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

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Postby Ezram » Thu Apr 09, 2009 2:48 pm

Arthur Eld wrote: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.


I believe that when Campbell talks to Raiden, he mentions several features of the suit, including it's stealth capabilities and insulation to electricity. The latter is iffy, given he gets shocked if he runs over electrified floor, but then again,
Ocelot does remove it later on before torturing him.
.
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Postby Libra » Fri Apr 10, 2009 1:20 pm

Ocelot does remove it later on before torturing him.


Well, as anyone who's read The Last Days of Foxhound knows Ocelot is pervert - at least according to Psycho Mantis - so who his reasons behind that may not have been entirely practical. . . :shock:
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Postby Arthur Eld » Mon Apr 13, 2009 8:56 am

Orgoth the Relentless
PL 11 201pp


Abilities: STR 26/20 (+8/+5), DEX 16 (+3), CON 20 (+5), INT 16 (+3), WIS 16 (+3), CHA 14 (+2)

Skills: Acrobatics 4 (+7), Bluff 8 (+10), Climb 4 (+12/+9), Drive 7 (+10), Disable Device 9 (+12), Computers 4 (+7), Craft (chemical) 5 (+8), Gather Inforamtion 10 (+12), Intimidate 9 (+11), Knowledge (Tactics) 11 (+14), Knowledge (technology) 8 (+11), Knowledge (current events) 4 (+5), Languages (French, Chinese, base:English), Medicine 2 (+5), Notice 9 (+12), Pilot 4 (+7), Search 7 (+10), Sense Motive 8 (+11), Sleight of Hand 4 (+7), Stealth 7 (+10), Survival 6 (+9)

Feats: Accurate Attack, Benefit 3 (Alternate Identiy, Status, Wealth), Contacts, Defensive Attack, Diehard, Equipment 14, Improved Aim, Improved Critical (unarmed), Improved Initiative, Move-by Action, Precise Shot, Power Attack, Quick Draw, Startle, Stunning Attack, Takedown Attack, Teamwork

Powers: Device 9 (Garrelli 5000, hard to lose, Enhanced STR 6, Super-strength 2, Protection 5 (Impervious 9), Leaping 1, Stun 8 (Extras-Ranged, PF:Improved Range)

Equipment: Blaster rifle, Rapid blaster (+6, autofire), Field belt (array, Plastic explosives, AP:lockpicks, electronic tools, Frag Grenades, Flash-bangs (Rank 5), Smoke Grenades (Rank 4))

Combat: Attack +14 (DC 23 unarmed, 19-20 crit, DC 21 rapid blaster, Defense 22, 16 flat-footed

Saves: Toughness +10 (4 Impervious), Fortitude +6, Reflex +7, Will +8

Drawbacks: Normal Identity (Full-round, -4pp)

Abilities 42+Skills 33+Feats 32+Powers 36+Combat 52+Saves 10-Drawbacks 4=201

•James Fennimore is a Coloured man born in Cape Town some thirty-four years ago. When he was of age, he joined the French Foreign Legion and spent some of the most enjoyable time of his life there, fighting in various places and forming fast friendships that would last far beyond his years in the service. When he left after his desire to fight with his comrades had been overtaken by his desire to choose his own missions, he became a soldier of fortune. He was one of the best, and got better all the time. He knew combat and tactics, explosives, vehicles but in the private sectory, he learned tech, computers, with a greater focus on stealth and secrecy.

By the time he had amassed enough cash and, more important, underground ties to become completely self-employed, he realized he would need an edge. So he stole high-tech weapons, and used them to perform jobs that people thought one man could never do. In one particularly daring escapade, James inflitrated a private high-tech research center in the U.S. and copied their entire database. Selling that for a pretty penny, Jame's employer never knew he kept a copy of the specs, and has sinced used it for himself, either to sell in pieces to other people, or to pick experimental specs to have people like the Technocrat build for him.

Picking a codename, Orgoth the Relentless that he had heard from a television show, he had his suit of armor designed by the Technocrat and built by Whiz Kid, who modifed assisting both of them (procuring radioactive materials for the former and fighting alongside the latter's team) in return.

