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

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.
Locked
Arthur Eld
Cosmic Entity
Cosmic Entity
Posts: 15591
Joined: Mon Sep 17, 2007 11:45 am
Contact:

Re: Eld's builds:Flash Mobster, Belew, Kid Dinosaur, Oddity

Post by Arthur Eld » Wed May 01, 2013 2:24 pm

Its just one of those clashes in tone. Generally speaking, the Crinoverse is much farther on the idealistic, 4 color scale than Wild Cards.

Arthur Eld
Cosmic Entity
Cosmic Entity
Posts: 15591
Joined: Mon Sep 17, 2007 11:45 am
Contact:

1,260-1,266

Post by Arthur Eld » Thu May 02, 2013 8:07 am

Image

Allies of Freedom
A Golden Age hero team from the World of Freedom, the Allies were the ones on the front-lines, a multinational group as opposed to the mostly American Liberty League. I'll be going clockwise from the left in my builds, and I won't cover Human Tank, since I already built him a while ago.

Gunner
PL 8 141


Strength 1, Stamina 4, Agility 3, Dexterity 3, Fighting 5, Intellect 1, Awareness 2, Presence 1

Powers
Bullet Spray Blast 7, Multiattack 21
Metal absorption Immunity 10 (metal projectiles), Reaction personal Healing 8, Limited must be hit by metal projectiles 34

Advantages: Beginner's Luck, Move-by Action, Precise Attack (ranged, cover), Ranged Attack 4, Set-Up

Skills: Acrobatics 4 (+7), Athletics 4 (+5), Deception 6 (+7), Expertise (pop culture) 4 (+5), Insight 6 (+8), Perception 4 (+6), Ranged Combat (bullets) 2 (+9), Vehicles 2 (+5)

Offense
Initiative +3
Bullets +9 Damage 7

Defense
Dodge 12 (9), Parry 12 (7)
Toughness 4, Fortitude 7 (3), Will 5 (3)

Abilities 40+Powers 55+Advantages 8+Skills 16+Defenses 22=141

•The younger brother of Human Tank, Tommy Griffin inhaled the same liquid super metal that doused his brother and turned him into walking metal. Griffin gained the ability to absorb and project metals, which made him bulletproof and effectively gave him the power of a machine gun at all times. Following the Ally's final battle, he and Human Tank helped end the war with Japan and began to settle down there. However, a year after the end of the war, both brothers were killed by the Crimson Katana.

•A cool simple build, Gunner is built to blast mooks and laugh in the face of gunfire. He's a decent pilot and wheelman, although the team always thought of him as something of a loose cannon because of his youth and admittedly brash nature. Outside of his powers, he doesn't have much more than youthful enthusiasm going for him-but sometimes that's enough.

La Renard Rogue
PL 8 142


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

Advantages: Close Attack 2, Connected, Contacts, Defensive Attack, Defensive Roll 4, Equipment 2, Evasion, Great Endurance, Improved Defense, Improved Initiative, Inspire 2, Language 2 (English, German, base-French), Leadership, Precise Attack (ranged, cover), Ranged Attack 2, Takedown, Taunt, Uncanny Dodge

Skills: Acrobatics 8 (+11), Athletics 4 (+6), Deception 8 (+12), Expertise (current events) 8 (+11), Expertise (tactics) 8 (+11), Intimidation 4 (+8), Investigation 13 (+16), Perception 4 (+6), Persuasion 12 (+16),Sleight of Hand 8 (+11), Stealth 8 (+11)

Equipment: Heavy pistol, 2 ep unspent

Offense
Initiative +7
Unarmed +12 Damage 2
Pistol +12 Damage 4

Defense
Dodge 10 (7), Parry 10
Toughness 6/2, Fortitude 6 (4), Will 6 (4)

Abilities 58+Advantages 26+Skills 43+Defenses 15=142

•The Badass Normal of the group, The Red Fox was France's greatest asset along with the hero Guillotine. When the latter died along several other European heroes during an ambush in Poland, Reynard (who had seen the ambush coming) led the survivors for the rest of the war. Running herself ragged with her dedication to defeating the Axis, she was shot and killed by Kantor. In combat she's a skilled infiltrator, and good at both ranged and close combat, although she's not a match for superhuman soldier types.


