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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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Postby Thorpacolypse » Tue Apr 21, 2009 8:29 pm

I just started reading the stories. Good stuff. You're too hard on yourself as a writer, it's good.

And man, am I rooting for you against the evil telepath! 8)
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Postby baixiwei » Wed Apr 22, 2009 1:39 am

Just now discovered this thread. You have some awesome original characters here. I like that the builds are pretty straightforward and you put a lot of effort into the back stories.
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Postby Arthur Eld » Wed Apr 22, 2009 4:10 am

Thanks, both of you, its nice to see some appreciation.

And I'm glad you like my originals, baixiwei. I'm trying to make them interesting and flesh out their backstories so if I ever want to actually use them, I'll understand more than just what they can do in combat.
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Postby Arthur Eld » Wed Apr 22, 2009 8:22 am

Eyes
PL 10 135 pp


Abilities: STR 20 (+5), DEX 18 (+4), CON 20 (+5), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)

Skills: Aerobatics 8 (+12), Intimidate 6 (+7), Knowledge (tactics) 6 (+7), Notice 8 (+10), Search 8 (+9), Sense Motive 4 (+6), Stealth 4 (+8), Survival 4 (+6)

Feats: Attack Focus (ranged) 3, Benefit (Rank), Defensive Roll, Dodge Focus 2, Equipment 8, Evasion, Improved Aim, Power Attack, Precise Shot, Teamwork

Powers: Flight 7 (1,000 MPH base, 2,000 accelerated, 4,000 all-out), Super-Senses 3 (Extended vision 2, low-light vision), Device 3 (hard to lose, Recon helmet, Super-Senses 15 (Blindsight (radius, radio), Infravision, X-Ray Vision (can't see through iron), Darkvision, Ultravision, Extended hearing, Radio)

Equipment: Light armor (+3), radio, submachine gun, Sniper Rifle, 10 ep for APC

Combat: Attack +8, +11 ranged (DC 20 unarmed or sniper rifle, 19-20 crit), Defense +11, +4 flat-footed, Init +4

Saves: Toughness +9, +8 flat-footed, Fortitude +5, Reflex +8, Will +5

Abilities 36+Skills 12+Feats 18+Powers 26+Combat 34+Saves 7=133

•Special Captain Michael Hiller revealed his mutant powers to the army shortly after he joined, not hoping to recieve special treatment, just to be upfront. They trained him to be a recon special forces soldier, which he took to well, flying above battlefields and seeing what others could not, with his heightened vision. He joined the army at the age of twenty, and now he's twenty-five, second in command in the American Eagles, American's special armed forces unit. Unlike some others that have existed over the years, they're a public unit, used both as a detterant to metahuman enemies of the government as well as other governments.

•Skilled at sniping, 'Eyes' as he's called ('eye in the sky') has heightened physical abilities, his body fine-tuned to the strenous high-speeds he operates at. He can cruise at slightly faster than the speed of sound, and has been known to push himself to hypersonic speeds (higher than Mach 5). He's been trained to fight on the ground as well as in the sky, so as to avoid being caught unawares and to be able to fight in cramped, in-door environments. Equipped with an experimental helmet that gives him a variety of sensory abilities, he is a vital assest of the team, a level-headed clear thinker who will not hesistate to combat whatever threats he must to safeguard his nation.
Last edited by Arthur Eld on Wed Apr 29, 2009 8:03 am, edited 2 times in total.
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Postby Arthur Eld » Wed Apr 22, 2009 8:55 am

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Let this be a lesson to you kids, brain will never beat brawn.

Lex Luthor
PL 12 173pp


Abilities: STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 24 (+7), WIS 20 (+5), CHA 18 (+4)

Skills: Bluff 9 (+13), Computers 8 (+15), Craft (electronic) 13 (+20), Craft (mechanical) 13 (+20), Disable Device 12 (+19), Diplomacy 4 (+8), Gather Information 9 (+13), Knowledge (business) 12 (+19), Knowledge (current events) 4 (+11), Knowledge (earth sciences) 4 (+11), Knowledge (physical sciencies) 13 (+20), Knowledge (technology) 13 (+20), Profession (CEO) 10 (+15), Sense Motive 4 (+9)

