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

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Postby Arthur Eld » Wed Apr 08, 2009 7:59 am

Maybe I can work that in somewhere, Thorp. Red Team doesn't seem to be getting any love from Marvel at the moment, anyhow.
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Build 221

Postby Arthur Eld » Wed Apr 08, 2009 8:36 am

Prince Keal Darra/the Scarlet Spectre
PL 11 176pp


Abilities: STR 20 (+5), DEX 24 (+7), CON 20 (+5), INT 16 (+3), WIS 16 (+3), CHA 16 (+3)

Skills: Acrobatics 8 (+15), Bluff 4 (+7), Computers 4 (+7), Gather Information 6 (+9), Intimidate 7 (+10), Diplomacy 4 (+7), Knowledge (Art) 8 (+11), Knowledge (Tactics) 9 (+12), Knowledge (technology) 7 (+10), Language (English, base: Valarian), Notice 6 (+9), Pilot 10 (+17), Search 4 (+7), Sense Motive 8 (+11), Stealth 6 (+13), Survival 4 (+7)

Feats: Acrobatic Bluff, Attack Focus (melee) 2, Attack Specialization (sword), Benefit 2 (Security Clearance, Status), Contacts, Defensive Attack, Defensive Roll, Dodge Focus 2, Elusive Target, Environmental Adaptation (zero-g), Equipment 4, Improved Block, Improved Critical (sword), Move-by Action, Leadership, Power Attack, Prone Fighting

Powers: Device 4 (Hiigara, easy to lose, Restricted, Strike 4 (PF:Affects Insubstantial 2, Split Attack, Improved Critical 2, Mighty, Thrown, Extras-Penetrating 6), Insubstantial 4 (Power Loss-When wet), Device 1 (Hard to lose, Comprehend 2 (languages, understand all), Super-Senses 3 (ultra-hearing, extended, extended regular hearing)

Equipment: Blaster pistol (masterwork), space suit (Immunity (Pressure, vacuum, suffocation, cold), armor (+3 toughness, Impervious against energy attacks)

Combat: Attack +9, +10 blaster pistol, +11 melee, +13 sword (DC 20 blaster pistol, DC 24 Hiigara, 17-20 crit, Penetrating 6), Defense +13, +5 flat-footed

Saves: Toughness +9, +8 flat-footed, 3 Impervious against energy, Fortitude +5, Reflex +10, Will +9

Drawbacks-Vulnerable (ultra-sonic frequencies, -2pp), Weakness (sodium, major, -5pp, uncommon, can kill)

Abilities 52+Skills 24+Feats 23+Powers 33+Combat 40+Saves 9-Drawbacks 7=176

•Twenty-three years ago, the King of Jomark, capital of a large space empire, welcomed his third son into the world. As was customary, he entered military service and quickly distinguished himself as a cunning warrior and phenomenal pilot. Derided by his brothers and other soldiers as being too physically weak for front-line combat, Kael of the house of Darra was twenty when he recieved his first solo stealth operation, a recon run against the encroaching Ottomon Hegemony. However, when he was near a small insignificant planet that hadn't even achieveid FTL travel yet, he was ambushed by Altusians. What Kael didn't (and still doesn't) know was that the ambush wasn't a result of him wandering into unknown enemy territory, it was planned by his eldest brother, who had heard stories of the planet Earth and the mythical tales of its heroes. His hope was that Kael would die, but he planned on his brother being too skilled for that, and his contingency was that Kael would return with information about the legendary Terra, as it is known to some.

First Prince Tayveen was correct in both his theories-Kael survived, although he was shot down and crash-landed in the mountains of California. For the next few months, in-between recovering from accidental sodium poisoning (prompting Kael to watch his food much more carefully) the Prince survived on Earth and looked for the parts to repair his ship. Utilizing the Jomarkin racial ability to turn himself into a mere phantom, he spied on the Terrans military and scientific facilities. This, combined with his red armor, earned him the moniker by which he is known on Earth, and brought him into conflict with the Terran hero Professor Peril. Upon explaining his position, Kael recieved the man's help, and repaired his ship. However, before he could leave, Peril asked for him to return the favor as a horde of robots (sent by the second Technocrat) attempted to split California off from the rest of the Continental U.S. Agreeing, Kael got his first taste of super-heroics, and reluctantly returned to Jomark to report his findings.

