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RedBstrd Builds: WWR samples

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Re: RedBstrd Builds: Roland (Borderlands)

Postby RedBstrd » Sun May 23, 2010 11:49 pm

Brick

Image

PL 7 (105 pp)

Abilities: STR: +4 (18), DEX: +0 (10), CON: +4 (18, 16 without shield), INT: +0 (10), WIS: +1 (12), CHA: +0 (10)

Skills: Climb 4 (+8), Drive 4 (+4), Intimidate 8 (+8), Navigate 4 (+4), Survival 8 (+9)

Feats: All-Out Attack, Attack Focus (Melee) 6, Defensive Attack, Diehard, Elusive Target, Endurance, Equipment 18, Fighting Style: Boxing, Improved Block, Improved Critical (Unarmed Attack) 2, Power Attack, Powerhouse, Rage, Stunning Attack, Takedown Attack, Veteran Fighter

Powers:
(Strength Bonus) Strike (PF: Knockback, Variable Descriptor [Elemental])
Regeneration 26 (Recovery bonus 3, Bruised 3 [1/round without rest], Disabled 8 [1/round without rest], Injured 6 [1/round without rest], Staggered 6 [1/round without rest], Flaw: Limited [Only when using Rage])

Equipment: Echo Device (Commlink), Large Custom Revolver (Explosive [Armor Piercing] Ammunition), Custom Shotgun (Masterwork Weapon), Dahl Device (see below), Fragmentation Grenade, Med Kit (see below), PDA, Rocket Launcher, Shield (see below)

- Dahl Device [11 ep]
Super-Senses 1 (Direction sense)
Super-Senses 10 (Detect: Animals 2 [ranged], Detect: Humans 2 [ranged], Detect: Aliens 2 [ranged], Extended [Type]: Detect 2 [x100])

- Med Kit [3 ep]
Healing 6 (Flaws: Personal, Unreliable [Five Uses])

- Shield [4 ep]
Enhanced Constitution 2
Force Field 6 (Drawback: Power Use; Extras: Duration [Continuous], Impervious; Feat: Subtle; Flaws: Ablative, Action 3)

Combat: Base Attack Bonus: +4 (Ranged: +4, Melee: +10, Grapple: +14); Large Revolver +4 (DC 19, Penetrating 1), Shotgun +5 (DC 21), Fragmentation Grenade +4 (DC Ref 15), Rocket Launcher +4 (DC 25), Unarmed Attack +10 (DC 19); Defense 14 (Flat-footed: 12), Knockback: -8; Initiative: +0

Saves: Toughness +10 (+4 without shield), Fort: +9 (+8 without shield), Ref: +4, Will: +5

Totals: Abilities 16 + Skills 7 (28 ranks) + Feats 38 + Powers 15 + Combat 16 + Saves 13 + Drawbacks 0 = 105

Comments: This build represents a mid-level brick. His Rage feat breaks power level caps. If the GM doesn't allow it, then the feat and his regeneration have to be reworked somehow. His strength bonus has a variable descriptor and knockback attached to it, which represents his artifact. His shield is one that boosts his total health.

A higher level brick would be more of the same.
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Re: RedBstrd Builds: Brick, Lilith, Roland (Borderlands)

Postby Sunbear » Sun May 30, 2010 12:52 am

Thanks for completing the Borderlands characters. Nice builds, I like the way you included various shields. Im very surprised that you were able to create very accurate representations of each character and maintain pp limits. Thanks again.
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Re: RedBstrd Builds: Brick, Lilith, Roland (Borderlands)

Postby RedBstrd » Sun May 30, 2010 12:47 pm

Sunbear wrote:Thanks for completing the Borderlands characters. Nice builds, I like the way you included various shields. Im very surprised that you were able to create very accurate representations of each character and maintain pp limits. Thanks again.


No problem. I'm not 100% happy with some of the builds, so I'll probably go through and tweak them slightly over time and I'm sure people will make some good suggestions about how to fix them, but they should be a good start.
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Re: RedBstrd Builds: Brick, Lilith, Roland (Borderlands)

Postby RedBstrd » Tue Jun 01, 2010 5:20 pm

Firith Sureel

PL 7
(105 pp) - Role: Pilot

Abilities: STR: +0 (10), DEX: +4 (18), CON: +1 (12), INT: +3 (16), WIS: +2 (14), CHA: +4 (18)

Skills: Bluff 6 (+10), Computers 6 (+9, +11 w/ tools), Craft: Mechanical 8 (+11), Diplomacy 2 (+6), Disable Device 3 (+6, +8 w/ tools), Gather Information 6 (+10), Knowledge: Astrogation 9 (+12), Knowledge: Streetwise 6 (+9), Knowledge: Technology 2 (+5), Language 5, Notice 2 (+4), Perform: Acting 2 (+6), Pilot 10 (+14), Sense Motive 3 (+5), Stealth 2 (+6)

Feats: Attack Focus (Ranged) 4, Attractive, Benefit (Wealth), Defensive Roll 2, Dodge Focus 4, Equipment 6, Evasion, Improved Initiative, Improvised Tools, Luck, Minions 4, Precise Shot, Quick Draw, Uncanny Dodge (Hearing), Well-Informed

Powers:
Super-Senses 1 Force Sensitive (Danger Sense: Mental)
Super-Senses 1 (Low-light vision)

