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

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248

Postby Arthur Eld » Fri Apr 24, 2009 8:19 am

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Sure she's no big name, but she at least deserves a better pic than this!

Quarrel II
PL 9 136pp


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

Skills: Acrobatics 9 (+13), Climb 4 (+6), Craft (mechanical) 4 (+5), Disable Device 4 (+5), Drive 4 (+8), Escape Artist 4 (+8), Gather Information 6 (+7), Knowledge (current events) 4 (+5), Knowledge (streetwise) 5 (+6), Knowledge (technology) 6 (+7), Notice 5 (+7), Pilot 4 (+8), Search 4 (+5), Sense Motive 5 (+6), Stealth 6 (+10)

Feats: Attack Focus (ranged), Attack Specialization (bolt-blaster), Benefit (Status), Defensive Roll, Dodge Focus, Elusive Target, Equipment, Improved Aim, Improved Disarm, Precise Shot, Ranged Pin, Teamwork

Equipment: Costume (+2 toughness), commlink

Powers: Device 8 (bolt blaster, hard to lose, Fatigue 7 (Ranged, Cloud Area, Sleep), AP: Blast 4 (Extras-Autofire), AP: Snare 7, 3 more Aps, Super-movement 2 (Swinging, Slow-fall)

Combat: Attack +8, +9 ranged, +11 BB (DC 19 blast, Autofire, DC 17 Fort, Fatigue, DC 18 Reflex, Snare), Defense 22, 15 flat-footed

Saves: Toughness +6, +5 flat-footed, Fortitude +5, Reflex +9, Will +5

Abilities 26+Skills 18+Feats 12+Powers 32+Combat 38+Saves 10=136

•From Astro City, the second Quarrel, Jessica Taggart, is the daughter of the first, who was a supervillian. Not much is known about her, except that she's a pretty street-level character, but she's also a member of Honor Guard (the big league superhero team in AC) so she's good at what she does. She partners with Crackerjack some times, although they seem to have an adversarial relationship, and she's still touchy about her dad.

•Her Quarrel can have a variety of effects, but I only bothered to enumerate 3-standard bolts, a knock-out gas quarrel, and a net launcher thing. The other three are left up to the player, and in a pinch, she can spend a Hero Point to get whatever she needs at the moment. Other than that, she's not too remarkable, like Green Arrow she's pretty much a one-trick pony, but she's really good at it. Agile, athletic, and with decent saves across the board, she's a figure who needs teammates to take on real super-threats, but who can function at lower levels just fine by herself.
Last edited by Arthur Eld on Fri Apr 24, 2009 8:52 am, edited 1 time in total.
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Postby Arthur Eld » Fri Apr 24, 2009 8:50 am

Lord of Night
PL 12 207pp


Abilities: STR 40/24 (+15/+7), DEX 18 (+4), CON-, INT 14 (+2), WIS 16 (+3), WIS 16 (+3)

Skills: Bluff 8 (+11), Diplomacy 4 (+7), Gather Information 8 (+12), Intimidate 9 (+12), Knowledge (current events) 3 (+5), Knowledge (streetwise) 3 (+5), Notice 8 (+11), Search 4 (+6), Sense Motive 4 (+7), Stealth 9 (+13)

Feats: Accurate Attack, Animal Empathy, Fascinate (Diplomacy), Fearless Presence 6, Improved Initiative, Improved Pin, Startle

Powers: Drain Constitution 2
Blast 10 (AP: Enhanced STR 16, Super-Strength 2),
Flight 4, Super-Senses 3 (Darkvision, See blood)
Animal Control 7 (Ranged, Burst Area, Limited to bats, rats, and wolves), Super-Movement 1 (Wall-crawling), Regeneration 21 (Recovery Bonus 13, Resurection 5, Disabled 2, Injured 1), Insubstantial 2 (gaseous, AP:Protection 7 (Impervious, limited against magic, silver or holy)), Immunity 30 (Fortitude), Force Field 9 (AP: Darkness Control 6)

