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Eld's builds:Mr. Nobody, Thomas Rhymer, Morph Fiend

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Postby Liche » Sat Sep 06, 2008 6:43 pm

[quote="Arthur Eld"]Image
Nick Coppola should be paying me all kinds of royalties...

quote]

That is a great quote.
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Postby Arthur Eld » Sat Sep 06, 2008 6:46 pm

Yeah, I just thought it was funny that he got his last name from Cage.
Not to mention he named one of his kids after Superman.

Some people buy books of names, apparently, Nick Cage buys comic books.
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Postby Libra » Sun Sep 07, 2008 3:58 am

Yeah, I just thought it was funny that he got his last name from Cage.


I laugh myself sick whenver I imagine him trying to play the role. I laugh even harder when I imagine Luke's reaction to it.
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Postby Arthur Eld » Mon Sep 08, 2008 10:15 am

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Ruler of my own country, an Avenger, and Storm's husband. Its very good to be the king...

Black Panther
PL 11 193pp


Abilities: STR 20 (+5), DEX 24 (+7), CON 18 (+4), INT 20 (+5), WIS 18 (+4), CHA 18 (+4)

Skills: Acrobatics 10 (+17), Bluff 4 (+8), Climb 6 (+10), Craft (electronic) 8 (+13), Craft (mechanical) 8 (+13), Diplomacy 8 (+12), Escape Artist 4 (+10), Gather Info 8 (+12), Handle Animal 4 (+8), Intimidate 2 (+6), Investigate 6 (+11), Language (English, base: Wakandan), Knowledge (civics) 6 (+11), Knowledge (current events) 8 (+13), Knowledge (life sciences) 4 (+9), Knowledge (physical sciences) 8 (+13), Knowledge (technology) 9 (+14), Notice 8 (+12), Search 4 (+9), Sense Motive 6 (+10), Stealth 8 (+15), Survival 6 (+10)

Feats: Acrobatic Bluff, Attack Focus (melee) 2, Benefit 4 (Diplomatic Immunity, King of Wakanda Wealth 2), Connected, Contacts, Defensive Attack, Defensive Roll, Dodge Focus 5, Eidetic Memory, Evasion, Improved Critical (unarmed), Improved Initiative, Inventor, Leadership, Move-By Action, Takedown Attack 2, Teamwork, Track, Uncanny Dodge (Olfactory)

Powers: Device 5 (Panther Costume, hard to lose, Blast 4 (Energy daggers, Extras-Penetrating, Autofire, AP: Strike 2, PF: Mighty, Penetrating, Autofire) Protection 4, Super-Movement (Slow Fall, Wall-Crawling), Super-Senses 5 (Low-light vision, Scent, Tracking, Extended Normal Hearing, Extended Normal Sight)

Combat: Attack +11, +13 melee (DC 20 unarmed, 19-20 crit, DC 19 Energy Daggers, DC 22 Dagger Strike) Defense +13 (+4 flat-footed)

Saves: Toughness +9, +8 flat-footed, Fortitude +6, Reflex +11, Will +8

Abilities 58+Skills 34+Feats 28+Powers 25+Combat 38+Saves 10=193

•T'Challa is chief of the Wakandas, a powerful and technologically advanced African nation, ruling as both king and the Black Panther, a ceremonial post that required him to undergo many trials. After eating a rare heart-shaped herb and training his body rigorously, his physical abilities are at the peak of human development. The King of Wakanda also studied abroad in his youth, and is a renowned statesman, inventor, and superhero.

•The Black Panther is a great character all around, although there are times when I feel he gets a little too much love from some writers. Telling the Illuminati to sit on it and rotate? Okay. Marrying Storm in what is essentaily a massive retcon, not to mention pulled from Earth X? Not okay. Still, he's a force in the Marvel U to be sure, a skilled combatant who relies on a combination of technology and martial arts. His sacred Panther costume uses Vibranium weave for defense, as well as Energy daggers that could even injure Ultron slightly. He's stealthy and agile as all get-out, and one of the few characters I feel comfortable giving a physical stat of 24, because really, who thinks Captain America is more agile than T'Challa?
Last edited by Arthur Eld on Fri Oct 17, 2008 8:34 am, edited 2 times in total.
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Postby Arthur Eld » Mon Sep 08, 2008 11:22 am

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Distant father and a power that lasts just one hour? Can you say 'Inadequacy issues?'