Equipment: Sliced Blaster Pistol [Blast 5, DC 20], Commlink, Lock Release Gun, Smuggler's Jumpsuit [Protection 3], Stun baton [Damage 7, DC 22; PF: Accurate (+2); Drawback: Non-Lethal], Thieves' tools [Enhanced Trait 1, Traits: Disable Device +2 (+9), Computers +2 (+11)], Vehicle: Cerberus (Space Transport)

Combat: Attack Bonus: +5 (Ranged: +9, Melee: +5, Grapple: +5); Blaster Pistol +9 (DC 20), Stun Baton +7 (DC 22), Unarmed Attack, +5 (DC 15); Defense: 18 (Flat-footed: 12), Knockback: -3; Initiative: +4

Saves: Toughness +6, Fort: +5, Ref: +7, Will: +4

Languages: Basic, Bothan, Huttese, Lekku, Ryl, Zabrak

Totals: Abilities 28 + Skills 18 (72 ranks) + Feats 30 + Powers 2 + Combat 18 + Saves 9 + Drawbacks 0 = 107

R7-5X wrote:PL 7 (60 pp) - Astromech droid

Abilities: STR: -2 (6), DEX: +0 (10), CON: +0 (-), INT: +4 (18), WIS: +1 (12), CHA: (-)

Skills: Computers 10 (+14), Craft: Electronic 8 (+12), Craft: Mechanical 4 (+8), Craft: Structural 4 (+8), Disable Device 4 (+8), Knowledge: Astrogation 10 (+14), Knowledge: Physical sciences 2 (+6), Knowledge: Technology 4 (+8), Notice 4 (+5), Pilot 8 (+8), Search 2 (+6)

Feats: Dodge Focus 6, Improvised Tools, Second Chance (Astrogation)

Powers:
Features 1 (Audio Recording Unit)
Datalink 1 (Sense Type: Radio; PF: Machine Control, Rapid)
Immunity 30 (Fortitude saves)
Protection 7
Shrinking 4 (-4 STR, -1 Toughness, -1 size category, 3/4 movement speed; Permanent; PF: Innate)
Super-Senses 1 (Low-light vision)

Combat: Defense: 17 (Flat-footed: 11), Size: Small, Knockback: -2; Initiative: +0

Saves: Toughness +6, Fort: Immune, Ref: +2, Will: +3

Drawbacks: Geasa: Pacifism (Common, major)

Totals: Abilities -10 + Skills 15 (60 ranks) + Feats 8 + Powers 47 + Combat 0 + Saves 4 - Drawbacks 4 = 60


Cerberus wrote:Modified Space Transport
Size: Gargantuan; Piloting Modifier: -4; STR: 40; Toughness: 11; Features: 2 Blaster Turrets (Blast 11), Communications, Computer, Garage, Hidden Compartments, Holding Cell, Infirmary, Living Space, Low Profile, Navicomputer (Navigation Systems), Security Systems, Workshop; Powers: Flight 7 (7pp), Space Flight 4 Hyperdrive (Computers DC 16; 4pp), Create Object 10 Ray Shields (Create Object 10; Flaws: Ablative [-1]; Check Required [Computers DC 22; -1]; Power Feats: Selective; 6pp); Drawbacks: Archaic Feature (Moderate; Hyperdrive, DC 15), Faulty Wiring (Minor, +2 DC on Astrogation and Computer checks); Cost: 30ep


Notes: Since Firith has Benefit (Wealth), he was able to afford his basic equipment without the Equipment feat. His astromech droid isn't technically immune to will saves but only those with Affect Objects will work on him, so machine control powers will function normally on it. Combat is against the programming of his droid.

Background: Firith Sureel is a Force sensitive Twi'lek scoundrel and information broker. Despite being a roguish character, he has a heart of gold and strong ethics against killing - lying for the greater good is a different matter, though. Growing up on the streets of a system named Caliburn, Firith quickly learned that knowledge was power. Due to his sharp eyes, keen intuition, quick reflexes, and undeniable charm, he became an information broker for various underworld factions and an occasional informant for the authorities when the price was right and the risks were low. In his line of work, information was valuable, but not nearly as much as delivering illicit goods. Thus, he began occasionally smuggling goods and gambling as well (relying on his latent aptitude with the Force to sense which bets and jobs were dangerous). With this keen intuition and luck, he took on some of the most dangerous jobs and miraculously earned enough to purchase his own beat up ship and astromech droid. While making his way across the underworld of Caliburn, Firith caught the eye of a Jedi investigator (consular or sentinel), who identified the Twi'lek scoundrel as both Force sensitive and a useful front. The Jedi brokered passage on Firith's ship and watched the scoundrel until he/she was certain that Firith was not a heartless criminal - and indeed was far from it. Consequently, the Jedi approached him with a deal: Firith would serve as a pilot, informant, and front for the Jedi, while the Jedi in exchange would get him a steady flow of credits from Republic coffers to fix up his ship, as well as to give his life some purpose and adventure. At the time, the Jedi presented itself as a Republic agent, not as a Jedi.

