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Gilliam's Builds [2E]

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

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Alien Force Builds

Postby Gilliam » Mon Oct 03, 2011 3:04 am

Image

Swampfire is probably the last one of Ben's alien forms that I will be attempting for a while. Most of the pictures of the aliens I found on Dittofan04 DeviantArt site and I recommend taking a look through her work.

The Omnitrix pictures are also from Dittofan04's site.

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Build #60: Mahuika

Postby Gilliam » Mon Oct 10, 2011 2:13 am

MAHUIKA

Image

Real Name: Aroha Muliaina
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 17
Size: Medium
Height: 5' 8”
Weight: 130 lbs
Hair: Dark Brown (normal)
Eyes: Brown (normal)


POWER LEVEL
Power Level: 9
Power Points: 135
Max Attack: 6
Max Defense: 8
Max Save DC: 12
Max Toughness: 10

ABILITIES
STR: 20 (+5/+1)
DEX: 16 (+3)
CON: 20 (+5/+1)
INT: 12 (+1)
WIS: 14 (+2)
CHA: 12 (+1)

COMBAT
Attack +6 (Melee +8, Ranged +6)
Damage: Unarmed +10* (Bruise); Blast +12; Blast (Fireball) +8 {* +1 Unarmed (normal form)}
Defense +8 (+3 flat-footed)
Initiative +3

SAVES
Toughness +10* (+9 flat-footed) {* +2 normal form}
Fortitude +8* {* +3 normal form}
Reflex +7
Will +6

SKILLS
Acrobatics 3 (+6)
Bluff 5 (+6)
Concentration 4 (+6)
Gather Info 4 (+5)
Knowledge
-Popular Culture 5 (+6)
-History 4 (+5)
Notice 4 (+6)
Search 5 (+6)
Sense Motive 6 (+8)

FEATS
Attack Focus - Melee (2); Improved Aim; Accurate Attack; Seize Initiative; Defensive Roll (1); Dodge Focus (3)

POWERS
Immunity [10] Fire Effects
Alternative Form [12] Lava Form
-- Protection [4]
-- Enhanced Strength [8]
-- Enhanced Constitution [8]
-- Burrowing [6]
-- Immunity [6] (cold damage, poison)
-- Super Strength [1] (Heavy 800lbs)
-- ARRAY - Fire Control [12]
---- [a] Fire Blast [12]
---- [a] "Fireball" Blast [8] (Extra Explosion)
---- [a] Strike [5] (Feats: Mighty)

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 15 ft/5 ft/5 ft
Burrowing: 450 ft (50 mph)

COMPLICATIONS
"5 MINUTES FAME" - Aroha still gets recognised as that girl who was hit by lightning because of her buxom figure. Sometimes the comments or stares can be very uncomfortable.
"FEAR" - Aroha now suffers from Astraphobia which is the fear of thunder and lightning. Currently she suffers a -2 penalty to rolls.
"SECRET IDENTITY" - Aroha is trying to keep her school, teenage and heroic careers separate however it is not as easy as she expected.

DRAWBACKS
Normal Identity: Full Round Action -5

SUMMARY
Abilities 18 + Skills 10 (40 ranks) + Feats 9 + Powers 70 + Combat 22 + Saves 11 – Drawbacks -5 = 135 / 135

BACKGROUND
Aroha enjoyed life to the full, she wasn't the brightest kid in school but she was above average. She had a good group of friends and loved her sports playing volleyball, netball, softball and cross country running. As a means of keeping fit and also because she liked it Aroha would regularly jog around the block and through the nearby park.

One weekend as she was half way through her jog through the park Aroha noticed that it was starting to spit and then she heard the rumble of thunder in the distance. As she started to pick up the pace to get home there was a flash of light and the next thing Aroha knew was that she was waking up in a hospital bed.

Girl surviving been hit by a lightning bolt is a story that would make the local news and then quickly fade away however when a local expert was asked "Why was Aroha hit by a lightning bolt in an open field when there were trees not too far away", his response was that because Aroha had a buxom figure that the lightning bolt was attracted to the underwire in her bra. This "expert comment" meant that the story went from just a local story to nation wide. After Aroha was released from hospital she received a lot of comments and stares from friends and strangers and found it all very uncomfortable and embarrassing.

