Z.E.N. Buildism: Eberron PL5 Characters 3e

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Z.E.N. Buildism: Eberron PL5 Characters 3e

Postby ZuluEchoNovember » Tue Jan 05, 2010 5:44 pm

Hello, my name is Zulu Echo November, and I'm a build-aholic. I thought it was time to post some of the many characters I've put together for the perusal of the forum.

DC Comics
Red Robin (Tim Drake)
Sodam Yat

Gotham by Gaslight
Boston Brand, The Invisible Man

Legion of Super-Heroes
Kid Superman

Doctor Who
The Doctor

Eberron
Hawk Antinanko PL10 (M&M 3e)
Isolde Antinanko PL5 (M&M 3e)
Kuhr PL5 (M&M 3e)
Scar PL5 (M&M 3e)
Eoin Wodencrow PL5 (M&M 3e)

Freedom City
Claremont Academy (as appearing in Oliver Smith: Claremont Student)
Daisy Gibbons
Indigo
Kid Alchemy
Nighthawk II
Pusher
Smith, Oliver
Slip
Sloth

Mystic Freedom
Ambrose Castle

Star Knights
Star Knight Template
Maria Montoya
Inner Circle

An Unkindness
Expanded Raven Family
Nighthawk I

Misc.
Fantasy Setting
Arek XIV
Wizard Magic

Modern/Silver Age Superhero Setting
Astrogirl
The Visitor

Urban Fantasy Setting
Baskerville, the Church Grim
Grimalkin the Great, Stage Magician
Phantom P.I., the Ghost Detective
Thomas Tesla, the Artificer
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Re: Z.E.N. Buildism - Character builds by Zulu Echo November

Postby ZuluEchoNovember » Tue Jan 05, 2010 5:54 pm

Oliver Smith
Real Name: Oliver Smith

Power Level: 7 (105pp)

Abilities: STR: 1 (-5), DEX: 1 (-5), CON: 6 (-2), INT: 24 [30] (+10), WIS: 12 (+1), CHA: 10 (+0)

Skills: Computers 12 (+22), Craft [Electrical] 12 (+22), Craft [Mechanical] 12 (+22), Disable Device 12 (+22), Knowledge [Physical Science] 12 (+22), Knowledge [Technology] 12 (+22), Notice 4 (+5), Sense Motive 4 (+5)

Feats: Equipment, Inventor, Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Disable Device)

Powers:
Enhanced Intelligence 6 (6pp)
AP: Mind Shield 6 (1pp)
AP: Super-Senses 4 (Postcognition; Flaw: Limited [to own life] -1; 1pp)

Equipment:
Uniform (4ep)
Includes: Commlink (1ep), GPS (1ep)
Protection 2 (2ep)

Electric Wheelchair (1ep)
Strength: 10; Speed: 1; Defense: 10; Toughness: 5; Size: Medium

Combat: Attack +0; Damage -5 (Unarmed); Defense +0 (+0 flat-footed); Initiative +10

Saves: Toughness +0; Fortitude +2; Reflex -1; Will +5 (+11 vs. Mental effects; +6 Impervious)

Drawbacks: Disability (Paraplegic; Common, Major; -4pp)

Abilities -6 + Skills 20 + Feats 3 + Powers 8 + Combat 0 + Saves 12 - Drawbacks 4 = 33

:arrow: Obviously, this an incomplete build. It will update as Oliver's story continues.

:arrow: Oliver has an amazingly high intellect at the cost of extremely low physical ability scores. He's a paraplegic, very weak, uncoordinated, and frail. Science and technology are his playthings and future abilities are only a matter of time now that he is at Claremont Academy.
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Re: Z.E.N. Buildism - Character builds by Zulu Echo November

Postby ZuluEchoNovember » Tue Jan 05, 2010 6:00 pm

Pusher
Name: Naomi Vasquez

Power Level: 7 (105pp)

Abilities: STR: 10 (+0), DEX: 12 (+1), CON: 14 (+2), INT: 16 (+3), WIS: 18 (+4), CHA: 10 [30] (+10)

Skills: Bluff 8 (+18), Computers 4 (+7), Concentration 8 (+12), Diplomacy 8 (+18), Sense Motive 8 (+12)

Feats: Assessment, Beginner's Luck, Distract, Equipment

Powers:
Enhanced Feats 3 (Dodge Focus 2, Uncanny Dodge; 3pp)
Mind Control 7 (Extra: Conscious +1; 21pp)
AP: Enhanced Charisma 20 (Extra: Mental +0; 1pp)
AP: Illusion 5 (All senses; Extra: Selective +1; Flaw: Phantasm -1; 1pp)
Mind Reading 7 (7pp)
Super-Senses 3 (Mental Awareness; Mental sense 2 [Counters Illusion]; 3pp)

Equipment:
Uniform (4ep)
Includes: Commlink (1ep), GPS (1ep)
Protection 2 (2ep)

Combat: Attack +4; Damage +0 (Unarmed); Defense +6 (+2 flat-footed); Initiative +1

Saves: Toughness +4, Fortitude +5, Reflex +5, Will +10

Drawbacks:

Complications:


Abilities 20 + Skills 9 + Feats 4 + Powers 36 + Combat 16 + Saves 13 - Drawbacks 0 = 98

:arrow: Naomi's moniker is incredibly apt. She doesn't really have any offensive strengths, but with a gentle suggestion here and a mental shove there she can make other people fight her battles for her. She can be an utterly convincing liar and even make people see things that aren't there. She's also able to discern when someone else is trying to pull the wool over her eyes. Other people's intentions are clear to her sometimes even before the person to whom they belong, and she is learning to use this to defend against attacks.