In the few years that Firith has traveled with the Jedi, he has traveled across many systems and learned a great deal regarding the happenings of the universe. While traveling with the Jedi, the pair use Firith's aging ship, Cerberus (the guardian of the underworld in some obscure mythology). To port authorities and in private - when Firith doesn't need to emphasize his criminal side - he calls his ship Frog-1 for its trademark green and rust color.

The pair were aboard Cerberus when the Sith Empire struck against Coruscant. Sensing the Jedi on board Firith's ship, a Sith craft fired on Cerberus and temporarily disabled the ship long enough for a boarding party to infiltrate it. The Jedi revealed itself as one trained in the Force and dispatched the boarding Sith while Firith and his droid frantically worked to get the ship back operational. They accomplished the task but the damage to Cerberus forced Firith to jettison some of his precious cargo: illicit spice bound for Nar Shaddaa. Only by handing over the captured Sith troopers (not dark Jedi) to the Hutts (to be ransomed back to the Sith Empire) allowed Firith to escape the loss of cargo alive and still in the good favor of his contractor. Since the attack on Coruscant, Firith continues to assist the Jedi on missions and provides the Jedi with a front, while Firith in trade receives some basic training on how to heighten his Force-based senses and reflexes. Neither the Jedi nor Firith desire for the Twi'lek to receive formal Jedi training, however. The Jedi believes the scoundrel to be too old and worldly for Jedi training. Firith, meanwhile, still hopes to amass a fortune - and the insider information he hopes to get on the Sith promises an opportunity to deliver a large amount of credits to the information broker, if he can find the right buyer.

Firith continues to hold a grudge against the Sith for forcing him to jettison his cargo, even if he found ways around the loss.

In appearance, Firith has white skin which is paler than that of any albino. Likewise, he has pink eyes. His frame is lithe but he is as quick with the tongue as on his feet. Firith wears a smuggler's outfit: tall boots, dark pants, an olive green undershirt, and a smuggler's trench coat. In addition to having pockets to conceal goods, the outfit is padded and reinforced at all the right places. In combat, he wields a sliced blaster pistol and a stun baton that is also sliced. Firith has an aversion to killing, so his blaster pistol is set to stun as its default and he only will carry weapons such as vibroblades for show.
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Re: RedBstrd Builds: Brick, Lilith, Roland (Borderlands)

Postby RedBstrd » Wed Jun 30, 2010 2:55 pm

Providence Masikro
PL 8
(120 pp)

Image

Abilities: STR: +0 (10), DEX: +0 (10), CON: +0 (10), INT: +3 (16), WIS: +4 (18), CHA: +0 (10)

Skills: Bluff 4 (+4), Concentration 8 (+12), Drive 2 (+2), Knowledge (Arcane Lore) 7 (+9), Knowledge (Theology & Philosophy) 4 (+7), Language 2, Medicine 4 (+8), Notice 3 (+7), Sense Motive 2 (+6), Sleight of Hand 4 (+4), Stealth 4 (+4)

Feats: Defensive Roll 2, Equipment 4, Ritualist

Powers:
Magic 12 Blessing of the Loa - 24 pp
Base: Drain 8 Hex (Drains: any trait, DC 18 Fort; Range 2 [perception]; Sense-Dependent)
AP: Possession 6 (DC 16 Will; Extra: Conscious) - 1 pp
AP: Sleep 8 (DC 18 Fort) - 1 pp
AP: Spirit Control 8 (DC 18 Will; Extra: Conscious) - 1 pp
AP: Ward Undead 8 (DC 18 Will) - 1 pp
Comprehend 1 (Spirits) - 2 pp
Device 1 Ouanga (Talisman housing a spirit) (Hard to lose) - 4 pp
Protection 5
Summon 2 Zombies (Extras: Fanatical, Horde; Feats: Sacrifice, Mental Link, Progression, # Minions (2 minions); Drawback: Power Loss 2 [Requires dead bodies]) - 9 pp

Equipment: Camera, Cell Phone, Masterwork Sawed-off Shotgun, Electric lantern, PDA, Silver-filled shells

Combat: Base Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +8); Sawed-off Shotgun, +9 (DC 22), Unarmed Attack, +8 (DC 15); Defense: 19 (Flat-footed: 15), Knockback: -3, Initiative: +0

Saves: Tough: +7 (+2 without Ouanga), Fort: +4, Ref: +4, Will: +7

Languages: English, French, Spanish

Totals: Abilities 14 + Skills 11 (44 ranks) + Feats 7 + Powers 43 + Combat 34 + Saves 11 + Drawbacks 0 = 120

If she had access to dead bodies (which will probably be rare), she could animate up to two as zombies:

Zombie (30 pp)

Abilities: STR: +4 (18), DEX: -1 (8), CON: +0 (-), INT: +0 (-), WIS: +0 (10), CHA: +0 (-)

Feats: Attack Specialization (Unarmed Attack) 5, Prone Fighting

Powers:
Enhanced Strength 5
Immunity 30 (Fortitude saves)
Protection 5 (Extra: Impervious)

Combat: Base Attack Bonus: +1 (Ranged: +1, Melee: +1, Grapple: +5); Unarmed Attack +11 (DC 19); Defense: 13 (Flat-footed: 12), Knockback: -5; Initiative: -1

Saves: Toughness +5, Fort: Immune, Ref: -1, Will: Immune

Totals: Abilities -29 + Skills 0 (0 ranks) + Feats 6 + Powers 45 + Combat 8 + Saves 0 + Drawbacks 0 = 30


Appearance and costume: When hunting for the supernatural, Providence wears traditional vodou makeup to identify herself as a houngan and make herself more imposing to spirits. She carries around a sawed off shotgun underneath her overcoat. She acquired the weapon in New Orleans from someone who claimed to be a vampire hunter. The weapon is of high quality and she believes it to have been blessed by a loa (Martin of Tours, the Roman Catholic patron saint of soldiers). In addition to her normal slugs, she has a number of solid slugs made of silver.

