Eld's builds:Scimitar, Spirit Dragon, Zombies, Kirin, Amleth

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HustlerOne
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Re: Eld's builds:Krait, Opaque, Platinum Blonde, Lord of Mir

Post by HustlerOne »

Good to see that you're still converting Algernon Files. At this rate you'll end up converting both books to 3E. :)

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Re: Eld's builds:Krait, Opaque, Platinum Blonde, Lord of Mir

Post by Arthur Eld »

I'd like to, but it might not happen for a while. I've having difficulty directly pulling the images from my copies of the AF PDFs, and instead I downloaded these last few off the Blackwyrms website; couldn't find any more though.

But, I have plenty of builds to do for my next project: X-Com Enemy Unknown.

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Post by Arthur Eld »

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The Human Tank
PL 10 136

Abilities

Strength 12, Stamina 12, Agility 2, Dexterity 2, Fighting 8, Intellect 0, Awareness 2, Presence 1

Powers
Metal Body Impervious Toughness 11, Immunity 10 (life support) 21
Metallic resonance Senses 1 (radio) 1

Advantages: Assessment, Ranged Attack 4, Great Endurance, Interpose, Power Attack, Takedown

Skills: Vehicles 6 (+8), Technology 8 (+8), Intimidate 8 (+9), Expertise (pop culture) 4 (+4), Expertise (mechanic) 6 (+8), Insight 4 (+6)

Offense
Initiative +2
Unarmed +8 Damage 12

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

Abilities 78+Powers 22+Advantages 9+Skills 18+Defenses 9=136

•One of my favorite Freedomverse Golden Age characters, Human Tank is Henry 'Hank' Griffin. He, along with his brother (Gunner) were exposed to a liquid super-metal. By shielding his brother with his body, Hank got the most of it, and was transformed into a being of living metal. They both went to the front-lines of World War 2, helping to found the Allies of Freedom.

•A pretty simple build, Henry is not a complicated fighter. Serving as his team's big gun, he's built to wade through conventional attacks and punch through sheets of metal, going toe-to-toe with other powerhouses. He's a also a fine mechanic and driver, although Will attacks are his definite weak point. If nothing else, he serves as an excellent starting point to build a PL 10/150 Colossus.

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Post by Arthur Eld »

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The Golden Marvel
PL 13 201

Abilities

Strength 12/3, Stamina 8/3, Agility 4, Dexterity 4, Fighting 10, Intellect 2, Awareness 2, Presence 3

Powers
Energy Suffused Body Enhanced Stamina 5, Immunity 10 (light descriptor) 20
Light Show Environment 14 (Light 2-30 mile radius) 28
Lasers Blast 14 1
Super Strength Enhanced Strength 9 18
Golden Flight Flight 8 16
Golden Shields Force Field 6, Impervious Toughness 9 15
Super Vision Senses 2 (Darkvision) 2

Advantages: Close Attack 2, Favored Environment (aerial), Ranged Attack 8

Skills: Acrobatics 8 (+12), Persuasion 4 (+7), Intimidation 8 (+11), Perception 4 (+6), Investigation 4 (+6), Insight 8 (+10)

Offense
Initiative +4
Unarmed +12 Damage 12
Lasers +12 Damage 14

Defense
Dodge 10 (6), Parry 10
Toughness 14/8, Fortitude 12/7 (4), Will 5 (3)

Abilities 62+Powers 100+Advantages 11+Skills 15+Defenses 13=201

•Leroy Conte was a superhero in the 60s, one of the early famous African American heroes, which meant he faced all kinds of opposition and prejudice. Eventually, in a pitched battle with his nemesis, the racist White Logos, he was pushed over the edge and killed the villain when he was shooting innocent bystanders to escape from the Golden Marvel. He was quickly imprisoned, choosing not to resist in order to uphold the system and laws he had always served.

•Actually mildly cheaper in 3E than 2E, the Golden Marvel would be easy to pare down to points per PL by folding his Enhanced Strength into his Light control array. Given his status as a prisoner, he can be used in non-action contexts, giving hints about a Silver Age villain he once fought who now resurfaced or something. Or you can set a campaign in the Silver Age when he's at his peak, and he can be a respected hero (he wasn't an elder statesmen kind when he was younger, but he was powerful and accomplished).

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Post by Arthur Eld »

Image
The thing called justice changes it shape depending on where you stand.