White Thorn
PL 10 146


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

Powers
Sibling Bond Senses 1 (Communication link with White Rose) 1
Sibling Powers Flight 6, Limited to when in contact with White Rose, Immunity 1 (his and White Rose's powers) 7
Light Shields Force Filed 8, Impervious Toughness 11 19

Light Bearer (Array, all powers limited to rank 9 when not in contact white White Rose)
Living Beacon Environment 10 (Light 2, 4 mile radius) 19
Light Beams Blast 10 1
Light Fields Create 10 1

Advantages: Attractive, Close Attack, Favored Environment (aerial), Language 2 (English, French, base-German), Move-by Action, Power Attack, Precise Attack (ranged, concealment), Ranged Attack 8

Skills: Deception 4 (+6), Expertise (arcane lore) 6 (+7), Insight 6 (+8), Intimidation 6 (+8), Perception 4 (+6), Persuasion 4 (+6), Technology 4 (+5)

Offense
Initiative +2
Unarmed +10 Damage 3
Light Beams +10 Damage 10

Defense
Dodge 9 (7), Parry 9
Toughness 11/3, Fortitude 8 (5), Will 7 (5)

Abilities 48+Powers 48+Advantages 16+Skills 17+Defenses 17=146

•White Thorn and his sister are basically the Northstar and Aurora of the World of Freedom. Thorn is, true to his name, a bit of a jerk, obsessed with getting vengeance on the Nazis, especially Kantor. After his sister died to trap Nacht-Krieger, he stayed inside the cage with his enemy, keeping him trapped for twenty years. Eventually, Kantor (now Overshadow) freed Nacht-Krieger and it took Thorn's death to trap NAcht-Krieger again, passing on the rest of his Lightbearer powers to his sister's successor, Langston Albright, AKA Beacon.

•Wolfgang Shaal, much like his twin Sophie, is your basic blaster with the ability to fly when he's touching his sister. He's a much more aggressive fighter than his sister, and can hold his own with other PL 10s if he's in the air.

White Rose
PL 10


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

Powers
Sibling Bond Senses 1 (Communication link with White Thorn) 1
Sibling Powers Flight 6, Limited to when in contact with White Thorn, Immunity 1 (her and White Thorn's powers) 7
Light Shields Force Filed 8, Impervious Toughness 11 19

Light Bearer (Array, all powers limited to rank 9 when not in contact white White Thorn)
Living Beacon Environment 10 (Light 2, 4 mile radius) 19
Light Beams Blast 10 1
Light Fields Create 10 1

Advantages: Defensive Attack, Evasion, Improved Initiative, Ranged Attack 5

Skills: Acrobatics 4 (+8), Deception 6 (+9), Investigation 9 (+11), Perception 4 (+6), Persuasion 8 (+11), Sleight of Hand 4 (+8), Technology 2 (+4)

Offense
Initiative +4
Unarmed +9 Damage 1
Light Beams +9 Damage 10

Defense
Dodge 10 (6), Parry 10 (1)
Toughness 10/2, Fortitude 4 (2), Will 8 (6)

Abilities 54+Powers 48+Advantages 8+Skills 19+Defenses 15=144

•White Rose is very similar to her brother, as both are Lightbearers. However, she's the softer kinder twin, but no less determined to fight the Nazi threat. In the final battle with Kantor and Nacht-Krieger, she gave her life to create a cage of light that would hold Nacht-Krieger for decades.

Spitfire Jones
PL 9 152


Strength 3, Stamina 4, Agility 4, Dexterity 4, Fighting 11, Intellect 0, Awareness 1, Presence 4

Powers
Human Jet Flight 8 (500 MPH, 1 mile per round) 16
Adapted for high altitude Immunity 1 (cold) 1
Heightened Senses Enhanced Fortitude 5 (Limited to resisting sensory effects), Senses 4 (Danger Sense, Direction Sense, Low-light vision, Extended Vision) 7
Flight Might Power Lifting 7 (Limited to while flying) 4

Advantages: All-out Attack, Attractive, Evasion, Luck 2, Move-by Action, Ranged Attack 7, Taunt, Throwing Mastery 3, Uncanny Dodge

Skills: Acrobatics 8 (+12), Deception 6 (+10), Expertise (tactics) 4 (+4), Expertise (soldier) 4 (+4), Investigation 8 (+8), Perception 12 (+13), Vehicles 6 (+10)

Offense
Initiative +4
Unarmed +11 Damage 3

Defense
Dodge 14 (10), Parry 14 (3)
Toughness 4, Fortitude 7 (3), Will 5 (4)

Abilities 62+Powers 28+Advantages 18+Skills 24+Defenses 20=152

•Spitfire Jones is another one of those superheroes with Flight as his primary power and some derived abilities stemming from it. in his case, he gets superstrength when he flies which can make him a human bomber by picking up enemy vehicles and dropping them from the sky. He was enamored of Madame Blitz during the war and often clashed with the Red Eagle. Eventually, he also died trying to stop Kantor's escape.