Several months later on a school game Aroha was cooking sausages on an open fire and some of the sausages fell into the fire. Without thinking Aroha reached into the flames to grab them and did not suffer any burns. Thinking it might have been a fluke she experimented later that night and discovered that fire really did not harm her, hearing a strange noise Aroha wondered why the cleraring now seemed a lot brighter, somehow she had turned into a flame like creature. With some experimenting she worked out to change from her normal form to her "Lava" form.

Taking inspiration from some of the stories her Grandma had told her as a child, Aroha took the name "Mahuika" and is beginning to find her feet as a new superhero.

Edit: fixed unarmed damage amount.
Last edited by Gilliam on Thu Oct 13, 2011 3:44 am, edited 1 time in total.
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Re: Gilliam's Builds [2E]

Postby Porcupine » Wed Oct 12, 2011 8:25 pm

FINNALLY !!! Im glad its not a Ben X build LOL (I never liked the whole idea of it)

Your last build was great... And the bra thing in her build is... poor her !! I would move away from my hometown and fast after this if I had been her LOL

The build is a original one, Im correct? Its very well build !!

EDIT: I just realized her Strike power isnt a aura... a shame, it would be fitting (and WAY more costly LOL)
Last edited by Porcupine on Thu Oct 13, 2011 5:49 pm, edited 1 time in total.
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Re: Gilliam's Builds [2E]

Postby Gilliam » Thu Oct 13, 2011 3:37 am

I try to please :) I was surprised that there were no comments on the Ben10 Alien builds but nevermind.

Yes, Mahuika is an original build that I was trying to make slightly different from the standard fire controller and I would want to be leaving town quickly too.
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Build #61: The Shadow

Postby Gilliam » Sun Oct 16, 2011 3:48 am

THE SHADOW

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"Who knows what evil lurks in the hearts of men?"

Artwork from The Tnelson thread on the Superbuddies Web Site

Real Name: Isabella Cranston
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 23
Size: Medium
Height: 5”6”
Weight: 110 lbs
Hair: Black
Eyes: Green

POWER LEVEL
Power Level: 10
Power Points: 150
Max Attack: 10; Max Defence: 12; Max Save DC: 10; Max Toughness: 8

ABILITIES
STR: 10 (+0); DEX: 14 (+2); CON: 14 (+2); INT: 14 (+2); WIS: 14 (+2); CHA: 12 (+1)

COMBAT
Attack +7 (Melee +10, Ranged +7)
Damage: Unarmed +0 (Bruise); Mental Weapon +8; Other weapons as per damage type
Defence +12 (+4 flat-footed)
Initiative +2

SAVES
Toughness +8 (+5 flat-footed); Fortitude +6; Reflex +7; Will +7

SKILLS
Acrobatics 4 (+6); Bluff 7 (+8); Concentration 5 (+7); Craft -Structural 3 (+5); Disguise 9* (+10*); Gather Info 6 (+7); Investigate 2 (+4); Knowledge -Physical Sciences 3 (+5); Knowledge -Art 4 (+6); Knowledge -Streetwise 2 (+4); Notice 6 (+8); Profession (Architect) 3 (+5); Search 6 (+8); Sense Motive 6 (+8); Stealth 6 (+8)

* includes +8 bonus from morph.

FEATS
Savate Fighting Style {All-out Attack; Improved Block (1); Improved Critical (1); Power Attack; Takedown Attack (1); Attack Focus, Melee (3)}

Equipment (6 or 30eps); Assessment; Contacts; Well-Informed; Master Plan; Sneak Attack (1); Benefit (Wealth 1); Dodge Focus (4); Defensive Roll (3)

POWERS
ARRAY Telepathy [8]
-- [a] Illusions [6] (Flaw Phantasms only; Feats: Progression 2)
-- [a] Mental Blast [8] (Flaw: mental weapon only)
-- [a] Stun [5] (Extra: ranged)
-- [a] Teleport [8] (Extra: Accurate; Flaw: Medium Shadows)
DYNAMIC ARRAY Emotion Control (Flaw: Despair only) [10]
-- [d] [2] Morph (Humanoids)

DEVICES
"GAS GUN" (Device 5, easy to lose)
-- Fatigue [6] (Extra: Cloud) LINKED Obscure [6] (Flaws: Partial)