Aokiji
PL 15 319

Abilities

Strength 5, Stamina 7, Agility 3, Dexterity 3, Fighting 10, Intellect 2, Awareness 2, Presence 2

Powers
Ice Age
Transform 31 (water to ice, 800 Thousand Tons, Permanent), Reach, Precise, Environment 5 (Cold) 69
Ice Ball Ranged Affliction 18 (Cumulative, Dazed&Impaired/Stunned&Disabled/Transformed, Resisted by Fortitude 1
Ice Time Fortitude Damage 18 1
Ice Saber Strength-based Damage 10, Improved Critical 2, Reach, Affects Insubstantial 1
Ice Block: Partisan Blast 15, Accurate 2, Improved Critical, Affects Insubstantial 1
Ice Capsule Shapeable Area Affliction 15 (Dazed/Stunned/Transformed) Increased Area 3 1

Ice Man Regeneration 10 (1 per 1 round), Immunity 12 (cold effects, suffocation), Immunity 40 (Physical attacks-limited to half rank, Quirk power loss against Affects Insubstantial) Reaction Damage 8 73

Busoshoku Haki Sustained Subtle Protection 9, Impervious Toughness 13, Strength-Based Damage 3, Affects Insubstantial 27
Swift Leaping 2, Speed 1 3

Advantages: Close Attack 2, Benefit 6 (Marine Admiral), Diehard, Equipment, Fearless, Improved Grab, Improved Initiative, Luck, Ranged Attack 6, Prone Fighting, Seize Initiative, Takedown, Well-Informed

Equipment Ao Chari- Strength 3, Speed 2

Skills: Athletics 4 (+9), Deception 6 (+8), Persuasion 2 (+4), Perception 6 (+8), Insight 6 (+8), Intimidation 9 (+11), Expertise (Marines) 8 (+10), Expertise (tactics) 5 (+7), Expertise (current events) 6 (+8), Expertise (history) 4 (+6), Investigation 4 (+6)

Offense
Initiative +4
Ice Ball +12 Affliction 18
Ice Block Partisan +13 Damage 15
Ice Time +12 Fortitude Damage 18

Defense
Dodge 10 (7), Parry 10
Toughness 16, Fortitude 11 (4), Will 11 (9)

Abilities 68+Powers 184 +Advantages 24+Skills 30+Defenses 20=319

Complications
Honor Kuzan has a code of honor and a personal moral compass that he lives by, which might sometimes interfere with his duty as a Marine.
Responsibility As one of the highest ranked Marines.
Eater of the Cursed Fruit As a DF user, Kuzan cannot swim, and has other weakness as well (sea stone and sea water).

•Admiral Aokiji ('Blue Pheasant), real name Kuzan, from One Piece is a major antagonist, and one of the few Marines who doesn't come off like a total prick. He's lazy, odd (sleeps while standing up), and has the usual Admiral traits-badass powers and inhuman size (he's probably closer to nine feet tall than eight.)

•Aokiji is a Logia type who has the ability to turn into and control ice. Unlike most other Logias, this renders him solid, although he heals so quickly he might as well not be hurt by attacks at all. I folded half Immunity into that because he seems to take damage-like being completely broken into pieces, T-1000 style. Apart from that, he can freeze immense amounts of water into ice, create ice spears or swords to attack with, and freeze others with a simple touch (although since he can do this at range, I decided to make them one power). He's also so cold touching him causes pain, and he has Haki to coat himself in invisible chi armor (which doubtless makes his ice attacks as powerful as they are). All in all, he's a badass not to be messed with.
Last edited by Arthur Eld on Sat Feb 16, 2013 5:49 pm, edited 2 times in total.

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Re: Eld's builds:Golden Marvel, Admiral Aokiji

Post by Kreuzritter »

iirc, he's the first time the sheer power of the admirals is visibly demonstrated, when he just completely shuts down the entire Straw hat gang and freezes robin just so they'll sit still long enough to hear his message
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Re: Eld's builds:Golden Marvel, Admiral Aokiji

Post by Arthur Eld »

Yeah, he's the first Admiral to show up on screen, and demonstrates very quickly that he's out of their league. I re-read that first meeting a lot, that's where I got Reaction Damage from-cause I'm not sure he ever actually does it again.

Course, since the series probably has another decade to go, who knows how I might end up changing this build. I revised my Akainu build quite a bit since I was thinking more about the similarities/differences of the three Admirals. Kizaru is coming soon.