Background: Providence Masikro was born into an upper class Haitian family in Port-au-Prince. Although her family was relatively secular (her father was a doctor and her mother was the daughter of a military officer), her aunt was a houngan priestess. Providence's aunt recognized her talent for speaking with and serving the loa at a young age and began secretly exposing the young girl to Haitian voodoo. Providence's mother was aware of her sister's beliefs - which she considered primitive superstitions - but did not suspect that her daughter would eventually become a bokor (sorceress) in years to come. Before that change happened, however, political turmoil in Haiti became problematic for the Masikro family. Her grandfather was implicated in an officers' plot, which led to the arrest of her grandfather and her father. Providence's aunt acquired permission from her sister to take the young girl out of the country. Neither Providence's grandfather or father ever came home from their meeting with the police and her mother has been subjected to constant harassment.

Providence spent the next decade traveling between Cuba, the Congo, Brazil, and New Orleans, learning all that she could about voodoo, vodou, santeria, candomblé, and umbanda. She also spent a few years in France attaining a practical education in a lycée. After graduation, the pair moved to New Orleans to open an herbalist shop and continue developing her craft. When Katrina devastated the city, Providence moved to Chicago and studied Latin American and Caribbean Studies at the University of Chicago. Her aunt remained behind in New Orleans as some life returned to the city. Now 23, Providence's family savings are depleted and she scrapes by on journalist pieces and writing for magazines. She doesn't mind her erratic financial situation because it has allowed her to locate and get involved in the supernatural affairs hiding at the margins of society.

Edited to clean up typos...
Last edited by RedBstrd on Wed Aug 11, 2010 11:28 pm, edited 1 time in total.
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Re: RedBstrd Builds: Brick, Lilith, Roland (Borderlands)

Postby RedBstrd » Mon Jul 19, 2010 3:05 pm

Captain Eo

Image

PL 6 (118 pp)

Abilities: STR: +0 (10), DEX: +2 (14), CON: +0 (10), INT: +2 (14), WIS: +1 (12), CHA: +4 (18)

Skills: Acrobatics 6 (+8), Bluff 2 (+6), Diplomacy 4 (+8), Perform (dance) 10 (+14), Perform (singing) 10 (+14), Pilot 8 (+10)

Feats: Attractive, Combat Pilot (space), Defensive Roll 4

Powers:
Transform 6 (Sonic, affects: broad > 1 thing, Transforms: 50 lbs., DC 16; Power Loss 2 [Requires Music]) and - Linked - Mental Transform 6 (Linked; Sonic, affects: broad > 1 thing, Transforms: 50 lbs., DC 16; Power Loss 2 [Requires Music])
AP: Emotion Control 6 (Sonic, DC 16; Perception Area [General]; Sense-Dependent: Hearing)
Super Movement 1 Moonwalking (Skill)

Combat: Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +6); Attacks: Emotion Control 6, +6 (DC Staged/Will 16), Transform 6, +6 (DC Fort 16), Transform 6, +6 (DC Fort 16), Unarmed Attack, +6 (DC 15); Initiative: +2; Defense: 18 (Flat-footed: 14), Knockback: +0

Saves: Tough: +4 (+0 Flat-footed), Fort: +3, Ref: +5, Will: +4

Totals: Abilities 18 + Skills 10 (40 ranks) + Feats 6 + Powers 47 + Combat 28 + Saves 9 + Drawbacks 0 = 118

Notes: Here is Captain Eo from the Disneyland attraction. His Transform represents his ability to hit humanoids with bolts of light and turn them into friendly dancers decked out in costumes reminiscent of Ziggy Stardust. In the Captain Eo video, he uses Air Walking, but I interpret that as a power stunt off of his Moonwalking ability for the purposes of this build. He has a ship, but it is technically the property of Command.

Edit: Corrected typo in his Toughness save (it only listed his Flat-footed score).
Last edited by RedBstrd on Tue Nov 09, 2010 4:08 am, edited 1 time in total.
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Re: RedBstrd Builds: Captain Eo

Postby Thorpacolypse » Mon Jul 19, 2010 8:49 pm

Captain Eo...Props for that one, man. I had almost forgotten about that. I can't believe I did, since my son was fascinated by MJ's death and everything Disney and went he realized there was a crossover there, he was obsessed in finding Captian Eo somewhere. It was funny stuff.

Great build.
Shop J-Mart!

Service with a smilie! :)
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Re: RedBstrd Builds: Captain Eo

Postby RedBstrd » Wed Jul 21, 2010 3:14 am

Thorpacolypse wrote:Captain Eo...Props for that one, man. I had almost forgotten about that. I can't believe I did, since my son was fascinated by MJ's death and everything Disney and went he realized there was a crossover there, he was obsessed in finding Captian Eo somewhere. It was funny stuff.

