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Gilliam's Builds [2E]

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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Build #110: Jesse Quick

Postby Gilliam » Thu May 24, 2012 4:54 am

JESSE QUICK

Image

"3x2(9yz)4a,"

Real Name: Jesse Chambers
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 25
Size: Medium
Height: 5' 9”
Weight: 130 lbs
Hair: Blonde
Eyes: Blue

POWER LEVEL
Power Level: 10
Power Points: 165
Max Attack: 12
Max Defense: 10
Max Save DC: 8
Max Toughness: 10

ABILITIES
STR: 26 (+8/+2)
DEX: 14 (+2)
CON: 26 (+8/+3)
INT: 14 (+2)
WIS: 12 (+1)
CHA: 12 (+1)

COMBAT
Attack +3 (Melee +6, Ranged +3, Unarmed +12)
Damage: Unarmed +8 (Bruise)
Defense +10 (+4 flat-footed)
Initiative +34

SAVES
Toughness +10 (+10 flat-footed)
Fortitude +10
Reflex +10
Will +7

SKILLS
Diplomacy 6 (+7); Gather Info 6 (+7); Knowledge -Business 6 (+8); Knowledge -History 4 (+6); Knowledge -Civics 4 (+6); Notice 6 (+7); Search 4 (+6); Sense Motive 8 (+9)

FEATS
All-out Attack; Attack Focus, Melee (3); Attack Specialization - Unarmed (3 or +6 attack); Benefit (2; Wealth & CEO of Quickstart Enterprises); Diehard; Dodge Focus (2); Elusive Target; Equipment (1 or 5eps); Evasion (2); Fast Overrun; Inspire (1); Move-by Action; Power Attack; Teamwork (1); Untapped Potential

POWERS
Enhanced Strength [12]
Enhanced Constitution [10]
Super Strength [4] (Heavy 7.4t)
ARRAY Super-Speed [8] (Feats: Rapid Attack, Rapid Disarm, Wall Run, Water Run) (Drawbacks: Power Loss- Must Recite Formula "3X2(9YZ)4A" -2)
--- [a] Deflect [8] (Slow & Fast Moving Projectiles)
--- [a] Super Movement [6] (Permeate 3, Air Walking 2, Slow Fall)

EQUIPMENT
Costume (Toughness 2, Subtle, Commlink) (4eps)

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 20 ft/10 ft/5 ft
Speed: 5 mi (2500 mph)
Super-Speed: 5 mi (2500 mph)

LIFTING
Light: 2.4 tons, Med: 4.9 tons, Heavy: 7.4 tons
Max: 15 tons, Push: 37 tons

COMPLICATIONS
DISABILITY - Jesse suffers from short sightness. She uses contacts to correct this issue.
MOTIVATION - Jesse's father Johnny Quick pushed her into becoming a superhero.
RESPONSIBILITY - Jesse has taken on more of a leadership role in the various teams she has been on such as the Titans and JSA.
RELATIONSHIP - Hourman.

SUMMARY
Abilities 22 + Skills 11 (44 ranks) + Feats 22 + Powers 72 + Combat 22 + Saves 16 – Drawbacks 0 = 165 / 165

BACKGROUND
Jesse Chambers is the daughter of Johnny Quick and Liberty Belle. From an early age her father taught her the formula that gave him superspeed, 3x2(9yz)4a, hoping that she would become a super-hero. However, she devoted her life instead to studying super-heroes of the past.

At University she discovered that she had superspeed when she recited the formula her father had taught her and had also inherited some of her mother's powers as well becoming a reluctant superhero. Over the years she has become an accomplished heroine and taken on more of a leadership role.
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Build #111: Miss America

Postby Gilliam » Sat May 26, 2012 4:29 am

MISS AMERICA

Image

Real Name: Joan Dale
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 24
Size: Medium
Height: 5' 7”
Weight: 130 lbs
Hair: Black
Eyes: Blue

POWER LEVEL
Power Level: 8
Power Points: 120
Max Attack: 8
Max Defense: 10
Max Save DC: 8
Max Toughness: 6

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

COMBAT
Attack +4 (Melee +4, Ranged +6)
Damage: Unarmed +1 (Bruise)
Defense +8 (+3 flat-footed)
Initiative +1

SAVES
Toughness +5 (+2 flat-footed)
Fortitude +7
Reflex +6
Will +8

SKILLS
Bluff 4 (+6); Concentration 3 (+6); Diplomacy 5 (+7); Gather Info 6 (+8); Investigate 4 (+6); Knowledge -Current Events 6 (+8); Knowledge -History 4 (+6); Notice 4 (+7); Profession - Reporter 2 (+5); Search 4 (+6); Sense Motive 5 (+8); Stealth 5 (+6)

FEATS
Attack Focus, Ranged (2); Contacts; Defensive Roll (3); Dodge Focus (3); Improved Defense (1); Luck (1); Well-Informed

POWERS
Transform [8] (Objects to Objects)

COMPLICATIONS
RESPONSIBILITY - To her various teammates.
IDENTITY - Normal identity.
ENEMY - Project M. Project M now suspect that their experiments were successful in some way and are very keen to reacquire Miss America for further study.

SUMMARY
Abilities 22 + Skills 13 (52 ranks) + Feats 12 + Powers 40 + Combat 18 + Saves 15 – Drawbacks 0 = 120 / 120

BACKGROUND
Joan Dale was a reporter during World War II whom dreamed that the Stature of Liberty came to life and granted her superhuman abilities to defend the country. In truth, she had been abducted by the top secret government agency, Project M, and her powers were actually the result of a secret experiment. Joan was selected as she had stumbled across certain things that were best left hidden and she was a woman in the 1940s. Project M believed the experiment to be a failure and had returned her to whence she had been taken, leaving her none the wiser.

Discovering that she did have the ability to manipulate matter Joan created a costume and calling herself Miss America became a member of The Freedom Fighters, then The Young All-Stars and finally the JSA. In later years as her powers faded she retired and married her long term boyfriend.

Decades later Joan reveals that she only appeared to age and still had her powers and then some. Returning to the heroic life Miss America has far greater control of her powers than before and an upgraded version of her is below.

An overpowered version of Miss America :)

MISS AMERICA

Image

Real Name: Joan Dale
Identity: Secret ID

APPEARANCE
Gender: Female
Age: unknown
Size: Medium
Height: 5' 7”
Weight: 130 lbs
Hair: Black
Eyes: Blue

POWER LEVEL
Power Level: 12
Power Points: 220
Max Attack: 12
Max Defense: 14
Max Save DC: 12
Max Toughness: 10

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

COMBAT
Attack +8 (Melee +8, Ranged +12)
Damage: Unarmed +1 (Bruise)
Defense +14 (+5 flat-footed)
Initiative +5

SAVES
Toughness +10* (+6 flat-footed)
Fortitude +10
Reflex +12
Will +11

* Impervious 6

SKILLS
Bluff 8 (+10); Concentration 7 (+10); Diplomacy 10 (+12); Gather Info 8 (+10); Investigate 8 (+10); Knowledge
-Current Events 8 (+10); Notice 8 (+11); Search 8 (+10); Sense Motive 9 (+12)

FEATS
Accurate Attack; Attack Focus, Ranged (4); Defensive Roll (4); Dodge Focus (4); Improved Block (1); Improved Defense (1); Improved Initiative (1); Luck (2); Seize Initiative; Taunt; Well-Informed

POWERS
Transform [10] (Any to Any) (Extra: Continuous)
Immortality [1]
Force Field [4] (Extra: Impervious 6)
Flight [5]

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 10 ft/5 ft/0 ft
Flight: 2200 ft (250 mph)

COMPLICATIONS
RESPONSIBILITY - To her various teammates.
IDENTITY - Normal identity.
OUT OF TIME - Miss America is now adventuring with the children, grandchildren and great-grandchildren of former teammates.