:arrow: Pusher is from pg. 119 of Hero High. She wasn't given a complete write-up only a basic starting point. This is my full build version. She appears in Ch. 2 of Oliver's story.
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Re: Z.E.N. Buildism - Character builds by Zulu Echo November

Postby ZuluEchoNovember » Tue Jan 05, 2010 6:05 pm

Sloth
Name: William Polzysky

Power Level: 7 (105pp)

Abilities: STR: 14 [30] (+10), DEX: 10 (+0), CON: 16 [30] (+10), INT: 14 (+2), WIS: 10 (+0), CHA: 10 (+0)

Skills: Disable Device 4 (+6), Intimidate 8 (+8)

Feats: All-out Attack, Attack Focus (Melee), Equipment, Fearsome Presence 8, Startle, Takedown Attack

Powers:
Enhanced Constitution 10 (10pp)
Enhanced Strength 8 (8pp)
Growth 4 (Extra: Continuous +1; Flaw: Permanent -1; 12pp)
Impervious Toughness 10 (10pp)
Super-Strength 5 (Heavy Load: 50 tons; Feat: Bracing, Groundstrike; 12pp)

Growth effects
Size: Large, Mass x8, Base Movement +5 feet, Space 10 ft., Reach 10 ft.
Strength +8, Constitution +4, Carrying Capacity: +5
-1 Attack and Defense bonus, Grapple +4, Stealth -4, Intimidation +2


Equipment:
Uniform (4ep)
Includes: Commlink (1ep), GPS (1ep)
Protection 2 (2ep)

Combat: Attack +4 / +5 (Melee) // -1 (Size); Damage +10 (Unarmed); Defense +3 (+2 flat-footed) // -1 (Size); Initiative +0

Saves: Toughness +12 (+10 Impervious), Fortitude +11, Reflex +4, Will +4

Drawbacks:

Complications:


Abilities 14 + Skills 3 + Feats 13 + Powers 52 + Combat 14 + Saves 9 - Drawbacks 0 = 105

:arrow: William, more commonly known as Sloth, is as powerful as he is mean. He lacks the training and experience to use his strength as effectively as an older superhuman, but he can still do some real damage. Also, despite the assumption that a big, ham-fisted guy like him is all muscle, Sloth is surpringly smart. All he better for choosing when and where to cause trouble.

:arrow: Sloth is from pg. 119 of Hero High. He wasn't given a complete write-up only a basic starting point. This is my full build version. He is mentioned briefly in Ch. 2 of Oliver's story.
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Re: Z.E.N. Buildism - Character builds by Zulu Echo November

Postby ZuluEchoNovember » Tue Jan 05, 2010 6:12 pm

Daisy
Name: Daisy Gibbons

Power Level: 7 (105pp)

Abilities: STR: 10 [24] (+7), DEX: 10 [24] (+7), CON: 10 [24] (+7), INT: 10 (+0), WIS: 10 [24] (+7), CHA: 10 [24] (+7)

Skills: Acrobatics 4 (+11), Bluff 4 (+11), Diplomacy 4 (+11), Knowledge [Pop Culture] 8 (+8)

Feats: Beginner's Luck, Dodge Focus 3, Equipment 3, Jack-of-all-Trades, Wealth 3

Powers:
Enhanced Strength 14 (14pp)
Enhanced Dexterity 14 (14pp)
Enhanced Constitution 14 (14pp)
Enhanced Wisdom 14 (14pp)
Enhanced Charisma 14 (14pp)
Speed 1 (10 mph; 1pp)
Super-Senses 4 (Vision [Extended], Low-Light Vision, Hearing [Extended], Ultrahearing; 4pp)
Super-Strength 1 (1,400 lbs.; 2pp)

Equipment:
Uniform (4ep)
Includes: Commlink (1ep), GPS (1ep)
Protection 2 (2ep)

iPhone (2ep)

Sports Car (8ep)

Combat: Attack +1; Damage +7 (Unarmed); Defense +5 (+1 flat-footed); Initiative +7

Saves: Toughness +9, Fortitude +9, Reflex +9, Will +9

Drawbacks:

Complications:


Abilities 0 + Skills 5 + Feats 11 + Powers 77 + Combat 6 + Saves 6 - Drawbacks 0 = 105

:arrow: Daisy is beautiful, charismatic, and a physically perfect human specimen. She could become quite a super-hero if she had any desire to be one, but she'd rather use her good looks and popularity to be the 'It' girl at school. Her superiority complex is huge. She's amazing, and she knows it.