Feats: Benefit 6 (Status, Wealth 5), Connected, Contacts, Eidetic Memory, Equipment 10, Inventor, Master Plan, Well-Informed

Powers: Gadgets 6 (easy to lose)

Combat: Attack +8 (DC 16 unarmed or by Device), Defense +8

Saves: Toughness +1, Fortitude +4, Reflex +5, Will +11

Abilities 38+Skills 32+Feats 22+Powers 36+Combat 32+Saves 13=173

•The fact that a man with no powers is Superman's greatest enemies (and this is a group that includes Doomsday, Braniac, and Bizarro) just shows you what a BA Lex Luthor is. Unfortunately, the emphasis is on 'bad' so he's got some problems. As an NPC, he can have whatever Devices, equipment, minions or sidekicks you want him to, and should have plenty, cause he fights Superman, but I just gave him Gadgets as a starting point, so he can have up to 30 points of Devices on him as a standard action. But even as scary as the things he can invent are, his plots and Plans will always be scarier. I've seen some builds that give him higher INT, and my theory is to rarely use superhuman intelligence scores unless the character is defined as superhuman, or just not human. A +7 is impressive enough, and when you add in master level skill ranks, Lex can build just about anything he needs. And this is the New Earth version, i.e., still not as crazy smart as some of the other versions were.
Last edited by Arthur Eld on Tue Oct 27, 2009 8:24 pm, edited 3 times in total.
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Postby Arthur Eld » Wed Apr 22, 2009 4:37 pm

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That pic was just too awesome not to use...

Spartan 117, Master Chief
PL 10 168pp


Abilities: STR 24 (+7), DEX 18 (+4), CON 22 (+6), INT 14 (+2), WIS 14 (+2), CHA 12 (+1)

Skills: Acrobatics 2 (+6), Climb 4 (+11), Computers 2 (+4), Drive 4 (+8), Intimidate 8 (+9), Knowledge (tactics) 8 (+10), Knowledge (technology) 6 (+8), Medicine 2 (+4), Notice 6 (+8), Pilot 4 (+8), Search 4 (+6), Sense Motive 5 (+7), Survival 5 (+7)

Feats: Accurate Attack, Ambidexterity, Assessment, Attack Focus (ranged), Defensive Attack, Fearless, Improved Initiative, Luck, Move-by Action, Precise Shot, Two-Weapon Mastery(ranged)

Powers: Device 8 (MJOLNIR Mark VI armor, hard to lose, Restricted, Protection 7 (5 ranks Impervious, Ablative, Limited IMP against energy, Quickness 7 (one task, recovery of shield, 2 rounds, 3pp) Regeneration 12 (Disabled 5, Bruised 1, Injured 3, Staggered 3), Flashlight, Commlink, A.I. storage, Immunity 7 (All environmental conditions, suffocation), Super-Senses 8 (Detect Motion Sense, Ranged, Accurate, Radius, Determines between Covenant and UNSC, Distance Sense, Time Sense))
Regeneration 3 (Recovery Bonus 3), Leaping 1, Super-Strength 4 (HL:6 tons)

Combat: Attack +11, +12 ranged (DC 22 unarmed or by weapon), Defense +7 (3 flat-footed)

Saves: Toughness +13, (+5 Impervious, Not against energy), Fortitude +8, Reflex +6, Will +7

Abilities 53+Skills 15+Feats 11+Powers 46+Combat 36+Saves 9=168

•What if Captain America was created in the future? Well, he'd probably look a lot like this guy. The protag of Halo, co-protag of Halo 2 &3, John-117, a SPARTAN-II, enhanced super-soldier trained from child-hood and given the MJOLNIR-Mark VI assault armor. He fights the enemies of the UNSC, be they alien or domestic. His full rank is Master Chief Petty Officer, and contrary to what some might think, he's in the Navy, not the Marines.

