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Saving the world, one d20 roll at a time

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

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765

Postby Arthur Eld » Wed Jan 11, 2012 1:47 pm

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Devil Ray
PL 10 134


Abilities
Strength 2, Stamina 3, Agility 1, Dexterity 1, Fighting 8, Intellect 0, Awareness 0, Presence 0

Powers
MANTA suit (Removable) 62
Electric eyebeams Blast 9
Stunning jolt Ranged Cumulative Affliction 6 (dazed/stunned/incapacitated)
Strength-boosting mechanisms Enhanced Strength 9
Sealed environment Immunity 9 (life support, minus starvation and thirst)
Armored construction Protection 9
Helmet sensors Senses 7 (Accurate Hearing, Radius hearing, darkvision, radio)
Turbines Flight 6 (Aquatic), Movement 1 (Environmental adaptation (aquatic)

Advantages: Favored environment (aquatic), Ranged Attack 7, Move-by Action

Skills: Athletics 9 (+11/+20), Technology 8 (+8), Expertise (Science) 4 (+4), Perception 6 (+6), Investigation 8 (+8)

Offense
Initiative +1
Unarmed +8 Damage 11
Eyebeams +8 Damage 9/Affliction 6

Defense
Dodge 8 (7), Parry 8
Toughness 12, Fortitude 7 (4), Will 4 (4)

Abilities 30+Powers 62+Advantages 9+Skills 18+Defenses 15=134

•Devil Ray is a classic baddie who's dangerous in his own element, but not too much of a threat outside of it. He's still not really a pushover (PL 10 makes him more than a match for most conventional forces), but he's no team beater. I also like the idea of a battlesuit character who's not a genius and only really knows enough about his own suit to keep it running. He could never really improve on the basic design, or work on anything outside his field of expertise, which is kind of rare compared to most comic scientists, who are skilled in basically every science field.
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Postby Arthur Eld » Wed Jan 11, 2012 4:37 pm

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Hiroshima Shadow
PL 11 230


Abilities
Strength 1, Stamina 10, Agility 1, Dexterity 1, Fighting 9, Intellect 1, Awareness 1, Presence 2

Powers
Walking nuclear furnace Weaken Stamina 5 (Reaction, Secondary Effect, Limited-starts at rank 1 and increases by 1 per round used), Immunity 17 (life support, aging, radiation, radiation damage) 37
Radioactive Flight Flight 7 (250 MPH, 1/2 mile per round) 14
Radioactive Sight Senses 6 (Vision Penetrates Concealment (not against lead), Ultravision, infravision), 6
Flames of Radiation Reaction Damage 10 40
Directed Radioactive Beam-Blast 11 1
Flash-Fry Ranged Weaken Stamina 11 1
Ephermal Radiation Insubstantial 3 15
Fueled by Rage Protection 3 (Impervious Toughness 13) 16

Advantages: Ranged Attack 10, Improved Initiative, Power Attack

Skills: Expertise (current events) 6 (+7), Expertise (history) 6 (+7), Perception 6 (+7), Investigation 4 (+5), Insight 8 (+9), Intimidation 8 (+10)

Offense
Initiative +5
Radiation Beams +11 Damage 11 or Weaken 11
Unarmed +9 Damage 1 or Weaken 5 or 11

Defense
Dodge 9 (8), Parry 9
Toughness 13, Fortitude 10, Will 10 (9)

Abilities 52+Powers 130+Advantages 12+Skills 19+Defenses 17=230

Complications
Hatred America
Enemy Dr. Metropolis
Hunger Hiroshima Shadow needs radiation to live, and the longer he goes without, his Stamina goes to impaired, to disabled, until he eventually dies.

•Hiroshima, walking reminder of the horrors of nuclear war. He's a bit more pricey in 3E, mostly because I made a few changes (upped his primary Weaken, because Weaken 1 doesn't scare anybody), but he's still an effective PL 11, scary enough to blast most heroes into radioactive ash. GMs should feel free to have him power-stunt an area effect Damage or Blast to reflect a suitably threatening nuclear explosion.

