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Saving the world, one d20 roll at a time

Eld's builds:Thomas Rhymer, Morph Fiend, Low Blow

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Postby Arthur Eld » Mon Sep 29, 2008 10:27 am

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Man, everybody's a ninja these days...

The Confessor
PL 10 174pp


Abilities: STR 22 (+6), DEX 20 (+5), CON --, INT 16 (+3), WIS 16 (+3), CHA 16 (+3)

Skills: Acrobatics 8 (+13), Bluff 6 (+9), Gather Information 9 (+12), Intimidate 9 (+12), Investigate 8 (+11), Knowledge (history) 4 (+7), Knowledge (streetwise) 6 (+9), Knowledge (technology) 6 (+9), Knowledge (theology and philosophy 6 (+9), Medicine 2 (+6), Notice 9 (+12), Search 8 (+11), Sense Motive 7 (+10), Stealth 8 (+13)

Feats: All-out Attack, Attack Specialization (unarmed), Defensive Roll, Dodge Focus 3, Eidetic Memory, Elusive Target, Equipment 2, Evasion, Fearless, Improved Critical (unarmed), Improved Grab, Improved Initiative, Power Attack, Seize Initiative, Sneak Attack, Startle, Takedown Attack 2

Equipment:The Vestry (Large, Toughness 10, Computer, Concealed, Laboratory, Workshop)

Powers: Immunity 30 (Fortitude effects), Insubstantial 2 (AP: Mind Control 7 (Flaws-Sense Dependent, visual)), Invisibility (Flaws-Permanent, Limited against normal sight)Protection 8 (Extras-Impervious, Flaws-Limited Against silver, blessed, or magical weapons), Speed 1, Super-Movement 1 (Wall-crawling), Super-Senses 2 (Darkvision)

Combat: Attack +9, +11 unarmed (DC 21 unarmed 19-20 crit), Defense +11 (+4 flat-footed)

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

Drawbacks: Weakness (Minor-holy symbols, holy water -2pp, Major-Sunlight, per round, destroyed after 10 rounds, -8pp)

Abilities 40+Skills 24+Feats 21+Powers 55+Combat 34+Saves 10-Drawbacks 10=174

•From the pages of Astro City comes the titular locations greatest nocturnal crime-fighter, preying on those who would prey on the innocent. A Catholic Priest in the 19th century who was turned into a vampire, he hid away in a cathedral he helped build for years, turning to prayer to resist his thirst for blood. Eventually, he became a costumed hero, spurred on by the early few who gave him hope that a man could hide who he truly was and yet still be accepted by society. Since then, he's had a long run, and his skills have grown to complement his natural powers.

•Take a vampire's preternatural speed, toughness, and reflexes, add decades of street-fighting experience, and you get one nasty customer. Even with a hefty dose of Drawbacks, the Confessor is still laden with points, and that suits me just fine. After all, for all his versatility, he's still street-level, and a strong super-human could bypass his Impervious and put some serious hurt on him. Still, he's very effective, and if you add Altar Boy into the mix (which I will, shortly), there are few who can hope to stand against this shadowy hero. His Invisibilty is less a power and more of a complication as, while it does hide him from cameras and the like, people can still see him, and the fact that they can't in a mirror only outs his hidden nature.
Last edited by Arthur Eld on Wed Nov 11, 2009 9:42 am, edited 1 time in total.
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Postby Arthur Eld » Mon Sep 29, 2008 11:46 am

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Someone needs to see the Wizard and ask for an original power set...

Steeljack
PL 10 107pp


Abilities: STR 32/14 (+11), DEX 10 (+0), CON 22 (+6), INT 10 (+0), WIS 12 (+1), CHA 10 (+0)

Skills: Bluff 4 (+4), Disable Device 4 (+4), Drive 4 (+4), Knowledge (history) 6 (+6), Knowledge (current events) 2 (+2), Gather Information 4 (+4), Intimidate 6 (+6), Notice 4 (+5), Sense Motive 6 (+7), Stealth 4 (+4)

Feats: Accurate Attack, All-out Attack, Attack Specialization (unarmed), Diehard, Endurance, Improved Initiative, Power Attack, Well-Informed, Ultimate Toughness