•He's over-pointed, but that's fine by me, considering he's the best of the best when it comes to humanity in his own setting, and that's not hyperbole. In my mind, he's probably better than the Arbiter, too, at least by a little. I didn't give him any weapons because in the first two Halo games, you don't start with any and 3 picks up right where 2 ended. Still, he should get some early on, either given to him, taken from a dead comrade, or plucked out of the hand of a dead enemy. Still, he's got his armor (the shield part of which made me want to face-desk several times), and his own super-soldier strength (enough to flip jeeps as a matter of routine) so he's dangerous even unarmed. I might do some more Halo stuff, the research I had to do for this build is filling me with inspiration, so some weapons, vehicles, and maybe even Covenant stats might follow. All because I wanted a build to use for a story idea I have. Hint, it involves the other super-soldier I mentioned here.
Last edited by Arthur Eld on Sat May 30, 2009 12:42 pm, edited 2 times in total.
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Postby Arthur Eld » Wed Apr 22, 2009 4:44 pm

Also, I just wanted to say thanks to the three people whose builds of the MC I looked at for part of my research (the rest was far too much time spent on Halopedia)-Kreuzritter, IK, and BGIII.
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Postby Arthur Eld » Wed Apr 22, 2009 7:52 pm

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Whatever you do, don't pour oil all over her...

Genevieve Mandrake
PL 11 197pp


Abilities: STR 36/14 (+13), DEX 16 (+3), CON 34/14 (+12), INT 18 (+4), WIS 18 (+4), CHA 20 (+5)

Skills: Bluff 6 (+11/+15), Diplomacy 8 (+13/+17), Intimidate 8 (+13), Knowledge (Behavioral sciences) 8 (+12), Knowledge (civics) 5 (+9) Knowledge (current events) 9 (+13), Knowledge (history) 8 (+12), Knowledge (technology) 8 (+12), Language (Mandarin, French, base: English), Notice 4 (+8), Search 4 (+8), Sense Motive 6 (+10)

Feats: All-out Attack, Attractive, Benefit 5 (Alternate Identity, Diplomatic Immunity, Status, Wealth 3), Connected, Contacts, Diehard, Eidetic Memory, Improved Initiative, Leadership, Master Plan, Move-by Action, Power Attack, Well-Informed

Powers: Enhanced Strength 22, Enhanced Constitution 20, Immunity 10 (life support, aging), Impervious Toughness 12, Protection 3 (Impervious 2), Super-Senses 11 (Extended Vision 2, Extended Hearing 2, Extended Acute Scent, Microscopic Vision 2, Darkvision, ultra hearing), Super-Strength 7 (PF: Groundstrike) Flight 7, Quickness 2 (x5)

Combat: Attack +9 (DC 28 unarmed), Defense +7, Init +7

Saves: Toughness +15, 14 Impervious, Fortitude +12, Reflex +6, Will +8

Abilities 40+Skills 19+Feats 17+Powers 111+Combat 32+Saves 7=226

•The daughter of two superheroes and the granddaughter of a Nazi scientist who worked on his nation's super-soldier program, Genevieve inherited a powerful and wealthy legacy. Her father was the result, born too late to make any change in the war's outcome, and her mother was an English hero he fell in love with. She was born in England and raised to believe that she was the next step in human evolution. Slowly, her body started to live up to that claim. She was filled with great power, and for a time she helped people under the name of Pinnacle, the High Woman.

But sometime around her twenty-fifth birthday, when her costumed exploits were 7 years old, her doubts, which had been growing for some time, came to full fruition, exacerbated by her parent's death. They were killed by the Mental Mammoth, an out of control telepathic and telekinetic villian. Although she teamed up with the Protectors to trick him into using the original, pure Praxeen Crystal-a psionic amplifier of sorts-that opened his mind to all others on the planet and drove him into a catatonic state, she never felt fully sated. A need for revenge grew in her, and confusion. Her parents were some of the mightiest heroes of her age, and she had always thought they would live forever. If death could come for them, what did that mean for her? Refusing to let such a fate befall her, Pinnacle retired from hero work, eventually meeting a man named Frost who told her that she could live forever, by creating a better world for all. But it woudl require certain actions considered less than ethical by those who could afford such opinions. Mandrake didn't count herself among that group anymore, and now, at the age of thirty-one she is one of the more conflict-prone members of the Council, a remainder of her hero days, no doubt.