EQUIPMENT
Costume (Toughness +3; Subtle; Nose plugs (Immunity Gas Gun effects); Darkvision Goggles)) (6eps)
Stately Manor (as per Manual) (18eps)
Misc Items including smart phone and other items as required (6eps)

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 10 ft/5 ft/0 ft
Teleport: 800 ft (2,000 mi)

COMPLICATIONS
JUSTICE - Isabella wants justice to be both seen and to be done
LEGACY - Isabella seeks to honour the memory of her Great Grandfather Lamont Cranston and live up to his deeds.
FAMILY SECRET - Isabella has discovered that her Great Garndfather's real name was Kent Allard and his wealth was the start of the Cranston fortune. She is unsure whether anyone else in her family is aware of this fact or if she should track down any other Allard descendents.

SUMMARY
Abilities 18 + Skills 16 (64 ranks) + Feats 27 + Powers 45 + Combat 30 + Saves 14 – Drawbacks 0 = 150 / 150

BACKGROUND
As a young girl Isabella would have visions of events that had not happen or had occurred in the past. She quickly learnt not to talk about them, as it was not the expected behaviour of a member of the very wealthy Cranston family. While the family normally lived in their large apartment building in the centre of the city they would sometimes holiday in the old Cranston mansion for a month or two. Isabella loved the old house and as she grew older resolved to one-day restore to its former glory.

After graduating with a major in structural engineering and a minor in architecture, Isabella convinced her parents to advance her the funds to start the rebuild. As she explored the house she found that the plans and the actual house were not the same. Finding a secret passage she ended up in an underground lair beneath the mansion.

Amongst the various items she found a scrapbook containing clippings about the 1920s mysterious hero "The Shadow", a journal or diary by someone called Kent Allard and a dagger that she recognised from some of her visions as a child. Taking hold of the dagger Isabella was overwhelmed as her powers were fully awaken.

Once recovered Isabella started to practise with her new abilities and resolved to cast fear in the hearts of criminals as The Shadow would once again roam the night.

COMMENTS
This legacy character was developed from a concept of Aerlwyn and she has kindly allowed me to post it here.

The precognition and postcognition abilities have not been included as an ability for Isabella and can either be a plot device or a power stunt off her Telepathy power with a tiring effect.

edit: Minor change to include feedback from Woodclaw.
Last edited by Gilliam on Sun Oct 16, 2011 12:38 pm, edited 2 times in total.
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Re: Gilliam's Builds [2E]

Postby Woodclaw » Sun Oct 16, 2011 10:35 am

That's a really nice build I only have one nitpick: the name. Lamont Cranston wasn't the Shadow real name, based on the original concept Cranston was a man that the Shadow bribed to leave New York and he assumed his identity. The real name fo the Shadow was Kent Allard.
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Re: Gilliam's Builds [2E]

Postby Aerlwyn » Sun Oct 16, 2011 10:41 am

Thanks Woodclaw should have researched the details more to get the right name.
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Re: Gilliam's Builds [2E]

Postby Gilliam » Sun Oct 16, 2011 11:43 am

Woodclaw wrote:That's a really nice build I only have one nitpick: the name. Lamont Cranston wasn't the Shadow real name, based on the original concept Cranston was a man that the Shadow bribed to leave New York and he assumed his identity. The real name fo the Shadow was Kent Allard.


Ta, made a small change to the build above. Could add another complication for Isabella :)
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Re: Gilliam's Builds [2E]

Postby Gilliam » Wed Oct 19, 2011 7:19 pm

Porcupine wrote:
EDIT: I just realized her Strike power isnt a aura... a shame, it would be fitting (and WAY more costly LOL)


I had considered giving her an aura but I just couldn't make the points add up. And I couldn't convince myself that "really really glowing" could count as a flaw for her aura to try to reduce the cost :)
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Build #62: Generator Rex

Postby Gilliam » Sat Oct 22, 2011 5:43 pm

GENERATOR REX

Image

"If you call me Roxy I'll …"

Artwork is "Generator_Rex__Rule_63_by_ShadowTrinity102"

Real Name: Roxanne “Rex”
Identity: Public ID

APPEARANCE
Gender: Female
Age: 16
Size: Medium
Height: 5' 4”
Weight: 107 lbs
Hair: Black
Eyes: Blue

POWER LEVEL
Power Level: 10
Power Points: 150


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

COMBAT
Attack +7 (Melee +10, Ranged +7)
Damage: Unarmed +1 (Bruise), varies depending on form
Defense +10 (+4 flat-footed)
Initiative +2