SUMMARY
Abilities 22 + Skills 19 (74 ranks) + Feats 21 + Powers 95 + Combat 36 + Saves 27 – Drawbacks 0 = 220 / 220

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Build #112: Star Spangled Kid

Postby Gilliam » Sat Jun 02, 2012 6:39 am

STAR SPANGLED KID

Image

Artwork is "Star_Spangled_Kid_by_Knightreaver"

Real Name: Sylvester Pemberton
Identity: Secret ID

APPEARANCE
Gender: Male
Age: 17
Size: Medium
Height: 5' 8”
Weight: 141 lbs
Hair: Black
Eyes: Blue

POWER LEVEL
Power Level: 7
Power Points: 105
Max Attack: 9
Max Defense: 8
Max Save DC: 5
Max Toughness: 6

ABILITIES
STR: 12 (+1)
DEX: 18 (+4)
CON: 14 (+2)
INT: 16 (+3)
WIS: 14 (+2)
CHA: 14 (+2)

COMBAT
Attack +6 (Melee +9, Ranged +6)
Damage: Unarmed +1 (Bruise)
Defense +8 (+3 flat-footed)
Initiative +8

SAVES
Toughness +5 (+2 flat-footed)
Fortitude +6
Reflex +9
Will +7

SKILLS
Acrobatics 8 (+12); Bluff 6 (+8); Diplomacy 5 (+7); Escape Artist 2 (+6); Gather Info 4 (+6); Knowledge -Current Events 4 (+7); Knowledge -Popular Culture 4 (+7); Notice 6 (+8); Search 4 (+7); Sense Motive 5 (+7); Stealth 4 (+8)

FEATS
Accurate Attack; Acrobatic Bluff; Attack Focus, Melee (3); Benefit (Wealth); Defensive Roll (3); Dodge Focus (2); Elusive Target; Equipment (1 or 5eps); Evasion (1); Improved Initiative (1); Improved Throw; Improved Trip; Inspire (1); Luck (1); Redirect; Set-Up; Sneak Attack (1); Taunt; Teamwork (2); Uncanny Dodge - Visual (1)

EQUIPMENT

Misc Items (5eps)

COMPLICATIONS
PATRIOT - Sylvester is very proud of his country and reacts poorly to any threats to the USA.

SUMMARY
Abilities 28 + Skills 13 (52 ranks) + Feats 26 + Powers 0 + Combat 24 + Saves 14 – Drawbacks 0 = 105 / 105

BACKGROUND
Sylvester Pemberton started out fighting crime on July 4th 1941. Attending a movie He and another bystander, Pat Dugan discovered that some Nazi agents were causing a riot and they both soundly beat the agents. Later the two over heard someone saying they wished the American Flag could come to life and defeat those that defiled it. After this Sylvester and Pat designed to become "Mystery Men" (the term used to describe super heroes back then). Pat designed his costume with stripes and became Stripesy and Sylvester's had stars so he called himself Star Spangled Kid. Initially the two men adventured on their own but ended up joining forces together with Pat providing the brawn and Sylvester the acrobatics. Later on they would be joined by Sylvester's adopted sister Merry Girl of 1000 Gimmicks.

The two would later join the Seven Soldiers Of Victory and the All-Star Squadron. During a mission with the Seven Soldiers they were lost in time and after been rescued ended up in the present time where Sylvester became a member of the JSA and gained procession of the Cosmic Converter Belt giving him enhanced strength and stamina.

Sylvester eventually retired and his name would later be picked up by Pats stepdaughter Courtney Whitmore.
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Build #113: Stripesy

Postby Gilliam » Sat Jun 02, 2012 6:58 am

STRIPESY

Image

Real Name: Pat Dugan
Identity: Secret ID

APPEARANCE
Gender: Male
Age: 26
Size: Medium
Height: 6' 1”
Weight: 210 lbs
Hair: Red
Eyes: Blue

POWER LEVEL
Power Level: 7
Power Points: 105
Max Attack: 8
Max Defense: 7
Max Save DC: 6
Max Toughness: 7

ABILITIES
STR: 18 (+4)
DEX: 14 (+2)
CON: 18 (+4)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 12 (+1)

COMBAT
Attack +4 (Melee +8*, Ranged +4)
Damage: Unarmed +4 (Bruise)
Defense +7 (+3 flat-footed)
Initiative +6

* Improved Critical Unarmed Attacks 19-20

SAVES
Toughness +7 (+4 flat-footed)
Fortitude +9
Reflex +7
Will +5

SKILLS
Acrobatics 6 (+8); Bluff 5 (+6); Climb 4 (+8); Craft -Mechanical 5 (+8); Diplomacy 3 (+4); Disable Device 3 (+6); Drive 4 (+6); Escape Artist 2 (+4); Gather Info 5 (+6); Knowledge -Technology 5 (+8); Knowledge -Physical Sciences 3 (+6); Notice 4 (+5); Pilot 2 (+4); Profession - Mechanic 4 (+5); Search 4 (+7); Sense Motive 5 (+6);

FEATS
All-out Attack; Attack Focus, Melee (4); Defensive Attack; Defensive Roll (3); Dodge Focus (2); Endurance (1); Equipment (4 or 20eps); Improved Critical - Unarmed (1 or 19-20); Improved Initiative (1); Improvised Tools; Inventor; Power Attack; Redirect; Second Chance - Craft Mechanical (1); Set-Up; Takedown Attack (1); Teamwork (2)


EQUIPMENT
"Star Rocket Racer" (Full size car, Extra: Flying 5) (15eps)

Image

Misc Items (5eps)

COMPLICATIONS
ALLERGY - Pineapples

SUMMARY
Abilities 30 + Skills 16 (64 ranks) + Feats 27 + Powers 0 + Combat 18 + Saves 14 – Drawbacks 0 = 105 / 105

BACKGROUND
Garage mechanic Pat Dugan and wealthy brat Sylvester Pemberton formed a unique bond when they had the opportunity to fight off some Nazi agents, who had interrupted a patriotic film and were inciting the audience to riot. They beat the agents soundly. Later, the two everhear a conversation while people discuss the incident at the theatre. Someone says that they wished the American flag would come to life and retaliate against those that insult it. Inspired by this discussion and their earlier success at the theatre, they each separately decide to become Mystery Men. Sylvester and Pat designed “Mystery Men” costumes for themselves, each based on a part of the American flag. Sylvester’s costume was based on stars part of the flag, and he became the Star-Spangled Kid. Pat took the stripes for his costume, and became Stripesy. The two operate independently for a while, and then end up as partners.

They had no superpowers whatsoever, but manifested the ordinary American’s fighting spirit, and took on villains like Dr. Weerd and the Needle. Developing a partnership, Sylvester persuaded his father to hire Pat as an in-house mechanic and chauffeur, so they could more easily work together.