Ever since then, his life-already strange and impressive, due to being both a Prince and a skilled military officer-has gotten more and more dangerous and exciting. When his brother took control of the Empire and pit his forces against those of Earth, Kael found himself facing the planet he had come to respect and care for. Eventually teaming with the superhero team the Misfits, he overthrew his brother, but could not bring himself to kill him. He has fought other alien races-the Altusians, the Otomons, and seen a whole planet destroyed by the sentient weapons system Deus and even served with the Protectors for a few months. Wherever his life takes him, Prince Kael will be sure to fight for justice and his people as he always has-with intelligence, honor and courage.

He's tall and lithe, and while he looks muscular to humans, among he's race he's considered thin in an almost sickly way, something that is the cause of much disparaging rumors. His skin is a pale white, like marble, and he has a shock of black hair hanging below his shoulders. the Prince's eyes are a swirling array of colors that vary based on light conditions from a bright blue to a near-black and his earlobes come to slight points.


•Another original build, Prince Kael here is someone that just came to me. He's sorta Lin Yao from FMA with touches of Starfire in there as well. His position as Prince as well as military obligations can sometimes clash with his own personal ethics, so PCs could encounter him as either an ally or a reluctant (but no less competent) opponent. He's deadly in a fight, fast, accurate, and powerful, relying on his sword (which only one of the royal bloodline can use) Hiigara to slice through enemies. One of the few weapons that can get past Jomarkin phantom-phasing abilities, its a mighty blade, and the only other time Kael is a substantial threat other than with it in is his hands is at the controls of his personal space fighter. Overall, he looks like a fun character, and I might have to give him a playtest sometime soon.
Last edited by Arthur Eld on Mon Apr 13, 2009 3:22 pm, edited 5 times in total.
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Postby MorningKnight » Wed Apr 08, 2009 10:39 am

I like Prince Kael. Pretty neat!
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Postby Arthur Eld » Wed Apr 08, 2009 12:15 pm

Darkside
PL 11 146pp


Abilities: STR 40/10 (+15/+0), DEX 12 (+1), CON 12 (+1), INT 12 (+1), WIS 12 (+1), CHA 18/12 (+4/+1)

Skills: Bluff 4 (+8/+5), Intimidate 8/0 (+12), Knowledge (current events) 2 (+3), Knowledge (pop culture) 6 (+7), Notice 4 (+5), Drive 4 (+5), Sense Motive 4 (+5), Stealth 4 (+5)

Feats: Attack Specialization (unarmed), Improved Initiative, Power Attack, Taunt

Powers: Alternate Form 19 (Darkside form, Enhanced STR 30, Enhanced CHA 6, Flight 7 (DAP:Super-Strength 7), Enhanced Skill 2 (Intimidate), Enhanced Feats 5 (Fearsome Presence 5, Startle, Distract (Intimidate)), Protection 15 (Impervious 11), Immunity 7 (Suffocation, all environmental conditions)

Combat: Attack +5, +7 unarmed (DC 30 unarmed), Defense +6

Saves: Toughness +16 (11 Impervious), Fortitude +4, Reflex +4, Will +6

Drawbacks: One-Way Transformation (takes several hours for power to 'bleed off' -3pp)

Abilities 10+Skills 7+Feats 4+Powers 95+Combat 22+Saves 11-Drawbacks 3=146

•Charles 'Chaz' Matthews was an ordinary young man-eighteen years old, working as a pizza delivery boy, when he stumbled, quite literally, into something that would change his life for ever. On a normal delivery run, his car broke down on a road outside a condemned silver mine. Waiting for a tow truck, Chaz looked around the mine, and tripped over a small dark stone. Thinking it to be a strangely large and well-cut piece of obsidian, Chaz pocketed the thing and forgot about it as the tow truck pulled up shortly afterwards.

Later that evening, Chaz remembered the strange stone and looked inside his pants, only to find it was gone. He was shocked to discover a small black protuberance over the center of his breastbone-the stone had bonded with his body. On the verge of freaking out, Chaz heard a voice in his mind, offering him the power to do great things and help people. Accepting with little thought, Chaz's body was suffused with power and the super-powered being known as Darkside was born.

Over the next several months, Charles found out more about the strange rock that gave him his powers-that it was an ancient magical item that only a select few could wield. Eventually, he was confronted by strange men who wished to take his powers away, claiming that the source of his abilities was evil. He fled from them, and continued his heroics as Darkside, but has gradually become aware that the stone is less than altruistic and may even be sentient.