•Leliel did an awesome piece of background work on HS here. Check it out!
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Postby Arthur Eld » Thu Jan 12, 2012 2:43 pm

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Wildcard
PL 10 152


Abilities
Strength 0, Stamina 1, Agility 3, Dexterity 3, Fighting 10, Intellect 1, Awareness 0, Presence 3

Powers:
Influencing probability Luck Control 3 (Spend on othe'rs behalf, negate use of Luck or Hero Point, force re-roll, Burst Area, Selective) 15

Advantages: Ranged Attack 12, Attractive, Beginner’s Luck, Connected, Defensive Roll 3, Evasion 2, Luck 9, Precise Attack (ranged, cover), Redirect, Second Chance (traps), Taunt, Throwing Mastery 5, Uncanny Dodge

Skills: Acrobatics 8 (+11), Deception 10 (+13), Expertise (gambler) 9 (+10), Perception 4 (+4), Insight 8 (+8) Sleight of Hand 4 (+7)

Offense
Initiative +3
Thrown Objects +15 Damage 5

Defense
Dodge 16 (13), Parry 16 (6),
Toughness 4/1, Fortitude 8 (7), Will 8 (8)

Abilities 42+Powers 15 +Advantages 39+Skills 22+Defenses 34=152

Complications
Motivation Thrills
Addiction Gambling
Enemy The Raven

•Only slightly more expensive than in 2E, Wildcard could make a good PC choice for those interested in playing a probability-controller. It'd be easy enough to lose two point (you can get by with Luck 7), and he makes an excellent team player. Something those who fight the Crime League probably won't appreciate, which will probably make him target number 1 for his foes. And he can actually be decent on offense, cause in 3E, he can Power Attack his way to Damage 7, +13 to hit, which is pretty good-he'll tag most non-powered types pretty easy, and a Toughness save of 22 is usually hard for street level targets to save against.
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Postby Arthur Eld » Thu Jan 12, 2012 4:06 pm

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Orion the Hunter
PL 11 196


Abilities
Strength 3, Stamina 4, Agility 5, Dexterity 5, Fighting 12, Intellect 1, Awareness 6, Presence 1

Advantages: Accurate Attack, Assessment, Ranged Attack 12, Defensive Attack, Defensive Roll 3, Equipment 6, Evasion, Improved Aim, Improved Critical (rifle), Improved Initiative, Move-by Action, Power Attack, Precise Attack (ranged, cover), Prone Fighting, Quick Draw, Skill Mastery 2 (Athletics, Stealth), Takedown, Tracking, Uncanny Dodge

Skills: Acrobatics 8 (+13), Athletics 8 (+11), Vehicles 8 (+13), Investigation 10 (+11), Intimidation 8 (+9), Expertise (business) 7 (+8), Expertise (streetwise) 8 (+9), Expertise (tactics) 8 (+9), Perception 10 (+16), Expertise (investor) 13 (+14), Insight 8 (+14), Stealth 12 (+17), Expertise (hunting) 20 (+21)

Equipment: Knife (Strength-based Damage 2, Improved Crit), Heavy Pistol, Sniper rifle (Blast 5, Improved Critical, Extended Range, Silencer), goggles (night vision and Feature+2 against visual Dazzles), Camo clothing, 3 ep unspent

Offense
Initiative +9
Sniper Rifle +17 Damage 5
Knife +12 Damage 5
Unarmed +12 Damage 3

Defense:
Dodge 15 (10), Parry 15 (3)
Toughness 7/4, Fortitude 8 (4), Will 9 (3)

Abilities 74+Advantages 38+Skills 64+Defenses 20=196

Complications
Enemy Lady Liberty
Secret Identity as Jack O'Ryan, stock trader
Obsession With hunting.

•I always liked Orion the Hunter, mostly because I picture him as this sort of Zen master of hunting, a modern day samurai who's only loyalty is to the thrill of the hunt. Kind of like the guy from Le Samourai, but with more open malice. I modified his build slightly, to make him meet his offensive caps, but other than that, he's still the same exceptionally deadly non-powered assassin of the Crime League, in it more for the thrills than anything else. With his Expertise, its safe to say he's probably the best hunter currently living.
Last edited by Arthur Eld on Mon Nov 19, 2012 7:54 pm, edited 1 time in total.
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Postby Arthur Eld » Thu Jan 12, 2012 5:25 pm

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People don’t deserve to live if they can’t live justly!