The two became part of the superhero teams the Seven Soldiers of Victory and the All-Star Squadron. After been stranded in time Pat ended up in the modern era where he settled down to married life. After a couple of marriages he would design a suit of powered armour (S.T.R.I.P.E. (Special Tactics Robotic Integrated Power Enhancer))to watch over and protect his stepdaughter Courtney Whitmore aka Stargirl as members of the JSA.

(above copied from various wikis)
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Build #114: Merry, The Girl of 1000 Gimmicks

Postby Gilliam » Sat Jun 02, 2012 5:10 pm

MERRY THE GIRL OF 1000 GIMMICKS

Image

Real Name: Merry Pemberton
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 17
Size: Medium
Height: 5' 3”
Weight: 121 lbs
Hair: Red
Eyes: Blue

POWER LEVEL
Power Level: 7
Power Points: 105
Max Attack: 7
Max Defense: 9
Max Save DC: 7
Max Toughness: 5

ABILITIES
STR: 10 (+0)
DEX: 16 (+3)
CON: 12 (+1)
INT: 18 (+4)
WIS: 12 (+1)
CHA: 12 (+1)

COMBAT
Attack +3 (Melee +3, Ranged +3, Gadgets +7)
Damage: Unarmed +0 (Bruise), Gadgets up to +7
Defense +9 (+3 flat-footed)
Initiative +3

SAVES
Toughness +5 (+2 flat-footed)
Fortitude +4
Reflex +6
Will +6

SKILLS
Acrobatics 2 (+5); Bluff 6 (+7); Craft -Mechanical 4 (+8); Disable Device 2 (+6); Knowledge -Popular Culture 2 (+6); Notice 4 (+5); Search 2 (+6); Sense Motive 5 (+6); Sleight of Hand 1 (+4); Stealth 4 (+7)

FEATS
Attack Specialization - Gadgets (2 or +4 bonus); Defensive Attack; Defensive Roll (3); Dodge Focus (3); Equipment (1 or 5eps); Improved Trick; Improvised Tools; Jack-Of-All-Trades; Luck (1); Move-by Action; Quick Draw (1); Set-Up; Teamwork (1)


POWERS
Gadgets [5]

Image

EQUIPMENT
Costume (Toughness +1, Subtle) (2eps)
Misc Items (3eps)

SUMMARY
Abilities 20 + Skills 8 (32 ranks) + Feats 18 + Powers 30 + Combat 18 + Saves 11 – Drawbacks 0 = 105 / 105

BACKGROUND
Born Merry Creamer, she was placed in an orphanage after her father was arrested and sent to jail. Merry remained in the orphange for nearly 10 years creating small toys and devices to occupy her time. She was adopted by the parents of Sylvester Pemberton to be a companion for him as a psychiatrist had noted that Sylvester had no close friends or siblings and that could explain his odd behaviour and injuries.

Merry eventually discovered that Sylvester and their chauffeur Pat Dugan were in actual fact Star Spangled Kid and Stripesy. Creating a costume for herself Merry tagged along and secretly added them in fighting various criminals such as Presto the Magician. Helping herself to some of Presto's gadgets and using them as a base Merry was never without gimmicks of her own to use in battle afterwards. Over time Merry became part of the team with the Kid and Stripesy but never joined any of the larger teams that the other two did like The Seven Soldiers or the All-Star Squadron. After the Kid and Stripesy disappeared in time Merry retired from the superhero life and raised her own family.

In later years she served as a mentor to younger heroes starting out although she was a tad over protective.

:arrow: As a group the Kid, Stripesy and Merry would prove very handy especially with their ranks in teamwork and setup.

:arrow: I am enjoying reading about the various Golden Age heroes on wikipedia as I can remember reading about the Star Spangled Kid but was unaware of Stripesy or how Merry was related to him. There are several others that I am keen to try and build probably as PL7 or PL8.
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Re: Gilliam's Builds [2E]

Postby Woodclaw » Sun Jun 03, 2012 12:03 am

This is beautiful. Really I love this last build of your, Gilliam, excellent work.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
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Test Fight #1

Postby Gilliam » Sun Jun 03, 2012 3:34 am

Thanks Woodclaw, glad you like them.

Now to try something different here is a play test of 2 of my earlier builds to see how they work in a fight. Introducing the charming powerhouse Johnny Bravo against the masked swordswoman Osprey.

The setup is that Johnny Bravo and the other members of "his" gang have traveled to London to watch Wimbledon although Regina has mention something about some 21st birthday party as well. After arriving in London Regina suggested to Johnny Bravo that he should upgrade his wardrobe as jeans and a muscle t-shirt is not the look for Wimbledon. Not wanting to spend any money Johnny borrows a device from Minerva that nullifies alarms and breaks into a high end mens store and starts trying on various suits.

Standing by the open door of the shop Osprey smiled with anticipation, she was right that she had seen a light on inside the store. She had thought that she had seen a light as she walked back to her car and while these shops did open outside normal hours for some clients that was normally before midnight.

Making her way inside as quiet as a mouse Osprey was surprised to see a very tall man trying on a suit jacket as he flexed the jacket tour in two and Osprey winced as she knew just how much those jackets were worth.

As the man dropped the jacket onto a pile of other ruined garments "This store is suppose to be the best in this town yet they don't have anything in a normal size, while I like an audience you should really be going now" Johnny calls out.

Osprey uses stealth to sneak in and rolls 5 + 10 = 15.
Johnny's Notice check is 13 + 8 = 21 and he easily catches sight of the masked woman.

Rolling for initiative:
O: 3 + 10 = 13
JB: 7 + 5 = 12

and Ospreys goes first barely as they both roll poorly


"Okay an American, explains a lot" Osprey thinks as she hears the accent, a big guy but that is all he has got. "Somehow I doubt the owners of the store will appreciate you destroying their clothes, now since we have you surrounded why don't you put your hands on your head and we can all walk out of here with no trouble"

"Do I really look that stupid" Johnny replies as he leaps through the air covering the 30 feet between them in a second throwing a punch at Osprey he clips her as she sways back avoiding the worst of the blow.

Round 1

Osprey uses assessment, Sense Motive roll is 5 + 8 = 13. JB opposing roll is 13 + 15 = 28 which is a massive fail for Osprey. She now assumes that she is superiour in ability to Johnny Bravo. Also Osprey finds Johnny charming and he gets his bonus from attractiveness.

Osprey then trys a Bluff to feint and just fails (16 + 8 = 24 vs JB opposing 9 + 15 = 24).

JB jumps over to Osprey and attacks (Attack: 12 +10 = 22 which just hits DC: 15 +9 = 24. O TGH save 14 +10 = 24 and just saves.)


Realising that she may have underestimated her foe Osprey swings her sword, her foe nonchalantly raises his arm to block the sword and his eyes widen in surprise as he seems to feel the blow. "You are full of surprises" Johnny remarks as he throws another punch which Osprey rolls with and appears unscathed.

Round 2:

O: Attacks with her sword, (12 +12 = 24) which hits for a DC23 check. Now Johnny has impervious 9 but Ospreys sword has penetrating 8 so I believe that is a hit and JB needs to make a DC22 check? JB tgh save is 5 + 9 = 14, uses his villain point and rerolls 5 + 9 + 10 = 24 and saves.

