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

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Re: Eld's builds-Accepting requests, Nobunaga Oda, Saix

Postby Nero's Boot » Sat Nov 07, 2009 9:53 am

I have a request. Could you possibly do some of the Forsaken from the Wheel of Time?
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Re: Eld's builds-Accepting requests, Nobunaga Oda, Saix

Postby BARON » Sat Nov 07, 2009 10:18 am

Is it too much to ask how he got that scar?


first guess...
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Re: Eld's builds-Accepting requests, Nobunaga Oda, Saix

Postby Arthur Eld » Wed Nov 11, 2009 10:02 pm

Alas, I've never read any Wheel of Time, NB. Perhaps later, much, that is, I might get to some of these Forsaken you speak of.
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Postby Arthur Eld » Wed Nov 11, 2009 10:25 pm

The Immortal Don
PL 7 115


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

Skills: Bluff 8 (+10), Computers 4 (+6), Craft (chemical) 4 (+6), Disable Device 6 (+8), Diplomacy 4 (+6), Gather Information 12 (+14), Intimidate 7 (+9), Knowledge (history) 5 (+7), Knowledge (current events) 5 (+7), Knowledge (streetwise) 12 (+14), Notice 5 (+7), Search 5 (+7), Sense Motive 6 (+8), Stealth 5 (+7)

Feats: Attack Focus (ranged) 2, Beginner's Luck, Benefit (Status), Diehard, Dodge Focus, Eidetic Memory, Equipment 3, Improved Initiative, Jack-of-all Trades

Equipment: Submachine gun, cell phone

Powers: Regeneration 24 (Recovery Bonus 7, Bruised 1, Injured 4, Staggered 4, Disabled 3, Ability Damage 3, Resurrection 2 (not if cremated), PF: Regrowth), Immunity 2 (Aging, Disease)

Combat: Attack +7, +9 ranged (DC 19 SMG, Autofire), Defense 15, 12 flat-footed

Saves: Toughness +2, Fortitude +5, Reflex +5, Will +6

Abilities 22+Skills 22+Feats 12+Powers 27+Combat 22+Saves 10=115

•An original build, the Immortal Don is a build that shows what happens when you give an ordinary mobster immortality and make him more or less indestructible. Francis Arthur Fontaine (no relation) was just a normal trigger man for Campaign City's mob when he was sold out to the bulls by men who were supposed to be working with him on a job. The subsequent shoot-out (Frank was never one to surrender) left him dead. But he didn't stay that way, and in a day he was alive again, with no memory of the intervening time. After that, he went on a rampage, and found he healed amazingly quickly from most injuries. By the time those he was gunning for realized he was more than just your average gun-wielding avenger, it was too late. Those who weren't dead were prepared to follow him as the new head of the organized crime syndicate in town. But it didn't last. Being able to return from the dead made Frank the capricious type, so he took big risks, the kind that got those who worked for him killed. Eventually he skipped town, and he's been traveling the world for years now. His powers manifested in 1935, when he was 27, and he still looks that young today. He's known to some, and those that are aware of him fear him. Even those mobsters that can afford super-powered muscle usually don't have the brains to figure out how to kill him. Ironically, as most of the men who might want him dead permanently are Roman Catholic, they would prefer to have him dead and buried as opposed to cremation, which is ultimately their undoing. His pattern of late has become quite simple, but hard to foil. He rolls into town, find the leader of the strongest mob, and threatens to bring a one-man war upon then if he doesn't get what he wants. Most do what he says, and the others usually die. He's still a simple man though, and when the heroes come looking they usually find him in a casino, with beautiful women on his arms.

•I might end up using the I.D. here against some of my players in either of my PbP, just to give them a baddie that won't stay beaten for long (even more than regular villians). He's the kind to hold a grudge so if the heroes send him to jail, when he gets out (usually by breaking out of a morgue after killing himself) he'll be back to bother them in some way. By hooking up with more powerful types (mad scientists, evil businessmen, super-powered thugs) he'll threaten the heroes, and he's smart enough to cause trouble. He'll have men follow them to learn their secret identities, and then he'll firebomb their homes. That sort of thing. He's simple, but not dumb, and decades of experience make him a dangerous opponent. And he can have ties to virtually any other hero or villain, since he's been around since the Golden Age.
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Postby Arthur Eld » Fri Nov 27, 2009 12:26 am

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Robin who?

