughness 15, Fortitude 13, Will 13/7 (1)

Abilities 82+Powers 140+Advantages 5+Skills 20+Defenses 3=250

Complications
Conditioning Fenris is incapable of resting until it has killed its prey, even if he needs to.
Addiction Fenris needs weekly injections to live and stay 'sane'.
Disability Mute, no hands
Prejudice Fenris is an obviously monstrous abomination of science and magic.
Fury If Fenris is thwarted from pursuing his prey, he will go into a slavering, murderous rage.
Vulnerable Due to his unholy nature, Fenris is weakened on holy ground, and functions as though Disabled.

•Perhaps the ultimate culmination of Matthews various mad science techniques, Fenris is a formerly normal wolf cub twisted by subspace technology, extradimensional radiation, alchemy and witchcraft. The result is a hidesouly deformed beast with a nigh-impenetrable crystal hide, sticky, poison spit, and the ability to use magic to hunt and track its prey across the entire world and beyond, into other dimensions. Specifically designed to hunt magic supers (in particular Mother Raven), Fenris could also be used to strike at any number of other superheroes with horrible and fatal results.
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Re: Eld's builds:Wraith, Wendy Wildstar, Nightfang

Postby Arthur Eld » Sat Aug 04, 2012 8:42 pm

Thorpacolypse wrote:Fantasia and Scaleface would definitely fit well in Gotham. I'd like to borrow them, and some others for just such a playtest or two. I'd like to see how some of my altered DC builds work, along with others.


I'd be only too happy to see any such playtest, Thorp. A lot of the characters I've done recently could fit fairly easily into the DC verse, as opposed to some of my more esoteric anime and manga builds.
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Postby Arthur Eld » Sun Aug 05, 2012 3:00 pm

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Manticore
PL 10 113

Abilities

Strength 9, Stamina 9, Agility 1, Dexterity 1, Fighting 9, Intellect -3, Awareness 0, Presence -3

Powers
Heightened Senses Senses 3 (Infravision, Acute Scent, Radius Touch) 3
Super Jumps Leaping 1 1
Chitin Armor Protection 2 2
Tail Quills Blast 8, Multiattack, Accurate 2 Unreliable-5 shots, Improved Critical 19
Scorpion Poison Strength-based Damage 1, Secondary Effect, Reach, Improved Critical 1
Fast Speed 6 6
Tunnels Burrowing 6 1
Genetically Superior Immunity 4 (suffocation, pain, sleep) 4

Advantages: Assessment, Close Attack, Improved Initiative 2, Ranged Attack 7

Skills: Insight 2 (+2), Perception 6 (+6), Stealth 6 (+7)

Offense
Initiative +9
Quills +12 Damage 8
Poison Stinger +10 Damage 10

Defense
Dodge 9 (8), Parry 9
Toughness 11, Fortitude 9, Will 4 (4)

Abilities 46+Powers 37+Advantages 11+Skills 7+Defenses 12=113

Complications
Weakness Extremely cold attacks have their DCs increased by 50% for Manticore.
Temper If its injections are missed, or Manticore is angered by Matthews or one of his agents, the beast will lose all control and become purely focused on anger and violence.
Disabled No hands, cannot speak.

Pantherea vittatus, or GenTech Experiment #57, also called Manticore, is a creation born of mixed panther and scorpion genes, grown inside an alchemically-powered enhancement chamber. The beast has super-speed, strength, explosive quills, and a poison tail. Its scorpion DNA makes it vulnerable to the cold as well as somewhat more difficult to control than Matthews' other beasts. Still, it makes a dangerous opponent, and is more than a match for most heroes on its Power Level.
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Postby Arthur Eld » Sun Aug 12, 2012 6:45 pm

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Chip the Wonder Dog
PL 9 165

Abilities

Strength 8, Stamina 8, Agility 1, Dexterity 1, Fighting 4, Intellect 1, Awareness 2, Presence 3

Powers
Bite Strength-based Damage 3, Improved Critical 4
Flying Flight 8 (500 MPH, 1 miler per round) 16
Super-Speed Speed 6, (120 MPH, 1,800 feet per round) 1
Dog Shrinking 4 (Innate, Permanent) 5
Nose Touch Healing 5
Super Senses Senses 10 (Extended Hearing, Extended and Acute Scent, Extended Vision 2, Microscopic Vision, Vision Penetrates Concealment) 10
Zen Sense Feature 1 (Knows where's he needed) 1
Laser Eyes Blast 10 20
Spread Shot Cone Area Damage 9 1