JB: AOA +3/-3 and PA +3/-3. Attack 16+10=26 for a DC: 15+9+3 = 27. O save is 18+10=28 and rolls good at the right time


Ignoring his comment Ospreys presses the attack aiming for the big man's body and smiles as she hears him grunt from her blow. Once again JB swings his fist and misses badly.

Round 3:

O: A (9+12=21 for a DC:15+8-1=22. JB save is 10+9=19 for bruise x 1.

JB: tries same attack as last time but misses A: 4 +10 = 14


The big man seems very heavy on his feet and it wasn't hard for Osprey to score another clean hit and then expecting another punch she was almost caught as Johnny tried to grab her but she ducked under his grab "Tut tut, personal space"

Round 4:

O: Same attack again and as JB defense is only 7 easily hits A: 7+12=19 for a DC: 15+8-1=22. JB save is 13+9-1 = 22 which is his second bruise.

JB: Tries to grapple A: 18+8=26 and easily hits, JB grapple check is 3 +23 = 26 (what a crap roll) and O opposing check using grappling finesse is 18+(10+6) = 34.


Diving to the side Osprey tries to catch Johnny unaware but he tracks her every move and while she hits him once again with her sword it is with very little force. "Do you know that you have pretty eyes" Johnny comments freezing Osprey in place with surprise until he backhands her across the face.

Round 5:

O: Tries an acrobatic bluff as a move action AB: 2 +14 -5 =11. JB counters with 16+10=26 and easily passes. Osprey attacks: 9+12=21 for a hit and DC:15+8-1=22. JB saves 18+9-2=25 for a change.

JB: Attempts a Bluff - feint as a move action B: 2+15-5=22 and O opposes with a 11+8=19 so she is now flatfooted.

Nervous about leaving himself open JB PA +3/-3, 15+10-3=22 easily hitting for a DC: 15+9+3=27. O saves 18+8=26 for her first bruise and once again pulls out a big roll when she needs it.


Her ears ringing, Osprey drives through a rack of clothes and then quickly spinning back lands a powerful blow on Johnny Bravo rocking him back on his feet.

Taking advantage of his dazed state she swings again "Why won't you fall" catching Johnny on the side of his head and he slumps to the ground unconscious.

Round 6:

O: Tries Acrobatic Bluff as a move again. AB: 8+14-5=17. JB counters with a 15+10=25 and passes easily again. Osprey attacks again A: 13+12=25 for a DC: 15+8-1=22. JB rolls a toughness save of 9+9-2=16 which is his third bruise and he is stunned as well.

Round 7:

Pressing the attack Osprey rolls A: 18+12 = 30 (critical hit) for a DC: 15+8-1+5=27. JB rolls poorly again and fails by 15 to be unconscious TGH: 6+9-3 = 12.


Summary:

Osprey: HP x1 and Bruise x1
Johnny Bravo: HP 0, bruise x3 and unconscious.

Overall Osprey had an easier time than I expected as her sword countered Johnny's impervious toughness and Johnny struggled to land a clean hit as well as getting the worst of the rolls.

I am not sure if I handled the penetrating and impervious toughness right so if anyone has any comments or thoughts on how the 2 characters could have fought differently please share :)
Last edited by Gilliam on Sat Jun 09, 2012 3:10 pm, edited 1 time in total.
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Build #115: The Green Ghost

Postby Gilliam » Tue Jun 05, 2012 4:29 am

THE GREEN GHOST

Image

Real Name: George Chance
Identity: Secret ID

APPEARANCE
Gender: Male
Age: appears early 40s
Size: Medium
Height: 5' 9”
Weight: 175 lbs
Hair: Brown
Eyes: Green

POWER LEVEL
Power Level: 7
Power Points: 115
Max Attack: 7
Max Defense: 7
Max Save DC: 7
Max Toughness: 7

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

COMBAT
Attack +5 (Melee +5, Ranged +5, Magic +7)
Damage: Unarmed +1 (Bruise), Magical Blast +7
Defense +7 (+2 flat-footed)
Initiative +5

SAVES
Toughness +7 (+6 flat-footed)
Fortitude +6
Reflex +6
Will +9

SKILLS
Concentration 4 (+7); Craft -Arcane 6 (+8); Diplomacy 4 (+6); Gather Info 6 (+8); Investigate 4 (+6); Knowledge
- Arcane Lore 6 (+8); Knowledge -Theology/Philosophy 6 (+8); Knowledge -History 4 (+6); Notice 4 (+7); Search 4 (+6); Sense Motive 6 (+9); Sleight of Hand 3 (+4)

LANGUAGES
English (Base), Tibetan, Latin, Hindi

FEATS
Ambidexterity; Artificer; Attack Specialization - Magic (1 or +2 attack); Contacts; Defensive Roll (1); Equipment (1 or 5eps); Improved Initiative (1); Luck (1); Precise Shot (1); Ritualist; Skill Mastery (Kn - Arcane, Craft - Arcane, Concentration, Gather Information); Teamwork (1); Trance

Purchased as Powers [Dedicated Dodge; Uncanny Dodge - Mystical (1)]

POWERS
“Shield of Woodclaw” (Drawbacks: Power Loss 3 [if unable to speak and gesture freely])
-- LINKED Shield [3] (Feats: Dedicated Dodge, Uncanny Dodge (Mystical))
-- LINKED Force Field [4] (Drawbacks: Part of Body 1 [hemisphere])

ARRAY - Magic (Base Power: Astral Form [4])
--- [d] Flight [3]
--- [d] Concealment [4] (All visual)
--- [d] Blast [7]
--- [d] Insubstantial [4] (Feats: Affect Corporal x2; Drawback: Glows Green)

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 10 ft/5 ft/0 ft
Flight: 450 ft (50 mph)

COMPLICATIONS
RESPONSIBILITY - To his teammates and members of SMASH (Society of Modern American Science Heroes)
DUTY - To prevent the misuse of magic and debunk fakes.
RELATIONSHIP - After the members of SMASH were frozen in suspended animation and revived in the present age, George has encountered the granddaughter of his former assistant Betty and is experiencing conflicting emotions.

SUMMARY
Abilities 22 + Skills 15 (60 ranks) + Feats 13 + Powers 32 + Combat 18 + Saves 15 – Drawbacks 0 = 115 / 115

BACKGROUND
George Chance was raised in India and learnt the basis of real magic from an immortal yogi teacher who treated George as a long lost son. Returning to the USA after WWII broke out, George started work as a detective investigating cases involving the occult. He was assisted by a woman named Betty who then encouraged him to join SMASH which was comprised of other Mystery Men and Women. Over the next decade SMASH dealt with various threats to the USA during WWII and afterwards.

After one adventure the members of SMASH were frozen in suspended animation and finally revived in the modern age by Tom Strong and "Tom" Tom Strange. The members of SMASH resolved to continue their crusade for justice although George is now acting as more of a reserve member as he deals with events from his past.