Combat: Attack +8 (DC 30 unarmed, DC 25 blast), Defense +8

Saves: Toughness +16 (7 Impervious, +11 against magic, blessed, or silver), Fortitude -, Reflex +7, Will +8

Drawbacks: Weakness (dependence on blood, common, moderate, -3pp), Weakness (sunlight, major, per round, destroyed after 10 rounds, -10pp)

Abilities 38+Skills 15+Feats 12+Powers 115+Combat 32+Saves 8-Drawbacks 13=207

•For a few years in Australia, there was a supervillian called the Dark Man. He wore a black trenchcoat, hat, and sunglasses, and he performed startling raids in broad daylight, using his powers to blot out light with dark spheres, then using his blasting powers to get to whatever loot he wanted. He was a moderate solo operator, hired often by Australia's larger masterminds and wealthier criminals. He was decent, but never much of a match for heroes, and was thwarted time and time again.

Then he met a beautiful woman who promised power and everlasting life. Sick of handing his head handed to him by the heroes, he accepted, and the Lord of Night was born. Shortly thereafter, he left Australia and has been marauding and cutting a bloody path across the entire world. Often, heroes will never see him until after they confront his thralls or a few lesser vampires he has created. He has a self-control problem, born of arrogance, that is usually his greatest weakness, but other than that, he's quite formidable. He uses his powers of darkness to enhance his already supernatural strength, as well as to shield himself from the sun, so he can suck blood for as long as he wants. He set his sights on Megaforce, trying to corrupt their minds one by one, but was eventually thwarted by Valiant, who simply threw him into the moon. It was over a year before the Executive, leading an expedition to the moon, found him and sent him back to Earth in a ship, safe from the dangers of re-entry, in return for services to be named later. The Lord, whose real name was once Carter Matthews, also once crushed the Class, until Professor Peril thwarted him with a solar cannon.

He dreams of bringing fellow superhumans into his fold, creating a new, dominant life form that will eventually rule the world and plunge it into darkness. He's more than a little crazy, but not enough to disrupt his cunning, which is considerable. He's only turned two superhumans into vamps though-Coldsnap, of the Class, cured by the Professor, and Lady Florentine of the Leauge of Infamy, who was cured (against her will) by Whiz Kid.

•People like vampires, its just a fact, and since I already had the good undead guy covered with Lazarus, I bring the Lord of Night, cause I also like vampires with superpowers outside their supernatural origins. His darkness powers make him dangerous, but he can be defeated, though it won't be easy. Until he learns to work with others (without trying to turn them into his slaves) he'll remain a potent but beatable force.
Last edited by Arthur Eld on Sat Apr 25, 2009 9:45 am, edited 1 time in total.
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250

Postby Arthur Eld » Fri Apr 24, 2009 10:15 am

Kojiro
PL 10 129pp


Abilities: STR 18 (+4), DEX 18 (+4), CON 18 (+4), INT 11 (+0), WIS 12 (+1), CHA 14 (+2)

Skills: Acrobatics 6 (+10), Bluff 9 (+11), Drive 2 (+6), Disable Device 6 (+6), Gather Information 4 (+6), Intimidate 8 (+10), Knowledge (streetwise) 8 (+8), Notice 6 (+6), Search 4 (+4), Sense Motive 4 (+5), Stealth 6 (+10)

Feats: Accurate Attack, Attack Focus (melee) 2, Attack Specialization (swords), Defensive Attack, Defensive Roll 2, Dodge Focus 2, Equipment 3, Improved Block, Improved Defense, Improved Initiative, Improved Sunder, Power Attack, Takedown Attack, Taunt

Powers:: Deivce 3 (Monohoshi Zao, easy to lose, Strike 4 (PF:Mighty, Improved Critical, Improved Reach, Extras-Penetrating), Leaping 2, Regeneration 8 (Recovery Bonus 5, Resurrection 3)