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Post by Arthur Eld »

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Azure Star
PL 11 218

Abilities

Strength 9/6, Stamina 9/4, Agility 6, Dexterity 6, Fighting 11, Intellect 4, Awareness 5, Presence 6

Powers
Flying Flight 8 (Activation-Standard Action) 14
Starburst Blast 10, Burst Area, Linked to Visual Dazzle 10, Burst Area, Limited requires a Standard Action before each use 50
Starfall Blast 8, Indirect, Burst Area (Increased Area 2-120 feet), Extended Range 2 1
Starflash Visual Dazzle 11, Burst Area (Increased Area) Close Range, Distracting 1
Superhuman Protection 2, Immunity 1 (aging), Senses 4 (Extended hearing, low-light vision, Extended Vision 2), Enhanced Stamina 5 17
Super Strength Enhanced Strength 3 6

Advantages:Accurate Attack, Benefit 2 (Rank, Status), Improved Initiative, Defensive Attack, Languages 4 (English, Farsi, Russian, Yiddish, Arabic, base is Hebrew), Ranged Attack 2

Skills: Acrobatics 7 (+13), Expertise (middle east) 2 (+6), Expertise (demolitions) 5 (+9), Intimidation 4 (+10), Ranged Combat (guns) 3 (+11), Expertise (military) 7 (+11), Insight 2 (+7), Close Combat (unarmed) 2 (+13)

Offense
Initiative +10
Unarmed +13 Damage 9

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

Abilities 96+Powers 89+Advantages 11+Skills 16+Defenses 6=218

Complications
Fame As the Azure Star, she is known and recognized throughout Israel
Enemy There are many metahuman terrorists and criminals hostile to Israel, and to the Azure Star by extension.
Responsibility To the IDF.
Secret Azure Star's true identity as Chemda Charif is a closely guarded secret.

•Chemda Charif was an ordinary Israeli woman, serving out her mandatory military service, when she realized that military service was her calling in life. She was on the fast track for officership when she was contacted by Lekem in the early 1980s. She and a few others were chosen for Project Ha'Rishon, an Israeli improvement of the United States' Project Anodyne (which had created American Sentinel). 2 of the 10 participants of the project survived and gained fire, although they did not gain the raw might of the Sentinel, owing to the Israeli's using stellar radiation instead of atomic energies. Chemda became Azure Star, making her debut in the Lebanon War in 1982. Since then, she has became Israel's most famous superhero, mostly operating at home with her fellow Project Ha'Rishon's survivor, Eclipse. From time to time, the two of them operate abroad, conducting traditional superhero missions as well as military actions.

•Azure Star is a classic Paragon type, with superstrength, toughness, and flight. She also has blasting and dazzling powers based around manipulating light. She's also a skilled soldier, and even without her powers she could make a good PL 8 or so agent-type character.

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Post by Arthur Eld »

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Mortlocke
PL 11 274

Abilities

Strength -1, Stamina 1, Agility 3, Dexterity 3, Fighting 7, Intellect 1, Awareness 11/5, Presence 8/4

Powers
Medallion (Removable, Restricted to magic users) 19
Spirit Drain Weaken Awareness 10, Incurable Limited-only three use
Spirit Trap Affliction 15 (Resisted by Will Dazed/Stunned/Transformed-spirit trapped in medallion)

Magic Absorption Protection 3 (Magic Damage only, -2), Reaction Healing 3, Triggered by magic damage, Personal Only 13
Primal Magic Variable 10 (50 points for magic traits) 70
Mind Shield Enhanced Will 3, Limited to mental effects 2
Magic Soul Enhanced Awareness 6, Enhanced Presence 4 10
Sixth Sense Senses 5 (Detect Souls, Ranged, Radius, Extended 2) 5

Spirit Form Flight 5, Concealment 10, Insubstantial 4, Mind Control 2 (Side-effect, Damage 2), Limited-leaves behind defenseless physical body 52

Advantages: Artificer, Attractive 2, Close Attack 2, Defensive Roll 2, Languages 4 (English, French, Greek, Latin, Old English, Old Welsh, base-Gaulish), Equipment 5 (Various magical trinkets), Ranged Attack 6, Ritualist

Skills: Acrobatics 5 (+8), Expertise (ancient Gaul) 2 (+3), Persuasion 3 (+11/+15), Stealth 5 (+8), Deception 4 (+12/+16), Technology 5 (+6), Expertise (burglary) 5 (+6), Expertise (magic) 12 (+13)

Offense
Initiative +3
Soul Trap +9 Damage 7&Weaken 7

Defense
Dodge 7 (4), Parry 7
Toughness 6/3/1, Fortitude 6 (5), Will 16/13 (2)

Abilities 48+Powers 171+Advantages 23+Skills 21+Defenses 11=274

Mortlocke is a witch from Ancient Gaul, who was eventually banished into a medallion by her coven when she revealed her lust for power. Eventually, she usurped the body of Jaquette DuPonte, the French thief who stole the Medallion from a museum. Since taking over DuPonte's body and altering it to look more like her original, she's made her way across Europe, gathering her old magical items and lost servants, all to conquer the world as she once hoped to do thousands of years ago.