Akainu
PL 15 357


Abilities
Strength 5, Stamina 7, Agility 1, Dexterity 1, Fighting 9, Intellect 2, Awareness 2, Presence 3

Powers:
Magma Man Insubstantial 1 (Subtle, Precise), Sustained Immunity 52 (Physical attacks, Heat/fire effects, cold, suffocation) Quirk-power loss of Immunity to physical damage if hit by Affects Insubstantial), Environment 5 (Extreme Heat), Reaction Damage 8, Regeneration 5 (1 condition per 2 rounds), 105
Magma Attacks (Array, 77 points)
Meteor Volcano Shapeable Area Blast 15, Area 3-120 cubic feet 75
Dark Dog Damage 17, Improved Critical, Reach 2 1
Great Eruption Blast 17, Accurate 1

Busoshoku Haki Sustained Subtle Protection 9, Impervious Toughness 15, Strength-Based Damage 3 28

Advantages: All-out Attack, Assessment, Benefit 6 (Rank-Admiral), Daze (Intimidation), Diehard, Fearless, Improved Initiative, Luck, Ranged Attack 8, Taunt, Ultimate Toughness

Skills: Athletics 4 (+9), Close Attack (unarmed) 4 (+13), Deception 9 (+12), Intimidation 15 (+18), Persuasion 4 (+7), Expertise (Marines) 8 (+10), Expertise (current events) 6 (+8), Expertise (bonsai) 2 (+4), Expertise (sailing) 4 (+6), Expertise (tactics) 5 (+7), Perception 6 (+8), Insight 6 (+8), Investigation 4 (+6), Expertise (history) 4 (+6)

Offense
Initiative +5
Dark Dog +13 Damage 17
Great Eruption +10 Damage 17

Defense
Dodge 10 (9), Parry 10 (1)
Toughness 16, Fortitude 12 (5), Will 12 (10)

Complications
Eater of the Cursed Fruit As a DF user, Akainu cannot swim, and has other weakness as well (sea stone and sea water).
Obsession Absolute Justice
Hatred Pirates and other criminals.

Abilities 60+Powers 210+Advantages 23+Skills 39+Defenses 25=357

•Basically, Akainu is what would happen if you took a Terminator, made him out of magma (technically, lava) instead of metal, and gave him just enough emotions to feel rage and hatred. He's a scary brute of a man who's got enough sense to play finesse and deception when it'll work. He's one of the most dangerous people from One Piece, and would be in any supers campaign as well.

•At first, I wanted to go with Insubstantial 3 with Akainu (and most Logia), but really, that's not the right way to do it. The part I wanted, Immunity to Physical Damage, I can get elsewhere, and the other parts-absent Strength, permeability, don't really fit the concept. So he gets Precise Subtle Insubstantial 1, as well as a lot of Immunity. Couple that with his Regen, and he'd be hard to kill at the best of times. Then he has Haki to coat his body in what amounts to a force field of chi, which makes things down-right unfair. I thought about giving him Affects Insubstantial on his strength, since that's another thing that Busoshoku Haki can do, but since his attacks are energy based, they'll already affect most Logia users.
Last edited by Arthur Eld on Tue Nov 27, 2012 10:25 am, edited 12 times in total.
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Postby Arthur Eld » Wed Jan 18, 2012 11:42 am

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Medea
PL 10 217


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

Powers
Mystic Shields Force Field 10 (Impervious Toughness 11), 21
Immortal Immunity 3 (aging, disease, poison), 3
Magic (Array, all powers have Quirk, must be able to speak and gesture) 78
Demon Hordes Summon 6 (Active, Mental Link, Multiple Minions 3-5 demons, Broad type, Continuous 73
Scrying Remote Sensing 11 (All senses, 8 miles) 1
Animate Objects Summon 7 (Active, Broad type-objects, Limited-requires object animate) 1
Pain Curse Mental Blast 8 1
Mesmerism Mind Control 8 (Sustained) 1
Mystic Passage Teleport 5 (Accurate, Extended, Increased Mass 6) 1
Transmogrify (Ranged Cumulative Affliction 11 (Dazed/Defenseless/transformed, resisted by Fortitude) 1