Powers: Density 9 (Flaws-Permanent, Extras-Continous, PF: Innate, +18 STR, Impervious Protection 4, Immovable 3, Super-Strength 3), Super-Strength 2 (HL:25 tons)

Combat Attack +6, +8 unarmed (DC 26 unarmed), Defense +6

Saves: Toughness +14, Fortitude +9, Reflex +4, Will +7

Abilities 18+Skills 7+Feats 13+Powers 32+Combat 24+Saves 13=107

•From the noir-inspired Astro City arc The Tarnished Angel comes Steeljack, the Steel-Jacketed Man, otherwise known as Carl Donewicz. A small-time gang member who killed a boy in a fight and then decided to become one of the 'black masks,' gaining metal skin via an experimental procedure. He was more or less small-time, and ended up in jail for twenty years before making parole. Once he got out, he tried to go staright, but found himself pulled into a dangerous world of super-villians and murders again.

•As a man made out of metal, Steeljack is strong and tough. Like, really tough. He takes hits from Samaritan (AC's numero uno paragon) and gets pummeled by GoldenGlove II for a while, and then of course, goes mano-a-mano with The Conquistador. He's not too skilled, but still he has enough experience to put up a decent fight, being accurate enough to hit speedsters, and strong enough to give anyone a really bad day, and at his core, is just about being the last guy standing. Combine his less than spectacular powers with a small-time personality straight out of Hammet and he's a really likeable guy, and might be fun to play as.
Last edited by Arthur Eld on Fri Oct 31, 2008 10:51 am, edited 1 time in total.
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Postby Arthur Eld » Tue Sep 30, 2008 11:25 am

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Shoudln't she have a talking sword named Saba?

White Tiger
PL 10 131pp


Abilities: STR 24/12 (+7), DEX 28/14 (+9), CON 24/12 (+7), INT 14 (+2), WIS 14 (+2), CHA 14 (+2)

Skills: Acrobatics 4 (+13), Bluff 4 (+6), Climb 4 (+11), Computers 2 (+4), Diplomacy 4 (+6), Drive 2 (+11), Gather Information 6 (+8), Intimidate 6 (+8), Investigate 4 (+6), Knowledge (behavorial sciences) 6 (+8), Knowledge (civics) 4 (+6), Knowledge (streetwise) 6 (+8), Languages (Japanese, Spanish, base: English), Notice 6 (+8), Search 6 (+8), Sense Motive 6 (+8), Sleight of Hand 2 (+11), Stealth 4 (+13)

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 2 , Attack Specialization (unarmed), Connected, Defensive Attack, Dodge Focus 4, Elusive Target, Improved Block, Improved Critical (unarmed), Improved Defense, Improved Initiative, Improved Throw, Move-By Action

Powers: Device 9 (White Tiger Amulets, hard to lose, Concealment 4(all visual, Flaw-Blending, Limited with White Tiger costume) Enhanced CON 12, Enhanced DEX 14, Enhanced STR 12, Leaping 1, Regeneration 4 (Recovery Bonus 2, Staggered 1, Disabled 1)

Combat: Attack +8, +10 melee, +12 unarmed (DC 22 unarmed, 19-20 crit), Defense +12 (+4 flat-footed)

Saves: Toughness +7, Fortitude +7, Reflex +10, Will +6

Abilities 20+Skills 20+Feats 18+Powers 36+Combat 32+Saves 5=131

•The newest White Tiger, former FBI agent Angela Del Toro was the neice of the original White Tiger. After he died, and after her partner was murdered, Del Toro was sent his mystical White Tiger amulets in the mail. After seeking assistance from Daredevil, who she knew to be Matt Murdock as she was assigned to the FBI task force watching him, he took her under his wing. Eventually, she made the decision to leave the FBi, unwilling to spy on the man she considered her mentor. Since then, she has become a private security officer as well as the latest White Tiger.

•With the mystical amulets of the White Tiger, originally from K'un-L'un, Del Toro's physical abilities are augmented to near/low superhuman levels. This makes her a slightly undercapped PL 10 on both offensive and defense, but still a formidiable opponent. Her FBI training makes her a decent investigator, but her low pp cost reflects the fact that she's still beginning. And she has connections with both the FBI and a fair few other superheroes.
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Postby Jabroniville » Tue Sep 30, 2008 11:26 am

Nice Astro City stuff. Their guys can be hard to peg down into PLs and points cost, since half of them are only seen in asides and single panels, but they make for interesting builds, since they take the common icons we're all familiar with, and then change one or two things.