Now, Orgoth is the world's greatest for-hire supercriminal. Others who might have that title are denied by either being not as mecenary as him (Deathblow) or not being as good (the Vultures, Typhoon Tina). His suit of armor (named the Garelli 5000 by Whiz Kid, the name means nothing to James) is light-weight, dark blue, and streamlined, covering his body from head to toe. The helmet has a black optical visor and an imposing facial design, almost like a death mask. Built into the arms are high-tech stun rays (some of James' missions call for no fatalities) and James carries a varitey of weapons with him, either attached indiviudally to his armor or carried on a large, multi-puched belt on his waist.

As the best, he can charge what he wants, and really doesn't need money any more. He even has fake documents prepared, a new identity to retire into if he wants. But that's not even a possibility for him, because he loves what he does, especially because it lets him fight supers. He dosen't have an arch-foe, he doesn't take it that personal, but if he had to pick one, it would be the Agent, as he sees the other man as being just like him, just on the other side of the law. But he'll fight anybody, and has clashed with all kinds of heroes-for some reason, the Class most frequently, and he has come to enjoy smashing them into the ground. At least until Professor Peril shows up.
Last edited by Arthur Eld on Mon Apr 13, 2009 11:47 am, edited 2 times in total.
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Postby Arthur Eld » Mon Apr 13, 2009 10:28 am

Lazarus
PL 10 155pp


Abilities: STR 24 (+7), DEX 14 (+2), CON -. INT 12 (+1), WIS 14 (+2), CHA 14 (+2)

Skills: Bluff 6 (+8), Craft (artistic) 6 (+7), Drive 4 (+6), Gather Information 6 (+8), Intimidate 8 (+10), Knowledge (art) 6 (+7) Knowledge (streetwise) 8 (+9), Notice 6 (+8), Search 4 (+5), Sense Motive 6 (+8), Stealth 8 (+10)

Feats: All-out Attack, Attack Specialization (unarmed), Contacts, Eidetic Memory, Dodge Focus 2, Improved Critical (unarmed), Improved Initiative, Interpose, Teamwork

Powers: Immunity 30 (Fortitude), Regeneration 31 (Recovery Bonus 14, Injured 4, Disabled 6, Resurrection 8, Diehard, No Resurrection if holy symbol placed on forehead), Protection 10

Combat: Attack +8, +10 unarmed (DC 22 unarmed, 19-20 crit), Defense 20, 14 flat-footed, Init +6

Saves: Toughness +10, Fortitude-, Reflex +5, Will +9

Drawbacks: Moderate Vulnerability to holy and unholy energies, -4pp

Abilities 18+Skills 17+Feats 10+Powers 72+Combat 32+Saves 10-Drawbacks 4=155

•With impeccable white three-piece, a fedora and a domino mask, he leaps across rooftops, dispatching bank robbers and purse snatchers with ease. A man of darkness and light, the superhero known as Lazarus is a founding member of the Protectors who keeps more than his identity secret from most. For you see, he's a zombie. Not a mindless, brain-hungry shuffling monster, but merely a man who was alive, died and is now neither dead nor alive.

He doesn't quite know how it happens, he remembers his life, remembers getting how he died-pushing a little boy out of the path of a runaway semi-truck only to get his body crushed for his trouble, and even remembers waking up afterwards in his coffin, busting his way out with newfound, incredible strength. Ever since then, he's forged a new life for himself, discarding his own identity as Brendan Bryce, painter, and become Michael Matthews, taxi driver. When danger is near, the white suit comes out, the hat and mask get dropped on his head and Lazarus, the undying man is born! He thought it a fitting name, and he needed some way to explain his healing other than "I can't be killed cause I'm sorta already dead."

Laz is no grim and gritty hero, but rather a very kind-hearted individual who just suffers from an unfortunate medical condition. He can save the planet by himself, if he has to (he's done this twice, actually) but is more comfortable down on the streets. In battle, he uses his experience and strength (he's been doing this for nearly five years now) and feels no compunction to protect himself, relying on aggressive attacks to drop his opponents quickly so as to safeguard those around him.