Advantages: Accurate Attack, Ranged Attack 8, Attractive, Defensive Attack, Diehard, Fascinate (Deception), Languages 4 (English, Latin, Italian, Ancient Greek is base), Ritualist, Taunt, Trance

Skills: Deception 10 (+17/+19), Persuasion 8 (+15/+17), Intimidation 4 (+11), Expertise (magic) 12 (+14), Expertise (history) 10 (+12), Treatment 6 (+10), Perception 4 (+8), Insight 8 (+12), Stealth 4 (+5)

Offense
Initiative +1
Unarmed +5 Damage -1
Magic +9 Damage 11 or Affliction 11

Defense
Dodge 9 (8), Parry 9 (4)
Toughness 11/1, Fortitude 5 (4), Will 10 (6)

Abilities 40+Powers 102+Advantages 20+Skills 33+Defenses 22=217

•Having read the play Medea, I always liked the Freedomverse choice to have Jason's baby momma be a supervillain. She certainly has that level of focus and crazy in the source mateiral, and making her an immortal witch gives her the power to torment PC superheroes the way she punished Jason.

•Medea is another character to be rather overpriced in 3E, mostly because, as stated many, many times, Summon is very expensive. As it should be, really. So she can do a lot, but isn't really a direct damage type. She's more discreet than that. She makes a good foil for many kinds of male PC archetypes, but especially the immortal hero, who could have been her lover in the past before becoming her enemy. Besides her magic, she's also one of the most charismatic women on the planet, and beautiful besides, so its easy for her to manipulate lesser men like villains and NPCs.
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Postby Arthur Eld » Wed Jan 18, 2012 11:56 am

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Maestro
PL 11 120


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

Powers
Sonic Baton (Easily Remoavble) 40
Mind Control Frequencies Mind Control 11 (Burst Area, Hearing-dependent)
Sonic Control Burst Auditory Dazzle 11, Close Range
Hard Sonic Wave Blast 11
Sonic Boom Burst Blast 9
Shatter Linked Blast 8 (Limited to crystalline objects) & Ranged Weaken Toughness 8 Affects Objects Only, limited to crystalline objects
Phantom Sounds Illusion 11 (hearing, Increased area-4,000 cubic feet)
Disabling Notes Ranged Cumulative Affliction 11 (dazed/stunned/incapacitated, resisted by Fortitude)
Sonic Shields Force Field 11, Enhanced Fortitude 10-limited to resisting sonic effects

Advantages: Fascinate (perform), Ranged Attack 8

Skills: Expertise (Art) 10 (+13), Expertise (science) 10 (+13), Perception 4 (+7), Expertise (conductor) 12 (+15), Expertise (composer) 10 (+13), Insight 4 (+7), Sleight of Hand 4 (+5)

Offense
Initiative +1
Sonic Baton +9 Damage 11 or Affliction 11

Defense
Dodge 9 (8), Parry 9 (6)
Toughness 11/0, Fortitude 4 (4), Will 7 (4)

Abilities 22+Powers 40+Advantages 9+Skills 27+Defenses 22=120

•Rounding out the Crime League, Basil Fatherton is a classic Golden Age villain with a gimmick-his crimes are all based around music, usually classical music, and he utilizes sonic technology of his own invention. A foe of Johnny Rocket, he really seems to dislike the youth today and their taste in music.

•Maestro has a lot of options in combat, which makes him dangerous. He can flatten groups of weaker opponents with his Area attacks, or worse yet, turn them into Mind-controlled puppets to throw at the heroes. Smart PCs will pack ear plugs when going up against this geriatric fiend.
Last edited by Arthur Eld on Sun Jan 22, 2012 9:04 pm, edited 1 time in total.
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Re: Eld's builds:Hiroshima Shadow, Wildcard, Akainu

Postby Kreuzritter » Wed Jan 18, 2012 1:55 pm

suggestion for maestro

"Like music, I am timeless" Immunity +1 (age)

after all, he's kept his youth and vitality since first shooting up the most wanted charts in 1943.
Kreuz Control Promotions: over 2250 builds served, and counting...
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Re: Eld's builds:Hiroshima Shadow, Wildcard, Akainu

Postby Arthur Eld » Wed Jan 18, 2012 2:16 pm

Well, yeah. But he is supposed to be getting on in years. Course, that's harder to explain in the Freedomverse which uses real time, as opposed to comic books.