Combat: Attack +8, +10 melee, +12 swords (DC 23 Monohoshi Zao, 19-20 crit), Defense 22, 15 flat-footed

Equipment: Undercover shirt (+2 subtle), sports car

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

Abilities 31+Skills 16+Feats 19+Powers 17+Combat 36+Saves 10=129

•Expensive muscle for any Japanese criminals that can afford him, the man known as Kojiro got his nickname from the sword he carries, an impressive, possibly magical, very long sword he calls Monohoshi Zao, just like the legendary Kojiro called his. In addition to his strength, blade, and agility, he posseses the remarkable ability to eventually heal from nearly any injury. People have seen him undergo what would be certain deaths (pushed in front of a bullet train, shot numerous times by police, fell off a cliff) but he always comes back. He's fought Sumi, the tatooed martail artist and the Shining Shogun, along with pretty much anyone he was hired to fight. He's not an idiot, and likes to think of himself as more than just a sword-arm, but at the moment he's just an expensive enforcer. Really, he lacks the ambition to reach for anything more, and prefers to be taken care of by others. He's worked for Ritsuka on a few jobs overseas, but prefers to stay in his homeland.

•Underpointed though he may be, Kojiro is still a dangerous opponent. He has a combination of offense power and skill that can let him fight superhumans, and he's usually a better fighter than most supers he meets. His main enemy, Sumi, usually defeats him through versatility and cunning, because for all his techniques, Kojiro is straight-forward and unimaginative, and easily tricked (like the time he swung his sword into a box of power cables.) Still, he's not to be underestimated, and can catch people who think he's just a goon with a sword off-guard. He's about six feet tall, toned but slight, and moves with alacrity, when he needs to. He dresses in expensive suits and wears sunglasses, so as to conceal his real identity.
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Postby dwellerofthedeep » Fri Apr 24, 2009 12:30 pm

Love your original builds, Eld. You do a great job with background material.
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Postby Arthur Eld » Sat Apr 25, 2009 9:42 am

Thanks, dweller, coming from you that means a lot, cause you're original builds are always awesome.
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Postby Libra » Sun Apr 26, 2009 11:17 am

Keep up the excellent work Arthur Eld. :D
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Postby baixiwei » Mon Apr 27, 2009 6:46 am

Great stuff. You come up with interesting original builds with impressive frequency. How do you do it?
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Postby Arthur Eld » Mon Apr 27, 2009 8:04 am

Thanks, baixiwei!

Personally, I don't think my frequency is too impressive, but I tend to sit on builds after I've finished them, so when I do get around to posting them, I've got several at a time. Also, I've got plenty of ideas for originals, some that I've had for years so my originals have usually been worked on for a while.
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Postby Arthur Eld » Mon Apr 27, 2009 8:29 am

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By the power of the Tri-Energies...I have the power!

3-D Man
PL 9 120pp


Abilities: STR 26/18 (+8), DEX 26/18 (+8), CON 26/18 (+8), INT 11 (+0), WIS 12 (+1), CHA 14 (+2)

Skills: Bluff 4 (+6), Climb 4 (+12), Diplomacy 2 (+4), Intimidate 4 (+6), Notice 8 (+9), Search 6 (+6), Sense Motive 4 (+6)

Feats: Accurate Attack, Attack Focus (melee) 2, Beginner's Luck, Benefit (Rank), Defensive Attack, Defensive Roll, Improved Critical (unarmed), Leadership, Luck, Move-by Action, Takedown Attack, Teamwork

Powers: Enhanced STR 8, Enhanced DEX 8, Enhanced CON 8, Super-Senses 3 (Skrull-vision, Penetrates concealment), Leaping 1, Speed 1

Combat: Attack +8, +10 melee (DC 23 unarmed, 19-20 crit), Defense 19, 14 flat-footed

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

Abilities 31+Skills 8+Feats 13+Powers 29+Combat 34+Saves 5=120

•Delroy Garret was an Olympic Gold Medalist until it was discovered that he used steroids. Then he fell in with the Triune Understanding who gave him powers stolen from the original 3-D Man and he became Triathalon Having been an Avenger, then working with Captain America's group during the Civil War, he's now a squad leader in the Intiative, having taken up the 3-D Man mantle, though he has since left in the aftermath of the Secret Invasion to hunt any remaining Skrulls on Earth.