:arrow: Daisy is from pg. 119 of Hero High. She wasn't given a complete write-up only a basic starting point. This is my full build version. Originally in Hero High, she was given a very different powerset. Rather than use the charisma based concept, which I felt overlapped too much with Pusher, I went in a different direction that I believe is more interesting. She first appears in Ch. 2 of Oliver's story.
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Re: Z.E.N. Buildism - Character builds by Zulu Echo November

Postby ZuluEchoNovember » Tue Jan 05, 2010 6:17 pm

Kid Alchemy
Name: Terrance "Bling" Brown

Power Level: 7 (105pp)

Abilities: STR: 12 [28] (+9), DEX: 10 (+0), CON: 12 (+1), INT: 10 (+0), WIS: 14 (+2), CHA: 16 (+3)

Skills: Acrobatics 4 (+4), Bluff 4 (+7), Knowledge [Streetwise] 8 (+8)

Feats: Accurate Attack, Equipment 1, Improved Initiative, Taunt

Powers:
Alternate Form 7 "Metal Body" (Extra: Continuous +1; Drawback: Vulnerable [magnetic effects; Uncommon, Moderate; -2pp]; 40pp)
Transform 4 (Metal to Metal; Flaw: Range [Touch] -1; 12pp)

Metal Form (35pp)
Density 8 (Extra: Continuous +1; Flaw: Permanent -1; 24pp)
Immunity 3 (Environmental Conditions [Cold, Heat, Vacuum] 3; 3pp)
Protection 4 (Extra: Impervious +1; 8pp)

Density effects
Strength +16, Toughness +4 (Impervious), Immovable 2, Super-Stength 2, Mass x8


Equipment:
Uniform (4ep)
Includes: Commlink (1ep), GPS (1ep)
Protection 2 (2ep)

Combat: Attack +5; Damage +1 [+9] (Unarmed); Defense +5 (+2 flat-footed); Initiative +4

Saves: Toughness +3 / +9 (+8 Impervious; Metal Form), Fortitude +5, Reflex +4, Will +5

Drawbacks:

Complications:

Abilities 14 + Skills 4 + Feats 4 + Powers 52 + Combat 20 + Saves 11 - Drawbacks 0 = 105

:arrow: Terrance has internalized his power to transform metals and can now convert his own body into living metal which grants him increased strength and durability. He's got more "bling" than anybody now and will happily dive into the fray to dish out damage with fists of iron.

:arrow: Kid Alchemy is from pg. 118 of Hero High. He wasn't given a complete write-up only a basic starting point. This is my full build version. Originally in Hero High, He had only the Transform power. I expanded on this to make him a more formidable character. He appears in Ch. 3 of Oliver's story.
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Re: Z.E.N. Buildism - Character builds by Zulu Echo November

Postby ZuluEchoNovember » Tue Jan 05, 2010 6:24 pm

Image

Star Knight Template (68pp)

Skills: Knowledge [Civics] 4 (+4)

Feats: Environmental Adaptation [Zero-Gravity], Fearless

Powers:
Container 16 "Armored Form" (Extra: Duration [Continuous] +1; Flaw: Action [Full] -3; Drawback: Power Loss [if Energy Control is uncharged; Uncommon, Minor; -1pp]; 47pp)
[Star Stone] Energy Control 10 (Feat: Communication Link [Mentor]; Extra: Linked to Protection +0; Flaw: Tiring -1; Drawback: Key [Sunlight required to recharge; Uncommon, Minor; -1pp], Power Loss [when not recharged; Common, Minor; -2pp]; 8pp)
Base Power: Blast 10 (0pp)
Protection 10 (Extra: Linked to Energy Control +0; 10pp)

Armored Form (80pp)
Removes Tiring Flaw from Energy Control (10pp)
AP: Strike 10 "Energy Sword" (Extra: Penetrating +1; 1pp)
AP: Deflect 6 (All ranged attacks; 1pp)
AP: Telekinesis 10 (Heavy Load: 12 Tons; Extra: Damaging +1; Flaw: Range [Touch] -1; 1pp)
Communication 16 (radio; Flaw: Limited [to Star Knights only] -1; 8pp)
Comprehend 3 (Languages 3 [Speak, understand, read any]; 6pp)
Flight 8 (2,500 mph; 16pp)
Illusion 1 (Memory playback; All senses; Flaw: Limited [to playback] -1; 2pp)
Immunity 9 (Life Support; 9pp)
Impervious Toughness 10 (10pp)
Shield 2 (Feat: Interpose; 3pp)
Space Travel 1 (1c; Feat: Hyperspace; 2pp)
Super-Senses 2 (Low-Light Vision, Radio; 2pp)
Super-Senses 10 (Detect Life 3 [visual; Acute, Ranged], Direction Sense, Distance Sense, Electromagnetic Awareness 3 [visual; Acute, Analytical], Visual senses 6 [Extended 3]; Flaw: Distracting -1; 7pp)
Super-Senses 4 (Post-Cognition; Flaw: Limited [to own memories] -1; 2pp)


:arrow: The chosen of Mentor wield powerful suits of armor and swords of energy as the Star Knights in the Freedom City Universe. Clearly an homage to another intergalactic police force, they are a personal favorite of mine. Though, like so many builds I wanted to refine the concept to fit more with my personal tastes. In all honestly, I borrowed a great deal from a great build of the Green Lantern Power Ring by Taliesin which I think is an elegant build for which he deserves credit.

:arrow: My version of the Star Knights is the epitome of solar power. I thought it fitting, considering the name and also that the only fallen Knight now wields darkness controlling powers, that the powers were based more specifically on solar energy as well as requiring recharging from the sun.

:arrow: The greatest difference between the official build and my own is that the power does not actually derive from a device. Rather, Star Knights are gifted with a portion of the Star Stone's energy and contain it within themselves. To enhance and focus this power, they are implanted with a kind of super-technology that, when activated, generates the actual Star Knight armor.