Hourman II
PL 10 141


Abilities: STR: 30/14 (+10), DEX: 14 (+2), CON: 28/14 (+9), INT: 14 (+2), WIS: 14 (+2), CHA: 14 (+2)

Skills: Acrobatics 4 (+6), Bluff 4 (+6), Craft (chemical) 5 (+7), Diplomacy 4 (+6), Drive 2 (+4), Intimidate 9 (+11), Investigate 4 (+6), Knowledge (physical sciences) 6 (+8), Medicine 4 (+6), Notice 4 (+6), Search 4 (+6), Sense Motive 4 (+6), Stealth 6 (+8)

Feats: All-Out Attack, Attack Focus (melee) 2, Defensive Attack, Defensive Roll, Dodge Focus 2, Equipment, Evasion, Improved Critical (unarmed), Master Plan, Power Attack, Seize Initiative, Set-up, Startle, Stunning Attack, Teamwork

Powers: Enhanced Strength 16, Enhanced Constitution 14, Super-Strength 5, Leaping 2, Impervious Toughness 5, Super-Senses 4 (Precognition) (Flaws: Uncontrolled, Limited-One Hour Only)

Equipment: Costume (+2), Commlink

Combat: Attack +8, +10 melee (DC 25 unarmed 19-20 crit) Defense +8 (+3 flat-footed)

Saves: Toughness +12, +11 flat-footed, (5 Impervious), Fortitude +12, Reflex +7, Will +7

Drawbacks: Normal Identity (move action, -2pp), Power Loss (All, after one hour, -2pp)

Abilities 24+Skills 15+Feats 17+Powers 48+Combat 28+Saves 13-Drawbacks 4=141

•This is Rick Tyler, Infinity Inc. member, legacy hero and C-list DC character. Still, I like him. The whole concept of a guy with a power that is impressive, and yet still fallible is a very nice concept to me. Makes it more identifiable or some such. Either way, Rick here's pretty decent, using Miraclo for hour-long bursts of super-strength just like his father did. Now he seems to have a tad more credibility in the DC universe than you might think, being a member of the JSA as well as being married to Liberty Belle, so some people like em at least.

•The whole appeal of Hourman is that he's a very basic guy, just moreso. He's more or less immune to small-arms fire, and he can toss trucks around like nothing. As part costumed adventurer, part brick, he's got decent attack and damage output, with the less-than stellar defense you'd expect from someone whom bullets bounce off of. He's still not too experienced but still has a fair amount of raw ability, thanks to Miraclo. I'd like to see him fight Bane, it'd be a nice battle of the juicers.
Last edited by Arthur Eld on Mon Jun 15, 2009 10:42 am, edited 4 times in total.
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Postby Arthur Eld » Mon Sep 08, 2008 11:45 am

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Sure its a cool costume, but I say he should've kept the top hat.

Deadshot
PL 9 120pp


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

Skills: Acrobatics 4 (+8), Bluff 10 (+10), Climb 4 (+6), Drive 6 (+10), Disable Device 8 (+9), Gather Information 9 (+9), Intimidate 11 (+11), Knowledge [streetwise] 8 (+10), Notice 8 (+9), Search 4 (+5), Stealth 8 (+12), Survival 4 (+5), Swim 4 (+6)

Feats: Accurate Attack, Attack Focus (Ranged) 5, Contacts, Defensive Roll, Dodge Focus 2, Equipment 2, Fearless, Improved Aim, Improved Critical 2 [Wrist Mounted Colts], Improved Initiative, Power Attack, Precise Shot, Quick Draw, Seize Initiative, Teamwork, Track

Powers: Device, 3 (Wrist-mounted Colts, Hard to Lose, Blast 4 PF: Split Attack, Extras-Auto-Fire)

Equipment: Body Armor (Protection 3), Targeting Mask (Super-Senses 2 Infravision, Low-light vision, Precise Shot)

Combat: Attack +8, +14 ranged (DC 19 Colts, 18-20 crit), Defense +11 (+5 flat-footed), Init +8

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

Abilities 22+Skills 22+Feats 23+Powers 9+Combat 34+Saves 11=120

•Floyd Lawton here is a long-time criminal, at first attempting to take control of Gotham's underworld. After being foiled by the Batman, he instead became a gun-for-hire and an often member of the Suicide Squad. He's not afraid of death, and more or less wishes for it, he just wants it to be something glorious. He's not a good guy, but not too evil either, with little morality other than completing his orders with an almost literal sentiment.