•I could have left the whole trapping spirits in the medallion thing as a plot device, but I instead chose to do it as a Weaken and Affliction effect. Since it'll most likely only be used on NPCs, it probably doesn't really need stats at all. Aside from that, Mortlocke's magic can do many things, as shown by Variable, but her ability to project her spirit (like Perona, if she was visible) is separate from that. She also has a minor magic absorption power and mind shield to represent her powerful will. Original SAS stats gave her a Will +28 which is, how you say, friggin insane. And while her Mind Control in spirit form is very weak, she could always use her Variable to bump it up 9 ranks.

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Post by Arthur Eld »

Der Ubermenschenn

From Erede (the Freedomverse's version of Earth where the Nazis won WWII), comes this squad of super soldier Nazis, all born in America. From Time of Crisis, I built some of them elsewhere when someone requested 3E conversions of them, but I thought I'd post them here just so I had them with my other builds.


Der Eule
PL 10 168


Abilities
Strength 7, Stamina 5, Agility 6, Dexterity 6, Fighting 8, Intellect 3, Awareness 5, Presence 3

Powers:
Telekinetic Flight Flight 8 (500 MPH) 16
Telkinesis Move Object 5 (1,600 lbs, Perception) 15
Talon Gauntlets Blast 8, Strength-based Damage 3 (Hard to Remove) 16

Advantages: Agile Feint, All-out Attack, Defensive Attack, Defensive Roll 3, Diehard, Evasion, Favored Environment (airborne), Improved Defense, Improved Initiative, Language (German), Move-by Action, Power Attack, Ranged Attack 2, Takedown, Tracking

Skills: Acrobatics 3 (+9), Expertise (survival) 5 (+10), Perception 6 +(11)

Offense
Initiative +10
Blast +8 Damage 8
Gauntlets +8 Damage 10

Defense
Dodge 11 (5), Parry 11 (3)
Toughness 8/5, Fortitude 6 (1), Will 6 (1)

Abilities 86+Powers 47+Advantages 18+Skills 7+Defense 10=168

•Howell Heflin came from a family of brave, patriotic soldiers, many of whom died or were injured during the Axis invasion. Raised in Alabama, he realized America was done with, and like many boys, he dreamed of the sky. When his mutant powers developed, he left his family and joined the Lufftwaffe, to be on the winning side, and to fly free. His skill and talents led to him being granted the code-name of one of an accomplished Nazi hero and special gauntlets to enhanced his combat prowess.

Ubermensch II
PL 12 190


Abilities:
Strength 12, Stamina 11, Agility 9, Dexterity 9, Fighting 10 Intellect 4, Awareness 6, Presence 6

Powers:
Leaping Leaping 5 5
Super-Speed Speed 4 4

Advantages Close Attack 2, Fascinate (Intimidation), Hide in Plain Sight, Improved Initiative, Inspire 5, Leadership, Ranged Attack 1, Startle, Tracking, Uncanny Dodge (visual)

Skills: Expertise (science) 7 (+11), Expertise (soldier) 7 (+13), Expertise (survival) 7 (+13), Expertise (tactics) 7 (+11), Intimidation 7 (+13), Perception 7 (+13), Stealth 7 (+16), Technology 7 (+11)

Offense
Unarmed +12 Damage 12

Defense
Dodge 11 (2, Parry 11 (1)
Toughness 11, Fortitude 11, Will 7 (1)

Abilities 134+Powers 9+Advantages 15+Skills 28+Defense 4=190

•Here's Ubermensch 2, kind of a Golden Age Superman Nazi type. Only slightly overpointed for his PL (not as much as in 2, thanks to the omission of Fearsome Presence), he's a dangerous foe nonetheless. High Inspire, and with Hide in Plain Sight and his impressive Stealth, he can get the drop on a lot of heroes. Not a very fancy build, but well-rounded and good in its chosen areas. Very well-rounded, Ability wise.

Die Geist
PL 9 171


Abilities
Strength 2, Stamina 4, Agility 5, Dexterity 5, Fighting 8, Intellect 5, Awareness 4, Presence 6

Powers:
Ghostly Form
Concealment 8 (all visual), Insubstantial 4 (vulnerable to light-energy attacks) 28
Phasing Attack Damage 10 (Affects Corporeal) 20

Advantages All-out Attack, Attractive 2, Connected, Defensive Attack, Defensive Roll 3, Great Endurance, Improved Defense, Languages 3 (English, French, Spanish), Power Attack, Takedown

Skills: Deception 4 (+10/+15), Expertise (art) 4 (+9), Expertise (Science) 5 (+10), Insight 4 (+8), Intimidation 4 (+10), Perception 8 (+12), Persuasion 4 (+10/+15), Stealth 8 (+13)

Offense
Initiative +5
Phasing Attack +8 Damage 10

Defense
Dodge 10 (5), Parry 10 (2)
Toughness 7/4, Fortitude 5 (1), Will 5 (1)

Abilities 78+Powers 48+Advantages 15+Skills 21+Defense 9=171

Carol Braun’s parents were atomic scientists, whose work mutated them, leading to their child to develop powers following a resistance bombing of U of Chicago where she lived. Her phasing powers and drive for revenge make her the Nazi version of Phantom Lady.