:arrow: The generated armor container is standardized and would be the same for any Knight, but an individual Knight's power could grow by buying more ranks of Star Stone Energy Control and Protection. The offensive array would scale with the base power.
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Re: Z.E.N. Buildism: Claremont students, Star Knight armor

Postby ZuluEchoNovember » Tue Jan 05, 2010 6:49 pm

Long ago in the ancient times, a tribe of humans worshipped Hie-Re the sky goddess. This tribe was at war with one of their neighbors, a tribe which worshipped Gul-Kar Lord of the Underworld. On the Summer Solstice, as the sun reached its apex, the worshippers of Hie-Re celebrated the holiest day of their religion. As they prayed to their goddess, the worshippers of Gul-Kar came out of their dark caves and attacked. They were vicious and unmerciful. Women and children were killed the same as the men. The worshippers of Hie-Re fled for they did not carry weapons during their prayers and could not fight back. They fled across the fields and hills until they came to the Cliffs of Cashem. Trapped at the edge of the perilously precipice with only the depths of Gul-Kar below, they prayed to the sky goddess Hie-Re and leapt. Rather than allowing her devoted children to be swallowed by the Lord of the Underworld, Hie-Re transformed them and gave them wings to fly like her holy messengers the birds. They soared off into the sky and were saved. So was born the Hierons, Children of Hie-Re.


Image

Arek XIV
Race: Hieronian
Home Region: The Floating City Hieropolis
Occupation: Clan Leader (deposed Lord of Hieropolis)
Group Affiliation: Red Wing Clan
Height: 6'1"
Weight: 120 lbs
Eyes: yellow
Hair: n/a; Red-brown and white feathers

Power Level: 10 (150pp)

Abilities: STR: 16 (+3), DEX: 16 (+3), CON: 20 (+5), INT: 14 (+2), WIS: 16 (+3), CHA: 16 (+3)

Skills: Acrobatics 12 (+15), Diplomacy 8 (+11), Gather Information 12 (+15), Knowledge [Civics] 4 (+6), Knowledge [Current Events] 4 (+6), Language [Base: Hieronian; ..., ..., ..., ...] 4, Notice 8 (+11), Search 8 (+10), Sense Motive 8 (+11), Stealth 4 (+7)

Feats: Acrobatic Bluff, Attack Specialization (Sun Blades) 2, Benefit [Status: Nobility], Contacts, Defensive Roll 2, Dodge Focus 4, Environmental Adaptation (High-Altitude), Evasion, Inspire, Leadership, Move-By Action, Well-Informed

Powers:
Device 3 "Sword of The Shining Sun" (Easy to Lose; 9pp)
Device 2 "Sun Blades" (Easy to Lose; 6pp)

Hieronian Racial Template (15pp)
Additional Limbs 2 (Feet; Feat: Ambidexterity, Improved Grab; 4pp)
Flight 3 (50 mph; Drawback: Power Loss [if wings immobilized; Uncommon, Minor; -1pp]; 5pp)
Strike 1 "Talons" (Feat: Improved Critical, Mighty; 3pp)
Super Senses 3 (Low-Light Vision, Normal Sight 2 [Extended 2]; 3pp)

Devices:
Sun Blades (10pp)
Blast 3 (Feat: Mighty 3; Extra: Area [Shapeable] +1; Flaw: Side Effect [disarmed on missed range attack] -1; 9pp)
Shield 1 (1pp)

Sword of the Shining Sun (15pp)
Enhanced Feat (Quickdraw; 1pp)
Light Control 2 (10-ft. radius; 4pp)
Strike 7 (Feat: Improved Critical, Mighty; 9pp)
AP: Strike 7 (Feat: Improved Critical, Mighty; Extra: Penetrating +1; Flaw: Tiring -1; 1pp)

Combat: Attack +10 / +14 (Sun Blades); Damage +3 (Unarmed) / +4 (Talons) / +6 (Sun Blades) / +10 (Sword of the Shining Sun); Defense +12 (+4 flat-footed) // +1 (Shield); Grapple +13; Initiative +3

Saves: Toughness +7 (+5 flat-footed), Fortitude +8, Reflex +8, Will +6

Drawbacks:

Complications: Responsibility (Leader of the Red Wing Clan)

Abilities 38 + Skills 18 + Feats 17 + Powers 30 + Combat 36 + Saves 11 - Drawbacks 0 = 150


:arrow: Due to their avian physiology, Hierons are muscular, agile and blessed with fast metabolisms and hardy constitutions. Their upper limbs are wings with spans twice their height. Their large claw-like feet have sharp talons and are as dexterous as the humanoid hands on their arms. In addition, Hierons have extremely keen eyesight.

:arrow: The Hieron religion, based around the worship of the sky goddess Hie-Re, is preserved by the Order of the Sun and Wind. Gifted devotees possess magical abilities to control various elements associated with their mother goddess such as the wind, the flame of the sun, and to command the birds in the sky.

:arrow: Hieron warriors wield many weapons, but the most common armament is a pair of Sun Blades. These circular bladed rings, inscribed with magic symbols resembling the rays of the sun, can be wielded both in melee combat or launched in arcing paths through the air to slice through their targets only to then return to their wielder. Skilled warriors can use them to block attacks as well.

Image

:arrow: The most common profession for Hierons to have is a messenger. In fact, with their ability to cover vast distances quickly and without regard for terrain, the Hieronic Messenger Guild has a virtual monopoly on the dissemination of news across the many kingdoms. Traveling Hierons have an easy time making friends as people of all races and creeds are always thirsty for knowledge of events in distant lands.