•Don't be fooled by the PL 9, Deadshot here is nasty. With Autofire, his damage is often going to be higher than +4, and he scores a critical 3 times out of twenty. Still, he is more or less a one-trick pony, with decent stealth and tracking skills but little else outside of combat. And if you ask me, that's fine because combat is all he really knows how to do.
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Postby Thorpacolypse » Mon Sep 08, 2008 8:08 pm

I love that Hourman. I'm getting ready for a JSA run and I see a lot of theft...I mean, inspiration coming from that build. :wink:
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Postby Arthur Eld » Tue Sep 09, 2008 7:38 am

Coming from you, Thorp, I take that as a compliment.
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Postby Arthur Eld » Tue Sep 09, 2008 12:37 pm

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I made an incredible invention! Why sell it for money when I can use it for dozens and dozens of botched crimes?

Shocker
PL 9 113


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

Skills: Bluff 6 (+6), Climb 2 (+4), Craft (electronic) 8 (+10), Craft (mechanical) 6 (+8), Disable Device 6 (+8), Drive 4 (+6), Gather Information 6 (+6), Intimidate 8 (+8), Knowledge (technology) 6 (+8), Knowledge (streetwise) 8 (+10), Notice 2 (+3), Sense Motive 2 (+3), Search 4 (+6), Sleight of Hand 4 (+6), Stealth 4 (+6)

Feats: All-out Attack, Attack Specialization (Shocker Gauntlets), Defensive Roll, Inventor, Power Attack

Powers: Device 2 (Shocker costume, hard to lose: Immunity (Snares) 5, Protection 4 (Impervious 1)) Device 6 (Shocker Gauntlets, hard to lose: Stun 8 (extra: Cone Area), AP: Strike 8 (Pf: Improved Critical, Extras-Penetrating), Blast 9 (Flaw-Touch range, Cone Area), Blast 10)

Combat: Attack: +7, +9 gauntlets (Fort DC 18 Stun, Tough DC 25 Blast, Touch DC 23 (19-20 crit) Strike Defense +8

Saves: Toughness +8, +7 flat-footed (1 Impervious), Fortitude +4, Reflex +5, Will +4

Abilities 20+Skills 19+Feats 5+Powers 32+Combat 30+Saves 7=113

•If you know Spidey, odds are you know the Shocker. Like many of the Webhead's enemies, he's basically a tool, but even moreso. For, while Herman Schultz has some decent power with his gauntlets, personality-wise, he's a real waster, stricken with chronic anxiety and paranioa, and engaging in psychotherapy. His therapist must be a real blood-sucker, because otherwise he'd probably convince him to give up his doomed to failure actions. Or at the very least, change that awful costume.

•Still, despite his lameness (or maybe because of it) the Shocker is a popular character, ranking third on a poll of Spidey's villians, behind Green Goblin and Venom. So you're gonna see him used (and abused) a lot. His attacks are nothing special, he deals the most damage with a blast, but has a better chance of hitting when he uses his area attacks. Still, it doesn't matter when it comes to Spidey, because defensive-wise or Reflex save, he's just out of the Shocker's (and most of his villians') league.
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Postby Thorpacolypse » Tue Sep 09, 2008 6:56 pm

Ah, Shocker. A great Spidey jobber if there ever was one. Cool inventor, crappy uniform, crappy attitude. A man fans love to see beat up. Nice build.
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Postby Arthur Eld » Wed Sep 10, 2008 9:23 am

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Someone call Steve McQueen!