Green Arrow
PL 10 150pp


Abilities: STR 15 (+2), DEX 18 (+4), CON 16 (+3), INT 14 (+2), WIS 14 (+2), CHA 16 (+3)

Skills: Acrobatics 9 (+13), Bluff 8 (+11), Climb 6 (+8), Diplomacy 2 (+5), Drive 3 (+7), Escape Artist 4 (+8), Gather Information 8 (+11), Investigate 4 (+6), Knowledge (current events) 4 (+6), Knowledge (streetwise) 8 (+10), Knowledge (technology) 4 (+6), Notice 8 (+10), Pilot 3 (+7), Search 7 (+9), Sense Motive 6 (+8), Stealth 6 (+10), Survival 6 (+8)

Feats: Accurate Attack, Attack Focus (ranged) 3, Attack Specialization (bow), Benefit 2 (Status, Wealth), Contacts, Defensive Attack, Defensive Roll 3, Dodge Focus, Equipment 3, Improved Aim, Improved Critical (bow) 2, Improved Initiative, Luck, Precise Shot, Quick Draw, Ranged Pin, Tough, Ultimate Aim

Equipment: Sword, 10 ep as needed

Powers: Device 4 (Bow and arrows, hard to lose, Stun 5 (Extras-Ranged, AP: Blast 5 (Extras-Autofire), Snare 5, AP: Super-movement (swinging), AP: Dazzle 5 (visual))

Combat: Attack +10, +13 ranged, +15 ranged (DC 20 toughness arrows, 18-20 crit, DC 16 Reflex Snare, Dc 15 Stun), Defense 22, 15 flat-footed

Saves: Toughness +6, Fortitude +5, Reflex +9, Will +6

Abilities 33+Skills 24+Feats 26+Powers 16+Combat 40+Saves 11=150

•Ollie here has a great amount of experience, and it shows. He doesn't quite hit his offensive caps, but the Autofire on his arrows will let him dish out some serious damage. He's undercapped on defense, being a PL 9, and that's fine by me. Hard to hit on a street level, but will take some hits if he is hit. That's why he has Defensive Attack. His attack bonus is right at the top of master level, and with Accurate Attack and Improved Aim, he can knock that up to best in the world status. And he has Ultimate Aim, so in my mind, he's firmly cemented as the DCU's premiere ranged attack guy, at least in terms of skill.

•Luckily for me, he came out perfectly balanced pp/PL wise, and he hits several bases. The Status and Wealth Benefits can get him a lot in game play, and the extra ep are there for whatever the serious street hero might need (Arrow Car, if you like) and Ranged Pin is a must for Oliver. He's got the sword because that's a most recent thing, but you can drop that and have more points for other stuff (maybe a plane) and he's got a lot of skills, which to me, are the difference between real super types and street level. Supers have to have most cases handed to them in a solo game, they're not gonna be picking up clues unless they fall out of unconscious baddies costumes. Ollie can sniff out the clues to a case, connect the dots all himself, and take out mob bosses and the like when he has to. I might have to give this build a play-test, just to see how it works. Maybe with a PL 6 or so Speedy Sidekick.
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Postby Arthur Eld » Sun Nov 29, 2009 1:28 pm

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His name is Speedy and people are surprised he has a drug problem?