The Heart of Darkness (for such is the stone's name) is content to wait, and has made no overt attempts to corrupt Chaz. Such a task would drain its energy and leave it inert. To truly become one with Chaz's form and gain access to its greatest powers, Chaz would have to accept evil into his heart. The Heart knows this is unlikely, and so it merely pushes thoughts at Chaz here and there, encouraging him to be selfish, or feeding him compliments to make him arrogant. Though Chaz's will is strong-its the only reason he didn't die upon accepting the stone's might-he is but a man, and the Heart has had centuries to perfect its plans. Soon it will have its vessel, whether it takes a year or a decade does not matter. Chazz may be the strongest person to possess it yet, and if the Heart could corrupt him, there would be few who could hope to challenge it...

Chaz is a normal-looking teenager with a lanky build, sandy hair and brown eyes. In Darkside form, he looks like a powerfully muscled man carved of obsidian, and his edges are constantly blurred, as though he were a shadow in flickering light. There is a strange beauty to him in this form, something great and terrible. He's been around for about a year now as Darkside, and has even aided the Misfits on a few cases, striking up a fast friendship with Prince Kael and the wolf-boy, Canine, but for the most part, he operates alone.

•I've always liked the idea of good guys using evil to fight evil, so in that vein I present you with Darkside, darkness-powered superhero. Though inexperienced, Chaz is quite powerful, being a flying brick, and more than a little scary. The stone lets him fly, makes him very strong, and even makes him more forceful, more confident. The stronger Chaz becomes, the deeper the Heart sinks its claws into him, and Chaz knows this. Though he is quite capable of rejecting the Heart, he figures he is strong enough to contain it and when he isn't any longer, he'll cast it aside. But the Heart knows this is false, and that Chaz needs the power it grants him, needs to be a hero, just as much as the Heart needs a vessel to wreak its havoc on the world...
Last edited by Arthur Eld on Thu Aug 27, 2009 1:33 pm, edited 2 times in total.
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Postby JackGiantkiller » Wed Apr 08, 2009 1:03 pm

His dependancy onthe Heart ought to be mechanically represented in some fashion...either as a device or as a Power Loss, don't you think? Neat character, though. I like both him and Scarlet Spectre.
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Postby Arthur Eld » Wed Apr 08, 2009 2:56 pm

Well, its not a Device because its part of him, and I can't really think of a way for him to get it taken away easily. The Heart could probably leave him if it thought it had found someone better, but that would be at best, a temporary Drawback functioning as a Complication.
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Postby Arthur Eld » Wed Apr 08, 2009 5:31 pm

Image
Wait, so fans of Snake don't like this guy? Whatever could be the reason?

Raiden
PL 8 107


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

Skills: Acrobatics 8 (+12), Bluff 5 (+6), Climb 6 (+8), Disable Device 6 (+8), Disguise 5 (+6), Drive 2 (+6), Escape Artist 4 (+8), Intimidate 5 (+6), Knowledge (Tactics) 5 (+7), Notice 8 (+9), Search 6 (+8), Sense Motive 5 (+6), Stealth 7 (+11), Swim 4 (+6)

Feats: Accurate Attack, Attack Focus (melee) 2, Beginner's Luck, Chokehold, Defensive Roll 2, Dodge Focus, Equipment 3, Improved Critical (unarmed), Move-by Action, Precise Shot, Quick Draw, Sneak Attack

Powers: Deivce 2 (Easy to lose, High Frequency Blade, Strike 3 (PF: Mighty, Improved Critical 2, Improved Block, Extras-Penetrating 3)

Equipment: Sneaking Suit (+2 toughness), Silenced Heavy pistol

Combat: Attack +8, +10 melee (DC 17 unarmed, DC 20 H.F. Blade, 18-20 crit), Defense 20, 14 flat-footed

Saves: Toughness +6, +4 flat-footed, Fortitude +5, Reflex +8, Will +4

Abilities 22+Skills 19+Feats 16+Powers 6+Combat 34+Saves 10=107

•If you don't know Raiden's story, go play MGS2, cause the whole thing is just spoliertastic and confusing, so I'm not gonna even try. Let's just say he's a young solider/infiltrator, in the vein of Solid Snake, although younger and less experienced. And much, much less popular, but I liked em, and the reasons for picking him to be the main character of MGS2.

•So my Raiden build is a PL higher than my Solid Snake, but that's just cause I gave him the H.F. Blade, and unlike Equipment, Device bonuses stack with PL. Give Snake some more weapons and he'll be easily on Raiden's level. Now I need at least one more person to aid Snake against the foes he's going to face, and I have the perfect one in mind...
Last edited by Arthur Eld on Wed Apr 15, 2009 1:23 pm, edited 2 times in total.
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Postby Arthur Eld » Wed Apr 08, 2009 6:22 pm

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This is my boomstick!