Do you have plans for any others?
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Postby Arthur Eld » Tue Sep 30, 2008 11:34 am

Uh, yeah, you're right about that, which is why I picked on two guys who had been main characters for an arc each which in Astro City is a lot. Next I'll probably do Altar Boy/Confessor II at both stages in his career, and probably Samaritan, and Jack-in-the-Box, as I'm most familiar with them. And then maybe Junkman, because I know a tad about him, and I think he's awesome. Those are for sure, and then who knows, I could always do more.
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Postby Arthur Eld » Tue Sep 30, 2008 12:18 pm

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So, what is this, Super Sayain Nova?

Nova
PL 12 180pp


Abilities: STR 38/12 (+14), DEX 14 (+2), CON 30/12 (+10), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)

Skills: Acrobatics 6 (+8), Bluff 4 (+6), Computers 4 (+5), Diplomacy 6 (+8), Intimidate 6 (+8), Knowledge (current events) 4 (+5), Knowledge (technology) 6 (+7), Notice 4 (+5), Pilot 4 (+6), Sense Motive 6 (+7)

Feats: Accurate Attack, Benefit (Status), Environmental Adaptation (Zero Gravity), Improved Initiative, Inspire, Leadership, Luck, Move-By Action, Power Attack, Teamwork

Powers: Blast 14 (AP: Telekinesis, Enhanced STR 26), Device 8 (Xandarian StarCorps uniform, hard to lose, Restricted 2, Communication (radio) 8, Immunity 9 (Life Support), Variable Power 3 (Limited to Skills used possessed by former Nova Corps members), Protection 5 (Extras-Impervious), Super-Senses 6 (Darkvision, Detect Energy (visual, Ranged, Accurate, Extended)) Enhanced CON 18, Flight 7 (AP: Space Travel 2)

Combat: Attack +9 (DC 29 unarmed or blast 19-20 crit Blast,) Defense +9

Saves: Toughness 15 (5 Impervious), Fortitude +10, Reflex +5, Will +8

Abilities 16+Skills 13+Feats 10+Powers 95+Combat 36+Saves 10=180

•This is Richard Rider, who was formerly an average high-school student from Queens who was tagged by a dying member of the Nova Corps, galactic space cops who are sort of Marvel's answers to the Green Lanterns. As a rookie hero he eventually became a staple member of the New Warriors, and was an all-around C-list hero. Then, during the Annihilation Wave, stuff started going down. Eventually, Rider became the last surviving Corps member, and inherited all the powers of the Nova Force as well as sharing mental space with the Xanadarian Worldmind, a sort of collective consiousness made up of all former Corps members. He's been a big-time space hero ever since, leading the United Front, defeating Annihilus in combat, he was also a major player in Annihilation: Conquest.

•At first, Rider was just a rookie hero with little experience and a fair amount of raw power, but that's changed. He's got lots more experience, and lots more power, making him a formidiable opponent. He's only a PL 11 offensively, but with he can manipulate his caps to become more accurate or more powerful. I don't give most guys, especially with his level of power Power Attack, but he went to-to-toe with Annihilus and lived to tell the tale. The Worldmind gives him the Variable Skills, which are usually just knowledge, and it often assists him as a sort of guiding force. I didn't want to make it a Sidekick, because mostly its more of an NPC, and does not always share his interests. Still, he's an interesting character and now a major figure in Marvel's space scene. I gave him Luck to reflect the new things he can do with all his new power, but isn't yet a master of, and I almost wanted to give him more Inspire, but he's less of a skilled leader so much as a leader by example. He takes the fight to the enemy, and his allies follow.
Last edited by Arthur Eld on Thu Oct 02, 2008 2:10 pm, edited 1 time in total.
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Postby The Ilethryl Knight » Tue Sep 30, 2008 12:56 pm

Excellent Nova build!
I must say, I've been digging this latest, more powerful incarnation of Richard Ryder ever since Annihilation came out.
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Postby Arthur Eld » Tue Sep 30, 2008 1:36 pm

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You never ask me about my business...