SAVES
Toughness +8 (+4 flat-footed)
Fortitude +6
Reflex +8
Will +5

SKILLS
Acrobatics 6 (+8)
Bluff 6 (+9)
Concentration 5 (+5)
Gather Info 3 (+6)
Knowledge
-Popular Culture 6 (+6)
Notice 4 (+4)
Search 5 (+5)
Sense Motive 5 (+5)

FEATS
Equipment (1 or 5eps); Benefit (Member of Providence); Attack Focus, Melee (3); Dodge Focus (3); All-out Attack; Power Attack; Mighty Slam; Taunt; Distract (Bluff); Defensive Roll (4)

POWERS
ARRAY - Shapeshift [9] (Flaw: Limited to machines only)
-- [a] Datalink [10] (Flaw: Touch only; Feats: Machine Control)
-- [a] Nullify [10] (Flaw: Evos only, touch only)

EQUIPMENT
Leather Jacket (Toughness +2, subtle) (3eps)
Misc items (2eps)

COMPLICATIONS
IMPULSIVE - Rex tends to act first and think later.
HISTORY - Rex has no memory of her past before been found by Providence.
RESPONSIBILITY - Rex has a strong sense of responsibility to curing people who have been changed into Evos.
ENEMIES - Van Kleiss and The Pack. Van Kleiss is Rex's main enemy and appears to know about Rex's history and what caused the nanite outbreak. Van Kleiss sees the nanite outbreak as the dawn of a new age with a world populated only by Evos with himself as their leader. The Pack is a group of powerful Evos whom carry out Van Kleiss's orders.

SUMMARY
Abilities 16 + Skills 10 (40 ranks) + Feats 17 + Powers 64 + Combat 28 + Saves 15 – Drawbacks 0 = 150 / 150

COMMENTS
Rex is the hero of the cartoon show Generator Rex. When I was looking for artwork for Rex I came across the picture above and had to use it.

The idea behind Generator Rex is that several years ago there was an experiment that went wrong releasing nanites that spread all over the world infecting every living being. For most people there was no changes but for a number the nanites mutated them into Evo's. It appears that for people that were not mutated that a catalyst could change them later. Most of the Evo's are just mindless engines of destruction but there are some that either retain their intelligence and control over their new abilities.

With the breakdown in society a new organisation called Providence was created to fight the Evo's and defend mankind. So far Rex is the only person found whom can change an Evo back to their normal form.

Rex's shapechange powers allows her to change into machine based forms. Normally she prefers brute force to smash the Evo hard and then change them back so common forms used are Giant Hands (super strength / strike), Giant Feet (leaping / kick attacks), Giant Sword (strike / penetrating / lethal), Hover Cycle (speed), Wings (flight), Giant Cannon (uses rock/road as Blast / area).
Last edited by Gilliam on Sat Oct 29, 2011 3:54 am, edited 1 time in total.
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Build #63: Tiger Lilly

Postby Gilliam » Sun Oct 23, 2011 5:14 am

TIGER LILLY

Image

"I swear to devote my life to the destruction of piracy, greed, cruelty, and injustice, in all their forms! My sons and daughters and their sons and daughters shall follow me"


Real Name: Charlotte Walker
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 20
Size: Medium
Height: 5' 9”
Weight: 123 lbs
Hair: Black
Eyes: Blue

POWER LEVEL
Power Level: 9
Power Points: 135
Max Attack: 12
Max Defense: 10
Max Save DC: 6
Max Toughness: 8

ABILITIES
STR: 16 (+3)
DEX: 18 (+4)
CON: 16 (+3)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 12 (+1)

COMBAT
Attack +8 (Melee +8, Unarmed +10, Ranged +10, Hand Crossbow +12*) * Improved Critical 17-20
Damage: Unarmed +3 (Bruise); Crossbow Bolt +3
Defense +10 (+3 flat-footed)
Initiative +4

SAVES
Toughness +8* (+6 flat-footed) * includes +3 from costume
Fortitude +6
Reflex +10
Will +6