Speedy
PL 7 95pp (Sidekick 19)


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

Skills: Acrobatics 8 (+11), Bluff 8 (+9), Climb 4 (+5), Drive 4 (+7), Notice 6 (+7), Search 2 (+3), Sense Motive 4 (+5), Stealth 4 (+7)

Feats: Accurate Attack, Attack Focus (ranged) 3, Attack Specialization (bow), Beginner's Luck, Defensive Roll 2, Dodge Focus 2, Improved Aim, Improved Initiative 2, Luck, Move-by Action, Precise Shot, Quick Draw, Ranged Pin. Seize Initiative, Set-up, Taunt, Teamwork

Powers: Device 3 (Bow and arrows, hard to lose, Stun 4 (Ranged, AP: Blast 4, AP: Snare 4, AP: Super-movement (swinging))

Combat: Attack +5, +8 ranged, +10 bow (DC 18 toughness bow), Defense 20, 14 flat-footed, Initiative +11

Saves: Toughness +4, +2 flat-footed, Fortitude +4, Reflex +8, Will +4

Abilities 18+Skills 10+Feats 22+Powers 9+Combat 26+Saves 10=95

•This build is Roy Harper in his early days, and is a good street-level character, but still definitely a sidekick. He's underpointed, relies exclusively on his bow even more than Green Arrow does, and takes a massive hit if caught flat-footed. He really excels at striking first though (since he got his name from being faster to shoot than Oliver himself) so he has a really high initiative and Seize Initiative for when you just need to go first. Like any good sidekick, he's all about bluffing and demoralizing with his Acrobatics and Bluff skills, and he has Team-work and Set-up to really be a boon to Ollie. I might have to give the founding members of Team Arrow a play-test, but against whom?
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Postby Arthur Eld » Tue Dec 01, 2009 10:18 am

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"I am Justice!"


Light Yagami
PL 6 76pp


Abilities: STR 10 (+0), DEX 12 (+1), CON 10 (+0), INT 22 (+6), WIS 18 (+4), CHA 16 (+3)

Skills: Bluff 11 (+14), Computers 9 (+15), Diplomacy 7 (+10), Drive 2 (+3), Gather Information 9 (+12), Investigate 4 (+10), Knowledge (behavioral sciences) 2 (+8), Knowledge (current events) 6 (+12), Notice 6 (+10), Sense Motive 9 (+13), Sleight of Hand 4 (+5), Tennis 10 (+11)

Feats: Benefit (Status), Challenges 2 (Durable Lie, Read Situation), Connected, Conspiracy Theorist, Contacts, Deep Ties (punishing criminals), Eidetic Memory, Luck 2, Master Plan, Online Research, Skill Mastery (Sense Motive, Bluff, Computers, Diplomacy) Well-Informed

Combat: Attack +2, Defense 12

Saves: Toughness +0, Fortitude +1, Reflex +3, Will +8

Abilities 28+Skills 20+Feats 14+Combat 8+Saves 7=77

Complications: Enemy (L, Near, Mello), Obsession (punishing criminals), Secret (Identity as Kira)

•The main character of Death Note, Light Yagami is a brilliant, largely apathetic student in Japan who despises criminals and feels the criminal justice system is ineffective. When he discovers a magical notebook able to kill anyone who's name is written in it, he begins down a path to change the world and rule over it as a god.

•Modeled on Servitor_2152's Light build, as well as my own L build, Light here is a top-notch street level skill monkey. With Skill Mastery, Online Research, and his Status (which he gains once he starts working directly with the police), he's a formidiable intellectual foe, having access to great amounts of information as well as being a skilled liar. He's able to sense the truth in most situations, and fools pretty much everyone around him for years that he is not Kira, as well as maintaing other secret identities as well. With Eidetic Memory and his high Intelligence, he can pull of being a genius without having too many Knowledge ranks, and Master Plan, plus three starting Hero Points (although you'd probably want to rename them for him) make him a very dangerous behind-the-scenes foe in any case. With the Death Note, he becomes nigh-unstoppable, although it is worth noting being in a traditional supers setting would give him all kinds of trouble. Secret identities, plus a bunch of non-humans running around, that's bad news for him.
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Postby Arthur Eld » Tue Dec 01, 2009 11:31 am

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A mug like that yet he still gets the girl. That's royalty for ya.