The Hood
PL 10 149pp


Abilities: STR 24/14 (+7/+2), DEX 16 (+3), CON 24/16 (+7/+3), INT 14 (+2), WIS 16 (+3), CHA 16 (+3)

Skills: Acrobatics 4 (+7), Bluff 8 (+11), Diplomacy 8 (+11), Disable Device 6 (+8), Drive 2 (+5), Gather Information 9 (+12), Intimidate 9 (+12), Knowledge (current events) 4 (+6), Knowledge (streetwise) 8 (+10), Notice 4 (+7), Search 4 (+6), Sense Motive 6 (+9), Sleight of Hand 4 (+7), Sleath 6 (+9)

Feats: Attack Specialization (pistols), Benefit (Wealth), Connected, Contacts, Defensive Roll 2, Dodge Focus 2, Equipment 2, Improved Critical (pistols), Improved Initiative, Leadership, Luck, Move-By Action, Power Attack, Quick Draw, Seize Initiative, Sneak Attack, Taunt, Well-Informed

Powers: Device 1 (Nisanti Boots, hard to lose (Super-movement 2 (Air-Walking), Device 7 (Nisanti hood, hard to lose, Invisibility (all visual, Flaw-when holding breath), Blast 10 (Flaw-Uncontrolled), Alternate Form 5(Demon Form, Flaw-Uncontrolled Enhanced STR 10, Strike 2 (PF:Mighty, Accurate), Enhanced CON 8, Protection 1)

Equipment: Heavy pistols (Split Attack, Autofire)

Combat: Attack +8, +10 pistols (DC 19 pistols, Autofire, 19-20 crit, DC 21 Sneak Attack), Defense +10 (+4 flat-footed)

Saves: Toughness +5, +3 flat-footed (+10 Demon Form, +8 flat-footed), Fortitude +9/+5, Reflex +8, Will +7

Abilities 32+Skills 21+Feats 21+Powers 32+Combat 32+Saves 11=149

• This is Parker Robbins, a two-bit hood who sorta killed a demon and took its clothes, only to find they had mystic powers. Using them for crime, his initial attempts met with only slight success, until, after the events of Civil War, he sort of became the Godfather of super-villian crime in New York. He's been a formidiable foe for the Avengers, and has a large villian group on his side.

•The Hood is basically a Crime Lord with the dial turned up. To that end, he has a silver tongue, is best with his guns, and thanks to his items, has some neat mystic powers. Invisibility and Air-Walking are the only ones he has control over, so the other two (Blasting and transforming) are Uncontrolled. With Sneak Attack and the Autofire on his pistols, he can do some damage, but he's only a PL 10 when in Demon Form. Still, underestimate this guy at your own peril.
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Postby Arthur Eld » Tue Sep 30, 2008 2:39 pm

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That's for calling me a Superman knock-off!

Samaritan
PL 13 227pp


Abilities: STR 40/12 (+15), DEX 16 (+3), CON 38/12 (+14), INT 16 (+3), WIS 16 (+3), CHA 16 (+3)

Skills: Bluff 4 (+7), Computers 6 (+9), Craft (electronic) 6 (+9), Diplomacy 6 (+9), Gather Information 4 (+7), Knowledge (current events) 9 (+12), Knowledge (tactics) 6 (+9), Knowledge (technology) 8 (+11), Notice 6 (+9), Pilot 4 (+7), Search 6 (+9), Sense Motive 6 (+9), Stealth 4 (+7)

Feats: Attack Specialization (unarmed), Benefit (status), Eidetic Memory, Equipment 3, Fearless, Improved Initiative 2, Move-By Action, Power Attack, Quick Change 2, Seize Initiative, Well-Informed

Powers: Enhanced CON 26, Enhanced STR 28 Flight 8 (DAP: Super-Strength 8), Immunity 10 (Aging, Life Support), Impervious Toughness 9, Protection 3, Snare 12 (Empyrean Web, PF: Reversible Accurate, AP: Telekinesis PF: Accurate, Super-Movement (Dimensional)) Super-Senses 3 (Extended Hearing, Ultrahearing, Extended Vision)