•I had orginally built Delroy at PL 10, but he works better here, I feel. PL 9 is still impressive, and his mix of accuracy and power is dangerous. Without Impervious, superhuman opponents will feel his blows, at least a little, and he's combat-savvy enough to outclass most strength-based guys in skill. And against normal people with lots of training, his enhanced STR will help him greatly. He gets a small smattering of combat feats, Leadership and Teamwork, and minor skills, cause despite his abilities and experience, he's still a relative beginner.
Last edited by Arthur Eld on Tue Apr 27, 2010 11:14 am, edited 2 times in total.
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Postby Arthur Eld » Mon Apr 27, 2009 8:53 am

The Purifier
PL 10 150pp


Abilities: STR 20/12 (+5), DEX 14 (+2), CON 20/12 (+5), INT 12 (+1), WIS 18/14 (+4), CHA 16 (+3)

Skills: Bluff 4 (+7), Craft (mechanical) 5 (+6), Diplomacy 6 (+9), Drive 4 (+6), Gather Information 6 (+9), Investigate 4 (+5), Intimidate 6 (+9), Knowledge (current events) 4 (+6), Knowledge (physical sciences) 3 (+4), Knowledge (theology and philosophy) 4 (+5), Medicine 2 (+6), Notice 8 (+12), Search 4 (+5), Sense Motive 6 (+10), Stealth 4 (+6)

Feats: Attack Focus (melee) 2, Artificer, Defensive Attack, Defensive Roll 2, Dodge Focus 2, Equipment 3, Fearless, Improved Initiative, Luck 2, Power Attack, Ritualist

Powers: Enhanced STR 8, Enhanced CON 8, Enhanced WIS 4, Comprehend 2 (Languages, speak, understand all), Enhanced Skills (Knowledge (arcane lore) 8 (+9), Device 3 (Purification pistol, Restricted, Blast 5, Affects Insubstantial, Improved Critical), Healing 8 (PF:Persistent, AP:Strike 4 (Mighty, Affects Insubstantial, Improved Critical, Incurable against demons, monsters, Extras-Penetrating 6) Super-Senses 1(Danger Sense)

Equipment: motorcycle, rock salt, cellphone, 4 ep unspent

Combat: Attack +8, +10 melee (DC 24 holy sword), Defense +12, +5 flat-footed

Saves: Toughness +7, +5 flat-footed, Fortitude +6, Reflex +5, Will +9

Abilities 20+Skills 18+Feats 17+Powers 54+Combat 32+Saves 9=150

•Lance Earl Blake was an ordinary man, an auto mechanic who was a fan of motorcycles. He wasn't especially devout or morally upright, but he was a nice enough person, kind and decent.

Then, one day, he pushed a man out of the way of an oncoming bus. He died, and experienced a holy vision. In it, an angel told him that the man whose life he had saved was possessed by a demon, and the bus-driver had been guided by a holy vision of his own. Thanks to Blake's intervention, the demon killed the bus driver, and the angel said that Blake would become his successor as the Purifier, the man who removed evil from the world and spread goodness where ever he traveled.

Returned to life, and with a new sense of purpose, Lance travels America with only his motorcycle, what meager possesions he owns, and a new-foudn purpose to help others and safeguard them from the horrors and dangers of evil. The six foot one man doesn't stop at vanquishing demons or removing unruly spirits from empty buildings, he'll fight whatever danger that threatens innocents he can find from gang violence to a corrupt businessman to supervillians and monsters. While he primarily relies on his wits and his words, when necessary, he can summon a sword made of holy energies, and has crafted himself a pistol that is somewhat effective against spirits. He's stronger than he was now, tougher, and even a little more insightful, as he has been blessed by the spirit of something he believes to be truly divine. Some he has told the story to says the angel was his subconscious and that he is merely a metahuman, but Lance knows in his heart, where his powers and mission have come from.