Lady Celtic
PL 10 180


Strength 1, Stamina 1, Agility 2, Dexterity 2, Fighting 7, Intellect 3, Awareness 4, Presence 3

Powers
Levitation Flight Flight 5 10
Mystic Shield Force Field 10, Impervious Toughness 11 21
Magic (Array, 55 points)
Scrying Remote Sensing 10 (all senses, 4 miles) 50
Mystic Blast Blast 10 1
Revitalizing Touch Healing 10 1
Paralyzing Spell Ranged Cumulative Affliction 10, Resisted by Will, Dazed/Stunned/Paralyzed 1
Telekinesis Spell Move Object 10 1
Obscuring Mists Concealment 4 (visual, scent, auditory), Burst Area, Increased Area 6 1

Advantages: Language 4 (French, Gaelic, German, Italian, Polish, Russian, base-English), Move-by Action, Ranged Attack 8

Skills: Expertise (magic) 8 (+11), Expertise (archaelogy) 9 (+12), Expertise (history) 8 (+11) , Expertise (philosophy) 8 (+11), Insight 4 (+8), Investigation 2 (+5), Perception 4 (+8)

Offense
Initiative +2
Unarmed +7 Damage 1
Magic +10 Damage 10/Affliction 10

Defense
Dodge 9 (7), Parry 9 (2)
Toughness 11/1, Fortitude 5 (4), Will 8 (4)

Abilities 42+Powers 86+Advantages 13+Skills 22+Defenses 17=180

•Lady Celtic is Amanda Phipps-Gordon, a woman from a wealthy English family and an amateur archaeologist. She got her powers from the spirit of Aodh Cobhan, a deceased druid whose body she discovered, becoming in magical pagan tattoos. She soon clashed with the spirit of the druid Blackthorn, being forced to kill her former fiance in the process. Eventually she joined the Allies of Freedom and had twin children with Human Tank. During her final battle with Nacht-Krieger and Kantor, her magic kept Tank and Gunner alive before she herself was slain.

•Lady Celtic is your traditional mystic, although she lacks the versatility of Ritualist and Artificer. Still, she's a a balanced PL 10, which makes her plenty dangerous in a Golden Age campaign. And of course Healing makes her excellent to have on a team.

Sergeant Shrapnel
PL 10 152


Strength 3, Stamina 4, Agility 2, Dexterity 2, Fighting 10, Intellect 1, Awareness 1, Presence 1

Powers
Superhumanly Tough Protection 6 6
Anti Machine Field Burst Area Nullify 10 (Broad-machines, Simultaneous) 30
Shrapnel Damage 10, Burst Area, Limited-must have machines to explode 10

Advantages: Equipment 3, Improved Initiative, Power Attack, Ranged Attack 8, Takedown

Equipment: 15 ep for weapons and other mission specific equipment

Skills: Expertise (mechanic) 6 (+7), Expertise (tactics) 4 (+6), Expertise (soldier) 4 (+5), Intimidation 8 (+9), Investigation 4 (+5), Perception 4 (+5), Sleight of Hand 4 (+6), Technology 6 (+7), Vehicles 4 (+6)

Offense
Initiative +6
Unarmed +10 Damage 3

Defense
Dodge 10 (8), Parry 10
Toughness 10, Will 11 (7), Will 8 (7)

Abilities 48+Powers 46+Advantages 14+Skills 22+Defenses 22=152

•Sergent Shrapnel was an American soldier who got his powers from a UFO-along with his friend, Wallace Allen who became Allen Wrench-and became America's first enlisted superhuman. He was sent overseas to help the British and soon joined the Allies of Freedom. However, like many of his fellows, he died at war's end battling Wilhelm Kantor and Nacht-Krieger. He was survived by his son Nicholas, who had similar powers and became an AEGIS agent called ShrapNick.