SKILLS
Acrobatics 6 (+10)
Bluff 5 (+6)
Climb 5 (+8)
Concentration 4 (+6)
Drive 2 (+6)
Escape Artist 4 (+8)
Gather Info 6 (+7)
Handle Animal 4 (+5)
Intimidate 5 (+6)
Knowledge
-Jungle Lore 5 (+7)
-Streetwise 4 (+6)
-Art 3 (+5)
Notice 6 (+8)
Perform
-Dance 6 (+7)
Ride 2 (+6)
Search 6 (+8)
Sense Motive 6 (+8)
Stealth 6 (+10)
Survival 6 (+8)
Swim 3 (+6)

LANGUAGES
English, Portuguese, Jungle Dialects

FEATS
Fighting Style - Capoeira {Acrobatic Bluff; Dodge Focus (4); Improved Grab; Improved Throw; Power Attack; Prone Fighting; Attack Specialization - Unarmed (1 or +2 attack)}

Attack Specialization - Hand Crossbow (1 or +2 attack); Equipment (3 or 15eps); Environmental Adaptation - Jungles; Accurate Attack; Elusive Target; Grappling Finesse; Precise Shot (1); Defensive Roll (2); Attack Focus, Ranged (2)

POWERS
ARRAY Plant Control [6]
-- [a] Plant Growth [2] (Increase 2 sizes, permanent; Flaw: plants only)
Super Movement [2] (Sure Footed; Trackless)
Immunity [1] (Poison)

EQUIPMENT
Costume (+3 Toughness, Subtle)
Hand Held Crossbow (Blast 3, Feats: Improved Critical 2)
-- [a] Drain Constitution 6 (Poison )

COMPLICATIONS
GIRLS CAN DO ANYTHING - Charlotte wants to prove herself as capable if not better than any son and that she is worthy to be the next Phantom.
ENEMIES - Singh Brotherhood,
RESPONSIBILITY - Family including younger sisters and parents
SECRET - Identity and Phantom legend.

SUMMARY
Abilities 30 + Skills 24 (96 ranks) + Feats 23 + Powers 17 + Combat 28 + Saves 13 – Drawbacks 0 = 135 / 135

BACKGROUND
Charlotte Walker was the first born child to The Phantom and his wife. Growing up she didn't think it was unusual that her father always wore a costume and a mask outside their living quarters and that they lived in a cave in the middle of the jungle in the Deep Woods with the Bandar tribe. As she grew older Charlotte would hear the odd whisper that "where was the son", "there needs to be a real heir". These whispers intensified after Charlotte's twin sisters were born.

Charlotte learnt that she would be the heir to the Phantom legacy and although her parents never said a word to her or her sisters, Charlotte could still hear the whispers lamenting the lack of a son to continue the line. I order to prove them wrong Charlotte pushed herself to the limit to learn how to fight and she discovered that she had a gift with the jungle, she could make the plants grow yet travel unhindered through the densest areas. There were times when Charlotte thought that the jungle was trying to talk to her.

As is tradition Charlotte was sent to her Mother's land of birth in her early teens to receive schooling. Charlotte enjoyed the time she spent in Brazil and developed a love for dance and Capoeira. Travelling to America to continue her studies Charlotte continued to train and enjoy life. It was one night that she stumbled across a robbery and without thinking she intervened. Without much difficulty she was able to defeat her opponents and then discovered that they were members of the Singh Brotherhood her ancestral enemies.

Knowing that her father was occupied with other problems, Charlotte devised her own costume and armed with a handheld crossbow (bolts dosed with Bandar poisons) has started to track down the various Singh cells. She has realised over several months that they have a greater control over the local gangs than she expected.

Charlotte is in many ways enjoying herself as she see her actions as good training for the time when she will become the first female Phantom and anything that causes hurt to the Singh Brotherhood is always good. It will not be long before her twin sisters join her and then they will clean up the city. Charlotte is unaware that her father knows what she is doing and has assigned a couple of watchers to keep an eye on her.