Leon Kennedy
PL 9 116


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

Skills: Acrobatics 7 (+10), Bluff 4 (+6), Climb 5 (+8), Craft (chemical) 4 (+7), Craft (mechanical) 4 (+7), Drive 6 (+9), Gather Information 6 (+8), Investigate 6 (+9), Knowledge (current events) 4 (+7), Knowledge (Tactics) 6 (+9), Medicine 4 (+7), Notice 6 (+9), Pilot 6 (+9), Search 8 (+11), Sense Motive 6 (+9), Stealth 6 (+9), Survival 4 (+7), Swim 4 (+7)

Feats: Benefit (U.S. Government Agent), Defensive Roll, Dodge Focus 2, Endurance, Equipment 7, Fearless, Improved Aim, Improved Initiative, Improvised Tools, Luck, Precise Shot, Quick Draw

Equipment: Tactical vest (+4 toughness), heavy pistol (+4), knife (+1, Improved Critical, Thrown), flashlight, machine pistol (+3, Autofire), Frag grenades, laser sights for pistol and M.P.

Combat: Attack +9, +10 guns (DC 19 knife, 19-20 crit, DC 19 heavy pistol, DC 18 Machine pistol, Autofire), Defense 19, 14 flat-footed

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

Abilities 34+Skills 24+Feats 19+Combat 32+Saves 8=116

•Here we have Leon Scott Kennedy, protag of Resident Evil 2, 4, and the movie Degeneration. This build is a more experienced version of Leon, probably after the events of RE4. To that end he's a skilled fighter, with a keen tactical mind backed up by experience and rigorous government training. His PL is so high because of his equipment, but that's fine by me, especially considering the kind of odds he faces. This is a guy who on his first day as a cop, survived a terrible massacre that killed nearly everyone else in an entire city (that's hundreds of thousands of people) and then in RE4 he wipes out upwards of 800 enemies by himself. I'm gonna be teaming him with Raiden and Snake, and while his PL is higher, that's, again, mostly due to equipment. Given his government agent status, I figure he can request more weapons than he would typically start with. It also keeps me from going back and adding things as I need them and figuring out his new PL and pp value.
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Postby Arthur Eld » Wed Apr 08, 2009 6:56 pm

Professor Peril
PL 10 193pp


Abilities: STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 28 (+9), WIS 20 (+5), CHA 16 (+3)

Skills: Bluff 6 (+9), Climb 4 (+6), Computers 4 (+13), Craft (electronic) 10 (+19), Craft (mechanical) 8 (+17), Craft (chemical) 4 (+13), Disable Device 8 (+17), Escape Artist 4 (+6), Gather Information 8 (+11), Handle Animal 2 (+3), Intimidate 4 (+7), Investigate 8 (+17), Knowledge (earth sciences) 9 (+18), Knowledge (physical sciences) 9 (+18), Knowledge (technology) 11 (+20), Languages (Russian, Chinese, Spanish, base:French, English), Medicine 3 (+8), Notice 6 (+11), Pilot 8 (+10), Sense Motive 6 (+11), Stealth 6 (+8), Survival 4 (+9), Swim 4 (+6)

Feats: Benefit 5 (Status, Wealth 4), Contacts, Defensive Roll, Eidetic Memory, Endurance, Equipment 8, Improved Initiative, Improved Throw, Improved Trip, Inventor, Leadership, Luck, Master Plan, Precise Shot, Quick Draw, Teamwork

Powers: Quickness 2 (Flaw: Mental Only), Device 8 (Nullification Belt, hard to lose, Nullify 12 (all powers at once), Extras-Power Resistance, Flaw-Limited against Magic, Mental attacks)

Equipment Blaster pistol (+5), costume (+3 toughness, communicator), multi-tool, 25ep unspent

Combat: Attack +10 (DC 20 blaster pistol), Defense +10, Init +6

Saves: Toughness+6, +5 flat-footed, Fortitude +5, Reflex +6, Will +10

Abilities 46+Skills 35+Feats 27+Powers 33+Combat 40+Saves 12=193

•Professor Peril was born James Perelli in the year 1924. From an early age, he was an overachiever, athletically and mentally gifted. He was also possessed of a strong sense of wander-lust and strong morals, fighting in World War II as part of a unique commando/fighter pilot squad. Always intelligent, he was exposed to a strange mineral while attacking a Nazi facility, something the Germans were attempting to use to create super-intelligent animal soldiers (it was this same mineral Ezekiel Ambrose was exposed to decades earlier). Ever since then, James was one of, if not the smartest living person on the planet Earth. He became one of the first 'mystery men' fighting crime the world over as Professor Peril, gaining his name from his intellect and one of his comrade's failure to pronounce his name.