•Shrapnel's power make him a terror on a traditional battlefield where he can interfere with enemy's vhiecles and artillery. He's also superhumanly tough and a skilled fighter in his own right.

Arthur Eld
Cosmic Entity
Cosmic Entity
Posts: 15591
Joined: Mon Sep 17, 2007 11:45 am
Contact:

1,267

Post by Arthur Eld » Fri May 03, 2013 8:09 am

Image

The Mountie
PL 10 150


Strength 12, Stamina 12, Agility 2, Dexterity 2, Fighting 6, Intellect 1, Awareness 2, Presence 2

Powers
Flying Flight 6 12
Invulnerable Immunity 8 (starvation and thirst, suffocation, environmental conditions), Impervious Toughness 11 19

Advantages: Accurate Attack, Benefit (Security Clearance), Connected, Improved Initiative, Interpose, Ranged Attack 4, Takedown 2

Skills: Athletics 2 (+14), Close Combat (unarmed) 2 (+8), Expertise (current events) 3 (+5), Expertise (soldier) 5 (+7), Persuasion 5 (+8), Insight 7 (+9), Perception 8 (+10), Stealth 2 (+4)

Offense
Initiative +6
Unarmed +8 Damage 12

Defense
Dodge 8 (6), Parry 8 (2)
Toughness 12, Fortitude 12, Will 7 (5)

Abilities 78+Powers 31+Advantages 11+Skills 17+Defenses 13=150

Complications
Motivation Patriotism. The Mountie works tirelessly to defend and support the people of Canada any way he can.
Enemy Borealis
Secret The Mountie is actually Phillip Constantine, which only a few people in the government know about. Much of his old service has been redacted.

•The product of a Canadian super soldier program, Phillip Constantine is a former Canadian soldier who now works as a national superhero. He defends the nation both at home and abroad, and frequently works with Canada's Vanguard team-although his responsibility is to the Canadian government first, not the UN. He's made a lot of enemies, especially his arch-foe, Borealis who is constantly trying to turn him over to his side to rule Canada 'the right way.'

•A simple build, the Mountie is fast, tough and super strong, with his skills reflecting years of experience and a fair ranged attack bonus to reflect his soldier background. While the build isn't groundbreaking, I picture the character as fun, serious at the right times, and the kind of guy who gets things done with a smile on his face. A Modern Age character who doesn't lose the sense of hope or optimism that made the Silver Age great.
Last edited by Arthur Eld on Tue Jun 04, 2013 8:32 pm, edited 1 time in total.

badpenny
Overlord
Overlord
Posts: 4406
Joined: Sat Jan 17, 2009 6:09 pm
Location: Under The Greenwood Tree

Re: Eld's builds:Oddity, Allies of Freedom, The Mountie

Post by badpenny » Fri May 03, 2013 9:05 am

Doesn't the Mountie need a Feature to keep his hat on while he flies? Or is he holding it? :wink:

Arthur Eld
Cosmic Entity
Cosmic Entity
Posts: 15591
Joined: Mon Sep 17, 2007 11:45 am
Contact:

Re: Eld's builds:Oddity, Allies of Freedom, The Mountie

Post by Arthur Eld » Fri May 03, 2013 9:26 am

Nah, he's doing one of those 'shielding his eyes, looking to the future' things.

His hat is probably kept on through super-science in some way. Unstable molecules, maybe?

User avatar
Thorpacolypse
Cosmic Entity
Cosmic Entity
Posts: 7994
Joined: Tue Aug 15, 2006 8:19 pm
Location: Bloomington, IL (Summer home in the dark recesses of the human psyche...)

Re: Eld's builds:Oddity, Allies of Freedom, The Mountie

Post by Thorpacolypse » Fri May 03, 2013 7:24 pm

The only thing The Mountie is missing is Maple Syrup Vision! 8)
Shop J-Mart!

Service with a smilie! :)

Crinos
Cosmic Entity
Cosmic Entity
Posts: 26078
Joined: Sun Feb 18, 2007 7:53 pm
Contact:

Re: Eld's builds:Oddity, Allies of Freedom, The Mountie

Post by Crinos » Fri May 03, 2013 7:42 pm

Arthur Eld wrote:Nah, he's doing one of those 'shielding his eyes, looking to the future' things.