COMMENTS
I have enjoyed the Phantom comics as a child but one thing I did wonder about was if there were any female Phantoms so Tiger Lilly will be the first female Phantom in over 400 years. I would also like to thank Aerlwyn for her suggestion of adding Plant Control to the build to give her a bit of difference.
Last edited by Gilliam on Thu Dec 01, 2011 11:27 am, edited 1 time in total.
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Re: Gilliam's Builds [2E]

Postby Aerlwyn » Sun Oct 23, 2011 7:28 am

Glad I could help you out with the character idea.
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Build #64: Crimson Tornado

Postby Gilliam » Mon Oct 24, 2011 11:39 am

CRIMSON TORNADO

Image

"Oh you think it is funny pinching my bottom. Lets see how you like it …"

Artwork is from Storn’s Art Thread

Real Name: Tova O'Driscoll
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 16
Size: Medium
Height: 5' 5”
Weight: 106 lbs
Hair: Brown
Eyes: Green

POWER LEVEL
Power Level: 8
Power Points: 120
Max Attack: 6
Max Defense: 8
Max Save DC: 10
Max Toughness: 8

ABILITIES
STR: 10 (+0)
DEX: 14 (+2)
CON: 12 (+1)
INT: 14 (+2)
WIS: 17 (+3)
CHA: 15 (+2)

COMBAT
Attack +4 (Melee +4, Ranged +4, Telekinesis Array +6)
Damage: [Unarmed +0 (Bruise); Telekinesis Punch +10
Defense +8 (+1 flat-footed)
Initiative +2

SAVES
Toughness +8 (+8 flat-footed)
Fortitude +5
Reflex +6
Will +8

SKILLS
Bluff 5 (+7)
Computers 2 (+4)
Concentration 5 (+8)
Gather Info 4 (+6)
Knowledge
-Popular Culture 6 (+8)
-Tactics 3 (+5)
-Art 3 (+5)
Notice 5 (+8)
Perform
-Keyboards 5 (+7)
Search 4 (+6)
Sense Motive 5 (+8)
Stealth 4 (+6)


LANGUAGES
English, Irish

FEATS
Attack Specialization - Telekinesis Array (1 or +2 attack); Dedicated Dodge*; Uncanny Dodge* (Mental);
Dodge Focus (3); Accurate Attack; Defensive Attack; Equipment (1 or 5eps); Improved Ranged Disarm; Takedown Attack (1); Fascinate (TK Skills); Improved Disarm (1)

* Purchased as powers

POWERS
ARRAY Telekinesis [10] (Extra: Damaging; Feat: Precise) (Heavy 13t)
-- [a] Internal Attack [7] (Save 17:FRT)
-- [a] Suffocate [7] (Save 17:FRT)
TK Flight [3]
"TK Shield" *
-- Force Field [7] (Drawbacks: Part of Body 1 [hemisphere]) LINKED
-- Shield [3] (Feat: Dedicated Dodge, Uncanny Dodge 1 [mental] LINKED

* The TK Shield is Woodclaw's Arcane Shield creation that he has just used for his Seven build. I thought that it was such a good idea that I had to try it out for my telekinesis teenager and only changed it from mystic to mental in nature. I was unable to include the drawbacks so the cost is slightly more than Woodclaw's original creation :(


MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 10 ft/5 ft/0 ft
Flight: 450 ft (50 mph)

COMPLICATIONS
TEMPER - Tova's father always said she should have been born with red hair as she has a volatile temper. And with her abilities active from birth, child tantrums were interesting to say the least.
RESPONSIBILITY - From an early age Tova has been trained in her powers by her parents and told over and over again that they are a powerful gift and need to be used responsibly.

SUMMARY
Abilities 22 + Skills 13 (52 ranks) + Feats 11 + Powers 49 + Combat 12 + Saves 13 – Drawbacks 0 = 120 / 120

BACKGROUND
As long as Tova can remember she has been training in some form or another. Like many children she learnt to play the piano but unlike most children after she had a lesson using her hands she would then have to repeat the lesson without using her hands.

Tova learnt from her parents that she had a gift and could day be one of the most powerful telekinesis users alive and she has been brought up with a strong sense of responsibility and doing the right thing. Her parents feel that she is at a stage where she can start using her powers fighting street level crime as there is only so much that they can teach her.

Tova currently calls herself The Crimson Tornado which was a nickname given to her as a child from her parents after one too many temper tantrums.
Last edited by Gilliam on Fri Dec 09, 2011 2:54 am, edited 1 time in total.
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Build #65: The Sydekick

Postby Gilliam » Tue Nov 01, 2011 3:00 am

THE SYDEKICK

Image

"You can do better, I did."