Although his chemical experiments have kept his body looking and acting like he was a well-trained forty-year old man, he's actually closing in on eighty-five. He's retired from adventuring, after fighting evil in many forms-criminal masterminds, corrupt CEOS, mystic tribal chieftans, alien invaders, robotic overlords and many more-for the greatest portion of his life. Still not content to merely sit in a lab, Peril decided to open an Academy with the money he earned from his many patents. Having always been fascinated by super-humans, he offered to take in young people who wished to learn how to better use their powers, or even those without powers who still wanted to be heroes. Although the facility is still small, he is currently training a squad of four, although they still lack a name and have only recently earned their codenames, given to them by the Professor. He leads them in the field when he feels it is necessary, but tries to avoid this because he worries it'll stunt their growth on their own. It is difficult for him, though, not only does he worry about them, but part of him still wants to be out there, foiling plots, defusing bombs and punching gangsters in the face.

•Peril here is another new character of mine, came to me today because I liked the name. He doesn't meet his caps, but he could easily with an Invention, and probably did back when he was younger and was more ready to fight super-crime at a moments notice. Still, he has a potent defense in the form of his Nullifier belt, and carries a ray gun of his own design. He could lead his team (I still need a name from them) from afar or in the field, and is still at heart, a two-fisted man of science. You can't keep a good man down, after all.
Last edited by Arthur Eld on Sat Apr 25, 2009 10:12 pm, edited 3 times in total.
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Postby Severance » Wed Apr 08, 2009 9:12 pm

Sweet! Professor Peril is awesome. He's like a physical Professor X. Also I'm on the edge of my seat wondering what this new story of yours' is.
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Postby Ezram » Thu Apr 09, 2009 12:42 am

Arthur Eld wrote:Wait, so fans of Snake don't like this guy? Whatever could be the reason?

Raiden
PL 8 107


I never quite got it either: I never disliked Raiden. Sick build by the way! If I were to stat him, though, i'd give his Sneaking Suit Enhanced Skill (Stealth) 1.
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Postby Arthur Eld » Thu Apr 09, 2009 8:23 am

Yeah, I was gonna do that, Ezram, but then I would've had to drop his base Stealth score, or give him a score higher than Snake's. Plus, MGS2 says its a sneaking suit, but I never saw it as all that helpful with the sneaking.

But, he could always acquire camo during the course of play, as could Snake.

As for my storyline Severance, even I don't have many ideas, but I do know it'll involve more characters than just the ones I've stated. In fact, I need to play-test the Boss, cause I'm not sure if her build feels right, and I may have found the perfect dance partner for her.
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Postby Arthur Eld » Thu Apr 09, 2009 9:33 am

Technocrat II
PL 11 215pp


Abilities: STR 10 (+0), DEX 12 (+1), CON 12 (+1), INT 22 (+6), WIS 16 (+3), CHA 14 (+2)

Skills: Bluff 8 (+10), Craft (electronic) 12 (+18), Craft (mechanical) 11 (+17), Disable Device 12 (+18), Diplomacy 4 (+6), Gather Information 12 (+14), Intimidate 6 (+8), Knowledge (physical sciences) 12 (+18), Knowledge (streetwise) 9 (+15), Knowledge (technology) 13 (+19), Notice 5 (+8), Pilot 6 (+7), Search 4 (+10), Sense Motive 5 (+8), Stealth 5 (+6)

Feats: Attack Focus (ranged) 2, Benefit 3 (Wealth 3), Dodge Focus 2, Equipment 12, Inventor, Master Plan, Minions 9 (25 Warmechs (v.5), Sidekick 28 (Warmech 10.0), Speed of Thought

Powers: Device 8 (Multi-ray, easy to lose, Blast 12 (Extras-Autofire, PF:Accurate) AP:Shrink Ray 12 (Fortitude save, Range,) AP:Brain Drain ray (Drain INT 14 (Ranged, Will save))
Device 10 (Electro-belt, hard to lose, Force Field 10 (Extras-Impervious, Linked Strike 10 (Extras-Sustained, Aura))