Götterdämmerung
PL 9 195

Abilities

Strength 5, Stamina 8, Agility 5, Dexterity 5, Fighting 8, Intellect 3, Awareness 4, Presence 4

Powers
Explosive Skin Immunity 1 (own powers), Damage 9-Reaction, skin being touched, Increased Area 2 (120 foot radius), Limited-Damage decreases by 1 per 10 feet of Area, down to 1 55

Advantages: All-out Attack, Defensive Attack, Defensive Roll, Improved Defense, Power Attack, Ranged Attack 3, Takedown 2, Languages 3 (English, French, Italian, Spanish-base German)

Skills: Deception 9 (+13), Technology 7 (+10), Intimidation 9 (+13), Expertise (psychology) 7 (+10), Expertise (current events) 7 (+10), Expertise (history) 7 (+10), Expertise (pop culture) 7 (+10), Expertise (propaganda) 11 (+14), Insight 9 (+13)

Offense
Initiative +5
Unarmed +8 Damage 5

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

Abilities 84+Powers 55+Advantages 13+Skills 37+Defenses 6=195

A former member of the Nazi propaganda machine, David Beasley had it all until his mutant powers developed. Much like the Human bomb, any solid object that touches his skin produces a terrible explosion. Cut off from human contact, and with his former friend joining the resistance, he fell into despair and become a living armageddon, lost in his sadness.


Der Hand des Todes
PL 10 175

Abilities

Strength 5, Stamina 4, Agility 5, Dexterity 5, Fighting 6, Intellect 1, Awareness 7, Presence 5

Powers
Poisoned Wrist-blades Weaken Stamina 10, Incurable, Linked to Strength-based Damage 1, Penetrating 6, Removable 14
Tiny, but Lethal Shrinking 12 24

Advantages: Defensive Attack, Defensive Roll 2, Diehard, Fearless, Hide in Plain Sight, Improved Block, Improved Critical (wrist-blades) 3, Improved Smash, Improved Trip, Instant Up, Power Attack, Seize Initiative, Skill Mastery 4 (Perception, Stealth, Sleight of Hand, Technology), Startle

Skills: Athletics 6 (+11), Close Combat (wrist-blades) 4 (+10), Acrobatics 3 (+8), Technology 9 (+10), Sleight of Hand 9 (+14), Intimidation 7 (+12), Expertise (tactics) 6 (+7), Perception 11 (+18), Stealth 9 (+14), Insight 2 (+9)

Offense
Initiative +5
Wrist-blades +10 Weaken 10 & Damage 6

Defense
Dodge 14/8 (3), Parry 14/8 (2)
Toughness 6/4, Fortitude 5 (1), Will 9 (2)

Abilities 76+Powers 38+Advantages 20+Skills 33+Defenses 8=175

A shrinking assassin, the hands of death, as he would be called in English, is the present-day Nazi equivalent of Doll Man, from the Freedom Fighters. Only much more crazy.

Weißer Ritter
PL 11 166

Abilities

Strength 8/3, Stamina 7, Abilities 1, Dexterity 1, Fighting 8, Intellect 0, Awareness 1, Presence 2

Powers
Super Strength Enhanced Strength 5 10
Flame Control Blast 11 22
Fireball Blast 7, Burst Area 1
Fire Flas Visual Dazzle 11 1

Fire Jets Flight 6 12
Superhuman Toughness Protection 5 5

Fire Aura Reaction Damage 11 44

Advantages: All-out Attack, Power Attack, Ranged Attack 7

Skills: Intimidation 8 (+10), Insight 6 (+7), Perception 4 (+5), Ranged Combat (fire control) 2 (+10)

Offense
Initiative +1
Unarmed +8 Damage 8
Fire Blasts +10 Damage 11

Defense
Dodge 10 (9), Parry 10
Toughness 12, Fortitude 7, Will 8 (6)

Abilities 46+Powers 95+Advantages 9+Skills 10+Defenses 17=177

Erde's version of the White Knight, Daniel Foreman is exactly the same as he is in the main Freedomverse Earth, only with the difference of being in the majority, surrounded by fellow bigots. He was supposed to be so charismatic and well-liked (probably because unlike the others, Aryan pride is his main thing, rather than killing, and he's a man of the people-the bad people) that he had a squad of thuggish minions in addition to his own powers.
Last edited by Arthur Eld on Wed Feb 13, 2013 8:09 am, edited 1 time in total.