Artwork is from Storn’s Art Thread

Real Name: Jeffrey Flannery
Identity: Secret ID

APPEARANCE
Gender: Male
Age: 30
Size: Medium
Height: 6' 2”
Weight: 234 lbs
Hair: Black
Eyes: Brown

POWER LEVEL
Power Level: 10
Power Points: 150

ABILITIES
STR: 30* (+10/+5)
DEX: 18 (+4)
CON: 30* (+10/+5)
INT: 12 (+1)
WIS: 12 (+1)
CHA: 16 (+3)

* Normally 20 but increases to 30 when adrenal surge activated.

COMBAT
Attack +6 (Melee +6, Ranged +6, Unarmed +10*) * Improved Critical 18-20
Damage: Unarmed +10* (Bruise) or by weapon * Normally +5 but +10 when adrenal surge activated.
Defense +10 (+4 flat-footed)
Initiative +8

SAVES
Toughness +10* (+10 flat-footed) *+5 impervious, normally +5 but increases to +10 when adrenal surge activated.
Fortitude +13* *+8 normally but increases to +13 when adrenal surge activated
Reflex +7
Will +8

SKILLS
Acrobatics 6 (+10)
Bluff 5 (+8)
Drive 4 (+8)
Escape Artist 6 (+10)
Gather Info 5 (+8)
Intimidate 5 (+8)
Knowledge
-Streetwise 6 (+7)
-Tactics 6 (+7)
Notice 5 (+6)
Search 6 (+7)
Sense Motive 6 (+7)
Stealth 8 (+12)

FEATS
Attack Specialization - Unarmed (2 or +4 attack); Dodge Focus (3); Improved Initiative (1); Hide in Plain Sight; Assessment; Equipment (2 or +10eps); Rage (1); Sneak Attack (1); Startle

Silat Fighting Style - [All-out Attack; Crushing Pin; Grappling Finesse; Improved Critical Unarmed (2, 18-20); Improved Pin; Improved Throw; Power Attack; Trance]

POWERS
Adrenal Surge [10]

DEVICE
"Argate Suit - (Device 6, Hard to lose)
-- Sensory Shield [5] (all senses)
-- Impervious Toughness [5]
-- Super Senses [1] (Radio)
-- Super Movement [2] (Wall Crawling; Slow Fall)
-- Concealment [5] (all visual, normal hearing)

EQUIPMENT
Motorcycle (9eps); Misc (1eps)

Depending on circumstances Sydekick may trade his motorcycle for other weapons or items as needed.

LIFTING
Light: 532 lbs, Med: 1064 lbs, Heavy: 1600 lbs
Max: 1.6 tons, Push: 4.0 tons

COMPLICATIONS
MOTIVATION - The Sydekick has a huge chip on his shoulder due to his treatment from his previous mentor and as as such will try to show up heroes especially if they have a junior partner.
GREED - The Sydekick enjoys money and spends it faster than he can "make it".

SUMMARY
Abilities 38 + Skills 17 (68 ranks) + Feats 22 + Powers 34 + Combat 26 + Saves 13 – Drawbacks 0 = 150 / 150

BACKGROUND
The Sydekick was originally known as Argate the junior partner or sidekick to the hero Onyx. As a teenager Sydekick discovered that he was stronger than most adults and could for a short period of time boost his strength and endurance to superhuman levels for a short period of time. Taken under the wing of Onyx, a veteran and highly thought off hero, the pair had a successful career dealing with mainly street level crime and lesser powered super villains. In hindsight Sydekick should have struck out on his own after several years working together or convinced Onyx to retire as he was getting older and slower while Sydekick was now at the peck of his powers especially with the acquisition of his Argate Suit.

No one knows what actually happen but Onyx was badly injured and the hostages that they were trying to rescue were all killed in their last mission together. Onyx lay all the blame on Sydekick's shoulders calling him a disgrace to the superhero community. Shocked at the betrayal Sydekick reacted very poorly and violently which confirmed his guilt in the eyes of the other heroes. Fleeing into the shadows Sydekick dropped the name Argate and called himself "The Sydekick" embracing all that he had spent years fighting against.