COMMENTS
:arrow: The Green Ghost is a character that was first published by Nedor Comics in April 1940. The Green Ghost has now entered the Public Domain along with other Nedor characters and was picked up by America's Best Comics (Alan Moore) in the early 2000s and ended up as part of the DC continuity. However not sure what their status would be after the latest DC52 reboot.
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Build #116: Miss Masque

Postby Gilliam » Tue Jun 05, 2012 5:22 pm

MISS MASQUE

Image

Real Name: Diana Adams
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 24
Size: Medium
Height: 5' 6”
Weight: 123 lbs
Hair: Blonde
Eyes: Hazel

POWER LEVEL
Power Level: 7
Power Points: 115
Max Attack: 10
Max Defense: 9
Max Save DC: 4
Max Toughness: 5

ABILITIES
STR: 12 (+1)
DEX: 18 (+4)
CON: 14 (+2)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 16 (+3)

COMBAT
Attack +5 (Melee +5, Ranged +10)
Damage: Unarmed +1 (Bruise); Pistol +3*
Defense +9 (+3 flat-footed)
Initiative +8

* Improved Critical 16-20

SAVES
Toughness +5 (+3 flat-footed)
Fortitude +6
Reflex +8
Will +7

SKILLS
Acrobatics 4 (+8); Bluff* 8 (+11); Climb 3 (+4); Concentration 5 (+8); Diplomacy* 8 (+11); Disguise 4 (+7);
Gather Info 4 (+7); Knowledge -Popular Culture 6 (+7); Knowledge -Art 4 (+5); Notice 5 (+8); Perform
-Wind Instruments 4 (+7); Search 5 (+6); Sense Motive 8 (+11); Stealth 8 (+12)

FEATS
All-out Attack; Ambidexterity; Attack Focus, Ranged (5); Attractive (1 or +4 bonus bluff & diplomacy); Defensive Roll (2); Dodge Focus (3); Elusive Target; Equipment (4 or 20eps); Improved Aim; Improved Critical - Handguns (4 or 16-20); Improved Initiative (1); Improved Ranged Disarm; Improved Trick; Lionheart (1); Move-by Action; Power Attack; Precise Shot (2); Quick Draw (1); Sneak Attack (1); Taunt; Teamwork (1); Uncanny Dodge - Visual (1)

EQUIPMENT
Twin Light Pistols (Blast 6; Twin Attack** [works like Split Attack, but restricted to one half of the blast for each of the two guns, requires Ambidexterity to work OR attack one opponent Blast 3 with autofire extra]) (13eps)
Costume (Toughness 1, Subtle) (2eps)
Misc Items (5eps)

** Feat originally created by Narsil

Image

COMPLICATIONS
RELATIONSHIPS - Diana is very open and free with her affections.
RESPONSIBILITY - To her teammates and members of SMASH (Society of Modern American Science Heroes)

SUMMARY
Abilities 28 + Skills 17 (68 ranks) + Feats 36 + Powers 0 + Combat 22 + Saves 12 – Drawbacks 0 = 115 / 115

BACKGROUND
A Canadian socialite, Diana Adams was on holiday in New Orleans for Mardi Gras when she realised that she had forgotten to bring a costume for the evenings party. Ducking into a curio shop she grabbed the nearest costume ignoring the owners warning that the outfit was processed by the Spirit of Justice. When the party is interrupted by robbers, Adams stops the criminals and saves the life of a fellow partygoer. Finding herself strangely satisfied by the experience, she decides to make crime fighting her full-time occupation.

Over time she no longer had to wear the costume to gain her skills in marksmanship and joiuned the hero team SMASH. Along with other members she was trapped in suspended animation and revived in the modern age.

COMMENTS
:arrow: Miss Masque is another Nedor Comics character with her first appearance in September 1946. She was picked u with a number of other public domain Golden Age characters by AC Comics in the 1990s and later appeared in America's Best Comics (Alan Moore) in the early 2000s.
:arrow: While ineffective in melee combat Diana shines in ranged combat and with a good roll could cause a lot of damage with her pair of pistols.
:arrow: I have given Miss Masque the Twin Attack feat that I came across on Narsils thread and added the autofire option. I really like this feat and will add it to a couple of my other dual gun users as it gives them some extra punch.
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Build #117: American Eagle

Postby Gilliam » Sat Jun 09, 2012 3:07 pm

AMERICAN EAGLE

Image

Real Name: Tom Standish
Identity: Secret ID

APPEARANCE
Gender: Male
Age: 36
Size: Medium
Height: 5'11”
Weight: 170 lbs
Hair: Grey
Eyes: Brown

POWER LEVEL
Power Level: 7
Power Points: 116
Max Attack: 7
Max Defense: 8
Max Save DC: 7
Max Toughness: 6

ABILITIES
STR: 24 (+7/+1)
DEX: 14 (+2)
CON: 12 (+1)
INT: 18 (+4)
WIS: 14 (+2)
CHA: 12 (+1)

COMBAT
Attack +4 (Melee +6, Ranged +4)
Damage: Unarmed +7 (Bruise)
Defense +7 (+3 flat-footed)
Initiative +2

SAVES
Toughness +6 (+4 flat-footed)
Fortitude +6
Reflex +7
Will +6

SKILLS
Computers 4 (+8); Concentration 5 (+7); Craft -Electronic 4 (+8); Disable Device 2 (+6); Gather Info 5 (+6); Handle Animal 8 (+9); Knowledge -Technology 6 (+10); Knowledge -Life Sciences 4 (+8); Notice 8 (+10); Search 4 (+8); Sense Motive 2 (+4)

FEATS
Animal Empathy; Attack Focus, Melee (2); Defensive Roll (2); Dodge Focus (1); Equipment (1 or 5eps); Fast Overrun; Favored Environment - Air (2 or +2 attack or dodge); Improved Overrun; Inventor; Move-by Action; Takedown Attack (1); Teamwork (1); Tough (3); Uncanny Dodge - Visual (1)

POWERS
Super Senses [5] (Extended Vision x2, Direction Sense, Low Light Vision, Danger Sense (Visual))
ARRAY Flight [5]
--- [d] Super Strength [3] (Heavy 2.8t)
Enhanced Strength [12]

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 15 ft/10 ft/5 ft
Flight: 2200 ft (250 mph)

COMPLICATIONS
MOTIVATION - Preventing the misuse of technology by rogue groups.
LOYALTY - Tom is very patriotic.
RESPONSIBILITY - To his teammates and members of SMASH (Society of Modern American Science Heroes)

SUMMARY
Abilities 22 + Skills 13 (52 ranks) + Feats 19 + Powers 28 + Combat 20 + Saves 14 – Drawbacks 0 = 116 / 116

BACKGROUND
In a remote mountain laboratory, timid scientist Tom Standish is assisting Dr. Wolfe's experiments in creating a serum that can mimic the strength and buoyancy of an eagle. Tom believes that this is a secret lab working for the government to assist with the war effort. While trying to put a successful batch of serum in storage, Standish accidentally drops the formula and it spills onto a cathode-tube, causing it to glow with a strange light. Curious as to how the tube has been changed, Standish inserts the tube into a projector and his body is instantly bombarded with black light. Tom goes to tell Dr. Wolfe what happened, but walks in on Dr. Wolfe conspiring with fellow Nazis to poison America's water supply. Tom is assaulted and thrown off a cliff. To Tom's surprise, not only does he survive the fall without a scratch, he discovers that he now has incredible strength and can easily leap large distances. He destroys the lab, but Dr Wolfe escapes after being buried in the rubble.