Rex Furst
PL 10 150pp


Abilities: STR 34 (+12), DEX 12 (+1), CON 30 (+10), INT 10 (+0), WIS 12 (+1), CHA 12 (+1)

Skills: Drive 2 (+3), Intimidate 9 (+10), Knowledge (current events) 4 (+4), Knowledge (technology) 4 (+4), Language (native language, english), Notice 6 (+7), Notice 6 (+7), Pilot 5 (+6), Search 3 (+3), Sense Motive 4 (+5)

Feats: Deep Ties (Astra), Endurance, Environmental Adaptation (zero-g), Fearsome Presence 4, Improved Critical (unarmed), Improved Initiative, Lionheart, Luck, Startle, Swift, Power Attack, Takedown Attack, Teamwork, Set-up

Powers: Protection 3, Impervious Toughness 9, Immunity 3 (Drowning, cold, pressure), Super-Strength 6, Super-Senses 1 (low-light vision), Swimming 2, Leaping 2

Combat: Attack +7, +8 melee (DC 27 unarmed, 19-20 crit), Defense 17, 14 flat-footed

Saves: Toughness +13 (7 Impervious), Fortitude +11, Reflex +5, Will +6

Abilities 50+Skills 13+Feats 14+Powers 32+Combat 30+Saves 10=150

•Astro City's version of the Thing, Rex Furst (birth name Zorus) is the son of Madame Majestrix, a very powerful villain and ruler Monstro City. Originally a foe, he reformed after fighting the First Family, and is now a prominent team member, and a part of the family.

•A standard PL 10 brick type, Rex is powerful and experienced, with Power Attack and Improved Critical for when he really needs to put the hurt on somebody. He gets a few powers due to Monstro City being underwater (Immunities, Swimming, Super-Senses), and the rest is pretty standard fare. It takes a damage bonus of 9 (or medium superhuman strength) to hurt him, and he can lift a tank. He's got Deep Ties for his daughter Astra, so when she's in danger, watch out.
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Postby Arthur Eld » Tue Dec 01, 2009 4:42 pm

From Freedom City comes these four members of the Mayombe, a sinister voodoo cult with connections to the Serpent People. Of the four, only Cobara is an original creation of mine, the rest are the brianchildren of the Son of Ken and the other writers of FC. Background and more info can be found here.

Cottonmouth
PL 8 120pp


Abilities: STR 16 (+3), DEX 18 (+4), CON 16 (+3), INT 10 (+0), WIS 12 (+1), CHA 11 (+0)

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

Feats: Accurate Attack, Defensive Roll 2, Diehard, Dodge Focus, Fearsome Presence 2, Improved Grab, Power Attack, Sneak Attack

Powers: Drain Constiution 7 (Extras-Poision, Extended Reach 3), Super-movement 1 (Slithering), Super-Senses 2 (Infravision, scent)

Combat: Attack +9 (DC 18 unarmed, DC 20 sneak Attack, DC 17 Fortitude, Drain), Defense 21, 15 flat-footed

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

Abilities 23+Skills 19+Feats 9+Powers 21+Combat 38+Saves 12=120

Cottonmouth is a loyal soldier to his mother, quick-tempered and willing to strike at small insults. He's stealthy, and prefers to kill either with his paralytic fangs or by spitting the venom at his victims. Thanks to his snake-like lower body, he can be quite quick and silent in his movements. He serves as muscle to his mother, and wouldn't dream of leaving the cult-he's feared, he has the freedom to kill, and his mother provides him with anything he might want. He just wishes his mother and sister could get along more, and often feels torn between the two stronger-willed women.

Lady Mamba
PL 9 124pp


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

Skills: Bluff 6 (+8), Concentration 8 (+10), Craft (chemical) 8 (+10), Diplomacy 4 (+6), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (Arcane lore) 9 (+11), Knowledge (streetwise) 4 (+6), Notice 4 (+7), Sense Motive 5 (+8), Stealth 4 (+5)

Feats: Artificer, Benefit (Leader of the Mayombe), Contacts, Defensive Roll 2, Minions 5 (5 45pp minions, use Serpent Person Initiatite stats), Minions 7 (50 30pp Use Cultist stats), Ritualist, Trance