His hat is probably kept on through super-science in some way. Unstable molecules, maybe?
Actually I think he's saluting.

badpenny
Overlord
Overlord
Posts: 4406
Joined: Sat Jan 17, 2009 6:09 pm
Location: Under The Greenwood Tree

Re: Eld's builds:Oddity, Allies of Freedom, The Mountie

Post by badpenny » Fri May 03, 2013 7:57 pm

I don't believe you salute with your left hand.

Arthur Eld
Cosmic Entity
Cosmic Entity
Posts: 15591
Joined: Mon Sep 17, 2007 11:45 am
Contact:

Re: Eld's builds:Oddity, Allies of Freedom, The Mountie

Post by Arthur Eld » Fri May 03, 2013 8:11 pm

He's a superhero, he can salute any way he wants. :mrgreen:

Although I stand by my eye-shielding comment.

Any way, I'll get the rest of the Wild Cards characters up (pretty much just the ones from the main book, although a few others like Elephant Girl too) soon, some more 365 supers, and then starting with build 1,300 I've got a fairly big name character planned to start another big character run.

Arthur Eld
Cosmic Entity
Cosmic Entity
Posts: 15591
Joined: Mon Sep 17, 2007 11:45 am
Contact:

1,268

Post by Arthur Eld » Sat May 04, 2013 6:48 am

Image

Nur Al-Allah
PL 12 133


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

Powers
Blessed One Enhanced Presence 5 10
Controlling Voice Mind Control 12, Perception Area-Auditory 48

Advantages: Benefit (Leader of the Nur Sect), Connected, Ranged Attack 2

Skills: Persuasion 8 (+11/+16), Expertise (Current events) 6 (+8), Expertise (theology) 10 (+12), Intimidation 8 (+11/+16), Expertise (oratory) 16 (+18), Insight 6 (+8)

Offense
Initiative +1
Unarmed +3 Damage 1

Defense
Dodge 4 (3), Parry 4 (1)
Toughness 2, Fortitude 6 (4), Will 8 (6)

Abilities 30+Powers 58+Advantages 4+Skills 27+Defenses 14=133

Complications
Hatred Jokers and other obvious deformed superhumans.
Fame The Nur is a highly visible man, leader of his own religious sect.
Enemy Many.
Quirk The Nur glows green when using his powers.

•Nur Al Allah, once called Naib, is a powerful man. He leads the Nur Sect, a sect of Islam that has some radical ideas about superhumans-the obviously deformed ones are held to be cursed abominations meant to be killed or suppressed. He is a leader of men and nations, and in the Crinoverse he holds great power in Iran and Syria, and the Nur Sect heads represent's most of PHANTOM's interest in the middle east. With the downfall of the Red King, the Nur Sect has seen a small bump in membership from former Gene Nation members.

•Although the Nur was wounded years ago, reducing his powers-which are dependent on his voice-he recently got a new voicebox from the Foundry, so he's back up to full strength. This is a powerful rank 12 Mind Control effect, which can reach over huge areas so long as people can hear him. So he can give a speech in Azadi square and get thousands of people on his side. That means the heroes will have to do with the unfortunate prospect of fighting through droves of innocent mind-controlled mooks to get to this guy. And he'll have plenty of super powered minions on hand as well. He's a good example of how a villain can be a Big Bad without being a team-crusher combat monster.

Arthur Eld
Cosmic Entity
Cosmic Entity
Posts: 15591
Joined: Mon Sep 17, 2007 11:45 am
Contact:

1,269

Post by Arthur Eld » Sat May 04, 2013 7:03 pm

Image

Blue Blaze
PL 10 150


Strength 1, Stamina 4, Agility 3, Dexterity 3, Fighting 5, Intellect 2, Awareness 2, Presence 2

Powers
Freezing Flames Snare 10 30
Flamethrower Blast 10, Line Area 1
Blue Flames Blast 10, Variable Descriptor-heat or cold, Improved Critical 1

Flame Blessed Immunity 20 (cold and heat effects, limited to half effect) 10

Advantages: Attractive, Contacts, Connected, Defensive Roll, Equipment 3, Ranged Attack 4, Second Chance (Technology to disarm security systems),