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Post by Arthur Eld »

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Brian Caxton
PL 6 90

Abilities

Strength 1, Stamina 2, Agility 1, Dexterity 1, Fighting 4, Intellect 3, Awareness 2, Presence 0

Powers
Custom .50 cal autorevolver 'Claire' Blast 5, Affects Insubstantial 2, Improved Critical, Variable Descriptor-specialized ammo, Easily Removable 8

Advantages: Artificer, Benefit 2 (Wealth), Defensive Roll, Equipment 2, Diehard, Favored Foe (Sidhe), Improved Critical (handguns), Improved Initiative, Improvised Tools, Language 1 (Latin), Quick Draw, Ranged Attack 3, Ultimate Toughness

Equipment: Armored longcoat, Protection 3, Subtle, Silver-alloy Knife (Strength-based Damage 2, Improved Critical), iron hand-bells (Strength-based Damage 1)

Skills: Athletics 4 (+5), Expertise (magic) 8 (+11), Expertise (police officer) 2 (+5), Investigation 5 (+8), Perception 5 (+7), Insight 5 (+7), Stealth 4 (+5), Technology 7 (+10), Vehicles 1 (+2), Ranged combat (handguns) 3 (+7)

Offense
Initiative +5
Claire +7 Damage 5
Knife +4 Damage 3

Defense
Dodge 6 (5), Parry 6 (2)
Toughness 6/5, Fortitude 5 (3), Will 7 (5

Abilities 28+Powers 8+Advantages 17+Skills 22+Defenses 15=90

Complications
Obsession With finding and being reunited with his son, Geoffry.
Hatred Brian hates the Fey, and makes no distinctions between the sidhe, redcaps, goblins, trolls, or any of the other types. He now knows that it was a sidhe who took his son, though.
Responsibility Brian feels its his obligation to protect people from the predations of the Fey, when he has the chance so that no families will be torn apart like this was.

Brian was once an ordinary man, a ten-year police officer with a young son, a loving wife, and a job he enjoyed and was good at. Like many cops in Maine, he'd never so much as drew his gun in the line of duty, and the most amazing thing he had seen in his life was the time the Centurion flew over the city on his way to stop some alien invasion or some such. After eight years, he moved to armory duties, working on procuring and maintaining the firearms of his department. He had a knack for the mechanics of guns, and enjoyed running the firing the range as a welcome change of pace from his old duties.

When Brian was thirty-three, his son, Geoffry was kidnapped was something he didn't even believe in-faeries. More than that, they replaced Geoffry with some sort of changeling creature. Brian didn't realize this until about two weeks later, when the creature attempted to kill him and his wife. Whoever the thing worked for figured out that Brian was getting close to discovering the truth, as there were many loose ends in the story of his son's kidnapping-which happened at a public pool. Sure, his son was found two days after, but the whole setup was strange. The witnesses were unreliable, and not in the way witnesses usually are. Their minds had been tampered with, and Brian was going to find out how. Claire just wanted him to enjoy that his son was back, but even then Brian knew something was off about Geoff-he dismissed it as stress from the ordeal he'd been through, but something was wrong. Brian was never a detective, but it wasn't for lack of ability.

So, to pre-empt his search, the creature that wore his son's face tore out his wife's throat and tried to kill Brian. It taunted him as his attempts to hurt it were useless. Eventually, the fight (it was more of a game on the changeling's part) ended up in the kitchen. It only ended when Brian set the thing on fire using the stove's gas pipe. As it burned, its disguise vanished, revealing something not of this world.

From that day on, Brian's suspicions were confirmed. His son had been kidnapped and switched by strange, inhuman creatures. But though they seemed to wield power that defied the laws of physics-real, actual magic, they could be killed. Despite their uniqueness, they were nothing more than another criminal organization. He'd never gone up against such a thing-the most dangerous criminal he'd dealt with before was a violent drunk who beat his wife and kids. But he didn't have a choice.

That was a year ago, and he studied every scrap of magical lore he could find-which was a lot, although not all of it was useful. Since discovering his dead uncle's library, Brian saw it as the biggest break that had come his way. So far, he'd only been only to come up with one weapon capable of putting him on an almost even keel with the Fey. The more he knew about them, the better equipped he'd be to find his son. If anything else inhuman got in his way, well that was just too bad for them.

•Made for a Crinoverse horror game, Brian Caxton (named after the coolest vampire hunting lesbian ever), is a fairly simple character. Its funny how sepia and plaid make someone look like a monster hunter to me. I blame Supernatural.