Returning to the city to look for work, Tom is almost struck by a car, but is saved by a young man by the name of Bud Pierce. Impressed by Pierce's brave deed and surprising strength, Tom offers to pool their resources to find work. Finding an ad looking for a lab assistant, Tom goes to apply for the position, only to find that Dr. Wolfe is alive and well. Wanting to strike fear in the heart of the Nazis, Tom makes himself a costume calling himself the American Eagle, Tom thwarts the Nazi plot with the help of Pierce. Pierce later makes his own costume and together Standish and Pierce fight criminals as American Eagle and Eaglet. Tom discovers that with practice that he can fly and his eyesight is extraordinary.

Later Tom joins SMASH and fights various foes over the next couple of decades until the members of SMASH were frozen in suspended animation and finally revived in the present day.

COMMENTS
:arrow: American Eagle is another Nedor character and made his first appearance in October 1941 fighting mainly Nazis and then other opponents over the years. His sidekick Eaglet gained the same powers as American Eagle but I decided not to stat him up and Eaglet had faded from the scene by the time American Eagle joined SMASH.

:arrow: Similarly to Miss Masque American Eagle is now a public domain character and has been picked up by both AC Comics and then America's Best Comics.
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Re: Test Fight #1

Postby Gilliam » Sat Jun 09, 2012 3:38 pm

I was disappointed how Johnny Bravo ended up looking like this after his fight with Osprey.

Image

Taking a closer look at Johnny's build he was effectively a PL9.5 on both offense and defense, while his impervious toughness with 9 ranks should mean that he can shrug off most attacks with ease he still didn't perform the way I expected.

I have tried to tidy him up by making him met his caps on both defense and offence while reducing his impervious toughness and super strength slightly. He is also now more of a threat with his handgun if he chooses to use it.

JOHNNY BRAVO

Image

"Enough about me, let's talk about you. What do you think of me?"

Artwork is "Johnny_Bravo_by_R3belli0n"

Real Name: Doug Wilson
Identity: Secret ID

APPEARANCE
Gender: Male
Age: 26
Size: Medium
Height: 6'6”
Weight: 225 lbs
Hair: Blonde
Eyes: Brown

POWER LEVEL
Power Level: 10
Power Points: 150

ABILITIES
STR: 30 (+10/+4)
DEX: 12 (+1)
CON: 26 (+8/+2)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 16 (+3)

COMBAT
Attack +6 (Melee +10, Ranged +6, Handguns +8/+10*)
Damage: Unarmed +10 (Bruise), Handgun +4
Defense +10 (+3 flat-footed)
Initiative +1

* +10 attack with Johnny's favourite gun.

SAVES
Toughness +10* (+8 flat-footed)
Fortitude +12
Reflex +6
Will +8

* +8 Impervious

SKILLS
Bluff* 12 (+15); Climb 1 (+11); Diplomacy* 8 (+11); Gather Info 6 (+9); Intimidate 9 (+12); Knowledge -Streetwise 8 (+8); Notice 7 (+8); Sense Motive 9 (+10)

* includes +4 bonus from attractiveness

FEATS
Ambidexterity; Attack Focus, Melee (4); Attack Specialization - Handguns (1 or +2 attack); Attractive (1 or +4 bonus bluff & diplomacy); Defensive Roll (2); Dodge Focus (4); Equipment (3 or 15eps); Fascinate - Bluff (1); Inspire (1); Interpose; Quick Draw (1)

Street Fighting Style - {All-out Attack; Chokehold; Improved Block (1); Improved Grab; Improved Grapple; Improved Pin; Power Attack; Stunning Attack}

POWERS
Impervious Toughness [8]
Enhanced Constitution [12]
Enhanced Strength [12]
ARRAY Super Strength [3]
--- [a] Leaping [5]

DEVICE
"Ring of Mind Shielding" (Device 2, Hard to Lose)
Mind Shield [6] (Drawback - does not apply to Regina)
Communication [5] (Mental, , only other ringholders or Regina)

The Ring allows mental communication between Regina and other ringholders whilst giving Johnny Bravo some protection from mental attacks.

EQUIPMENT
Heavy Pistol (Blast 4, (Power Feats: Improved Critical 2 (18-20), Accurate) (11eps)
Misc Items (4eps)


MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 1000 ft/500 ft/250 ft

LIFTING
Light: 2.1 tons, Med: 4.3 tons, Heavy: 6.4 tons
Max: 13 tons, Push: 32 tons

COMPLICATIONS
VAIN - Johnny really loves himself.
REPUTATION - Ladies man.
LOYALTY - Johnny is very loyal to Regina and the other members of "his" super gang.

SUMMARY
Abilities 22 + Skills 13 (52 ranks) + Feats 28 + Powers 47 + Combat 24 + Saves 16 – Drawbacks 0 = 150 / 150

BACKGROUND
Doug Wilson was very confident and according to his mother very handsome as a youth. He was out going and had no trouble romantically so he was very surprised that he was nicknamed "Johnny Bravo" after the legendary cartoon character. As Doug said a lot of guys carry a mirror with them and there is nothing wrong with walking confidently (or strutting according to others).

After finishing High School Doug struggled to find a job that lasted more than 2 weeks, he expected to walk into a high paying job where he would play golf all day long. In order to make ends meet, Doug regularly volunteered for medical trials where he would take white pills or blue bills and record what effect if any they had on him.

Doug also started acting as hired muscle for a local gang and at 6'6" and well built he was good at intimidating people yet could also charm them with a ready smile. During a warehouse robbery the police surprised them, as the gang members fled Doug was chased by a patrol car down an alley, attempting to jump up onto a chain link fence to escape the pursuit Doug found himself soaring through the air easily clearing the 10' tall fence.

Whether it was the various combinations of pills or some latent abilities surfacing Doug discovered that he now processed superhuman abilities. Deciding to call himself "Johnny Bravo" Doug took control of the gang and started looking for ways to earn as much money as possible.

In time Johnny Bravo came into contact with Regina and now operates as her muscle when she needs a hand. Depending on what the job is Johnny may also bring along a number of hired thugs whom work for him. Johnny is very loyal to Regina as he respects her and after seeing what she can do when she cuts lose fears her as well.

With the name "Johnny Bravo" most heroes do not rate Johnny as a threat and he is more than happy to encourage that perception.

Johnny prefers to fight hand to hand and will only use his pistol as a last resort.

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Build #118: American Crusader

Postby Gilliam » Sun Jun 10, 2012 2:57 am

AMERICAN CRUSADER

Image

Real Name: Archibald “Archie” Masters
Identity: Secret ID

APPEARANCE
Gender: Male
Age: 32
Size: Medium
Height: 5' 9”
Weight: 190 lbs
Hair: Brown
Eyes: Brown

POWER LEVEL
Power Level: 10
Power Points: 150
Max Attack: 8
Max Defense: 8
Max Save DC: 12
Max Toughness: 12

ABILITIES
STR: 34 (+12/+0)
DEX: 12 (+1)
CON: 26 (+8/+1)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 10 (+0)

COMBAT
Attack +6 (Melee +8, Ranged +6, Atomic Blast +10)
Damage: Unarmed +12 (Bruise); Atomic Blast +10
Defense +8 (+3 flat-footed)
Initiative +5

SAVES
Toughness +12* (+10 flat-footed)
Fortitude +12
Reflex +7
Will +8

* Impervious Toughness +8

SKILLS
Diplomacy 8 (+8); Gather Info 8 (+8); Knowledge -Physical Sciences 10 (+12); Notice 6 (+8); Profession - Astronomy Professor 6 (+8); Search 8 (+10); Sense Motive 6 (+8)