Great build.


Thank you!

I'm not obsessed with MJ, but I respect him as a musician and find him entertaining.
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Re: RedBstrd Builds: Captain Eo

Postby marcoasalazarm » Fri Aug 06, 2010 3:37 pm

Didn't knew that Jacko had a Disney attraction once.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
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Re: RedBstrd Builds: Captain Eo

Postby RedBstrd » Thu Aug 12, 2010 5:06 am

Eidolon (Emmanuel St. Cloud), 3e

Power Level 10 (150 pp) – OPL: 10; DPL: 10

Concept: Arms designer/dealer, Battlesuit user

Abilities: STR: 10 [0*], AGL: 3, FGT: 10, AWE: 1, STA: 8 [0*], DEX: 0, INT: 5, PRE: 1

Skills: Acrobatics 5 (+8), Expertise: Science 6 (+11), Insight 5 (+6), Investigation +13 [+5*], Perception 9 (+10), Ranged Combat: Wrist Bolters 10 (+10), Technology 7 (+12)

Advantages: Accurate Attack, Evasion, Improved Initiative, Inventor, Luck, Move-By Action, Second Chance: Technology skill, Languages 3 (Base: English; Arabic, French, German, Latin)

Powers:
Device Battlesuit (Removable) • -15 pp
    Blast 10 Wrist Bolters (Range: 250/500/1000) • 20 pp
    AE: Affliction 10 Hallucination Gas (DC 20 Will; Extra: Area, Cloud [15 ft.]; Entranced, Compelled, Unaware) • 1 pp
    AE: Affliction 10 Nerve Gas (DC 20 Fort; Extra: Area, Cone [60 ft.]; Impaired, Disabled, Incapacitated) • 1 pp
    AE: Blast 6 Explosives (Extra: Area, Burst [30 ft.]; Range: 150/300/600) • 1 pp
    AE: Dazzle 5 Smoke Bombs (Affects: Visual; Extra: Area, Burst [30 ft.]; Range: 125/250/500) • 1 pp
    Enhanced Stamina 816 pp
    Enhanced Strength 1020 pp
    Immunity 7 (Environmental Conditions: All, Suffocation: All) • 7 pp
    Protection 22 pp
    Senses 5 (Distance Sense, Extended Vision, Infravision, Microscopic Vision, Ultra-vision) • 5 pp
    Enhanced Trait 2 Fingerprint Scan (Investigation 8; Flaw: Must see fingerprints) • 2 pp

Device Glider (Easily Removable) • -4 pp
    Flight 8 (500 mph, 1 mile/round; Flaw: Platform) • 8 pp

Attacks: Explosives (DC 21 Toughness, Area), Hallucination Gas (DC 20 Will, Cone; Entranced, Compelled, Unaware), Nerve Gas (DC 20 Fortitude, Area; Impaired, Disabled, Incapacitated), Unarmed +10 (DC 25 Toughness), Wrist Bolters +10 (DC 25 Toughness); Init +7

Resistances: Dodge 10, Parry 10, Fortitude 8, Toughness 10, Will 8

Complications: Criminal Record, Enemy (Msongo, Ripsaw)

Abilities 40 + Powers 65 + Advantages 10 + Skills 21 + Defenses 14 = 150

Traits marked with an asterisk (*) represent his abilities without his battlesuit device.

Notes: Eidolon's helmet has built-in sensors that analyze the fingerprints he sees and then his armor's computer displays any criminal or public records the individual has. The ability operates at a distance, but if someone is wearing gloves then he cannot find out about them. This ability is represented by his Fingerprint Scan power above and is patterned on what Nite Owl's goggles do in the movie version of Watchmen.

Background: Emmanuel St. Cloud grew up in Montreal, Canada in a family of educated French Alsatians. His early life was unremarkable - devoid of the unusual or tragic. Shortly after he enrolled at the university, his parents were both killed by stray gunfire when a botched bank robbery turned into a firefight with an undercover police officer. Emmanuel retreated emotionally from his peers and friends, dedicating himself solely to his studies. By the time of his graduation, he was a gifted engineer and scientist - who ironically made some breakthroughs in arms development. Seeing potential for lucrative profits, he began selling his weapons to the highest bidder inside and outside of the country.

His initial profits funded further research and St. Cloud began developing his own line of robotics. An inter-governmental raid nearly shut down his operations, but he was able to flee the scene because an informant tipped him off ahead of time. Emmanuel went on the run and spent two years perfecting his battlesuit. Since he no longer had a lab of his own and his funds were being closed off, he spent that time in countries like Syria and Libya, where he could improve their laboratories and trade various weapon designs for safe haven, funding, and undisturbed research. Once his armor was complete, he used fake passports to relocate to North America and secretly adopted the persona of Eidolon for his new criminal career. His first criminal act upon returning was to follow a lead to the laboratory that acquired his weapons research (from when the government raided his laboratories) and destroy the facilities, killing a dozen researchers and guards. Eidolon then began to design new weapons for some of the criminal elements of various American and Canadian villains to finance the rebuilding of his personal fortune. One of clients purchased a series of cybernetic implants/nano-augments and adopted the persona of Ripsaw. This sale turned out poorly for Eidolon because Ripsaw decided to test out his new weaponry by killing his ex-girlfriend, who was a kindergarten teacher, and all of the children she taught. The high profile crime attracted attention from teams of superheroes, who not only caught Ripsaw but also wanted to track down his designer. Eidolon was arrested (for the murders and arms dealing) mere hours later by the hero Msongo.