Advantages: Assessment, Luck 4, Improved Initiative, Precise Attack 2 (close, ranged, concealment)

Skills: Close Combat (bite) 3 (+7), Expertise (guard) 3 (+4), Insight 6 (+8), Intimidation 6 (+7), Perception 9 (+11), Ranged Combat (Laser Eyes) 7 (+8), Stealth 0 (+5)

Offense
Initiative +5
Bite +7 Damage 11
Laser Eyes +8 Damage 10

Defense
Dodge 10 (7), Parry 10 (4)
Toughness 8, Fortitude 8, Will 7 (5)

Abilities 56+Powers 68+Advantages 8+Skills 17+Defenses 16=165

Complications
Dog Despite his intelligence, Chip is unable to speak, nor does he have any hands.
Weakness Toxic fumes are especially dangerous to Chip, rendering him Impaired, Disabled, and possibly killing him, in addition to their normal effects.
Vulnerable To cat attacks, their DC is increased by 25%.
Fame There aren't many flying dogs with capes out there.
Nemesis Raksha

•Chip the Wonder Dog, former guard dog at Matthews Industries until he was exposed to strange chemicals. Awakening with super powers and heightened intelligence, Chip saw Sentinel in battle with horrible cat beasts, and came to the hero's aid. Afterward, Chip declined to be Sentinel's sidekick, deciding to travel the world to spread justice and understanding. With no true home, Chip travels the globe, stopping only to help those in need before moving on to his next adventure.
Last edited by Arthur Eld on Mon Aug 13, 2012 7:46 am, edited 3 times in total.
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Postby Arthur Eld » Sun Aug 12, 2012 7:19 pm

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The Olympian
PL 10 150

Abilities

Strength 9, Stamina 12, Agility 5, Dexterity 5, Fighting 6, Intellect 0, Awareness -1, Presence 0

Powers
Flight Flying 6 (Concentration) 6
Force Field Sustained Protection 1, Impervious Toughness 11 12
Electric Burst Burst Damage 9 18
Electrically charged Immunity 5 (electrical damage, Limited to half effect) 3

Aegis (Easily Removable) 9
Thrown shield Ranged Extra on Strength Damage 9
Shield Strike Strength-based Damage 2, Improved Critical
Shield Enhanced Active Defenses 2, Enhanced Advantage-Improved Defense

Advantages: Assessment, Attractive 2, Close Attack 3, Improved Initiative, Defensive Attack, Luck 4, Languages 2 (Greek, Latin)

Skills: Acrobatics 1 (+6), Athletics 1 (+10), Expertise (anthropology) 4 (+4), Expertise (ancient Greece) 8 (+8), Ranged Combat (thrown shield) 6 (+11)

Offense
Initiative +9
Shield Throw +11 Damage 9
Shield Strike +9 Damage 11

Defenses
Dodge 8/6 (1), Parry 8/6
Toughness 12, Fortitude 12, Will 4 (5)

Abilities 72+Powers 48+Advantages 14+Skills 10+Defenses 6=150

Complications
Weakness Due to his electrical nature, exposure or immersion in water can be very damaging for the Olympian.
Fame The Olympian is an internationally known superhero.
Secret His identity as Mark Seneca is something no one knows.

•The Olympian, formerly known as Aegis, is Mark Seneca, an American with Greek heritage that was always fascinated by the mythology of his ancestors. A student of Greek history and legends, he traveled to Greece as an adult, trying to find the places depicted in the tales he had heard as a child. One day he found a mountain with a stormy top, but it wasn't in the right place, going by accepted geography. Still, he knew he had to climb it, but halfway up, Mark was struck by lightning and sent to the base of the mountain. When he awoke, he was unharmed, and more besides-charged with electrically, he had superstrength and electrical powers. After foiling an attempted robbery with an antique shield, he became Aegis. He moved to America and became the Olympian a few years later, and continues his academic work and heroic activities, to do good and restore mankind's faith in the supernatural.
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