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Saving the world, one d20 roll at a time

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

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688

Postby Arthur Eld » Tue Oct 25, 2011 7:33 pm

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Caryatid
PL 9 148


Abilities
Strength 8/1, Stamina 3, Agility 1, Dexterity 1, Fighting 6, Intellect 2, Awareness 2, Presence 1

Powers:
Earth Prison Snare 9 (Perception Range) 36
Geokinesis Move Object 13 (Perception Range, Limited to Earth and stone) 1
Rock Blast Blast 9 (Perception Range) 1
Reshaping Stone Create 9 (Perception Range) 1
Constricting Earth Burst Area Perception Range Snare 7 1

Sculpted female figure Enhanced Strength 7, Sustained Protection 7 (Impervious), Sustained Immunity 10 (life support) 38

Advantages: Power Attack, Ranged Attack 5

Skills: Athletics 4 (+5/+12), Close Combat (unarmed) 4 (+10), Intimidation 4 (+5), Expertise (Anti-Earth) 2 (+4), Expertise (geology) 4 (+6), Insight 4 (+6), Perception 4 (+6)

Offense
Initiative +1
Unarmed +10 Damage 8

Defense
Dodge 8 (7), Parry 8 (2)
Toughness 10/3, Fortitude 6 (3), Will 7 (5)

Abilities 34+Powers 78+Advantages 6+Skills 13+Defenses 17=148

•I'm combing through the main Hero High book as well as Exchange Students and Yearbook to try to cobble together a new Claremont graduate team, made up of various students, into a new team called the Nu-Gen. I've had the idea before and since my PBP game revolves around teen heroes, I figured they should have some foils who aren't outright baddies. But people are competitive, especially teens. So here's a 3E, more experienced version of Caryatid, who I always liked. The Nu-Gen will all be PL 9 when I write them up, with one or two PL 10s maybe, to reflect their experienced status.
Last edited by Arthur Eld on Tue Jan 15, 2013 5:03 pm, edited 2 times in total.
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689

Postby Arthur Eld » Tue Oct 25, 2011 8:03 pm

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Moon-Son
PL 15 226


Abilities
Strength 3, Stamina 4, Agility 1, Dexterity 1, Fighting 9, Intellect 4, Awareness 4, Presence 2

Powers:
Altered Body Immunity 1 (aging) 1
Mental Translation Comprehend 2 (Understand all Languages, is Understood) 4
Mind Shield Enhanced Will 4 4
Sixth Sense Senses 1 (mental awareness) 1
Telepathy Cumulative Mind Reading 15, Mental Communication 4 62
Personality Transformation Perception Cumulative, Continuous Affliction 10 (Dazed/Stunned/Transformed, Limited to Transforming mental traits) 1
Mental Illusions Illusion 11 (All Senses, Resistable by Will) 1
Mind Fry Mental Blast 11 1
Mental Domination Mind Control 15 1

Advantages: Animal Empathy, Defensive Roll 3, Evasion, Improved Initiative, Inventor, Ranged Attack 8, Second Chance (will saves vs Mind Control), Taunt, Ultimate Will, Uncanny Dodge

Skills: Athletics 4 (+7), Deception 8 (+10), Technology 14 (+18), Expertise (science) 12 (+16), Persuasion 8 (+10), Vehicles 8 (+9), Expertise (psychology) 8 (+12), Expertise (current events) 8 (+12), Expertise (Tactics) 6 (+10), Treatment 4 (+8), Perception 8 (+12), Insight 14 (+18), Stealth 8 (+9)

Offense
Initiative +5
Unarmed +9 Damage 3

Defense
Dodge 10 (9), Parry 10 (1)
Toughness 7/4, Fortitude 7 (3), Will 15/11 (7)

Abilities 56+Powers 76+Advantages 19+Skills 55+Defenses 20=226

•You always need future supers to come in and warn the PCs of impending doom. Especially when that doom might come about because of one or more of the PCs themselves. Moon-Son here is the future Chase Atom, his growth halted as a young adult and a prominent and powerful member of the Freedom League. He's a top-notch telepath, with perception range powers making him exceptionally dangerous on offense, although he is undercapped big time on defense. So he should stay out of range of enemies, somewhere where can see them and they can't see him, picking them off with his powers. Of course, he can always use Inventor to whip up a force field belt to keep him safe.
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Postby Arthur Eld » Tue Oct 25, 2011 8:13 pm