:arrow: The home kingdom of the Hierons, called Hieropolis, is a floating city in the clouds kept aloft by the power of their sky goddess. The buildings shine with golden surfaces, and the air around them is full of Hierons going about their daily business. People from other lands can reach the cities via airship or by ascending the great mountain Hiegor and crossing the Cloud Bridge.

:arrow: Arek, fourteenth of his family line, is chief of the Red Wings, smallest clan of the Children of Hie-Re. Due to political maneuvering over the last century and culminating in a coup during the time of his father Arek XIII, the Red Wing clan has lost most of its standing amongst the other clans despite being the ancient First Clan of Hie-Re, the descendants of the chief of the first tribe of Hieronians. With his clan spread across the many kingdoms and he himself deposed from his throne in Heiropolis, Arek XIV has begun a quest to regain his rightful place as heir of Hie-Re and Lord of the Clans. He now travels far and wide to visit with the members of his far-flung clan and hopefully find a way to restore their honor. Despite his clans loss of standing, Arek still maintains many contacts within the Messengers Guild which keeps him apprised of all the latest news.

:arrow: Still a young hieron, Arek is 31 years old and in his prime. He is both a gifted warrior and diplomat. He is incredibly skilled with his two Sun Blades, the traditional weapon of the Hieronian warrior. In addition, Arek carries the Sword of the Shining Sun, a mighty blade passed down by the chiefs of the Red Wing Clan. It is both a fearsome weapon and a symbol of his birthright.

Image

(Character originally created for this game.)
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Re: Z.E.N. Buildism: Claremont students, Star Knight armor

Postby ZuluEchoNovember » Tue Jan 05, 2010 7:07 pm

An Unkindness
An expanded Raven Family for the Freedom City Setting.

The Raven Family
Raven I
Blackbird I
Sparrow/Nighthawk
Raven II

(Author's note: The following was written before learning of Blackbird II in Crooks!. I have chosen to omit that character entirely from canon as it totally steals my mojo.)

During the Silver Age, Duncan Summers fought crime in New York as the Raven. He apparently had no official sidekick, but the FC Encyclopedia makes reference to a heroine named Blackbird. Blackbird was a "would-be paramour of the Raven. She adopted a similar costume and attempted to work as his 'partner' for a time". I chose to omit the "would-be" and decided that not only was she Raven's crime-fighting partner but also his lover for a time. Her real name was Helen O'Neil and several years Raven's junior. At the end of the Silver Age, Blackbird and Raven's personal and crime-fighing relationship ended as the result of Raven's feelings for Jasmine Sin.

Blackbird left New York for Freedom City to live with her sister and continue her crime-fighting career solo. Shortly after, Helen realized she was pregnant and gave birth later that year to a son, Cory. The baby was left in the care of his aunt most nights while his mother battled criminals and the mob. Blackbird built allegiances with many of Freedom City's heroes during the '70's, especially Bowman and his partner Arrow.

At the time of the Moore Act, Helen was forced to confront her life when vigilanteism was outlawed. Her sister told her it was a sign that she should give up her dangerous lifestyle and be a more attentive mother to Cory who had been predominantly raised by his aunt in his mother's absence due to her crime-fighting. Blackbird was too committed to her role as a nocturnal avenger and chose instead to continue crime-fighting as well as become a larger part of her son's life by taking him on as her sidekick. Helen hadn't been neglectful as a mother so much as distant, and she had made sure her son had received a good education which included plenty of athletic training. In her mind, he had always been heir to the Raven cowl. Now was the time to begin his official rise to heroism.

While frightened of the danger he was being forced to confront on a nightly basis, Cory was delighted to finally be in the spotlight of his mothers affections. As Sparrow, Cory was trained by both his mother and her new lover Archer (the former Arrow and leader of the newly formed FORCE-Ops team) in physical combat and investigation techniques. Being surrounded by so many obsessively dedicated vigilantes, nightly patrols and perhaps aspects of his parentage quickly transformed Sparrow into a relentless crime-fighting machine, and criminals soon learned not underestimate the teenager.

Yet, despite his zeal, talent and intense training Sparrow was hardly on par with the adult heroes he found himself working with, and he only realized his overconfidence too late. During a raid on a mob meeting with his mother, Cory was overwhelmed by the sheer number of adversaries. In the confusion of punches, kicks and gunshots one of the mobsters was able to get the drop on Blackbird. Sparrow saw the man sneaking up behind his mother from across the room, but was unable to act quickly enough to prevent a carefully placed bullet from going through her head. In the next instant an arrow shaft had penetrated the heart of Blackbird's killer. The cavalry had arrived but moments too late.

Emotionally destroyed by his failure to save his mother and the loss of his only parent, Cory completely gave up fighting crime for the next year until he had graduated high school and then departed on a trip around the world to figure out if saving it was worth the loss he had suffered. He hadn't planned anything about the trip when he set out, and it ended up lasting several years during which he made the acquaintance of several equally interesting and educational people. Old habits die hard, so Cory continued to stay fit and hone his skills in case his travels brought him upon someone in need of his aide. After the first few months his wandering across the world became an attempt at letting the world itself guide him to his destiny rather than following the path, the only path, his mother had been so determined he should follow. Despite his expectations of being guided in a different direction, it became clear to Cory after a time that his destiny truly was to be a hero. Or so it seemed to him. As has been said, old habits die hard. If he was truly honest with himself, Cory would have to admit that he was all to eager for a "sign" that he should continue as a masked vigilante.