St. Cloud has been in prison for 6 years at the time of the formation of the Shadow Squad. If released into the program, he would demand his old battlesuit (which is in government storage) and access to a government database to update the battlesuit's criminal record files. His underlying goal is to locate Ripsaw through this information and then execute him for leading to Eidolon's arrest.

Personality: Emmanuel is cold and calculating. On the surface he lacks most identifiable human emotions. Though he doesn't have much of a code of conduct, he angers slowly and views senseless violence, crime, and property damage as unnecessary and excessive. He feels no need to hold to any promises that he makes and is motivated both by his greed and his desire to have complete freedom to do as he wishes.

Friends and Foes:

Hazard (Arabic: az-Zahr) - Hazard is an Arab super villain and one of Eidolon's acquaintances from his time in Syria. His super villain name comes from a word that means both "chance" and is the name of a flower. Hazard draws on both of these elements: he has plant mimicry and luck control. Hazard and Eidolon are on friendly terms.

Msongo - Msongo began life as a cheetah in Zambia until he was "uplifted" (given humanoid characteristics) by Dr. Simian and sent to wreck havoc in Freedom City. While the physical procedure was a success, Msongo did not harbor any hatred for humanity and agreed to Dr. Simian's proposal only out of curiosity regarding urban life. Msongo soon found his place among the world's superhero community. He is a mutant cheetah-human hybrid with strong physical attributes, claws, super senses, and super speed.

Ripsaw - Ripsaw was the son of a wealthy Korean entrepreneur. After Eidolon added some cybernetic implants and nano-augments into the man, he can now alter the molecular composition of his body. This grants him the ability to shape his hands into claws, perform minor elongation, harden his skin, and heal himself.


Edit: Cleaned up the write-up a bit...
Last edited by RedBstrd on Mon Oct 18, 2010 9:37 pm, edited 1 time in total.
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Re: RedBstrd Campaigns and Builds: the Maxx, Popbot

Postby roguescribner » Fri Sep 10, 2010 8:30 am

Image


The Minuteman

Power Level: 10; Power Points Spent: 155/155

STR: +7 (24), DEX: +7 (24), CON: +7 (24), INT: +4 (18), WIS: +4 (18), CHA: +4 (18)

Tough: +7/+8, Fort: +8, Ref: +8, Will: +7

Skills: Acrobatics 9 (+16), Climb 4 (+11), Diplomacy 5 (+9), Knowledge (history) 4 (+8), Knowledge (tactics) 4 (+8), Notice 7 (+11), Search 5 (+9), Sense Motive 6 (+10), Stealth 4 (+11)

Feats: Acrobatic Bluff, Assessment, Attack Focus (melee) 2, Attack Specialization (Boomerang), Attack Specialization (Unarmed Attack), Bank Shot, Defensive Attack, Diehard, Eidetic Memory, Elusive Target, Equipment 6, Evasion, Improved Block, Improved Critical (Unarmed Attack), Jack-of-All-Trades, Last Stand, Luck 2, Move-by Action, Swift, Takedown Attack 2, Ultimate Effort (Will Save), Uncanny Dodge (hearing)

Powers:
Super-Senses 1 (extended: hearing 1 (x10))
Protection 1 (+1 Toughness; Subtle (subtle))

Equipment: Costume (Auditory Enhancer [Super-Senses 1, extended: hearing 1 (x10)], Body Armor [Protection 1, +1 Toughness; Subtle (subtle)], Commlink), Utility Belt (Bolos, Boomerang, Caltrops, Flash-Bang, Flashlight, Handcuffs, Investigator's Kit, Mini-Tracer, Rebreather, Sleep Gas Grenade, Smoke Grenade)

Attack Bonus: +9 (Ranged: +9, Melee: +11, Grapple: +18)

Attacks: Bolos, +9 (DC Ref 21), Boomerang, +11 (DC 24), Caltrops, +11 (DC 16), Flash-Bang, +9 (DC Fort/Ref 14), Sleep Gas Grenade, +9 (DC Fort/Ref 14), Smoke Grenade, +9 (DC 15), Unarmed Attack, +13 (DC 22)

Defense: 22 (Flat-footed: 16), Knockback: -4

Initiative: +7

Languages: English

Totals: Abilities 66 + Skills 12 (48 ranks) + Feats 30 + Powers 0 + Combat 42 + Saves 5 + Drawbacks 0 = 155


•Ronald Hawkins was a college student studying history, the son of a doctor and a school teacher. Ronald, a good looking, charismatic young man, was never anything outstanding in the brains department, but he had enough sense to work hard so he could one day become a history teacher himself, it was his one dream. Not a grand dream, just a man's dream. He left the grand stuff to his older brother, Terrence an athletic, ambitious man who had joined the army after college out of a combination of national pride, personal ambition, and simple courage. When he was killed in Iraq by an IED, Ronald felt shaken to his very core.