Blob
PL 9 112


Abilities: STR 32/16 (+11), DEX 12 (+1), CON 14 (+2), INT 9 (-1), WIS 9 (-1), CHA 8 (-1)

Skills: Bluff 4 (+3), Perform (Circus) 8 (+7), Intimidate 14 (+13), Knowledge (pop culture) 6 (+5),

Feats: All-out Attack, Improved Critical (unarmed), Improved Grab, Improved Pin, Power Attack, Startle, Teamwork, Ultimate Toughness

Powers: Density 8 (+16 STR, Impervious Protection 4, Immovable 3, Continious, Permanent), Immovable 6, Impervious Protection 7, Super-Strength 5 (PF: Groundstrike)

Combat: Attack +7 melee (DC 26 unarmed, 19-20 crit), Defense +5

Saves: Toughness +13 (11 Impervious), Fortitude +9, Reflex +2, Will +1

Drawbacks: Weak point (Head), -1pp

Abilities 8+Skills 8+Feats 8+Powers 55+Combat 24+Saves 10-Drawbacks 1=112

•Fred Dukes here was a circus strongman, unaware that his prodigious strength was the result of his being a mutant until he was approached by Professor X to join the X-Men. Needless to say, it didn't work out, and his mind was wiped by the Prof. Magneto restored his memories and inducted him into the Brotherhood of Evil Mutants, and from there on out, the Blob has had a long and glorious career of super-villany. Or at least a long one.

•He's the Blob, what more needs to be said? Rockets and tank shells bounce off his flab, and he has the strength to lift a tank. Of course, he's pretty innacurate, and a one-trick pony. Still, I was shocked by how few Blob builds there are on the tank. He's a classic X-Men foe, and pretty formidable in his little niche. Why even the Vision was amazed at how dense the Blob was, when he tried to solidify his hand inside him.
Last edited by Arthur Eld on Fri Oct 17, 2008 8:38 am, edited 1 time in total.
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Baron Zemo II

Postby Arthur Eld » Wed Sep 10, 2008 10:16 am

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Real men wear purple...

Baron Zemo
PL 10 153


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

Skills: Acrobatics 8 (+13), Bluff 9 (+13), Climb 4 (+8), Computers 4 (+8), Craft (electronic) 9 (+13), Craft (mechanical) 8 (+12), Diplomacy 4 (+8), Disguise 4 (+8), Drive 2 (+7), Gather Information 6 (+10), Intimidate 8 (+12), Investigate 6 (+10), Knowledge (technology) 9 (+13), Langauges (English, base: German), Notice 6 (+9), Pilot 4 (+9), Sense Motive 6 (+9), Stealth 6 (+11)

Feats: Accurate Attack, Acrobatic Bluff, Assessment, Attack Specialization (sword), Benefit 2 (Status, Wealth), Defensive Attack, Dodge Focus 3, Equipment 2, Improved Block, Improved Critical (sword), Improved Initiative, Leadership, Master Plan, Move-by Action, Power Attack, Takedown Attack, Well-Informed

Powers: Device 1 (Mask circuits, hard to lose, Mind Shield 5)

Equipment: Sword (+3, Mighty, Improved Crit), Costume (+3 toughness)

Combat: Attack +11, +13 sword (DC 22 sword, 18-20 crit, Defense +13 (+5 flat-footed)

Saves: Toughness +7, Fortitude +7, Reflex +9, Will +8, +13 against mental effects, 5 Impervious

Abilities 48+Skills 26+Feats 22+Powers 4+Combat 42+Saves 11=153

•The thirteenth Baron Zemo, Helmut here is the son of one of Captain America's oldest foes, an evil Nazi scientist. At first, he was nothing more than a schemer with a grudge against Cap, but eventually, after being defeated by the star-spangled hero several times (including one incident that left him horribly scarred), he resurfaced with a far grander plan. Leader and founder of the Thunderbolts, Zemo adopted the identity of Citizen V and along with other villians masquerading as heroes, planned to usurp control of the Earth in the wake of Onslaught's rampage. However, there were setbacks (return of the heroes, most of his own team turning to the light) but he perserved, and still remains a dangerous force in the Marvel Universe.

•Less of a scientist than his father, but more of a fighter, Helmut here is a PL 10 that I tried to make as much of a threat to my PL 12 Captan America as possible. As such, he's a highly skiled combatant, favoring a sword, but he can also plan and lead a team. His plans are usually masterful scemes involving subversion of his enemies, betrayal of his own teammates, and generally whatever snarky methods he can use for gaining the upper hand.
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Postby Thunderstrike » Thu Sep 11, 2008 4:37 am

Arthur Eld wrote:I'd like to see him fight Bane, it'd be a nice battle of the juicers.