While traveling back through the midwest in 1993, Cory saw the news reports of the Terminus Invasion and made all attempts to return to Freedom City to help fight the threat, but he had little money and was unable to get any further than Detroit before news of the Centurion's sacrifice and Earth's victory was reported. In the dawn of a new age where heroes were being welcomed again, Cory decided to remain in Detroit. The sheer number of heroes flocking to Freedom City discouraged him from wanting to return home. Also, Detroit was clearly underrepresented by citizens of the caped variety. Donning a new costume, he stole into the night of the Motor City and promptly thwarted two muggings, an arson attempt, and a super-weapon smuggling ring coming across the Detroit River from Canada. The papers reported the heroic acts of Nighthawk, the city's newest protector.

Cory's work as Nighthawk hasn't garnered him much attention over the years from many outside the Great Lakes, but he doesn't mind. He has studied the work of other costumed detectives on the planet for the sake of improving his own skills and, in doing so, become familiar with the new Raven. Aware of his mother's history working the original, Nighthawk has pondered the connection between this female heroine and his mother's former crime-fighting partner who he is interested in eventually locating. Regardless, his work in Detroit keeps him busy and there's no time for trips down memory lane. The last decade and a half have established him as a veteran amongst the city's small but dedicated crime-fighting community. No official team has ever been formed there, but Nighthawk would be on the short list for team leader if one did come together due to his reputation and skills.

Timeline
1932 - Duncan Summers born.
1949 - Helena O'Neil born.
1957 - Duncan Summers becomes the Raven I and begins fighting crime in New York.
1967 - Helena O'Neil becomes Blackbird I and begins her association with Raven I.
1969 - Helena O'Neil (Blackbird I) leaves New York after a falling out with Raven I.
1970 - Cory O'Neil is born.
1972 - Duncan Summers marries Jasmine Sin and hangs up his cowl.
1973 - Callie Summers is born.
1984 - Cory O'Neil becomes Blackbird I's sidekick as Sparrow.
1987 - Blackbird I is killed by an unknown enemy. Sparrow blames himself and goes on a journey around the world.
1989 - Jasmine Summers dies. Callie Summers begins training to become the Raven II.
1993 - Following the Terminus invasion, Raven I and II move to Freedom City. Sparrow settles in Detroit after a period of travel. He renames himself Nighthawk.
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Re: Z.E.N. Buildism: Claremont students, Star Knight armor

Postby ZuluEchoNovember » Tue Jan 05, 2010 8:20 pm

Image

Nighthawk
Real Name: Corbin "Cory" O'Neil

Power Level: 10 (150pp)

Abilities: STR: 18 (+4), DEX: 20 (+5), CON: 18 (+4), INT: 16 (+3), WIS: 16 (+3), CHA: 18 (+4)

Skills: Acrobatics 8 (+13), Bluff 4 (+8), Computers 4 (+7), Disable Device 4 (+7), Escape Artistry 8 (+13), Gather Information 8 (+12), Intimidate 12 (+16), Investigate 8 (+11), Notice 8 (+11), Pilot 4 (+9), Search 8 (+11), Sense Motive 8 (+11), Stealth 8 (+13)

Feats: Acrobatic Bluff, Assessment, Dodge Focus 3, Equipment 9, Elusive Target, Evasion, Instant Up, Move-By Action, Quick Draw, Ranged Pin, Sneak Attack, Startle, Takedown Attack, Uncanny Dodge (auditory)

Equipment:

Costume
Flight 1 (Feat: Subtle; Flaw: Gliding -1; 2ep)
Protection 3 (3ep)
Super-Senses 2 (Radio, Ultravision; 2ep)

Utility Belt
Dazzle 4 "Flash-bangs" (visual & auditory; 16ep)
AP: Snare 4 "Bolos" (1ep)
AP: Strike 2 "Escrima" (Feat: Improved Block, Mighty, Thrown; 1ep)
AP: Strike 4 "Boomerang" (Feat: Mighty, Thrown; 1ep)
AP: Blast 1 "Shuriken" (Feat: Ranged Pin; Extra: Autofire +1; 1ep)
AP: Obscure 4 "Smoke pellets" (Extra: Independent +0; 1ep)

Swingline
Super Movement 1 (Swinging; 2ep)

Vehicle "Hover Wing" (10ep)
Strength: 20 (2ep);
Speed: Flight 3 (Flaw: Platform -1; 3ep);
Defense: 10;
Toughness: 6 (1ep);
Size: Medium;
Features: Navigation System, Remote Control (2ep);
Powers: Concealment 1 (auditory; 2ep)

Headquarters "Abandoned Building" (5ep)
Toughness: 10 (1ep);
Size: Huge (3ep);
Features: Security System (1ep)

Combat: Attack +12; Damage +1 (Shuriken; Autofire) / +4 (Unarmed) / +4 (Boomerang) / +6 (Escrima) // +2 (Sneak Attack); Defense +13 (+5 flat-footed); Initiative +5

Saves: Toughness +7, Fortitude +8, Reflex +9, Will +7

Drawbacks:

Complications:


Abilities 46 + Skills 24 + Feats 24 + Powers 0 + Combat 44 + Saves 12 - Drawbacks 0 = 150

:arrow: Half-brother to the current Callie Summers, the current Raven, Nighthawk isn't at her level, but he wasn't trained by their father. He's a skilled crime-fighter none-the-less and fairly straightforward.