•He's overpointed but that's what happens when you're immune to Fortitude effects and can heal at amazing speeds. Laz here was my attempt at doing a heroic undead creature without going the tragic angsty route. So instead you get everybody's favorite friendly neighborhood revenant who also fulfills my created universe's need for non-team based established solo heroes. He's not a main member of the Protectors anymore, but they're still around, as they also fulfill my 'rotating membership team' slot.
Last edited by Arthur Eld on Thu Jan 14, 2010 2:55 pm, edited 9 times in total.
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Postby Arthur Eld » Mon Apr 13, 2009 10:50 am

Mouthpiece
PL 12 116pp


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

Skills: Bluff 9 (+12), Drive 4 (+5), Gather Information 9 (+12), Knowledge (current events) 4 (+6), Knowledge (streetwise) 6 (+8), Notice 4 (+6), Search 4 (+6), Sense Motive 6 (+8), Stealth 4 (+5)

Feats: Attack Focus (ranged), Contacts, Dodge Focus, Equipment, Improved Initiative, Defensive Roll 3, Inspire, Leadership, Power Attack, Taunt, Teamwork

Powers: Blast 12 (PF:Improved Critical, AP:Sonic Control 10, AP:Mind Control 12 (Extras-Conscious, Flaws-Sense dependant (auditory), Action, PF:Subtle)

Combat: Attack +7, +8 ranged (DC 27 Blast, 19-20 crit, DC 22 Will save, Mind Control), Defense 21, 15 flat-footed

Equipment: Cell-phone, comlink, undercover shirt (+2, subtle)

Saves: Toughness +6, +3 flat-footed, Fortitude +4, Reflex +7, Will +8

Drawbacks: Power Loss (when unable to speak, -2pp)

Abilities 18+Skills 13+Feats 13+Powers 25+Combat 34+Saves 15-Drawbacks 2=116

•One of the Misfits, heroes not as respected as much as most other established hero teams, Kevin Teffer became a vigilante at the age of 16, shortly after he discovered his super-powered vocal powers. He can unleash destructive shouts that can either smash buildings or shatter eardrums, and, with enough time to talk, actually bend people's will to his own just by talking to them. A man of lesser morals would have been lured by the potential to misabuse this power, but Kevin, while tempted every now and then, is stronger than that. Now, at the age of nineteen, he continues to fight crime with the Misfits, and often serves as their second-in-command, if only because he gives orders almost more often than Headcase.

Still, he plays a little fast and loose with his powers when it comes to criminals, and has ordered more than one man to radically alter his life (move to another state, cut all ties with their criminal contacts, and so on) but the Misfits understand where's coming from, and are glad to have him on their side. Despite his power and desire to help, if one can prevent him from speaking, or find a way to block out his voice, he can be dropped quite easily. But that's what his sonic shout is for.
Last edited by Arthur Eld on Fri Jul 31, 2009 11:11 am, edited 2 times in total.
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Postby Arthur Eld » Mon Apr 13, 2009 11:08 am

Image
Do you think he dreams of electric sheep?

Cyborg
PL 9 160pp


Abilities: STR 30/16 (+10), DEX 14 (+2), CON 14 (+2), INT 18 (+4), WIS 14 (+2), CHA 14 (+2)

Skills: Computers 9 (+13), Craft (electronic) 9 (+13), Diplomacy 4 (+6), Disable Device 8 (+12), Intimidate 6 (+8), Knowledge (technology) 9 (+13), Pilot 4 (+6), Notice 6 (+8), Search 4 (+8), Sense Motive 4 (+6)

Feats: Accurate Attack, Improved Critical (unarmed), Inventor, Leadership, Power Attack, Set-up, Teamwork 2

Powers: Blast 9 (AP:Enhanced STR 14), Datalink 6, Protection 9 (Impervious 4), Super-Strength 4, Super-Senses 8 (Infravision, Darkvision, Extended Hearing, Extended Vision, Ultra-hearing, Time Sense, Direction Sense)

Combat: Attack +9 (DC 25 unarmed 19-20 crit, DC 24 sonic cannon), Defense +7

Saves: Toughness +11, 4 Impervious, Fortitude +7, Reflex +5, Will +6

Drawbacks: Moderate Vulnerability to Magnetics, -2pp

Abilities 40+Skills 16+Feats 8+Powers 54+Combat 32+Saves 12-Drawbacks 2=160

•Victor Stone is a long-time member of the Teen Titans, formerly a normal boy whose body was heavily modified with cybernetics by his parents. Though horrified at what he had become, Vic found new purpose after he fought and defeated a terrorist attack on the United Nations. Though there have been some hiccups here and there, he remains a stalwart hero and has conections to many other Titans.