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Post by Arthur Eld »

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Magman
PL 11 135

Abilities

Strength 14, Stamina 14, Agility 1, Dexterity 1, Fighting 6, Intellect 0, Awareness 1, Presence 0

Powers
Super-Jumps Leaping 5 (250 feet) 5
Magma Skin Reaction Damage 3, Environment 1 (Extreme Heat, Permanent) 14
Magma Man Immunity 10 (heat effects), Limited to Half effect 5
Inhuman Immunity 2 (suffocation) 2

Advantages: Ranged Attack 4, Move-by Action, Takedown, Ultimate Toughness

Skills: Expertise (military) 4 (+4), Close Combat (unarmed) 2 (+8), Perception 4 (+5), Intimidation 10 (+10)

Offense
Initiative +1
Unarmed +8 Damage 14

Defense
Dodge 8 (7), Parry 8 (2)
Toughness 14, Fortitude 14, Will 8 (7)

Abilities 76+Powers 26+Advantages 7+Skills 10+Defenses 16=135

Complications
Hunted Gerald is considered both a threat and potential asset by certain shady members of the United States Armed Forces. They want him back in their hands-alive or dead.
Freak Gerald is obviously inhuman, and the intense heat his body exudes makes it difficult for him to function in normal society.
Weakness Attacks of extreme cold can freeze Gerald, functioning like an Affliction with Hindered/Disabled/Paralyzed in addition to their normal effects.
Unnatural The human body was not built to function under the strain Gerald's powers put him under, and the intense heat and stress of his new form is slowly cooking and killing his altered but still weak internal organs.

Gerald Potter was just your average Army grunt, not likely (or desiring) of amounting to much in life. He just wanted to finish his tour and head home. Little did he know, his last mission would see his squad encounter an international criminal who the media called Dr. Volcano. He was operating in Iraq searching for rare earth minerals needed to power his latest super-science weapon, not that Gerry knew anything about that. After a battle with his hired guns, army brass ordered Gerald's unit along with a few others to follow him to an unsanctioned mission to Mt. Fuji, where Volcano had made his latest base and had fled following the battle.

The resultant mission was one of the most screwed-up in recent Army history. The various units did not coordinate together, and thus came at the mountain base in staggered waves, reducing their effectiveness against the Doctor's defensive weapons. Eventually, Gerry's squad burst into his underground lair, too late to make a difference. The Doctor had powered up his latest weapon, which seemed to be fueled by geothermic power, strange minerals, and more than a little stolen alien tech. The weapon was damaged during the fighting, and it exploded. The Doctor, who had been smart enough to shield himself from the device was still forced to flee, as Mount Fuji began to erupt for the first time in centuries.

Gerry, exposed to the weapon's strange energies, and one of the few of his squad left alive at this point, was unable to escape before the underground room was flooded with magma. He expected to die.

Gerry woke up when members of the Japanese Defense Force moved into the area above him, sending vibrations through the lair, now full of rock. His body was painfully hot, but he also felt strong, capable. He punched his way to the surface, startling the JDF. He escaped to the nearest US base, who sent him state-side for 'debriefing'. Gerry had never been the smartest guy, but he was wise enough to figure out what that meant. Uncle Sam would figure out whether or not they could him into a living weapon, and if he disagreed, they'd make him a dead one. He escaped shortly after the Navy craft brought him to the US, and has been on the run ever since.

In addition to being a wanted man, Gerry has begun to function as a vigilante. Violence had been his job for a few years, and now that he ran too hot to work most normal jobs and could lift hundreds of tons, it was something he was even better at. He sticks out more than most heroes and superhumans, and is a lot less well-liked too. Still, the one called Magman sticks with it. He was never the type to give up, even when he should have.

•Made for Horsenhero's Doom Patrol game. In addition to having excellent art (from a Blue Beetle villlain), Magman shows how stupid easy it is to build a cheap, effective powerhouse in 3E.

Arthur Eld
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Post by Arthur Eld »

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Impact II
PL 10 150

Abilities

Strength 13/5, Stamina 13/6, Agility 1, Dexterity 1, Fighting 4, Intellect 7, Awareness 1, Presence 0

Powers
Swift Speed 2, 2
Superhuman Enhanced Strength 8, Enhanced Stamina 7 30
Super-Strength Power Lifting 4 4
Super Jumps Leaping 4 1
Genius Mental Quickness 2, Innate 2
Invulnerable Immunity 5 (environmental effects) 5
Fast Healing Regeneration 2 2

Advantages: Beginner's Luck, Eidetic Memory, Improvised Tools, Jack of All Trades, Inventor, Languages 3 (Spanish, German, Japanese, Latin, base-English), Luck, Ranged Attack 2, Second Chance (Technology), Speed of Thought, Ultimate Toughness