:arrow: The one thing that makes Nighthawk stand out is his Green Goblin-esque flying wing.
Last edited by ZuluEchoNovember on Wed Jan 06, 2010 11:26 pm, edited 2 times in total.
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Re: Z.E.N. Buildism: Claremont, Star Knight, An Unkindness

Postby ZuluEchoNovember » Tue Jan 05, 2010 9:55 pm

Image

The Invisible Man
Name: Boston Brand

Power Level: 8 (120pp)

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

Skills: Bluff 4 (+8), Disguise 4 (+8), Intimidate 12 (+16), Investigate 4 (+5), Knowledge [Streetwise] 4 (+5), Knowledge [Current Events] 4 (+5), Notice 4 (+6), Search 4 (+5), Sense Motive 8 (+10), Stealth 12 (+14)

Feats: Attack Focus (Melee) 2, Benefit (Enigma), Dodge Focus 3, Startle

Powers:
Astral Form 5 (5 mile range; Flaw: Permanent -1; 20pp)
Comprehend 1 (Spirits; 2pp)
Super-Senses 6 (Aura Reading, Spirit Awareness; 6pp)
Telekinesis 4 "Clothed Strength" (Heavy Load: 400 lbs; Feat: Accurate 2, Quick Change, Precise; Extra: Action [Free] +2, Affects Corporeal +1, Damaging +1; Flaw: Range [Touch] -1; Drawback: Power Loss [if not 'wearing' clothing; Very Common, Minor; -3pp]; 21pp)

Equipment:
Clothing (0ep)

Combat: Attack +6 / +8 (Melee) / +12 (Clothed Strength); Damage -- (Unarmed) / +4 (Clothed Strength); Defense +8 (+3 flat-footed); Initiative +2

Saves: Toughness +0, Fortitude +4, Reflex +6, Will +6

Drawbacks: Weakness (Damage to clothing; Common, Moderate [cumulative -1 all attack, defense, and checks]; -3pp)

Complications: Secret (Physical body lying in St. Anthony's Hospital)


Abilities 18 + Skills 15 + Feats 7 + Powers 49 + Combat 22 + Saves 12 - Drawbacks 3 = 120

:arrow: Boston Brand, The Invisible Man, is a ghost separated from his still living body by an unknown magic and compelled to redeem his wasted life of hedonism and frivolity through the salvation of Gotham. While his comatose body sleeps in St. Anthony's Hospital, cared for by doctors and nurses, Boston's spirit wanders the city searching for innocents to protect. Capable of exerting some control over the physical world, Boston tries to make himself feel more 'alive' by wearing clothing, usually slacks, a long coat, gloves, a scarf, felt hat, and dark glasses. In fact, to interact with the living world he must adopt a more living appearance through clothing.

:arrow: This character was created for a now defunct PbP Gotham by Gaslight game. I didn't get to play him very long before the game dissolved.
Last edited by ZuluEchoNovember on Fri Jun 18, 2010 8:22 pm, edited 4 times in total.
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Re: Z.E.N. Buildism: Claremont, Unkindness, Gotham by Gaslight

Postby ZuluEchoNovember » Tue Jan 05, 2010 11:40 pm

Slip
Name: Kevin Silvestri

Power Level: 7 (105pp)

Abilities: STR: 10 (+0), DEX: 20 (+5), CON: 10 (+0), INT: 16 (+3), WIS: 12 (+1), CHA: 10 (+0)

Skills: Knowledge [Life Sciences] 4 (+7), Medicine 4 (+5), Notice 4 (+5), Search 4 (+7)

Feats: Accurate Attack, Defensive Attack, Defensive Roll 2, Dodge Focus 6, Elusive Target, Evasion, Improved Initiative 3, Move-By Action

Powers:
Concealment 8 (All senses; Flaw: Limited [while using Speed power] -1, Partial -1; 4pp)
AP: Quickness 8 (Flaw: Limited [physical only] -1; 1pp)
Dimensional Slip Array 10 (20pp)
Base Power: Strike 8 (Feat: Accurate, Affects Insubstantial; Extra: Penetrating +1; 0pp)
AP: Insubstantial 4 (1pp)
Speed 8 (2,500 mph; Feat: Moving Feint; 9pp)
Super-Movement 2 (Trackless, Water-Walking; Flaw: Limited [while using Speed power] -1; 2pp)


Equipment:
Uniform (4ep)
Includes: Commlink (1ep), GPS (1ep)
Protection 2 (2ep)

Combat: Attack +4 / +6 (Strike); Damage +0 (Unarmed) / +8 (Strike); Defense +10 (+2 flat-footed); Initiative +17

Saves: Toughness +4 (+2 flat-footed), Fortitude +4, Reflex +11, Will +5

Drawbacks:

Complications:

Abilities 18 + Skills 4 + Feats 16 + Powers 37 + Combat 16 + Saves 14 - Drawbacks 0 = 105

:arrow: Kevin wants to go on to medical school and become a doctor. To him, his ability to phase out of normal space and move at super speeds just means he'll make a really efficient surgeon. He could give Bolt some competition in a race and, with more training, make quite a formidable hero, too.
Last edited by ZuluEchoNovember on Fri Jan 28, 2011 3:31 pm, edited 2 times in total.
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Re: Z.E.N. Buildism: Claremont, Unkindness, Gotham by Gaslight