Equipment: Commlink, Zyxometer (Communication 10, Computer)

Combat: Attack +8, +10 unarmed or Empyrean Web, Defense +9

Saves: Toughness +17, Fortitude +14, Reflex +4, Will +7

Abilities 28+Skills 19+Feats 15+Powers 126+Combat 34+Saves 5=227

•This is Samaritan, probably the most powerful and most well-known superhero in the Astro City universe. Sent form the future to change his generation's bleak fate, his travel through time and space infused him with the Empyrean Fire, an energy that is intrinsic to space/time. Armed with phenomenal new powers, he made his debut when he averted the Challenger explosion. Since then, he has become a one-man whirlwind of good deeds, from fighting villians to stopping tidal waves to rescuing kittens from trees, Big Red here is the typical work-aloholic, to the point where he dreams about flying just for fun.

•Despite his similiarity to Superman and other strong flying guys, Busiek apparently didn't have the Boyscout in mind when creating Samaritan. And, he does have some big differences with the Man of Steel. For one thing, he's not quite as strong, although he can still dish out a beating with Power Attack, and for another, manipulating the Empyrean Fire lets him create a sort of energy web, which he can use to bind his enemies, hold together crumbling buildings, and stop tidal waves. He doesn't have Supe's plethora of super-senses, and has no ranged damage to speak of, but with his super-intelligent organic computer, the zyxometer, he can be alerted almost instantly to any breaking crisis, and arrive in moments to save the day. Again, and again...
Last edited by Arthur Eld on Wed Oct 01, 2008 4:04 pm, edited 3 times in total.
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Postby Arthur Eld » Tue Sep 30, 2008 2:43 pm

And with that, I now have 100 posted builds on this thread. (101 if you count the Wincheser Bros as seperate entities, which you really should, since they have seperate stats)
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Postby Thorpacolypse » Tue Sep 30, 2008 8:51 pm

Congrats on a 100 Arthur! Here's to a 100 more!
Shop J-Mart!

Service with a smilie! :)
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Postby Arthur Eld » Thu Oct 02, 2008 11:29 am

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Its Conan with blue skin and gills! And not in a 'Year 2000' kind of way...

Attuma
PL 10 136pp


Abilities: STR 32 (+11), DEX 16 (+3), CON 32 (+11), INT 12 (+1), WIS 14 (+2), CHA 14 (+2)

Skills: Bluff 4 (+6), Intimidate 8 (+10), Knowledge (tactics) 6 (+7), Knowledge (technology) 4 (+5), Notice 4 (+6), Sense Motive 4 (+6), Swim 2 (+13)

Feats: Accurate Attack, All-out Attack, Attack Focus (melee) 2, Defensive Attack, Diehard, Environmental Adaptation (underwater), Power Attack, Improved Initiative, Minions 10, Startle, Tough

Powers: Immunity 3 (Cold, pressure, drowning), Super-Senses 2 (Darkvision), Super-Strength 5, Swimming 3

Combat: Attack +7, +9 melee, Defense +8

Saves: Toughness +12, Fortitude +11, Reflex +6, Will +5

Drawbacks: Weakness (-1 all ability scores) out of water, per minute, can kill, -7pp

Abilities 60+Skills 8+Feats 21+Powers 18+Combat 30+Saves 6-Drawbacks 7=136

•This is Attuma, a barbaric Atlantean born to a tribe banished from Atlantis years ago. He believes in an ancient prophecy stating that he will rule Atlantis, and as such is frequently at odds with Namor and those who would be his allies. From time to time, he's actually sat on the throne of Atlantis, ruling by might, but you never know when he'll threaten the surface world, even if he is kinda dead at the moment. But in comics, death never lasts for too long.

•Born stronger than other Atlanteans, who are stronger than humans to begin with, Attuma has strength nearly on a par with Namor. He's a fairly cunning warrior and strategist and GMs should feel free to spend his excess points either on weapons (he's used a sword from time-to-time, but I didn't feel like including it) or more Minions, or even some kind of super-weapon, like the tidal machine he almost flooded the world with once.
Last edited by Arthur Eld on Mon Jul 06, 2009 8:17 pm, edited 3 times in total.
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Postby The Ilethryl Knight » Thu Oct 02, 2008 11:37 am

Congratulations on your first hundred builds! Keep em coming.
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Postby Arthur Eld » Thu Oct 02, 2008 1:42 pm

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Altar Boy, what is the secret of your power?