I can see it now...


BATTLE OF THE JUICERS!

Bane Vs. Hourman!

Canseco Vs. Bonds!

Get your tickets NOW!

:D :D :D :D :D :D :D
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Postby The Ilethryl Knight » Sat Sep 13, 2008 7:40 am

I've been a fan of the new Baron Zemo ever since he appeared in Thunderbolts #1 as Citizen V. I like your take on him very much, just as I like ALL of your posts here in this thread. Great work!
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Postby Arthur Eld » Mon Sep 15, 2008 10:06 am

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how does he get his hair white at the temples like that?

Ra’s Al Ghul
PL 10


Abilities: STR 16 (+3), DEX 18 (+4), CON 18 (+4) INT 23 (+6), WIS 22 (+6), CHA 18 (+4)

Skills: Acrobatics 4 (+8), Bluff 9 (+13), Computers 6 (+12), Craft (chemical) 12 (+18), Diplomacy 8 (+12), Gather Information 11 (+15), Intimidate 9 (+13), Investigate 10 (+16), Knowledge (arcane lore) 9 (+15), Knowledge (art) 5 (+11), Knowledge (current events) 8 (+14), Knowledge (life sciences) 10 (+16), Knowledge (physical sciences) 9 (+15), Knowledge (technology) 10 (+16) Language (English, base: Arabic), Medicine 9 (+15), Notice 6 (+12), Search 6 (+12), Sense Motive 8 (+14), Stealth 6 (+10)

Feats: Accurate Attack, All-out Attack, Assessment, Attack Focus (melee) 3, Benefit (Status), Beginner’s Luck, Connected, Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 2, Eidetic Memory, Equipment, Fascinate (Diplomacy), Improved Block, Improved Critical (Swords), Improved Initiative, Inventor, Jack of All Trades, Leadership, Master Plan, Minions 20, Power Attack, Ritualist, Seize Initiative, Sidekick 17, Skill Mastery (Gather Information, Investigate, Knowledge (life sciences, Medicine), Well-Informed

Equipment: Sword (+3 Mighty, Improved Critical)

Combat: Attack +10, +13 melee, DC 21 sword, 18-20 crit, Defense +13, +5 flat-footed

Saves: Toughness +6, +4 flat-footed, Fortitude +6, Reflex +8, Will +9

Abilities 55+Skills 39+Feats 67+Combat 42+Saves 9=212

Ubu
PL 8


Abilities: STR 21 (+5), DEX 16 (+3), CON 21 (+5), INT 10 (+0), WIS 12 (+1), CHA 10 (+0)

Skills: Climb 4 (+9), Intimidate 9 (+9), Notice 4 (+5), Search 3 (+3), Sense Motive 4 (+5), Stealth 4 (+7)

Feats: Attack Focus (melee) 2, Defensive Roll, Interpose, Power Attack, Set-up, Teamwork, Tough

Combat: Attack +8, +10 melee, Defense +9

Saves: Toughness +7, +6 flat-footed, Fortitude +7, Reflex +5, Will +4

Abilities 30+Skills 6+Feats 8+Combat 34+Saves 7=85

•Ra's Al Ghul, AKA the Demon's Head, is the leader of the League of Assassins, a more-or-less immortal eco-terrorist, and a JLA-class villian. Suffice to say, his history is a long one, and I'm not going to go into much of it, but he's a persistent thorn in the Bat's side, and perhaps his most challenging villian.

•I made him with my Bat build in mind, and as a result he's smarter, but not really as good of a fighter. Without a sword, his damage output isn't going to bother Bats much, but then again, Ra's has never been about challenging Bruce one-on-one. He's got his League, Ubu, and whatever nefarious dooms-day he's cooked up this week. I didn't stat out the League, its been done before by better statters than me, and also, like my philosophy with HYDRA, the stats of a rank-and-file member might change. Not to mention, he could always call in someone terrifying like Merlin or Lady Shiva. I'm leaving the Lazarus Pits as plot devices, because really Ra's shouldn't have to pay for em, or for any of his Equipment, he gets that by being head of the League.
Last edited by Arthur Eld on Mon Sep 15, 2008 12:43 pm, edited 1 time in total.
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