Equipment: Armored Costume (Protection 3, Subtle), 11 ep unpsnet

Skills: Close Combat (unarmed) 2 (+7), Deception 6 (+8/+10), Expertise (thief) 6 (+8), Investigation 5 (+7), Persuasion 4 (+6/+8), Ranged Combat (powers) 3 (+10), Sleight of Hand 9 (+12), Stealth 8 (+11), Technology 9 (+11)

Offense
Initiative +3
Blue Flames +10 Damage 10/Snare 10
Unarmed +57 Damage 1
Defense
Dodge 12 (9), Parry 12 (7)
Toughness 8/5/4, Fortitude 7 (3), Will 9 (7)

Abilities 44+Powers 42+Advantages 12+Skills 26+Defenses 26=150

Complications
Motivation Greed. Blue Blaze wants riches, mostly jewels, and she spends most of her time planning on how to get as much as she can.
Enemy The Raven.
Rivalry The Magpie.

•Fionna Blaze is a metahuman (and a somewhat removed relative of Sienna Blaze) with power to crate cold fire that can burn or freeze. A skilled pickpocket and conwoman even before her powers manifested at the age of eighteen, she quickly became a supercriminal and jewel thief. Although she's traveled all over the world, she's often active in either New York or Freedom City, and is usually fighting the Raven.

•A balanced PL 10, Blaze has some effective powers, but is also a skilled thief without them. In fact, she rarely uses her powers except when necessary-usually when fighting superhumans. She works with hired goons, but they're usually just there to help her carry stuff and manage crowds rather than as muscle. She's no match for the Raven in a fight, and she knows it, but she could give other costumed detectives closer to her level a tough battle. She and the Magpie have worked together with their relationship somewhat similar to Lupin III and Fujiko Mine.

Arthur Eld
Cosmic Entity
Cosmic Entity
Posts: 15591
Joined: Mon Sep 17, 2007 11:45 am
Contact:

1,270

Post by Arthur Eld » Sun May 05, 2013 4:31 pm

Image

Gatekeeper
PL 10 194

Abilities

Strength 0, Stamina 1, Agility 1, Dexterity 1, Fighting 8, Intellect 2, Awareness 6, Presence 3

Powers
Dimensional Pocket Feature 5-rank 5 mass storage 5
Living Gate Insubstantial 4 (Limited to allowing objects to pass through him) 16

Magic (Array, 76 points)
Spirits Summon 7, Active, General Type-Spirits, Multiple Minions 3 (8 spirits) 70
Nauseate Burst Area Cumulative Affliction 8, Resisted by Will, Impaired/Stunned/Incapacitated, Affects Corporeal 8
Mystic Blast Blast 12
Environmental Protection Immunity 10 (life support, Sustained)
Obscure Visual Concealment Burst Area 10 (2 mile radius sphere)
Stunning Bolt Ranged Cumulative Affliction 8, Resisted by Fortitude, Dazed/Stunned/Incapacitated, Affects Corporeal 8
Slipping Between Spaces Teleport 9, Extended, Easy, Change Direction, Change Velocity, Increased Mass 4

Air Walking Subtle Flight 1 3
Traveler Movement 2 (Dimensional 2-mystic dimensions) 4
Mystic Doorman Senses 4 (Accurate Dimensional Awareness, Magical Awareness) 4

Advantages: Ranged Attack 7, Ritualist

Skills: Expertise (art) 6 (+8), Expertise (magic) 6 (+8), Perception 4 (+10), Insight 8 (+14)

Offense
Initiative +1
Magic +8 Damage 12

Defense
Dodge 12 (11), Parry 12 (4)
Toughness 1, Fortitude 5 (4), Will 9 (3)

Abilities 44+Powers 108+Advantages 8+Skills 12+Defenses 22=194

Complications
Secret Kyle keeps his identity as the Gatekeeper hidden from the world.
Prejudice Gatekeeper is openly gay, which turns certain people against him.
Power Loss Gatekeeper loses access to his magic array if he is unable to speak or gesture.

•Kyle Vance is the Gatekeeper, a wizard chosen to guard the nexus between worlds by the Door Wardens. He is a natural nexus for dimensions, operating from the Bay Area and splitting his time between training with the Wardens, superheroics, and trying to live his normal life. In the Crinoverse, he deals equally with the mystic side of things and beings from other dimensions.

•In addition to the usual powers possessed by mages, Gatekeeper has a few unique tricks due to his position, the most useful of which is probably Insubstantial. This build reflects that he's somewhat of a beginner-by now in the Crinoverse he probably has a few more skills and Advantages and higher Expertise magic.
Last edited by Arthur Eld on Tue Jun 04, 2013 8:34 pm, edited 1 time in total.