It was the worst thing he had ever gone through, and for a while, he fell into a drunken stupor of sorts. His college grades were steadily declining and by semester's end, he was on the verge of being expelled. And he barely even cared. Then, when the other fixture of his life, his girlfriend of two years, Rebecca Lawrence, left him, Ron realized he had hit rock bottom. The only thing left was to pull himself up, like he knew Terrence would have wanted to. But he felt his old dream wasn't enough, that just returning to school like nothing had changed would be the wrong thing to do.

Ronald thought he should do something to honor his brother's memory, to make America safer, like Terry had always wanted. Ron was beginning to realize that working for someone else's dream, especially when they couldn't themselves, was more important than simply working for his own dream. He considered joining the army, although he wasn't sure if he would get in, he wasn't a very physical guy. About the only good things Ronald had going for him was his ability to communicate with people, as most people found him very personable and friendly.

When he heard about Century City and the Tomorrow Man project, he petitioned Apex right away. He used what little money he and his family had to begin taking martial arts courses, hoping that his dedication to being a superhero and his charismatic nature would help get him into Apex. When they accepted him and he took the serum, Ronald thought he was going to die. But after a few moments of nausea, he felt better, much better. Before he had been remarkable only for his looks and charm. Now his strength and agility bordered on the superhuman, and he even felt smarter. Things came easier to him now, and his memory was sharper, more clear. He took the name Minuteman to honor the fighting spirit on which America was built, and as a way of remembering Terry, who had idolized soldiers of the past.

When taking to the streets to fight crime, Ron felt torn by two conflicting beliefs. Though he used his new-found strength, speed, Apex-provided equipment and a near-reckless abandon (he once threw himself threw the windshield of a criminal's getaway car) for fighting armed robbers and muggers with great success, he felt that just fighting street crime wasn't enough. Sure he was making a difference, but was he doing enough? Ron didn't think so, and his hopes of really making things different on a big scale, the way Terrence, who had always talked of parlaying his military officership into political prestige, would have done, those hopes rested squarely on the Tomorrow Team.
Last edited by roguescribner on Sun Dec 05, 2010 5:06 pm, edited 1 time in total.
GM - Age of Heroes
Co-GM - The League of Extraordinary Persons
Blackstone - Guild of the Bat
Lardo - Wild Cards: Aces & 8s
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Re: RedBstrd Campaigns and Builds: the Maxx, Popbot

Postby RedBstrd » Fri Sep 10, 2010 6:19 pm

roguescribner wrote:The Minuteman
PL 10 154pp




Thanks for the updated build!
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Re: RedBstrd Builds: Captain Eo

Postby RedBstrd » Mon Sep 27, 2010 12:50 am

Sleepwalker (3e)
PL 10 (150 pp)

Image

Abilities: Strength 10, Stamina 7, Agility 5, Dexterity 5, Fighting 7, Intellect 0, Awareness 4, Presence 0

Advantages: Great Endurance, Languages 1, Ranged Attack 5, Ultimate Effort (Will)

Skills: Close Combat (Unarmed) 3 (+10), Deception 2 (+2), Expertise: Mindscape 6 (+6), Expertise: Psychology 6 (+6), Expertise: Streetwise 4 (+4), Insight 4 (+8), Perception 5 (+9), Persuasion 2 (+2)

Powers:
Enhanced Trait 2 Boost Mental Powers (Advantages: Inspire, Teamwork; Limited: Only psionics and mental magic)
Feature 1 (Able to project crude images of things he views)
Flight 3 Levitation (Speed: 16 miles/hour, 250 feet/round)
Immunity 1 (Starvation & Thirst)
Movement 1 (Dimensional: Dream 1)
Protection 3
Senses 3 (Extended: Vision 1 (x10), Tracking: Vision 1, Ultravision)
Speed 3 (Speed: 16 miles/hour, 250 feet/round)
Snare 10 Warp Gaze: Snare 10 (DC 20; Flaw: Unreliable - 5 uses)
AE: Linked Blast 10 and Affliction 10 Banish (Will; 1st: Hindered, 2nd: Stunned; 3rd: Incapacitated; Limited: Demons and Extraplanar Creatures Only)
AE: Nullify 10 (Counters: Mind Control effects; Extra: Effortless)
AE: Transform 4 (Affects: Broad > Broad, Transforms: 12 lbs., DC 14; Extras: Increased Range (ranged), Affects Objects Only)
AE: Weaken 10 (DC 20; Extras: Affects Objects Only, Increased Range (ranged))

Offense
Initiative +5
Grab +7 (DC 25)
Nullify +10 (DC Will 20)
Throw +10 (DC 25)
Transform +10 (DC Dog 14)
Unarmed +10 (DC 25)
Warp Gaze: Affliction +10 (DC Will 20), Blast +10 (DC 25)
Warp Gaze: Snare +10 (DC Dog 20)
Warp Gaze: Weaken +10 (DC 20)

Complications
Prejudice: Ghastly inhuman appearance
Quirk: Bound by Rick Sheridan's sleep schedule
Quirk: Warp Gaze can sometimes be painful

Drawbacks:
Weakness: Requires contact with the ground (Common, Moderate, Minute) -5
Weakness: Feeds on mental energy (treat as starvation) -1

Languages: English, Mindscape

Defense:Dodge 10, Parry 10, Fortitude 7, Toughness 10, Will 8

Power Points: Abilities 76 + Powers 44 + Advantages 8 + Skills 16 (32 ranks) + Defenses 12 - Drawbacks 6 = 150

Notes: I consulted Kreuzritter's build here, but felt that I wanted to take the build in a different direction, particularly in regard to the warp gaze. Any part of the array he uses will count towards the 5 uses he has due to the warp gaze's flaw. He should be able to use Hero Points to recharge it in emergencies. Otherwise, it returns with rest. His Transform AE represents his ability to alter the structure of non-living things (usually strengthening them). He is duty-bound not to use the gaze on humans except to break mind control, but he technically can do so. For the purposes of the build, he would have to use Extra Effort to Power Surge a normal Blast.