Skills Acrobatics 2 (+3), Athletics 1 (+14) Close Combat (unarmed) 3 (+17), Expertise (current events) 4 (+11), Expertise (history) 4 (+11), Expertise (science) 12 (+19), Insight 2 (+3), Intimidation 8 (+8), Perception 6 (+7), Technology 12 (+19), Treatment 2 (+9), Vehicles 1 (+2)

Offense
Initiative +7
Unarmed +7 Damage 13

Defense
Dodge 7 (6), Parry 7 (3)
Toughness 13, Fortitude 13, Will 6 (5)

Abilities 50+Powers 44+Advantages 11+Skills 29+Defenses 14=150

Complications
Motivation: Responsibility As the second Impact, Mark has a lot to live up to in order to honor his mother's twenty-some years of super heroics.
Secret Mark keeps his identity as Impact away from most everybody.
Reputation Not everybody likes the idea of a second Impact, including most of the first's enemies and a few of her allies as well.
Appearance In his civilian identity, Mark can often be mistaken for a woman, a fact that irks him to no end.

Growing up, Mark Showalter was picked on at an early age. His bookish nature, unwillingness to make friends, and effeminate looks made him a target for bullies. However, this stopped when Mark was fifteen, when his superhuman powers of inhuman strength and speed developed. His mother, the Bay City hero called Impact, had passed these powers onto him-her genetic structure was altered by exposure to a meteor from outerspace. However, unlike his mother, Mark had no intention of becoming a superhero, although she always wanted him to. He felt there was more he could do with his mind. Not that helping humanity was really his goal, he mostly just pursued scientific progress for its own sake, but if it could help people, that was ok too. He worked for the Bay City branch of MarsTech, designing and refining cutting edge scientific items.

When his mother was killed during the battle with the Proprietor, it affected Mark deeply. He had never been as close to his mother as he might have liked and he felt very guilty for that now. So he decided to honor her wishes and become a superhero, taking up the mantle as the second Impact. Although he's not much of a team player, he recognized the need for cooperation, and sought to join the new Sentinels team.

•Made for a Crinoverse game, Impact is a powerhouse/genius type who also happens to be a thin, unpersonable bishounen. Just cause.

Arthur Eld
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Post by Arthur Eld »

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The Kicker
PL 10 150

Abilities

Strength 3, Stamina 4, Agility 8, Dexterity 3, Fighting 9, Intellect 1, Awareness 1, Presence 2

Powers
Super Kicks Strength-based Damage 3, Improved Critical 2, Penetrating 6 11
Fast Speed 1 1
Master Acrobat Leaping 1, Movement 1 (Safe Fall) 3

Advantages: Agile Feint, Assessment, Attractive, Connected, Daze (Deception), Defensive Attack, Defensive Roll 3, Evasion, Improved Defense, Improved Initiative, Language 1 (Spanish, base-English)Move-by Action, Skill Mastery (Acrobatics), Takedown, Ultimate Acrobatics

Skills: Acrobatics 10 (+16), Athletics 9 (+12), Close Combat (unarmed) 5 (+14), Deception 8 (+10/+12), Expertise (pop culture) 4 (+5), Expertise (current events) 3 (+4), Expertise (criminal) 5 (+6), Insight 5 (+6), Persuasion 4 (+6/+8), Perception 6 (+7), Investigation 2 (+3), Sleight of Hand 5 (+8), Stealth 8 (+14), Technology 4 (+5), Vehicles 2 (+5)

Offense
Initiative +12
Kicks +14 Damage 6

Defense
Dodge 13 (5), Parry 13 (4)
Toughness 7/4, Fortitude 6 (2), Will 7 (6)

Abilities 62+Powers 15+Advantages 17+Skills 39+Defenses 17=150

Complications
Motivation: Greed. Though the Kicker has stolen a fortune in her career, it will never be enough for her.
Secret The Kicker keeps her true identity hidden, so she is able to enjoy a 'normal' life.
Hunted The Kicker is a known international criminal, wanted for many high-profile thefts.

•After having been exposed to the wonderful 365 supers project, I resolved to stat them all up. Luckily, I'll have plenty of time, since the project's not finished yet. Here's my first build (I'll be doing them out of order, as inspiration strikes), the Kicker.

•A fairly simple Batroc the Leaper meets Iron Fist type, the Kicker is a highly agile international thief and supercriminal with superhuman agility and deadly kicks. Still, while she's a highly skilled fighter, she prefers to steal and run than engage in combat with superhumans.
Last edited by Arthur Eld on Mon Oct 21, 2013 9:19 am, edited 1 time in total.

Crinos
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Re: Eld's builds:Mortlocke, Magman, Impact 2, The Kicker

Post by Crinos »

Man, you waste no time do you Arthur?

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