Arthur Eld
Cosmic Entity
Cosmic Entity
Posts: 15591
Joined: Mon Sep 17, 2007 11:45 am
Contact:

1,271

Post by Arthur Eld » Sun May 05, 2013 7:41 pm

Image

Star Warrior
PL 11 165


Strength 9/2, Stamina 3, Agility 2, Dexterity 2, Fighting 9, Intellect 2, Awareness 2, Presence 2

Powers
Star Warrior Armor (Removable) 42
Galvan Armor Protection 10
Life Support Systems Immunity 10 (life support)
Mask Sensors Senses 4 (Radio, Direction Sense, Dark Vision)
Star Drive Flight 10 (2,000 MPH, 4 mile per round), Dynamic
Hyper Speed Movement 3 (Space Travel 3)
Gravity boosted Strength Enhanced Strength 7, Dynamic
Translation Unit Comprehend Languages 2 (Speak all, Understand all)

Laser Saber (Easily Removable) 17
Long Range Laser Blast 11, Accurate, Extended Range, Improved Critical
Short Saber Damage 11, Accurate, Improved Critical 2,Takedown 2

Advantages: Defensive Attack, Fearless, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 7, Startle, Ultimate Will

Skills: Expertise (galactic law) 4 (+6), Expertise (Tactics) 6 (+8), Insight 9 (+11), Intimidation 8 (+11), Perception 8 (+10), Persuasion 4 (+7), Vehicles 3 (+5)

Offense
Initiative +2
Saber Blast +11 Damage 11
Saber Sword +11 Damage 11

Defense
Dodge 9 (7), Parry 9
Toughness 13, Fortitude 8 (5), Will 13 (11)

Abilities 48+Powers 59+Advantages 14+Skills 21+Defenses 23=165

•A former Star Knight, Gava Tennyo was a Lor planetary police officer who then became a Star Knight, bringing his track record for success and bringing criminals to justice to the larger galaxy. However, he never cooled his hotheaded, loose cannon ways, and he was eventually stripped of his rank as Mentor could not justify imprisoning him as it had done with Blackstar, nor could it bring itself to let him continue his ways and possibly bring other Knights to his line of thinking. Determined to do the right thing, Gava called in every favor and used every last bit of money he had to get the Galvans to build him a new weapon and suit of armor. He then became the Star Warrior to keep fighting the good fight.

•Obviously this build owes a lot to the Freedom City Star Knight changes, but I made some edits. As is, Star Knight armor is really expensive in 3E, plus with this being a similar but not identical kind of armor, I was able to save points by moving the offensive abilities into an Easily Removable device. I also dropped the Impervious. I figure Gava compensates by going Takedown 2 and using his Flight speed to carve a path through a hundred mooks at once. He makes a good NPC in a campaign set in the galaxy as a whole, and would get along better with many superheroes of Earth (who also don't tend to be the staunchest followers of rules) than other Star Knights.
Last edited by Arthur Eld on Tue Jun 18, 2013 10:40 pm, edited 1 time in total.

Phrozen
Luminary
Luminary
Posts: 2943
Joined: Sun Apr 11, 2010 4:42 pm

Re: Eld's builds:Nur Al-Allah, Blue Blaze, Star Warrior

Post by Phrozen » Sun May 05, 2013 7:56 pm

I wonder, since I don't think Rashid has shown up in the Crinosverse as of yet how Kyle got his position. Of course, it could just be the White Council being their usual stubborn and anti-social selves.

Arthur Eld
Cosmic Entity
Cosmic Entity
Posts: 15591
Joined: Mon Sep 17, 2007 11:45 am
Contact:

Re: Eld's builds:Nur Al-Allah, Blue Blaze, Star Warrior

Post by Arthur Eld » Sun May 05, 2013 8:08 pm

Well, I imagine there could be two Gatekeepers in the Crinoverse. Its possible the White Council one has less overt connection to the Door Wardens. Much like the Council has the Merlin, who is essentially their Master Mage, he's not actually a patch on the real Master Mage, Eldrich.

Cause I know Gatekeeper has shown up in the Crinoverse, and he definitely doesn't have the attitude of a typical Council Wizard.

Locked