Powers: Magic 9 (Mystic Blast, PF: Accurate, AP: Obscure (visual) 5, AP: Morph 4 (humanoids), AP: Communication 8 (Mental, PF: Subtle), AP: Summon Zombies 1, Continuous, Fanatical, Horde, PF: Progression 4), Super-Senses 3 (Mystic awareness, acute, extended)

Combat: Attack +7, +9 Blast (DC 24 toughness blast), Defense 18, 14 flat-footed

Saves: Toughness +4, +2 flat-footed, Fortitude +5, Reflex +6, Will +8

Abilities 20+Skills 17+Feats 19+Powers 25+Combat 30+Saves 13=124

In her early forties, much of Lady Mamba's beauty has left her, although she is still striking. More striking is the look in her eyes, the madness and drive. She will have power, more than ever before, and the new scores of Serpent People under her command have given her this. She is often found with Serpent Person sorcerers, and holds 'court' in the Mayombe's New Orleans center, in a large basement/cave complex near the docks, where she practices dark magics and engages her lustful appetites with cultists, captured men, and Serpent Men alike. Her greatest wish, apart from gathering more followers and more power, is to strip Cassandra Vale once more and torture her unto death.


Cobara
PL 8 116pp


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

Skills: Climb 4 (+9), Escape Artist 4 (+6), Knowledge (arcane lore) 4 (+5), Intimidate 8 (+9), Sense Motive 4 (+5), Stealth 4 (+6), Survival 4 (+5)

Feats: Equipment 2, Diehard, Dodge Focus, Fearsome Presence 4 Improved Critical (unarmed), Improved Initiative, Leadership, Minions 4 (5 Savage Serpent People), Move-by Action, Rage, Startle, Tough

Powers: Drain Wisdom 5 (Linked to bite, Extra-Poison), Morph 2 (humanoids), Protection 1, Super-Senses 2 (darkvision)

Equipment: Spear, 3 ep unspent

Combat: Attack +8 (DC 23 spear, DC 20 unarmed, DC 15 Fort, Drain), Defense 19, 14 flat-footed

Saves: Toughness +7, Fortitude +7, Reflex +6, Will +5

Abilities 30+Skills 8+Feats 19+Powers 17+Combat 32+Saves 10=116

The son of Tsa'lokk, Cobara is a mighty warrior, and just intelligent enough to catch Dahlia's eye. He can often be seen with her in human form in Freedom City, a guise that he hates to wear. He tolerates it only for Dahlia's sake, and distrusts and dislikes most humans. Recently, he has earned the Mayombe a new enemy in the form of the Next Gen. His hatred of all things Atlantean drove him to lead Serpent People in an ill-advised attack to kill Nereid, against the wishes of Dahlia. He wishes to kill and devour Nereid, and despite his affection (bordering on obsession) for Dahlia, he suspects her feelings towards him are not entirely genuine.

Voodoo Dahlia
PL 8 120pp


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

Skills: Bluff 6 (+9/+13), Diplomacy 4 (+7/+11), Gather Information 6 (+9), Intimidate 4 (+7), Knowledge
(arcane lore) 8 (+9), Knowledge (streetwise) 6 (+7), Notice 4 (+6), Sense Motive 5 (+7), Stealth 4 (+5)

Feats: Attractive, Connected, Contacts, Dodge Focus, Minions 4 (2 Serpent Person Initiaties), Minions 5 (10 Cultists) Move-by Action, Ritualist

Powers: Magic 8 (Mystic Blast, PF: Accurate, AP: Snare 8 (PF: Accurate), AP: Emotion Control 6 (PF: Subtle), AP: Summon Zombies 1(Continuous, Fanatical, Horde, Mental Link, Progression 3, AP: Darkness Control 5)) Force Field 5 (mystic shields), Super-Senses 4 (detect magic, extended, post-cognition (requires Arcane Knowledge check))

Combat: Attack +6, +8 Magic (DC 24 toughness Blast, 18 reflex Snare), Defense 19, 14 flat-footed