Altar Boy
PL 7 75


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

Skills: Acrobatics 6 (+9), Bluff 6 (+7), Climb 4 (+5), Investigate 4 (+6), Knowledge (current events) 4 (+5), Notice 4 (+6), Search 2 (+4), Sense Motive 4 (+6), Stealth 6 (+9)

Feats: Attack Focus (melee) 2, Attack Specialization (unarmed), Beginner's Luck, Defensive Attack, Defensive Roll, Dodge Focus 4, Grappling Finesse, Equipment, Improved Initiative, Power Attack

Equipment: Costume (+2 toughness)

Combat: Attack +5, +7 melee, +9 unarmed, Defense +9 (+3 flat-footed)

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

Abilities 22+Skills 10+Feats 14+Combat 20+Saves 9=75

•Voila! One surpliced steward of justice, ready to fight crime in Astro city. Brian Kinney was the son of an altruistic doctor who died leaving him poor. Always a pragmatic dreamer, Brian, an immense fan of super heroes, went to Astro City because that's where the heroes were. He got a job at a bar catering to supers, which led to another job at a gentlemen's club for supers in plainclothes. A chance attack by Glue Gun led Brian to soundly defeat the villian, who had attempted to take him as a hostage. This drew the attention of the Confessor, who took Brian under his wing and made him his protegee.

•He's thirty points light, but that's ok. Brian's good at pretty much one thing, and that's unarmed combat. With Power Attack, he can boost his damage to a whopping DC 17, but hey, that's enough for thugs and the like. A PC can drop 15 points into Sidekick and get him, but really he was more of Confessor's partner, just case they were never that close.
Last edited by Arthur Eld on Tue Oct 21, 2008 1:58 pm, edited 1 time in total.
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Postby Arthur Eld » Thu Oct 02, 2008 2:06 pm

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Here's to recycling!

Confessor II
PL 10 137pp


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

Skills: Acrobatics 9 (+13), Bluff 6 (+9), Climb 6 (+9), Computers 4 (+7), Drive 2 (+6), Disable Device 6 (+9), Gather Information 9 (+12), Intimidate 8 (+11), Investigate 10 (+13), Knowledge (current events) 4 (+7), Knowledge (streetwise) 6 (+9), Notice 6 (+10), Search 9 (+12), Sense Motive 6 (+9), Sleight of Hand 4 (+8), Stealth 8 (+12)

Feats: Accurate Attack, Assessment, Attack Focus (melee) 2, Attack Specialization (unarmed), Defensive Attack, Defensive Roll 2, Dodge Focus 2, Equipment 3, Improved Critical (unarmed), Improved Initiative, Jack-Of-All-Trades, Power Attack, Skill Mastery (Acrobatics, Investigate, Search, Stealth), Startle, Takedown Attack

Equipment: Costume (+2 toughness), The Vestry (Large, Toughness 10, Computer, Laboratory, Workshop)

Combat: Attack +9, +11 melee, +13 unarmed (DC 18 unarmed, 19-20 crit), Defense +12 (+5 flat-footed)

Saves: Toughness +7, +5 flat-footed, Fortitude +8, Reflex +10, Will +8

Abilities 40+Skills 26+Feats 20+Combat 36+Saves 15=137

•After four years of training, Brian Kinney takes up the mantle of his mentor, the Confessor, and returns to fighting crime in the night of Astro City. For those who think the old Confessor's vampiric nature still applies, Brian has a nasty surprise.

•At this point Brian is still kinda young, but in the comics he showed an awful lot of raw talent and sheer gumption, so after four years studying and training, I feel confident with this depiction. He's still underpointed, but that's okay. He still does unarmed combat well, he's just better now, and he's also physically tougher and stronger. Although it isn't stated (not much is about him at this point), I'm assuming he still uses the Vestry, or at least a similiar hideout. OVerall, he's a skilled, but still street-level fighter.
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