•The Purifier is based quite heavily on, of all things, Batgirl's build of Buffy. I was having trouble fitting him into 150pp (at one point he was at least twenty pp more than that) but I figured there wasn't much different between the Slayer and a heavenly blessed guy anyway. So Lance here can talk to anyone, he's decent all around, does not quite meet his caps, but that's okay, he dishes out impressive damage with his holy sword, and if he doesn't want to get up close and personal, he's got his pistol. Also, he begins any game play session with 3 Hero Points, and is sure to rack them up, aminly with Responsibility Complications, cause he's gonna go rushing into problems that aren't strictly his business all the time.
Last edited by Arthur Eld on Mon Jul 06, 2009 8:22 pm, edited 1 time in total.
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Postby Arthur Eld » Mon Apr 27, 2009 1:00 pm

Captain Victory
PL 11 180pp


Abilities: STR 22 (+6), DEX 20 (+5), CON 24 (+7), INT 16 (+3), WIS 18 (+4), CHA 18 (+4)

Skills: Bluff 4 (+8), Climb 5 (+11), Disable Device 4 (+7), Drive 4 (+9), Escape Artist 4 (+9), Gather Information 4 (+8), Intimidate 8 (+12), Knowledge (tactics) 10 (+13), Knowledge (Technology) 5 (+8), Medicine 2 (+6), Notice 7 (+11), Pilot 4 (+9), Search 5 (+8), Sense Motive 6 (+10), Stealth 6 (+11), Survival 6 (+9)

Feats: Accurate Attack, Ambidexterity, Assessment, Benefit (Tactics check for Master Plan, Rank), Defensive Attack, Dodge Focus 2, Equipment 4, Improved Aim, Improved Disarm, Inspire 2, Leadership, Master Plan, Move-by Action, Power Attack, Precise Shot, Quick Draw, Takedown Attack, Track

Powers: Device 2 (Hard to lose, Armor, Protection 3 (Extras-Impervious), Super-Senses 4 (Darkvision, Time Sense, Direction Sense))
Device 6 (Autocannon, easy to lose, Blast 7 (Extras-Autofire, Penetrating), PF: Improved Critical, Improved Range (175 feet increments)

Equipment: Fragmentation grenades, knife, commlink

Combat: Attack +13 (DC 22 Auto-cannon, Autofire, DC 22 knife, DC 21 unarmed), Defense +12

Saves: Toughness +11 (3 Impervious), Fortitude +7, Reflex +7, Will +8

Abilities 58+Skills 20+Feats 24+Powers 26+Combat 46+Saves 6=180

•Captain Miles Landry, United States Army, Special Persons Division, is one of the finest soldiers the United States has ever seen. When the Military decided to put together its first overt operations SPD unit, they were interested in no other man leading the team than Landry, despite his lacking any powers. He accepted the position without hesitation, and has led the American Eagles, as they are called, for nearly a year now. Though he's somewhat uncomfortable with the press the unit receives, along with his codename of Captain Victory, Landry does what his country needs.

Armed with cutting-edge military technology, Landry can fight superhumans just as well, if not, better, than any of the Special Persons on the team. He's good at nearly everything, and even better at a few specific things. At thirty-six, he's not as strong or as quick as he was, but he's still as tough. Besides, any normal who's ever done it can tell you that fighting supers is not about strength, its about smarts, and Miles is a brilliant military mind. He's fought covert supers units from other countries, participated in solo missions to disable new, experimental weapons technologies dangerous to U.S. interests, and even fought invading extra-terrestrial armies, with a powerful Auto-cannon, the only prototype in use, and a high-tech armor system. He continues to lead his unit into any action they are ordered into, even non-military press functions. He accepts that the Eagles are a symbol that the U.S. public needs in a world of rouge superhumans with power greater than any military weapon, he just wishes he was better at it because, despite his charisma on the battlefield, Landry is actually a little camera-shy.