•He's a brainy brick, or a brawny brain, depending on how you want to look at it. He's not world-class at either, but being good at both gives him a lot of versatility. He can stop the villian's high-tech bomb by interfacing with hits computer systems, or he can just blast a hole in it after punching out said villian. Also, as a long time Titan, he can hlep out his friends and even lead a team moderately well. Overall, he's nothing overwhelming but makes a good addition to any team.
Last edited by Arthur Eld on Mon Apr 13, 2009 11:46 am, edited 1 time in total.
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Postby Arthur Eld » Mon Apr 13, 2009 11:36 am

Headcase
PL 10 157pp


Abilities: STR 12 (+1), DEX 14 (+2), CON 12 (+1), INT 26/16 (+8), WIS 18 (+4), CHA 16 (+3)

Skills: Bluff 6 (+9), Computers 6 (+14), Craft (electronic) 8 (+16), Craft (mechanical) 8 (+16), Disable Device 9 (+17), Gather Information 6 (+9), Knowledge (current events) 6 (+14), Knowledge (technology) 9 (+17), Medicine 5 (+9), Pilot 4 (+6), Search 4 (+12), Sense Motive 8 (+12), Stealth 4 (+6)

Feats: Assessment, Attack Focus (ranged) 2, Defensive Roll 3, Dodge Focus, Eidetic Memory, Equipment, Improvised Tools, Inventor, Leadership, Master Plan, Uncanny Dodge (Hearing)

Powers: Enhanced Intelligence 10, Quickness 2 (Mental Only), Perception Strike 10 (AP: Fire Control 11, Blast 10 (Extras-Explosion Area), AP:Blast 10 (PF:Improved Critical 2, Improved Range))

Combat: Attack +8, +10 ranged (DC 25 Strike or Blast, DC 20 Reflex), Defense +12, +5 flat-footed

Equipment: Armor (+3 toughness, commlink), N.V.G

Saves: Toughness +7, +4 flat-footed, Fortitude +4, Reflex +7, Will +10

Abilities 28+Skills 21+Feats 14+Powers 44+Combat 36+Saves 14=157

•Founder and leader of the Misfits, Arnold Tennyson was born different than regular people, with an enlarged cranium, although it was only slightly out of the ordinary. As it is, his head is now much bigger than averge, not monstrously so or enough to make walking difficult, but still enough to label him a freak to most people. Along with this deformity came intelligence that was among the greatest in the world, and the ability to control and project flames using only mental energy which he first exhibited at the age of fourteen.

Given his powers, the U.S. government was quick to contact Arnold to join their powers divison, but he flatly refused, not wanting to a be a pawn or experiment. Instead he made himself a costume and became a vigilante hero, thwarting crimes often through intellect alone. When push comes to shove, his flame powers will come out, especially when he leads the Misfits, heroes like him that society would like to ignore or ridicule into great danger. Which is often, because Arnold's rejection by society at large seems to have convinced him to overcompensate by the most daring, border-line reckless heroics he can pull off.
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Postby JackGiantkiller » Mon Apr 13, 2009 3:31 pm

Much love for these originals.

Lazarus is way cool.
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Postby Arthur Eld » Mon Apr 13, 2009 5:22 pm

Well, thanks Jack!
I'm just glad somebody besides me likes em, because, since I'm not objective at all, I have little to no idea how actually good they are.
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Postby Arthur Eld » Tue Apr 14, 2009 12:32 pm

Well, more builds will be upcoming soon, probably originals, just cause I have so many in my head ready to get built, plus all those on the front page who need stats.