His Weakness: Feeds on mental energy is equal in cost to his Immunity: Starvation/Thirst because it is just changing what he needs to consume. Without mental energy, he acts like a normal person starving.

Sleepwalker often enhances the power of mental-descriptor powers around him (such as those of Jean Grey or Dr. Strange's mental description magic), which I represented through a flawed Inspire and Teamwork package. I also gave him Flight when he technically levitates, but the hero doesn't only levitate straight up or down. Consequently, I felt that the Flaw: Levitation wasn't appropriate.
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Billy Bumbler (Dark Tower)

Postby RedBstrd » Sat Oct 02, 2010 12:31 pm

Sample Billy Bumbler Hero
PL 7
(105 pp)

Abilities: Strength -2, Stamina 5, Agility 5, Dexterity 2, Fighting 4, Intellect -1, Awareness 5, Presence 0

Advantages: Accurate Attack, All-out Attack, Benefit, Cipher 2, Close Attack 6, Diehard, Fast Grab, Grabbing Finesse, Great Endurance, Improved Critical (Strike: Strike 4), Improved Initiative, Improved Trip, Interpose, Luck, Power Attack, Prone Fighting, Startle, Teamwork, Ultimate Effort (Ultimate Skill), Uncanny Dodge

Skills: Acrobatics 4 (+9), Athletics 4 (+2), Insight 2 (+7), Intimidation 12 (+8), Perception 8 (+13), Sleight of Hand 4 (+6)

Powers:
Senses 7 (Accurate: Smell, Acute: Smell, Extended: Smell 1 (x10), Low-light Vision, Tracking: Smell 1 (-1 speed rank), Ultra-hearing; Innate)
Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent)
Strike 4 Bite (DC 19; Innate)

Offense
Initiative +9
Grab +10 (DC 13)
Strike +10 (DC 19)

Complications:
Disability: Limited speech
Motivation: Acceptance

Defense
Dodge 9, Parry 9, Fortitude 5, Toughness 5, Will 5

Power Points: Abilities 40 + Powers 22 + Advantages 25 + Skills 17 (34 ranks) + Defenses 1 = 105
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Re: RedBstrd Builds: Sleepwalker 3e

Postby RedBstrd » Sun Oct 10, 2010 8:58 am

Sample Sister of Oriza
PL 7 (108 pp)

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

Advantages: Connected, Contacts, Defensive Roll 3, Improved Aim, Improved Critical 2 (Riza: Strength-based Damage 3), Improved Critical 2 (Strike: Strength-based Strike 3), Improved Smash, Languages 1, Precise Attack (Ranged, Cover), Weapon Break

Skills: Acrobatics 4 (+7), Athletics 4 (+5), Close Combat (Strike: Strength-based Strike 3) 9 (+10), Deception 4 (+5), Expertise (Agriculture) 5 (+6), Expertise (Cooking) 5 (+6), Expertise (Dance) 6 (+7), Expertise (History) 6 (+7), Insight 4 (+6), Perception 4 (+6), Persuasion 4 (+5), Ranged Combat (Riza: Strength-based Damage 3) 6 (+10), Treatment 6 (+7)

Powers:
Strength-based Damage 3 Riza (Removable, Indestructible, DC 19, Penetrating 2, Advantages: Improved Critical 2; Reach: Ranged 10 - 50 ft.) • 14 pp
AE: Deflect 9 (Alternate; Quirk: Cannot deflect bullets) • 1 pp
AE: Strength-based Strike 3 (Alternate; DC 19, Penetrating 2, Advantages: Improved Critical 2) • 1 pp

Under the Hood wrote:Image

Rizas are plates with sharpened edges, which are made from titanium. Sisters practice with throwing them and they are quite deadly weapons. The sisters can use them to knock most thrown objects out of the air, but bullets are too quick for them. Likewise, sisters can use them in close combat as long as they grasp the unsharpened edge. As Rizas fly, ridges along the underside let off a whistling sound, but overall the weapons are much quieter than guns.


Offense: Initiative +3, Grab +1 (DC 16), Thrown Riza +10 (DC 19), Melee Riza +10 (DC 19), Throw +4 (DC 16), Unarmed +1 (DC 16)

Complications: Motivation: Doing Good, Responsibility (to sisters)

Languages: Common, Manni

Defense: Dodge 9, Parry 9, Fortitude 4, Toughness 5 (2 flat-footed), Will 4

Power Points: Abilities 30 + Powers 16 + Advantages 10 + Skills 34 (68 ranks) + Defenses 18 = 108
Last edited by RedBstrd on Mon Oct 18, 2010 9:21 pm, edited 1 time in total.
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