Since its not part of the official write-up, I'll leave it off. Just in case GMs want to do a whole 'I'm dying, so I'm gonna perform my greatest piece of villainy yet.' thing. I imagine in the Crinoverse he's pretty close to ageless, although probably due more to some other baddie's super science than anything innate about him.
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Postby Arthur Eld » Thu Jan 26, 2012 5:23 pm

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Kamikaze
PL 10 221


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

Powers
Living Tornado Alternate Form (Free Action), Concealment 4 (All visual), Flight 8, Immunity 15 (life support, Entrapment), Insubstantial 2, Suffocation 10 (Close) 79
Pinning Winds Snare 12 36
Wind Control Perception Move Object 13 (Limited to Air) 1
Gale Force Blast 12 1
Divine Winds Environment 10 (Hamper Movement 2, 2 mile radius) 20
Resilient Protection 12 (Limited to energy attacks, Limited, only while Insubstantial) 4

Advantages: Attractive, Daze (Persuasion), Evasion, Improved Defense, Quick Change, Ranged Attack 3

Skills Deception 8 (+12/+14), Persuasion 8 (+12/+14), Expertise (business) 4 (+5), Expertise (current events) 4 (+5), Perception 6 (+7), Investigation 2 (+3), Insight 6 (+7), Stealth 6 (+9) Ranged Attack (Air attacks) 2 (+8)

Offense
Initiative +3
Air Blast +8 Damage 12
Pinning Winds +8 Snare 12

Defense
Dodge 8 (5), Parry 8 (2)
Toughness 12/0, Fortitude 3 (3), Will 6 (5)

Abilities 34+Powers 141+Advantages 8+Skills 23+Defenses 15=221

•Back to the Algernon Files Golden Age, its Kamikaze, another member of the Japanese government's super team, circa World War 2. Noriko Mimuroto is a traditional Japanese woman, conservative and old-fashioned. She's also in love with Hachiman, treating him like the living god that he claims to be.

•Noriko is an air elemental, able to turn into a gaseous form, attack with blasts of concentrated air pressure, and generally be hard to hit and equally hard to hurt. However, she rarely saw front-line battle, since both Hachiman and Tetsujin saw it fit to protect her in nearly every situation. Also, her belief in behaving as her culture has taught her to believe she should makes her shy away from direct combat as being inappropriate for a woman. If pressed into it, though, she's a force to be reckoned with.
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Postby Arthur Eld » Thu Jan 26, 2012 5:29 pm

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Oni
PL 10 194


Abilities
Strength 10, Stamina 10, Agility 4, Dexterity 4, Fighting 8, Intellect 0, Awareness 2, Presence 0

Powers
Shapeshifting Morph 4 20
Swarm Form Flight 4, Insubstantial 2 18
Anatomic Separation Summon 2 (Active, Controlled, Multiple Minions 2, General Type-body parts, Quirk-loses access to summoned body parts) 13
Demon-like Protection 2, Immunity 1 (poison) 3

Advantages: Agile Feint, All-out Attack, Chokehold, Evasion, Improved Critical 2 (unarmed), Fast Grab, Improved Trip, Instant Up, Move-by Action, Power Attack, Prone Fighting, Startle, Takedown, Uncanny Dodge, Language 2 (Chinese, English), Ranged Attack 6, Close Attack 2

Skills: Acrobatics 10 (+14), Athletics 6 (+16), Intimidate 10 (+10), Perception 10 (+12), Sleight of Hand 4 (+8), Insight 4 (+6), Investigation 4 (+4), Stealth 10 (+14)

Offense
Initiative +4
Unarmed +10 Damage 10

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

Abilities 76+Powers 54+Advantages 25+Skills 29+Defenses 10=194

•Akemi Endo didn't even remember that he was once human until his teacher, known only as the Old Man, beat it into him over a period of years. He was forced to master martial training, mental discipline, and his own shapeshifting powers, as he was forged into a weapon for the Kage Do (a secret order of assassins and sorcerers). He doesn't trust them, and they don't trust him, but he works for them and with the other members of the Emperor's Hand, a dangerous and versatile enemy to all those who displease Japan or the Kage Do.