Postby ZuluEchoNovember » Tue Jan 05, 2010 11:44 pm

Nighthawk II
Name: Nate Hawkins

Power Level: 7 (105pp)

Abilities: STR: 14 (+2), DEX: 16 (+3), CON: 14 (+2), INT: 14 (+2), WIS: 16 (+3), CHA: 16 (+3)

Skills: Acrobatics 4 (+7), Diplomacy 4 (+7), Escape Artist 4 (+7), Gather Information 4 (+7), Investigate 4 (+6), Knowledge [Behavioral Science] 4 (+6), Knowledge [Civics] 4 (+6), Knowledge [Current Events] 4 (+6), Knowledge [Streetwise] 4 (+6), Notice 4 (+7), Stealth 4 (+4)

Feats: Acrobatic Bluff, All-Out Attack, Defensive Attack, Equipment, Improved Initiative, Inspire, Leadership, Power Attack, Well-Informed

Powers:
Move Object 4 (400 lbs; Extra: Area [Cone] +1; Flaw: Distracting -1, Limited Direction [Toward or away from him] -1; 4pp)
AP: Strike 3 (Feat: Mighty; 1pp)
AP: Trip 4 (1pp)
Flight 1 (Flaw: Levitation -1; 1pp)
Force Field 4 (4pp)


Equipment:
Uniform (5ep)
Includes: Commlink (1ep), GPS (1ep)
Coordinated Flight (Removes Levitation Flaw from Flight; 1ep)
Protection 2 (2ep); Does not stack with Force Field

Combat: Attack +8; Damage +4 (Unarmed) / +6 (Strike); Defense +8 (+4 flat-footed); Initiative +7

Saves: Toughness +4 / +6 (Force Field), Fortitude +6, Reflex +7, Will +7

Drawbacks:

Complications: Obsession (Wants to be the best crimefighter in the world)


Abilities 30 + Skills 11 + Feats 9 + Powers 11 + Combat 32 + Saves 12 - Drawbacks 0 = 105

:arrow: Compared to his friends Nate's powers are quite limited. Using his ability to manipulate his personal gravitational field, he can attract or repel objects including the Earth itself. This grants him a weak form of flight which he augments with under-arm wings built into his costume. His instinctive repulsive field provides a measure of protection, and his attacks pack an extra punch because of it as well. Despite the relative weakness of his powers, Nate is the consummate hero. He works as hard as or harder than anybody and studies crime-fighting techniques used by heroes without powers. He has the potential to outshine others blessed with more powerful abilities due to sheer dedication.
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Re: Z.E.N. Buildism: Claremont, Unkindness, Gotham by Gaslight

Postby ZuluEchoNovember » Tue Jan 05, 2010 11:46 pm

Indigo
Name: Stella Strickland

Power Level: 7 (105pp)

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

Skills: Concentration 4 (+7), Craft [Artistic] 4 (+6), Knowledge [Art] 4 (+6), Notice 4 (+7), Sense Motive 4 (+7)

Feats: Dodge Focus 2, Equipment

Powers:
Force Constructs 8 (Feat: Improvised Tools, Precise; Extra: Impervious +1; Flaw: Range [Touch] -1; 18pp)
AP: Blast 8 (Extra: Explosion +1; Flaw: Tiring -1; 1pp)
AP: Strike 7 "Solid Energy Weapons" (Feat: Accurate, Mighty; Extra: Penetrating 8; 1pp)
Force Field 6 (Extra: Impervious +1; 12pp)
Immunity 1 (Own powers; 1pp)
Nullify 8 (Force Constructs; Extra: Effortless +1, Nullifying Field +0; 16pp)
Shield 1 (Feat: Interpose; 2pp)


Equipment:
Uniform (4ep)
Includes: Commlink (1ep), GPS (1ep)
Protection 2 (2ep); Does not stack with Protection power

Combat: Attack +4 / +6 (Solid Energy Weapons); Damage +1 (Unarmed) / +8 (+8 Penetrating; Solid Energy Weapons); Defense +6 [+7] (+2 flat-footed); Initiative +2

Saves: Toughness +3 / +7 (+6 Impervious), Fortitude +5, Reflex +5, Will +6

Drawbacks:

Complications:


Abilities 20 + Skills 5 + Feats 3 + Powers 51 + Combat 16 + Saves 10 - Drawbacks 0 = 105

:arrow: Stella is a twist on the Energy Controller concept. She is a gifted artist who can create detailed constructs of solid, blue energy which she usually forms into armor and weapons. Her main limitation though is that it takes her a great deal of concentration to maintain these creations when not in physical contact with them (hence the Tiring flaw), and any solid energy she is able to separate from her has a tendency to destabilize with violent results. A unique trait of her energy constructs is that they neutralize other artificially created energy constructs.
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Re: Z.E.N. Buildism: Claremont, Gotham by Gaslight, Star Knight

Postby ZuluEchoNovember » Wed Jan 06, 2010 2:15 am

No sooner did I start posting builds did I start rethinking a few. I've just drastically altered my Star Knight Template and reverted to an older concept. I realized I was too heavily copying a Green Lantern and needed to differentiate more between the two. Oh, well. I'm always building. That's why I started this thread.
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