Equipment: Smoke grenades, armor (+3 toughness, commlink), repair tools, personal computer, headquarters, vehicles

Combat: Attack +6, +8 ranged, +10 rapid rays (DC 27, Autofire, rapid-rays, DC 22 Fort, Shrink Ray, DC 24 Will, Drain INT), Defense +8, +3 flat-footed)

Saves: Toughness +14 (10 Impervious), Fortitude +3, Reflex +5, Will +8

Abilities 26+Skills 31+Feats 59+Powers 64+Combat 24+Saves 11=215

Minions wrote:WarMechs (v. 5.0)
PL 7/Minion rank 5
Abilities:STR 26 (+8), DEX 9 (-1), CON -, INT 6 (-2), WIS 10 (+0), CHA -
Powers:Immunity 30 (Fortitude effects), Protection 10, Blast 8 (AP:Enhanced STR 16)
Combat: Attack +5 (DC 23 Blast or unarmed), Defense +4
Saves:Toughness +10, Fortitude-, Reflex +0, Will-

Abilities -5+Powers 57+Combat 18+Saves 1=71


Sidekick wrote:WarMech 10.0, PL 11
Abilities: STR 34 (+12), DEX 8 (-1), CON -, INT 12 (+1), WIS 10 (+0), CHA 8 (-1)
Skills: Intimidate 12 (+11), Knowledge (Tactics) 12 (+13)
Feats: Startle
Powers: Blast 12, Strike 3 (PF:Mighty, Improved Critical 2), Protection 15 (Impervious 11), Immunity 30 (Fortitude), Immovable 1 (Unstoppable)
Combat: Attack +7 (DC 30 blades, 18-20 crit, DC 27 Blast), Defense +5
Saves: Toughness +15 (11 Impervious), Fortitude -, Reflex +0, Will -
Drawbacks: Vulnerable (Electric attacks, moderate, -2pp)
Abilities 22+Skills 6+Feats 1+Powers 88+Combat 24+Saves 1-Drawbacks 2=140


•Little is known about the second man to bear the Technocrat name, except for a few key facts. Firstly, he is a genius at robotics, creating a variety of weapons and automated fighting machines. Unfortunately, he sells these machines for his own personal gain, and will even sometimes commit daring robberies himself to steal cutting-edge technological developments. He'll work as muscle for hire too, if the pay is good enough, and it often is, because his fellow super-criminals (and often more mundane sources, businessmen, dictators) acknowledge the utility of his inventions.

His business is quite profitable, and whenever heroes shut down his latest operation, they can be sure he'll spring up again, once he escapes with teh aid of his newest rocketbelt/dimensional shifter/time stopping rod what have you. And whenever he does get tossed in jail, the affably charismatic man will soon have a host of robots free him. He has a variety of Warmechs, but his favorite was his very first one, which he has upgraded over the years to its tenth version, his most prideful accomplishment. An intelligent weapon that can learn and is programmed with a variety of combat strategies and armed with a ferocious blaster cannon and terrible arm blades. Utilizing esoteric weapon and defense systems of his own, his electro-force belt and Multi-ray a powerful hand-held weapon that can unleash a variety of effects can give most heroes a decent fight, if it comes to that.

He's had his run-ins with heroes over the years, and was one of the first foes Megaforce fought when they were formed a little over a year ago. His robots were distracting much of the team while attempting to steal nuclear weapons (he doesn't believe in just selling his own goods) and Valiant and the Agent burst into his nearby underground lair. He couldn't harm or shrink Valiant, but he was able to drain his mind until he was completely unconscious. It was the Agent who won that day, getting the Technocrat to call off his robots and turning the Technocrat into one of the team's most recurring opponents.

•Another original build, there's not much to say about the Technocrat that hasn't already been said. He's a good threat on his own, if only because he's never actually on his own, and can throw squads of robots at his foes. A group of PL 10 heroes would be able to take him, but it wouldn't be easy to do with brute-force. Using electrical attacks, or clever planning however, could send him packing.
Last edited by Arthur Eld on Mon Apr 20, 2009 8:10 am, edited 1 time in total.
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Postby dwellerofthedeep » Thu Apr 09, 2009 10:25 am

Technocrat II might have a robot army but I think my favorite part about him is the Multi-Ray's shrinking effect. It really compensates for the robots not being all that giant.

Good job Arthur!
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Postby Libra » Thu Apr 09, 2009 12:48 pm

Keep up the excellent work Arthur Eld. :D
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