•A powerful fighter with potent infiltration abilities, Akemi also has the neat Anatomic Separation power, in the form of Summon, that is by Summoning deatched body parts. 30 points should cover what he needs. Although not a smart man, he has a certain cunning, having been taught the hard way not to fight fair, and that anger gives him strength. He can serve either as an opponent on his enemy's home turf, having twisted his body to look like high-ranking officials, or he can fight on the front lines with animal savagery. He eventually left the Kage Do and joined the Clan of the Kymaera, a group of shapeshifters.
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Postby Arthur Eld » Thu Jan 26, 2012 5:34 pm

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Tetsujin
PL 11 138


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

Powers
Metal Body Protection 4 (Impervious Toughness 11) 15
Superhuman Strength Strength-based Damage 5, Leaping 2 7

Advantages: Assessment, Close Attack, Evasion, Improved Defense, Improved Critical 2 (unarmed), Improved Initiative, Instant Up, Power Attack, Takedown

Skills: Acrobatics 6 (+10), Athletics 6 (+14), Expertise (foundry worker) 2 (+3), Persuasion 3 (+6), Intimidation 8 (+11), Perception 6 (+9), Sleight of Hand 5 (+9), Stealth 6 (+10)

Offense
Initiative +8
Unarmed +9 Damage 13

Defense
Dodge 8 (4), Parry 8
Toughness 12, Fortitude 8, Will 6 (3)

Abilities 78+Powers 22+Advantages 10+Skills 21+Defenses 7=138

•Tomizawa Sadataka was from a small village and a needy family, with his grandfather and uncle having died before he was born. When he confessed his ability to shape metal with his mind to his family, they revealed why-assassins had murdered them and then faded away into the night, because of their abilities. He hid his metal-bending, using it to make metal sculptures that he then sold before taking a job at a nearby foundry. During an accident, he fell towards a vat of molten metal, trying to use his powers to safe himself. When he awoke, he was a changed man, bereft of his old powers. He was spirited away by Hachiman and a Japenese official, who inducted him into the Emperor's Hand and gave him the name "Iron Man." Using his new strength and his martial arts abilities, he serves the Emperor as a potent warrior.

•Slightly more brick than martial artist, Tetsujin is still a skilled warrior. There's not a lot that's complicated about his build, but that doesn't make him any less effective. He's capable of besting the average superhuman in a one on one fight, and would be hell on normal troops. He also bears the distinction of being the only living member of the Emperor's Hand, as a freelance assassin known as the Steel Samurai, with even greater martial arts skills than during his war days.
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Postby Arthur Eld » Fri Jan 27, 2012 4:51 pm

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Dr. Thule
PL 10 290


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

Powers
Amulet der Welten (Easily Removable) 165
Monsters & Demons Summon 12 (Broad Type, Active, Horde, Mental Link, Multiple Minions 7)
World-Walking Movement 3 (Dimensional)
Mystic Passage Teleport 9 (Extended)
Bruja Hexstick (Easily Removable) 8
Debilitating Curse Cumulative Affliction 5 (Dazed/Defenseless/Incapacitated)
Mental Hex Perception Affliction 5 (Dazed/Compelled/Controlled, Limited, targets actions are uncontrolled)
Bad Luck Curse Luck Control 2

Protective Wards Force Field 8 8
Magic (Array, 45 points)
Mesmerism Mind Control 10 40
Spell of Binding Snare 10 1
Mystic Blast Blast 10 1
Undetectable Concealment 10 (All senses) 1
ESP Remote Sensing (hearing and vision) 13 1
Telekinesis Move Object 10 1
Trained Mystic Senses 1 (Mystical awareness) 1

Advantages: Benefit 2 (Wealth), Connected, Ritualist, Language 3 (Hebrew, Latin, Sanskrit), Minions

Skills: Ranged Combat (magic) 8 (+9), Persuasion 4 (+3), Expertise (magic) 12 (+16), Perception 5 (+9), Investigation 5 (+9), Insight 7 (+11), Sleight of Hand 2 (+3), Stealth 2 (+3)