The Sydekick's motivations vary but he enjoys targeting heroes whom have a younger partner or sidekick. He spends a lot of the money he acquires on repairs and upgrades on his suit from various criminal inventors such as Minerva

COMMENTS
The Sydekick only hits his caps when he activates his adrenal surge abilities for one round only. However with impervious toughness and the use of weapons he can still be a challenge, add in sneak attack and rage and he will surprise even more. His concealment abilities allow him to strike from the shadows or make a tactical withdrawal if necessary. While working with Onyx he would have had ranks in teamwork, setup and inspire which have been dropped after going out on his own. There is the chance that Sydekick could be redeemed.
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Gilliam
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Build #66: Power Punch

Postby Gilliam » Tue Nov 08, 2011 4:19 am

POWER PUNCH

Image

"This will hurt you more than it will hurt me."

Artwork is from Eryke's thread on the Superbuddies Web Site

Real Name: Aaron Lowe
Identity: Secret ID

APPEARANCE
Gender: Male
Age: 24
Size: Medium
Height: 6'
Weight: 201 lbs
Hair: Dark Brown
Eyes: Hazel

POWER LEVEL
Power Level: 10
Power Points: 150
Max Attack: 8
Max Defense: 10
Max Save DC: 12
Max Toughness: 10

ABILITIES
STR: 18 (+4)
DEX: 14 (+2)
CON: 14 (+2)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 12 (+1)

COMBAT
Attack +6 (Melee +8, Ranged +6)
Damage: Unarmed* +4 (Bruise); Strike* +12 *Improved Critical 19-20
Defense +10 (+6 flat-footed)
Initiative +18

SAVES
Toughness +10* (2 flat-footed) * when spinning / +4 not spinning (includes defensive roll)
Fortitude +6
Reflex +10
Will +7

SKILLS
Bluff 6 (+7)
Concentration 3 (+6)
Craft
-Artistic - Dance 4 (+5)
Diplomacy 6 (+7)
Gather Info 6 (+7)
Knowledge
-Art 6 (+7)
-Streetwise 5 (+6)
Notice 5 (+8)
Perform
-Dance 6 (+7)
Profession - Dancer 3 (+6)
Search 6 (+7)
Sense Motive 5 (+8)

LANGUAGES
English, Spanish, French, Arabic

FEATS
Improved Initiative (4); Fast Overrun; Move-by Action; Quick Change (1); Elusive Target; Evasion (2); Instant Up; Equipment (1 or 5eps); Ultimate Effort - Will Save (1); Mighty Slam; Dodge Focus (2); Defensive Roll (2)

"Boxing Fighting Style" - (Attack Focus, Melee (2); Accurate Attack; All-out Attack; Defensive Attack; Power Attack; Improved Defense (1); Improved Critical - Unarmed (1, 19-20))

POWERS
ARRAY Quickness LINKED Speed [8] (Feats: Rapid Attack; Wall Run*; Water Run*; Takeaway) (Drawback: Only when Spinning) *only when moving at speed
-- [a] Suffocate [8]
-- [a] Strike [8] (Feats Mighty)
-- [a] Air Control [8]
Enhanced Defense [4]
Spinning [8] (Feat: Radius Sight)

EQUIPMENT
Camera (1eps); Handcuffs x2 (2eps); Smartphone (2eps)

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 15 ft/5 ft/5 ft
Speed: 5 mi (2500 mph)

COMPLICATIONS
CONFIDENCE - Aaron can be too confident at times and can underestimate opponents.
ENEMY - Aaron has crossed paths with the Wookie on a number of occasions and now often remembers an important job that just needs to be completed in the next state when he bumps into the Wookie.

SUMMARY
Abilities 26 + Skills 16 (64 ranks) + Feats 26 + Powers 46 + Combat 20 + Saves 16 – Drawbacks 0 = 150 / 150

BACKGROUND
As a child Aaron would always win the dizzy contests as he never seemed to get dizzy no matter how fast or long he spun himself around. Naturally graceful Aaron loved to dance and went to lessons from an early age even though he was teased by his pupils at school.

It wasn't until his early teens when some of the bullies at school decided that the dancer needed to be taught a lesson that Aaron discovered his abilities. Surrounded by the group of boys Aaron started to spin around to try and keep an eye on everybody, spinning faster and faster the punches and kicks just seemed to bounce off him and then without realising, Aaron found himself several miles away.

After several months practise Aaron discovered that while spinning he could also move at superspeed. Unsure initially what to do Aaron became a superhero almost by accident. He has now operated as a hero for over 5 years and found that his boxing lessons combined with spinning and speed make a lethal combination. Aaron has become very cocky as if a fight is going against him then he can outrun his opponent to fight another day.
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