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Centuria
PL 13 213


Abilities
Strength 15, Stamina 10, Agility 2, Dexterity 2, Fighting 11, Intellect 2, Awareness 3, Presence 3

Powers:
Flying Flight 11 (4,000 MPH) 22
Self-Contained Life form Immunity 10 (life support) 10
Invulnerable Protection 5, Impervious Toughness 15 20
Heightened Senses Senses 6 (ultra-vision, ultra-hearing, X-Ray vision) 6
Super-Strength Power Lifting 2 (3,200 tons) 2
Super-Strength Stunts (Array of Alternate Effects of Strength-Damage, 4 points)
Super-Breath Instant Cone Area Area Move Object 13, Close Range 1
Groundstrike Burst Area 3 (120 foot radius) Affliction 13 (Hindered/Prone, Instant Recovery, Limited-targets and Centuria must be touching the ground), Alt Resistance: Dodge) 1
Shockwave Cone Area Damage 8 (Activation: Move Action) 1
Thunderclap Burst Area Auditory Dazzle 8 (Activation: Move Action) 1

Advantages: Ranged Attack 7, Attractive, Improved Disarm, Fast Grab, Improved Grab, Move-by Action, Power Attack, Quick Change, Teamwork, Language 1 (Latin, base: English)

Skills: Acrobatics 4 (+6), Technology 4 (+6), Persuasion 4 (+7/+9), Vehicles 2 (+4), Investigation 5 (+7), Intimidation 4 (+7), Expertise (current events) 6 (+8), Expertise (pop culture) 4 (+6), Treatment 3 (+5), Perception 7 (+10)

Offense
Initiative +2
Unarmed +11 Damage 15

Defense
Dodge 11 (9), Parry 11
Toughness 15, Fortitude 10, Will 7 (4)

Abilities 96+Powers 66+Advantages 16+Skills 22+Defenses 13=213

•Centuria is the daughter of Centurion from an alternate Earth destroyed by the Terminus, sent to our future by her father. I'm assuming she's half-human, hence why her powers are less than her fathers. But she might get stronger as she grows. Typical paragon stuff, but PL 13 is nothing to sneeze at. She can Power Attack for +5/-5 and dish out DC 35 Toughness saves. That's enough to give almost anyone a bad day. Exotic saves are her weak point though, so a mentalist on her own level could take her down fast.
Last edited by Arthur Eld on Tue Oct 25, 2011 8:47 pm, edited 1 time in total.
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Postby Arthur Eld » Tue Oct 25, 2011 8:39 pm

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Storm Knight
PL 13 248


Abilities
Strength 5/-5, Stamina 6, Agility 2, Dexterity 2, Fighting 10, Intellect 2, Awareness 3, Presence 2

Powers:
Containment Armor (Removable) 38
Armored Alloy Protection 10 (Impervious Toughness 15)
Pwoerful Servomotors Power Lifting 3, Enhanced Strength 10

Electrical Powers (Array, 34 points)
Lightning Bolt Blast 15 30
Synapse Scramble Perception Affliction 13 (Fort save, Dazed/Stunned/Controlled, Limited, targets act randomly) 1
Thunderclap Dazzle 15 (Auditory) 1
Electricity Drain Weaken Electricity 7 (Simultaneous, Broad) 1
stunning Jolt Ranged Cumulative Affliction 10 (Dazed/Stunned/Incapacitated, Resisted by Fortitude) 1

EM Flight Flight 8 (5000 MPH) 16
Pure Electricity Immunity 40 (Electrical effects, Fortitude) 40
Electrical Senses Senses 3 (Ranged Acute Detect Electricity) 3

Advantages: All-out Attack, Assessment, Ranged Attack 9, Connected, Contacts, Defensive Attack, Diehard, Fearless, Inspire, Interpose, Leadership, Power Attack, Precise Attack (Ranged, Cover), Taunt, Teamwork

Skills: Deception 6 (+8), Technology 8 (+10), Persuasion 8 (+10), Intimidation 8 (+10), Investigation 6 (+8), Expertise (current events) 10 (+12), Expertise (pop culture) 3 (+5), Expertise (tactics) 8 (+10), Perception 6 (+9), Vehicles 6 (+8)

Offense
Initiative +2
Unarmed +10 Damage 5
Lightning Bolt +11 Damage 15

Defense
Dodge 10 (8), Parry 10
Toughness 16, Fortitude 8 (2), Will 8 (5)

Abilities 44+Powers 131+Advantages 23+Skills 35+Defenses 15=248

Complications
Incorporeal If his suit is destroyed, Ray exists as a being of pure electricity, with many of his senses diminished and incapable of interacting with the physical world on a substantial level.
Isolated Ray's new state has him cut off from his fellow team mates and a normal existence, and he is constantly dealing with these negative feelings on a daily basis.
Responsibility As leader of the Freedom League and the torchbearer of his father's legacy.