Offense
Initiative +1
Magic +9 Damage 10/Snare 10

Defense
Dodge 2 (1), Parry 2 (1)
Toughness 8, Fortitude 3 (3), Will 10 (6)

Abilities 20+Powers 227+Advantages 7+Skills 25+Defenses 11=290

•Doktor Ernst Thule was a member of the Manus Gloriae, a collection of evil druids, devil-worshippers, and anti-social mages who gathered together to oppose their common enemy-the Covenant. Over the centuries, they have stayed in the shadows, battling the Covenant, with neither side able to wipe out the other. From the Manus Gloria (or Hand of Glory), came a German sorcerer named Thule. Armed with a collection of dangerous artifacts and not inconsiderable mystical knowledge, he ousted the original Thule society, bringing with him other members of the Manus Gloriae, as well as those few Thule society members who posessed real mystical power.

•Through shows of force as well as unending flattery, he ascended into Hitler's inner circle, and served as one of the key figures behind the Einsatzgruppen Ubersoldaten, using his magic to create various super soldiers and monsters for the cause of Nazi Germany. While his feud with Dr. Frankenstien and overwhelming loyalty to Hitler only served to undermine the Ubersoldaten, Thule remained a dangerous adversary for most of the second World War.

•Thule's nothing special on his own, barely a PL 10 magic user. His Amulet makes him very dangerous though, letting him summon a vast number of very powerful monsters and demons to his side. And he's usually accompanied by his Valkyrie-German women imbued with the power of the Norse psychopomps themselves. He also has his cultists to bolster his power, but he should never be found on the front lines.

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Die Valkyrie
PL 7 84 Sidekick rank 17/Minion rank 6

Abilities
Strength 4, Stamina 6, Agility 3, Dexterity 3, Fighting 6, Intellect 0, Awareness 2, Presence 2
Powers
Spirit-bond Immunity 2 (disease, poison) 2
Natural Warriors Senses 1 (Danger Sense), Power Lifting 1, Speed 1, Leaping 1 4
Quick Healing Regeneration 1 1
Advantages: All-out Attack, Attractive, Equipment 2, Great Endurance, Evasion, Power Attack, Ranged Attack 3
Equipment Shortsword (Strength-based Damage 3, Improved Critical), Luger (Blast 3)
Skills: Athletics 8 (+12), Stealth 8 (+11)
Offense
Initiative +3
Sword +6 Damage 7
Defenses
Dodge 6 (3), Parry 6
Toughness 6, Fortitude 7 (1), Will 5 (3)
Abilities 52+Powers 7+Advantages 10+Skills 8+Defenses 7=84


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Thule Society Acolytes
PL 8 102 Sidekick rank 21 Minion rank 7

Abilities
Strength 0, Stamina 0, Agility 1, Dexterity 1, Fighting 2, Intellect 2, Awareness 4, Presence 3
Powers
Mystic Shields Force Field 6 6
Sorcery (Array, 36 points)
Mesmerism Mind Control 8 32
ESP Remote Sensing 10 (hearing and vision) 1
Mystic Blast Blast 8 1
Mystic Constructs Create 8 1
Magic Phantasms Illusion 6 (all senses) 1
Mystic Training Senses 2 (Acute Mystic Awareness) 2
Advantages: Ranged Attack Ritualist
Skills Ranged Combat (Magic) 6 (+8), Expertise (magic) 8 (+10), Perception 6 (+10)
Offense
Initiative +1
Magic +8 Damage 8
Defense
Dodge 6 (5), Parry 6 (4)
Toughness 6/0, Fortitude 5 (5), Will 10 (6)
Abilities 26+Powers 44+Advantages 2+Skills 10+Defenses 20=102
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Arthur Eld
Cosmic Entity
Cosmic Entity
 
Posts: 13094
Joined: Mon Sep 17, 2007 11:45 am

778

Postby Arthur Eld » Fri Jan 27, 2012 5:39 pm

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Ungeheuer
PL 13 171


Abilities
Strength 9, Stamina 12, Agility 2, Dexterity 2, Fighting 10, Intellect 0, Awareness 1, Presence 2