FEATS
All-out Attack; Attack Focus, Melee (2); Defensive Roll (2); Dodge Focus (2); Improved Initiative (1); Inspire (1); Interpose; Mighty Slam; Move-by Action; Power Attack; Stunning Attack; Takedown Attack (1); Tough (2)

POWERS
Immunity [9] (Life Support)
Enhanced Constitution [14]
Impervious Toughness [8]
ARRAY Enhanced Strength [24]
--- [a] Atomic Blast [10] (Feats Accurate x2)
ARRAY Super Strength [6]
--- [d] Flight [4]

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 20 ft/10 ft/5 ft
Flight: 900 ft (100 mph)

LIFTING
Light: 30 tons, Med: 60 tons, Heavy: 90 tons
Max: 179 tons, Push: 448 tons

COMPLICATIONS
ADDICTION - Archie is an alcoholic.
OUT OF TIME - Archie misses the 'good old days' and is finding it the hardest to adjust to the modern world.
RESPONSIBILITY - To his teammates and members of SMASH (Society of Modern American Science Heroes)

SUMMARY
Abilities 12 + Skills 13 (52 ranks) + Feats 17 + Powers 68 + Combat 24 + Saves 16 – Drawbacks 0 = 150 / 150

BACKGROUND
Archie Masters was a timid, cautious astronomy professor who taught at Grand University somewhere in the eastern United States. A colleague created a device called an atom smasher, but the initial test went awry when Masters, preoccupied in his thoughts went into the room where the device was being used. He was bathed in atomic radiation but instead of killing him, the accident endowed him with various superhuman abilities such as strength, flight and invunerability.

With his confidence boosted, he used these powers to fight crime as the American Crusader. In his civilian identity, he pretended to be the meek pushover he once was, to the endless frustration of his secretary, Jane Peters, who would have loved to be Archie's girlfriend if he wasn't (as far as she could tell) so absent-minded and cowardly.

Regarded as the premier hero in the early 40s, American Crusader was the first hero approached to become a member of SMASH. Like his fellow heroes American Crusader was trapped in suspended animation and eventually revived in the modern world. However he has found it the hardest to cope with the modern world as he use to be the most powerful hero in the country and now he is regarded as average by the superhuman community so he is now seeking comfort in the bottle.

COMMENTS
:arrow: Another Nedor Comics character, American Crusader is Nedor's version of Superman and first appeared in Thrilling Comics # 19 in August 1941. Making his way into the public domain American Crusader has been picked up by a number of publishers including Americas Best Comics over the years.

:arrow: To reflect his status as the premier hero on the team, I made American Crusader PL10 compared to the PL7 & PL8's of his teammates.
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Build #119: Pyroman

Postby Gilliam » Sun Jun 10, 2012 3:25 am

PYROMAN

Image

Real Name: Richard “Dickie” Martin
Identity: Secret ID

APPEARANCE
Gender: Male
Age: 22
Size: Medium
Height: 5' 9”
Weight: 167 lbs
Hair: Black
Eyes: Brown

POWER LEVEL
Power Level: 8
Power Points: 120
Max Attack: 7
Max Defense: 8
Max Save DC: 9
Max Toughness: 8

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

COMBAT
Attack +5 (Melee +5, Ranged +5, Magnetic Array +7)
Damage: [Unarmed +1 (Bruise); Magnetic Blast +9
Defense +8 (+3 flat-footed)
Initiative +7

SAVES
Toughness +8* (+8 flat-footed)
Fortitude +7
Reflex +6
Will +4

* +6 Impervious Toughness

SKILLS
Bluff 6 (+7); Concentration 4 (+5); Gather Info 6 (+7); Intimidate 9 (+10); Knowledge -Streetwise 4 (+6); Knowledge -Physical Sciences 2 (+4); Notice 8 (+9); Sense Motive 5 (+6)

FEATS
All-out Attack; Attack Specialization - Magnetic Array (1 or +2 attack); Dodge Focus (2); Equipment (1 or 5eps); Improved Initiative (1); Move-by Action; Power Attack; Precise Shot (1); Teamwork (1)

POWERS
ARRAY Magnetic Control [9] (Feat: Indirect 2)
--- [a] Magnetic Blast [9]
--- [a] Nullify [9] (Electronics)
--- [a] Attract/Repel [9] (Touch Range Burst Area Move Object)
--- [a]Deflect [9] (slow and fast projectiles; Flaw: Limited to metals; Extra: Ranged)
--- [a] Snare [9]
Flight [5] (Flaw: Platform)
Super Senses [5] (Detect Magnetism (ranged), Direction Sense, Detect Metal (ranged))
Impervious Force Field [6]

EQUIPMENT
Misc Items (including communicator) (5eps)

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 10 ft/5 ft/0 ft
Flight: 2200 ft (250 mph)

COMPLICATIONS
MOTIVATION - Justice. Pyroman seeks justice especially for the underdog. Pyroman is also very suspicious of the system and will support people that he believes are been victimised.
REPUTATION - Pyroman has a reputation as a bit of a hothead.
RESPONSIBILITY - To his teammates and members of SMASH (Society of Modern American Science Heroes)

SUMMARY
Abilities 20 + Skills 11 (44 ranks) + Feats 10 + Powers 46 + Combat 22 + Saves 11 – Drawbacks 0 = 120 / 120

BACKGROUND
Dickie Martin was a student under Andrew Bryant at Central Tech, where he was accidently exposed to an electical current from an experimental dynamo being tested. Dr Bryant believed that only the special "neutralized current" being used kept Dickie from being killed. Dickie was later framed for, and found guilty, of murder and was sentenced to die in the electric chair.

The chair failed to kill him and the manifestation of his powers allowed him to first escape and then to track down the people who framed him. Dickie was later pardoned and he continued to fight crime as Pyroman.

Invited to join SMASH Pyroman was a valued member of the team for several decades until he was trapped along with the others in suspended animation. Revived in the modern world Pyroman continues to battle for the little guy.

COMMENTS
:arrow: Pyroman is another Nedor Comics character which first appeared in December 1942. He was later picked up by America's Best Comics. Unlike a lot of the Nedor characters Pyroman was a master of magnetism.
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Build #120: Woman In Red

Postby Gilliam » Sun Jun 10, 2012 3:55 am

WOMAN IN RED

Image

Real Name: Peggy Allen
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 28
Size: Medium
Height: 5' 8”
Weight: 136 lbs
Hair: Brunette
Eyes: Hazel

POWER LEVEL
Power Level: 7
Power Points: 115
Max Attack: 9
Max Defense: 8
Max Save DC: 5
Max Toughness: 6

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

COMBAT
Attack +7 (Melee +7, Ranged +7, Unarmed +9, Handgun +9)
Damage: Unarmed* +2 (Bruise); Handgun* +4
Defense 8 (3 flat-footed)
Initiative 7

* Improved Critical Unarmed & Handgun (19-20)