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

Abilities 18+Skills 18+Feats 15+Powers 29+Combat 28+Saves 12=120

Dahlia is an enchanting beauty of a women, twenty-five years old, and only recently exposed to the greater world beyond the dark lairs of the Mayombe. She loves all of it-the lights, the crime, the urban sprawl, the hapless masses to prey upon, and above all, the men. Dahlia has tremendous appetites for men, and seems often less driven by a thirst for power than by lust and petty jealousy. Attractive women often earn her ire, and if Lady Fortune wasn't Driogano's daughter, Dahlia would likely have Cobara pluck her eyes out. As it is, despite her desire for men, she actually considers Cobara her greatest love, she just doesn't want to have to be exclusive. Needless to say, if he ever learned the true extent of her depravity, he would likely not share her view-point.
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Postby Arthur Eld » Wed Dec 02, 2009 12:53 pm

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This guy goes back and forth more than most politicians.

Riku
PL 10 150pp


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

Skills: Acrobatics 10 (+13), Climb 4 (+7), Intimidate 8 (+9), Knowledge (arcane lore) 4 (+5), Notice 5 (+6), Search 4 (+5), Sense Motive 5 (+6), Stealth 4 (+7)

Feats: Acrobatic Bluff, Attack Focus (melee), Attack Specialization (keyblade), Defensive Attack, Diehard, Dodge Focus 2, Equipment, Evasion, Favored Opponent 2 (Heartless, Nobodies), Improved Block, Improved Critical (keyblade), Improved Initiative, Move-by Action, Power Attack, Set-up, Startle, Swift, Takedown Attack, Teamwork, Tough

Equipment: Armor (+3 toughness, Subtle)

Powers: Way to the Dawn, Strike 4 (Extras-Penetrating 4, Autofire PF: Mighty, Critical Strike, Improved Critical, AP: Lock 2), Leaping 1,
Blast 8 (Extras-Autofire, (Flaw-Fades, PF: Slow Fade), AP: Healing 8 (Ranged, Fades, Slow Fade), AP: Create Object 8, Fades, Slow Fade)

Combat: Attack +10, +11 melee, +13 keyblade (DC 22 WttD, 18-20 crit, DC 23 Blast, Auotifre), Defense 22, 15 flat-footed, Initiative +7

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

Abilities 24+Skills 11+Feats 22+Powers 39+Combat 40+Saves 14=150

•From Kingdom Hearts and its various sequels, spin-offs, what have you, comes Riku, the protag's best friend and, in true RPG fashion, rival, enemy and later friend again. This build is Riku circa Kingdom Hearts 2, and could probably reasonably be pumped up in power or power points, but I like how he stands here. He's very similar to Sora, only he hits harder, but doesn't have as much Autofire. Keyblade uses the same basic structure, some Mighty Strike with the Lock power, developed by JoshuaDunlow for keyblades, but Riku has other powers as well by tapping into the darkness. Magic blasts, healing and shields (all with the Fades flaw to simulate how magic can't be used indefinitely) and the like. He's light on skills as he's very combat-focused. Against Nobodies and Heartless, he actually breaks his caps, but really I'd be fine with the GM not giving him the bonus, I really put it there only so he could get the Critical Strike Feat (a must-have against the Constructs that are the games' most common foes).

•I might have to play-test him and Sora out some-time soon, most likely after I finish up the rest of the Organization (minus Roxas and the new girl, as I don't know enough about her yet, and Roxas is basically Sora with minor tweaking).
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Re: Eld's builds-Accepting requests, Light, Rex, Mayombe, Riku

Postby RhimeFyre » Sat Dec 05, 2009 12:48 am

:D :D :D :D Thank you so much, Arthur Eld! I wish you had told me you had done the Light build! I'm sorry I didn't check your thread, I just figured you would let me know when you got around to it! Thank you so much, wow, he's great! Thank you. I love it! :D I really appreciate you taking the time to stat him up for me, I would have thanked you sooner, I just never noticed until just now. I love the build so much. :D SOOO friggin' awesome Arthur Eld! Incredible. Thank you so much for that. :D

Arthur Eld wrote:Image
"I am Justice!"