But that'll take some time to come, because now my attention will be divided between my new storyline, which will be an undertaking like nothing I've done before. So, if you please, hurry and check out the opening scene of the story I had to call Metal Gear Kreuzritter!
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Postby Arthur Eld » Tue Apr 14, 2009 4:42 pm

Draco
PL 12 187


Abilities: STR 26 (+8), DEX 14 (+2), CON 20 (+5), INT 16 (+3), WIS 12 (+1), CHA 14 (+2)

Skills: BLuff 8 (+10/+14), Diplomacy 4 (+6/+8), Disguise 4 (+6), Disable Device 4 (+7), Drive 2 (+4), Gather Information 6 (+8), Intimidate 8 (+10), Knowledge (arcane lore) 4 (+7), Knowledge (business) 6 (+9), Knowledge (current events) 8 (+11), Language (Dragon, Welsh, base:English), Notice 6 (+7), Profession (CEO) 9 (+10), Search 4 (+7), Sense Motive 6 (+7), Stealth 4 (+6)

Feats: Attractive, Benefit 3 (Wealth 2, Status), Connected, Defensive Attack, Defensive Roll, Fearless, Improved Initiative, Move-by Action, Power Attack, Well-Informed

Saves: Flight 4, Strike 12 (Extras-Cone Area, AP:Blast 12), Protection 6 (Extras-Impervious), Immunity 9 (Aging, Disease, Poison, Fire, heat-Limited), Super-Strength 4 (HL: 6 tons),

Combat: Attack +11 (DC 23 unarmed, DC 27 Blast or Strike, DC 22 Reflex, Strike), Defense 20, 15 flat-footed

Saves: Toughness +12, +11 flat-footed (6 Impervious), Fortitude +7, Reflex +7, Will +7

Drawbacks: Vulnerable (Moderate, -2pp)

Abilities 42+Skills 22+Feats 12+Powers 58+Combat 42+Saves 13-Drawbacks 2=187

•A few years ago, Anne Wilkinson was a corporate spy, inflitrating companies, either physically or by conning their CEOs into revealing valuable secrets and selling them to the highest bidder. Then, when one of her competitors tried to kill her by firebombing her home, she discovered that fire, while dangerous to her, wasn't quite as painful as it should have been. That was when the rest of her powers manifested, and shortly thereafter, she was approached by a strange old man claiming to be her father. When he revealed himself to be the last Dragon in the English Isles, Anne realized her life would bnever be the same.

Now, she fights crime with the portion of her father's powers she inherited. Her hair and eyes are green (she wears a wig in her secret identity) and now works a consultant to protect companies from people who did what she used to. Her crime-fighting outfit consists of green pants of a cutting edge, flame-proof matieral (developed by Mr. Smarts) and a low-cut green shirt that reveals her mid-riff. On her arms are green gloves and her boots are dark green with flames adorning their sides.

•Years of experience, as well as self-defense training she had when she was younger have made Anne a skilled warrior, and now she has super-human strength as well. Her most potent ability is the power to breathe flame, something she's become known, along with her knack for collateral damage. She rarely injures bystanders, but buildings will get scorched, and cars will get overturned when she's around, at least.
Last edited by Arthur Eld on Mon Jul 06, 2009 8:29 pm, edited 1 time in total.
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Postby MorningKnight » Tue Apr 14, 2009 9:48 pm

Nice. I love dragon-related heroes, as you can probably tell.
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Postby Libra » Wed Apr 15, 2009 6:35 am

Excellent work Arthur Eld! :D
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Postby Arthur Eld » Wed Apr 15, 2009 8:17 am

Image
Wait, so where did she come from, again?

Supergirl
PL 11 165pp


Abilities: STR 38/12 (+14), DEX 16 (+3), CON 38/12 (+14), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)

Skills: Diplomacy 2 (+4), Diplomacy 6 (+8), Knowledge (technology) 4 (+6), Notice 4 (+5), Search 4 (+5), Sense Motive 4 (+5)

Feats: Accurate Attack, Attack Specialization (unarmed), Beginner's Luck, Dodge Focus, Eidetic Memory, Improved Defense, Improved Initiative, Move-by Action, Last Stand, Luck, Tough

Powers: Flight 7, Super-Strength 7, Blast 13 (PF: Accurate, AP:Enhanced STR 26), Enhanced CON 26, Super-Senses 14 (Extended Vision 3, Extended Hearing 3, Microscopic Vision 3, Ultra-hearing, X-ray vision (limited against lead), Impervious Toughness 11, Quickness 3

Combat: Attack +6, +8 unarmed or Heat vision (DC 28 heat vision, 29 unarmed), Defense 17, 13 flat-footed

Saves: Toughness +15, 11 Impervious, Fortitude +14, Reflex +7, Will +5

Drawbacks: Weakness (Kryptonite, Moderate, -1 con (unenhanced) per round, can kill, -8pp), Normal Identity (exposure to red solar radiation, major, no resist, -3pp), Moderate Vulnerabilty to Magic, -2pp