Powers
Bonegrinder (Easily Removable, Feature:Restricted) 21
Magic Metal Strength-based Damage 6, Reaction Healing 6 (Limited-Must inflict damage with Bonegrinder first)
Shockwave Burst Area Damage 9 (Limited-Ugeheur and targets must be in contact with the ground)
Fimbulvinter Environment 6 (Extreme Cold-900 foot radius)
Ogre Permanent Innate Growth 5, Immunity 4 (age, cold, disease, poison), Senses 1 (extended hearing) 16

Advantages: Diehard, Great Endurance, Fast Grab, Improved Hold, Improved Smash, Power Attack, Startle, Language 1 (German, base-Old Norse), Ranged Attack 4

Skills: Athletics 8 (+17), Expertise (arcana) 4 (+4), Perception 10 (+11), Stealth 15 (+12), Investigation 10 (+10), Intimidation 7 (+11)

Offense
Initiative +2
Bonegrinder +10 Damage 15

Defense
Dodge 8 (8), Parry 8
Toughness 12, Fortitude 12, Will 12 (11)

Abilities 76+Powers 37+Advantages 12+Skills 27+Defenses 19=171

•Ruuk, as he was known before Hitler gave him his current code-name, was originally a bodyguard for Dr. Thule. At least, that's the most recent account he gives of himself. His origins before that are shrouded in secrecy. What is known is that he now serves Hitler and high-ranking Nazi military men. Those who possess low rank but seek to command the seemingly slow-witted ogre learn the hard way to respect the chain of command.

•A powerful brawler, Ungeheuer is not to be trifled with lightly. His Reaction Healing (meant to emulate 2E's Vampiric Extra), makes him even more dangerous than he might seem at first glance. However, he's way undercaps on Defense, so against people his own level, he'll go down quick. Unfortunately, people his own level are rare to find, especially in the Golden Age.
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Arthur Eld
Cosmic Entity
Cosmic Entity
 
Posts: 13094
Joined: Mon Sep 17, 2007 11:45 am

779

Postby Arthur Eld » Fri Jan 27, 2012 8:07 pm

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Wunderkind
PL 7 98


Abilities
Strength -2, Stamina 0, Agility 1, Dexterity 1, Fighting 3, Intellect 7, Awareness 2, Presence -1

Powers
Electric Shield (Removable) 16
Ionic Barrier Enhanced Active Defenses 10
Multi device (Easily Removable) 22
Pain Projection Cumulative Affliction 5 (Impaired/Disabled/Incapacitated, resisted by Fort), Dynamic, Subtle
Stun Setting Cumulative Affliction 5 (Dazed/Stunned/Incapacitated, resisted by Fort), Subtle, Dynamic
Paralyzing Electrical signals Cumulative Affliction 5 (Hindered/Defenseless/Paralyzed), Subtle, Dynamic
Puppetmaker Mind Control 5 (Subtle)
Genius Mental Quickness 4 2

Advantages: Eidetic Memory, Improved Defense, Improvised Tools, Inventor, Jack of All Trades, Language 1 (English), Ranged Attack 2

Skills: Technology 6 (13), Expertise (science) 10 (+17), Investigation 3 (+10), Insight 4 (+6)

Offense
Initiative +1
Pain Projector +5 Affliction 5

Defense
Dodge 14/4 (2), Parry 14/4 (1)
Toughness 0, Fortitude 3 (3), Will 6 (4)

Abilities 22+Powers 40+Advantages 8+Skills 12+Defenses 10=98

•Albrecht Hartmann is a boy genius, whose exploits catapulted him into the ranks of the Ubersoldaten. He works closely with Dr. Frankenstein, unable to understand people very well, and not caring to at all, but having a frightening grasp of advanced sciences for an eleven year old.

•Although he's definitely a support kind of player, not built for combat, Wunderkind can still do some damage, if used properly. At the very least, he can build a devastating Invention tailor-made to counteract a certain heroes strengths or weaknesses. Added to that is that he fulfills the creepy child factor that lots of bad guy teams need, and he makes for an interesting character, if only because he's not really evil, he's just immoral.
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Arthur Eld
Cosmic Entity
Cosmic Entity
 
Posts: 13094
Joined: Mon Sep 17, 2007 11:45 am

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