Light Yagami
PL 6 76pp


Abilities: STR 10 (+0), DEX 12 (+1), CON 10 (+0), INT 22 (+6), WIS 18 (+4), CHA 16 (+3)

Skills: Bluff 11 (+14), Computers 9 (+15), Diplomacy 7 (+10), Drive 2 (+3), Gather Information 9 (+12), Investigate 4 (+10), Knowledge (behavioral sciences) 2 (+8), Knowledge (current events) 6 (+12), Notice 6 (+10), Sense Motive 9 (+13), Sleight of Hand 4 (+5), Tennis 10 (+11)

Feats: Benefit (Status), Challenges 2 (Durable Lie, Read Situation), Connected, Conspiracy Theorist, Contacts, Deep Ties (punishing criminals), Eidetic Memory, Luck 2, Master Plan, Online Research, Skill Mastery (Sense Motive, Bluff, Computers, Diplomacy) Well-Informed

Combat: Attack +2, Defense 12

Saves: Toughness +0, Fortitude +1, Reflex +3, Will +8

Abilities 28+Skills 20+Feats 14+Combat 8+Saves 7=77

Complications: Enemy (L, Near, Mello), Obsession (punishing criminals), Secret (Identity as Kira)

•The main character of Death Note, Light Yagami is a brilliant, largely apathetic student in Japan who despises criminals and feels the criminal justice system is ineffective. When he discovers a magical notebook able to kill anyone who's name is written in it, he begins down a path to change the world and rule over it as a god.

•Modeled on Servitor_2152's Light build, as well as my own L build, Light here is a top-notch street level skill monkey. With Skill Mastery, Online Research, and his Status (which he gains once he starts working directly with the police), he's a formidiable intellectual foe, having access to great amounts of information as well as being a skilled liar. He's able to sense the truth in most situations, and fools pretty much everyone around him for years that he is not Kira, as well as maintaing other secret identities as well. With Eidetic Memory and his high Intelligence, he can pull of being a genius without having too many Knowledge ranks, and Master Plan, plus three starting Hero Points (although you'd probably want to rename them for him) make him a very dangerous behind-the-scenes foe in any case. With the Death Note, he becomes nigh-unstoppable, although it is worth noting being in a traditional supers setting would give him all kinds of trouble. Secret identities, plus a bunch of non-humans running around, that's bad news for him.
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Re: Eld's builds-Accepting requests, Light, Rex, Mayombe, Riku

Postby Arthur Eld » Sat Dec 05, 2009 1:38 pm

I'm glad you like him, RF. If you have any other requests, I'd be happy to receive them.
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Re: Eld's builds-Accepting requests, Light, Rex, Mayombe, Riku

Postby RhimeFyre » Sun Dec 06, 2009 2:02 am

Arthur Eld wrote:I'm glad you like him, RF. If you have any other requests, I'd be happy to receive them.

Ok great, thanks so much, Arthur Eld! :) Let me think about it, I'll certainly let you know! :D
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Postby Arthur Eld » Mon Dec 07, 2009 12:34 pm

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Bad girl personality, hot. Hair, not.

Larxene
PL 10 171pp


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

Skills: Acrobatics 8 (+12), Bluff 8 (+9), Intimidate 6 (+7), Notice 4 (+5), Sense Motive 4 (=5), Stealth 2 (+6)

Feats: Acrobatic Bluff, Attack Focus (melee) 2, Defensive Roll 2, Dodge Focus 2, Evasion, Improved Initiative, Move-by Action, Power Attack, Sneak Attack,

Powers: Immunity 40 (Fortitude effects, emotion effects, electricity damage, Limited to half effect),
Blast 8 (Extras-Shapeable Area, PF: Progression (Area) 2, AP: Blast 5 (Autofire, Improved Critical, Accurate), AP: Strike 3 (PF: Mighty, Thrown 3, Autofire, Improved Critical 2), Teleport 5 (PF: Change Direction, Change Velocity, AP: Super-movement Dimensional)) Protection 6, Absorption 4 (Healing, Limited to electricity)

Combat: Attack +11, +13 melee or blast, Defense 22, 15 flat-footed

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

Abilities 22+Skills 8+Feats 12+Powers 75+Combat 42+Saves 12=171

•So here's Larxene, the Savage Nymph. Combat-wise, she's all about moving around and blasting away with any of her three attacks. Against hard to hit foes, she'll drop the area blast, and she likes to stun juggle in melee. She also teleports a lot in mid-combat, and can cover a lot of ground. She's also good at making opponent's flat-footed, either by feinting or using Acrobatics. Taunt covers the fact that she pretty much just insults people constantly.