Abilities 18+Skills 6+Feats 11+Powers 110+Combat 24+Saves 9-Drawbacks 13=165

•The latest in a long, long line of Supergirls, Kara Zor-El here is Superman's cousion, and more or less a female version of him with much less experience and new to planet Earth. She's got the standard Kyrptonian powers, weaknesses and everything else, although her temperment is much more aggressive and quick to action than Superman's. Which makes a lot of sense, cause she's a teenage girl who recently gained immense super-human powers, and he's a grown up who's had them for a long time.

•She does what Kryptonians do best, and that's fly fast, lift very heavy stuff, and punch people very hard. She's also got super-senses, a ranged attack, and Quickness so she can do super-speedy stuff when she has to. At the very least it'll help with Search and Notice checks, and that combined with her Senses will make Kara a very effective scout. In that way, she's quite versatile and powerful, as a PL 11 should be, she can find the badguys all by herself, give chase, and whup em up and down the street. Unless they've got shiny green rocks or magic powers.
Last edited by Arthur Eld on Thu Jan 14, 2010 3:02 pm, edited 3 times in total.
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Postby Arthur Eld » Wed Apr 15, 2009 8:34 am

Kaiser
PL 12 180pp


Abilities: STR 40/20 (+15), DEX 12 (+1), CON 34/20 (+12), INT 12 (+1), WIS 12 (+1), CHA 16 (+3)

Skills: Bluff 6 (+9), Diplomacy 2 (+5), Gather Information 8 (+11), Intimidate 8 (+11), Knowledge (current events) 6 (+7), Knowledge (streetwise) 6 (+7), Language (English, basse:German), Notice 4 (+5), Profession (police officer) 6 (+7), Search 5 (+6), Sense Motive 6 (+7), Stealth 4 (+5)

Feats: Attack Specialization (unarmed), Contacts, Improved Block, Improved Critical (unarmed), Improved Initiative, Leadership, Luck

Powers: Enhanced STR 20, Enhanced CON 14, Flight 7, Super-Strength 10 (PF:Thunderclap, Groundstrike), Impervious Protection 4, Impervious Toughness 10

Combat: Attack +7, +9 unarmed (Dc 30 unarmed, 19-20 crit), Defense +8

Saves: Toughness +16, 14 Impervious, Fortitude +12, Reflex +5, WIll +7

Drawbacks: Weakness (-1 con per round after one day of not eating apples, can kill, -7pp)

Abilities 32+Skills 16+Feats 7+Powers 92+Combat 30+Saves 10-Drawbacks 7=180

•A superhuman German man who his friends beleive is simply a mild-manered, if quite skileld police detective is actually the superhero the Kaiser, Germany's greatest superhuman. He's also an ardent nationalist who has problems with certain thigns that keep him from becoming too close with Germany's government. Such as foreign military bases on German soil. This has brought him into conflict with the U.S. government on two occassions. The first time, they deployed Overlord to stop him, and he did. The next time, Kaiser convinced most of his team (Justice Warriors) to help him and they peacefully asked the Americans to leave and then open talk to dismantling the bases. They refused, and Kaiser forcefully wrecked most of the military equipment there, fighting and defeating Artillery, a member of America's military superhero team, the American Eagles. That's when Megaforce showed up, and though the Kaiser and his team were subdued, they raised such controvesory, without involving their governemnt, that America eventually ceded the point and withdrew their forces.

•The Kaiser does what Paragons do, and that's fly hard, hit stuff hard once he gets there, and pick up heavy stuff. For some reason he needs apples to live, and also keeps some on him in his civilian identity, that of Hermann Kessler. He's very tough, and only top-level superhumans (Valiant, Deathblow, Overlord) or those who use non-conventional attacks (Overlord, Mesemera) have a hope of stopping him. He's not limited just to political causes though, and he's Germany's number 1 hero for a reason. He's just as likely to stop an out of control train or hold together a dam as he is to give a public speech proclaiming German might. He doesn't want Germany to be superior to other nations or peoples, but he would like it to be stronger.
Last edited by Arthur Eld on Sat Apr 25, 2009 10:02 pm, edited 2 times in total.
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