•Based on my Captain America build, Landry here is a dangerous PL 11. His high attack bonus plus the Autofire on his Cannon means he'll usually be doing much more than DC 22 damage, up to DC 27 on an exceptionally good roll. His toughness lets him charge through a hail of bullets and come out unscathed, although he has to think quickly to handle superhumans. Still, with a good Plan and by Inspiring his subordinates on the Eagles, there's not much the team can't accomplish.
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Postby Arthur Eld » Mon Apr 27, 2009 1:27 pm

Artillery
PL 10 145pp


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

Skills: Climb 4 (+6), Drive 4 (+5), Intimidate 7 (+8), Knowledge (Tactics) 6 (+6), Knowledge (technology) 2 (+2), Notice 4 (+5), Search 4 (+5), Sense Motive 4 (+5)

Feats: Accurate Attack, Attack Focus (ranged), Benefit (Rank), Diehard, Endurance, Equipment 5, Improved Aim, Improved Critical (powers), Teamwork

Powers: Blast 12 (Extras-Autofire, Penetrating 4, PF: Improved Range 3, AP:Blast 10 (Explosion Area, Penetrating 4, Improved Range 3), Immunity 20 (Lethal Energy Damage, Limited-Half effect)

Equipment: Tactical vest (+4 toughness), commlink, heavy pistol, 12 for APC

Combat: Attack +7, +8 ranged (DC 27 Blast, Autofire, 19-20 crit, DC 20 Reflex Blast, DC 25 Toughness), Defense 19, 14 flat-footed

Saves: Toughness +7, Fortitude +5, Reflex +4, Will +4

Abilities 16+Skills 9+Feats 13+Powers 55+Combat 32+Saves 8=145

•Sergeant Major William Henrickson, SPD was eighteen when a friend at college accidentally exposed him to an experimental radioactive isotope. Instead of being stricken with radiation sickness, William developed the power to project blasts of energy from his hands. He's also sort of immune to energy attacks, though particularly powerful ones can still harm him. Always patriotic, William decided to put his powers to use helping his country and joined the military, dropping out of school. Now, two years later, he's a member of the American Eagles, with the codename Artillery. Though primarily a ranged fighter, with blasts more powerful than that of a tank's cannon, Captain Victory has recently begun training William in melee combat.

•In a fight, William will act as his name implies-long range support. Eyes will often act as a spotter for him, finding targets for him from far above the battlefield, which William will promptly douse with explosions. Despite his skill and power, William has a knack for getting injured in the line of duty, having broken his ribs, one of his arms, and cracking his shoulder in combat with the Kaiser. He's fallen off a cliff, been shot numerous times, and once had his organs nearly torn out by the League of Infamy's Ripper, but he always manages to survive, somehow. The Eagles will always send him in first if their enemy is using energy-based weapons.

William is five foot nine, weighing one hundred and seventy pounds, with a muscular, athletic build. His hair is nearly completely shaved, and he'll often wear mirror sunglasses in addition to his custom uniform-dark blue fatigues with a large A on the shoulders and the unique unit patch of the Eagles on the breast.
Last edited by Arthur Eld on Tue Mar 16, 2010 9:25 am, edited 2 times in total.
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Postby Arthur Eld » Mon Apr 27, 2009 2:35 pm

For whom it may concern, Metal Gear Kreuzritter Part 8 is up. Check it out!
Last edited by Arthur Eld on Mon Jun 01, 2009 10:52 am, edited 1 time in total.
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Postby MorningKnight » Mon Apr 27, 2009 4:14 pm

I really love the American Eagles. :D
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Postby Arthur Eld » Mon Apr 27, 2009 4:20 pm

I'm glad you like em, MK!

The Eagles are some of my favorite originals, so much so that I may have to use them in a fight/story some time in the future. Course, that'll probably wait until after MGK is over, so it might be a while...
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