SAVES
Toughness +6 (+3 flat-footed)
Fortitude +6
Reflex +8
Will +7

SKILLS
Acrobatics 3 (+6); Bluff* 10 (+12); Climb 4 (+6); Concentration 4 (+6); Diplomacy* 8 (+10); Disable Device 3 (+4); Disguise 8 (+10); Drive 3 (+6); Escape Artist 5 (+8); Gather Info 8 (+10); Investigate 8 (+9); Knowledge -Streetwise 9 (+10); Knowledge -Civics 5 (+6); Notice 7 (+9); Profession - Policewoman 4 (+6); Search 7 (+8); Sense Motive 8 (+10); Stealth 8 (+11)

* includes +4 bonus from attractiveness

FEATS
All-out Attack; Assessment; Attack Specialization - Unarmed (1 or +2 bonus); Attack Specialization - Handguns (1 or +2 bonus); Attractive (1 or +4 bonus bluff & diplomacy); Contacts; Defensive Attack; Defensive Roll (3); Dodge Focus (2); Elusive Target; Equipment (3 or 15eps); Improved Aim; Improved Critical - Unarmed (1 or 19-20); Improved Initiative (1); Precise Shot (1); Quick Draw (1); Sneak Attack (1); Takedown Attack (1); Taunt; Trap Sense (1); Well-Informed

EQUIPMENT
Costume (Toughness +2, Subtle) (3eps)
Heavy Revolver (Blast 4, Feat: Improved Critical 19-20) (9eps)
Misc Items (3eps)

COMPLICATIONS
RESPONSIBILITY - To her teammates and members of SMASH (Society of Modern American Science Heroes)
MOTIVATION - Justice, seeing the guilty punished for their crimes.

SUMMARY
Abilities 22 + Skills 26 (104 ranks) + Feats 26 + Powers 0 + Combat 26 + Saves 15 – Drawbacks 0 = 115 / 115

BACKGROUND
The Woman in Red was really police officer Peggy Allen. Disgusted after seeing how criminals were getting away from normal law enforcement she decided to do something about it. Thus becoming The Woman in Red.

Peggy’s usual method was to investigate first where the crime was taking place. She did this by taking a roll that would let her blend in, such as a student, nurse, or actress. After gathering the clues she needed she would strike as the Woman in Red.

The Woman in Red had no special powers or training, but was a very good actress, investigator, an excellent shot with her .45 automatic, and she was good in a fight. Basically she did the same thing as Batman only without the gadgets and while wearing heels.

After nearly a year moonlighting as The Woman in Red, Peggy resigned from the police force and devoted herself full-time to fighting crime. Invited to join SMASH she struck up a friendship with Miss Masque and had a number of spirited discussions with Pyroman as their viewpoints on justice differed. Like the other members of SMASH she was trapped in suspended animation and revived in the modern era where she found that her talents were even more in need to bring the guilty to justice.

COMMENTS
:arrow: The Woman in Red made her debut in Thrilling Comics #2 (March 1940) and is regarded by a couple of sources as the first female costumed superhero, preceding such better known characters as Wonder Woman, Phantom Lady, and Mary Marvel.

:arrow: Like a number of other Nedor Comics characters the Woman in Red was picked up by Americas Best Comics however she did undergo a number of changes. Initially she started off the same as a police woman moonlighting as a vigilante however on one of her cases she came across a ruby crystal that bonded with her and granted Peggy the powers of flight and energy control. Over time prolonged exposure to the crystal resulted in her skin turning crimson and Peggy renamed herself The Red Queen with a new costume.
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Build #121: Fighting Spirit

Postby Gilliam » Sat Jun 16, 2012 4:48 pm

FIGHTING SPIRIT

Image

Real Name: Carol Carter
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 27
Size: Medium
Height: 5' 7”
Weight: 126 lbs
Hair: Auburn
Eyes: Green

POWER LEVEL
Power Level: 9
Power Points: 135
Max Attack: 10
Max Defense: 8
Max Save DC: 8
Max Toughness: 10

ABILITIES
STR: 26 (+8/+2)
DEX: 18 (+4)
CON: 28 (+9/+3)
INT: 14 (+2)
WIS: 12 (+1)
CHA: 16 (+3)

COMBAT
Attack +6 (Melee +6, Ranged +6, Unarmed +10*)
Damage: Unarmed +8 (Bruise)
Defense +8 (+3 flat-footed)
Initiative +8

* Improved Critical 18-20

SAVES
Toughness +10 (+9 flat-footed)
Fortitude +11
Reflex +8
Will +7

SKILLS
Acrobatics 4 (+8); Bluff 4 (+7); Climb 4 (+12); Diplomacy 6 (+9); Gather Info 4 (+7); Knowledge -History 4 (+6); Knowledge -Popular Culture 6 (+8); Notice 8 (+9); Search 6 (+8); Sense Motive 6 (+7); Swim 4 (+12)

FEATS
All-out Attack; Attack Specialization - Unarmed (2 or +4 bonus); Defensive Attack; Defensive Roll (1); Dodge Focus (3); Critical Strike; Improved Critical - Unarmed (2 or 18-20); Improved Defense (1); Improved Initiative (1); Lionheart (1); Move-by Action; Power Attack; Second Chance - Reflex Saves (1); Teamwork (1)


POWERS
Enhanced Strength [12]
Enhanced Constitution [12]
ARRAY Super Strength [2] (Heavy 1.8t)
--- [d] Leaping [2]
--- [d] Speed [2]

DEVICE
"Fighting Cloak" (Device 2, Hard to Lose)
-- Flight [3]
-- Immunity [2] (Critical Hits);
-- Dimensional Pocket [1]

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 90 ft/45 ft/20 ft
Flight: 450 ft (50 mph)
Speed: 220 ft (25 mph)

COMPLICATIONS
RESPONSIBILITY - To her teammates and members of SMASH (Society of Modern American Science Heroes). Carol is realising that the stories her father told her and the reality can be two different things at times.
RELATIONSHIP - Miss Masque. For some reason Miss Masque is always trying to "mother" Carol even though Miss Masque is physically several years younger than Carol.
RELATIONSHIP - Carol's father "The Fighting Yank" appears to her from time to time as a ghost offering advice, critique or new tasks.

SUMMARY
Abilities 30 + Skills 14 (56 ranks) + Feats 18 + Powers 39 + Combat 22 + Saves 12 – Drawbacks 0 = 135 / 135

BACKGROUND
Carol Carter's father was the Fighting Yank whom gained his abilities from a magical tri-cornered hat and cloak that he used to fight criminals and insurgents during World War II as a solo hero and then as a member of SMASH. Like the rest of the members of SMASH Bruce Carter seemed to stop aging and fought crime for a couple of decades after the end of the war. Bruce was not on the mission that resulted in his teammates been suspended animation and spent years trying to free them.

Eventually Bruce hung up his cloak and married. His wife left him soon after their daughter was born and Bruce raised Carol on his own. From an early age Carol exhibited superhuman abilities and was taught and trained by her father admist numerous tales of his SMASH adventures. Once the other members of SMASH were revived both Bruce and Carol joined the team as Bruce tried to relive his glory days. In an early adventure Bruce jumped in front of an energy beam aimed for Carol and died from his injuries as age finally caught up with him.

Promising to honour her fathers memory Carol has remained a member of SMASH and has discovered that she is now one of the more powerful members of the team and acts as a bridge between the modern world and the team.

COMMENTS
:arrow: When the other Nedor Comic characters were revived by Americas Best Comics, Fighting Spirit was added to the team as a legacy hero to add with the storylines.
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Gilliam
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