•This build marks a change in how I'm going to build the rest of the Org members from now on (and any other Nobodies I might do). Stuff in 358/2 days indicates they need to rest and such, so they're now only half immune to Fort saves, as well as emotional effects (they claim to be unfeeling, but there are reports to the contrary). And Larxene, in traditional video game boss fashion, is more or less immune to her chosen element lightning-she cuts any lightning damage in half, then subtracts four from its ranks, and then she gets to save. That's only cause I feel Absorption plus full Imunnity is either illegal, rules-wise, or otherwise just totally unsportsmanlike.
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Postby Arthur Eld » Tue Dec 08, 2009 10:46 am

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Hmmm...remind you of another Toriyama creation at all?

Lucca
PL 10 150pp


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

Skills: Computers 4 (+9), Craft (electronic) 8 (+13), Craft (mechanical) 8 (+13), Disable Device 8 (+13), Drive 2 (+3), Investigate 4 (+9), Knowledge (technology) 9 (+14), Knowledge (physical sciences) 9 (+14), Notice 4 (+6), Pilot 4 (+5)

Feats: Beginner's Luck, Defensive Roll 2, Eidetic Memory, Equipment, Improved Initiative, Inventor, Last Stand, Luck, Salvage, Skill Mastery (Craft Skills, Knowledge skills)

Powers: Device 3 (Easy to lose, Blast 7 (PF: Improved Critical))

Device 7 (Bag of weapons, hard to lose, Explosion Blast 10 (Selective, Full Round Action Fades, Total Fade, AP: Strike 8 (Line Area) Fades, Total Fade,, AP: Fatigue 8 (Ranged, Sleep Extra-, Sleep Only, Fades, Total Fade)

Magic (Burst Blast 10 Fades, Slow Fade AP: Burst Blast 8 Fades, Slow Fade, AP: Blast 10, Fades, Slow Fade , AP: Boost Toughness 2 (Ranged, Slow Fade))

Equipment: Tools, armor (+4 toughness)

Combat: Attack +7, +9 ranged, +13 gun (DC 22 toughness Gun, 19-20 crit), Defense 20, 15 flat-footed

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

Abilities 20+Skills 15+Feats 11+Powers 60+Combat 34+Saves 10=150

•Here's Lucca from Chrono Trigger, one of those characters who moves the plot along in a major way. She invents many things that are useful to our heroes over time, and without her, Robo would still be rusting away somewhere. She's also rather spunky for someone so brainy, and her knowledge and skill in technology is way ahead of its time.

•I thought about giving Lucca the Genius feat to reflect the fact that she makes stuff way ahead of her time, but I went against it for several reasons. One, she actually comes into cost now (granted I fudged on her powers a bit, giving them Fades with either Slow Fade or Total Fade) and two, in the Chrono Trigger world, if you've got the ranks, you can make it. Plus seeing as how she goes into the future and past (which both have more advanced tech than the modern age) it can be said that she's familiar enough with her stuff. Combat-wise, she'll do everything you remember from the game, blasting people with her ray gun, but not doing too much damage despite being very accurate (she lacks Power Attack to convert that accuracy into damage) and relies on her Techs very heavily. She's got her weapons (bombs and other fire stuff) as well as her magic, which is also fire stuff although she has her Hypno-ray (used for putting baddies to sleep) and her Protect spell (to boost Toughness). On her, it doesn't break her caps, but GMs looking for the spirit of Chrono Trigger shoudl let her use it on others even when it does break their caps. Its not a huge boost after all.
Last edited by Arthur Eld on Tue Apr 13, 2010 9:04 am, edited 1 time in total.
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