•Gen here is pretty much a cut and dry Paragon, slightly stronger but more or less the same. She's also rather intelligent, and her mental quickness just adds to her whole perfect all around thing. She has a mind to complement her might, and does not shy about using her looks to get what she wants. With Frost's help, she has become a member of the U.N. with magically created credntials, as well as an alternate identity she crafted for herself, should she ever need to leave the Council. Though at times she's one of the darker members, there may be a chance at redemption for her yet. Only time will tell.
Last edited by Arthur Eld on Thu Apr 23, 2009 9:35 am, edited 1 time in total.
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Postby Ezram » Wed Apr 22, 2009 10:12 pm

Arthur Eld wrote:Image
That pic was just too awesome not to use...

Spartan 117, Master Chief


Flipping tanks, kicking ass and taking names. That is what Mr. Chief is all about :)!

Curious though: when did he display Acrobatics? I have the Halo novels, but haven't read them yet, so if it's in there, that is why I am ignorant of his skill in this particular area.
Last edited by Ezram on Wed Apr 22, 2009 10:30 pm, edited 1 time in total.
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Postby baixiwei » Wed Apr 22, 2009 10:29 pm

Str seems to be incorrect - should be 36 rather than 34, right?

Cool character though.
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Postby Arthur Eld » Thu Apr 23, 2009 9:37 am

Well, its to show that his reflexes are enhanced as well as his strength, and to add to his jumps. I could certainly see John tumbling and rolling, if not doing backflips.

And thanks for the catch, baixiwei, I changed the modifier and her ranks in Enhanced STR without changing her actual score in the ability section.
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Postby Arthur Eld » Thu Apr 23, 2009 10:51 am

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A superhero with braces, now that's not something you see everyday.

Stargirl
PL 10 131pp


Abilities: STR 28/12 (+9), DEX 22/14 (+6), CON 24/12 (+7), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)

Skills: Aerobatics 8 (+9), Diplomacy 4 (+5), Drive 2 (+3), Knowledge (pop culture) 4 (+5), Notice 4 (+6), Pilot 2 (+3)

Feats: Accurate Attack, Beginner's Luck, Improved Initiative, Power Attack, Teamwork

Powers: Device 9 (Cosmic Converter Belt, hard to lose, Enhanced STR 16, Enhanced CON 12, Blast 8 (AP: Super-Strength 4))
Device 10 (Cosmic Staff, easy to lose Blast 12 (PF:Improved Range, Critical, AP: Telekinesis 12), Flight 6 (500 MPH base speed, 4400 feet per round), Force Field 5 (Extra-Impervious)

Combat: Attack +8 (DC 24 unarmed, DC 27 Blast, 19-20 crit), Defense 18, 14 flat-footed

Saves: Toughness +12, 5 Impervious, Fortitude +7/+1, Reflex +8/+4, Will +6

Abilities 16+Skills 6+Feats 5+Powers 66+Combat 32+Saves 6=131

•From the pages of JSA comes Courtney Whitmore, Stargirl, formerly the second Star-Spangled Kid. Though she used to hero alongside her step-father Pat Dugan, the world war two hero known as Stripesy, she is now a valued member of the Justice Society, and one of the more experienced teen members.

•A normal girl without her Devices, with them, she's pretty powerful. She's underpointed cause she doesn't have a lot of skills or Feats, but hey, she's still learning, and what she does, she does well. Namely blast stuff with her rod while flying (or helping her friends 'fly' with TK) and keep herself safe with a Force Field, and the inherent toughness her CCB gives her. Nothing too spectacular, but doubtless she'll be at least a nuisance to any foes her team might face, and could handle lower-level villians on her own.
Last edited by Arthur Eld on Fri Apr 24, 2009 8:23 am, edited 2 times in total.
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Postby MorningKnight » Thu Apr 23, 2009 12:00 pm

Gen's storyline is great. I'm a sucker for someone who has the potential for redemption.
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Postby Jabroniville » Thu Apr 23, 2009 12:08 pm

Arthur Eld wrote:Image
A superhero with braces, now that's not something you see everyday.


That picture is still my favourite super-heroine picture of all time, by virtue of just how CUTE it is. She's just a young, pretty girl, and she's NOT over-sexualized, with her boobs out, or ultra-hot or anything. You can actually picture a real teenaged girl looking like that. Makes me feel all big-brothery and protective and crap.
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Postby MorningKnight » Thu Apr 23, 2009 12:27 pm

That was also from one of my favorite JLA issues ever. Stargirl is just a great character.
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