•Leader of the future Freedom League, Storm Knight is Bolt, all grown up, but transformed into a being of pure electricity (like the guy from FORCE Ops) and put inside a refurbished Star Knight suit. He's tough as nails and really powerful in a fight, but also a very tragic figure. Who knows? A trip to the past might just put him in touch with the right PC to return him to a physical body again.
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Postby Arthur Eld » Fri Oct 28, 2011 6:06 pm

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Freedom Smith
PL 11 175


Abilities
Strength 8, Stamina 7, Agility 4, Dexterity 4, Fighting 11, Intellect 2, Awareness 1, Presence 4

Powers
Gestalt Healing Reaction Self Only Healing 5, Triggered by hitting a target with a rifle shot) 20
Gestalt of Marksmanship Senses 5 (Extended Vision 2, Detect Weapon characteristics, acute, analytical) 5

Advantages: Chokehold, Close Attack, Equipment 7, Improved Defense, Improved Critical 3 (rifles), Improved Disarm, Fast Grab, Improved Initiative, Improved Throw, Ranged Attack 8, Teamwork

Equipment Big Knife (Strength-based Damage 2, Improved Critical), Custom Rifle (Blast 8, Accurate), Body Armor and Helmet (Commlink, Protection 4, Senses 1 (low-light vision)

Skills: Acrobatics 6 (+10), Athletics 3 (+11), Persuasion 6 (+10), Technology 4 (+6), Expertise (history) 6 (+8), Expertise (pop culture) 6 (+8), Expertise (tactics) 6 (+8), Perception 6 (+7), Insight 6 (+7), Stealth 6 (+10)

Offense
Initiative +8
Custom Rifle +14 Damage 8
Big Knife +12 Damage 10

Defense
Dodge 11 (7), Parry 11
Toughness 11, Fortitude 8 (1), Will 6 (5)

Complications
Known Criminal Mason Smith is known to be the criminal Freedom Smith, and has to operate under aliases.
Gestalt Weakness Attacks by superhumans with patriotic sources to their powers are 50% more difficult for Freedom Smith to resist.

Abilities 82+Powers 25+Advantages 26+Skills 29+Defenses 13=175

•I recently bought Gestalt and I really like the idea behind the setting and a lot of the characters, so I'll be bringing a lot of them into 3E for the next week or so. Freedom Smith here is a bonded Marksman Gestalt, but he's driven more by his political views than his Gestalt nature. A former MP, he saw a good man, a fellow soldier, and a Gestalt killed after protecting his home, and was discharged from the army for the incident. After that, he got angry, and he realized that the whole American government was corrupt, and needed to be brought down. So the Deregulators were born.

•Armed with a hi-tech rifle, Freedom Smith is a dangerous opponent. He's limited by his weapon's range, but he could always spend his one loose equipment point to increase it. With his incredible vision, he can shoot farther than any normal man could hope to. He's like Lockon Stratos (minus the Gundam) meets Flagsmasher. He's not a sadist or cruel villain, but he considers himself and his team at war with the U.S. government. And he's prepared to accept the causalities that his war will bring, believing the cause to be ultimately righteous.
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Postby Arthur Eld » Fri Oct 28, 2011 6:06 pm

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Adrenaline
PL 10


Abilities
Strength 11, Stamina 8, Agility 3, Dexterity 3, Fighting 8, Intellect 0, Awareness 0, Presence 2

Powers:
Accelerated Healing Healing 3 6
Speed Rush Enhanced Speed 10 (Fades) 1
Super-Strength Power Lifting 2 (200 tons) 2
Thrill Chasing Speed 2, AE: Swimming 2 3
Pain-dampening chemicals Protection 4 4
Fueled by adrenaline Immunity 1 (depressants) 1

Advantages: All-out Attack, Power Attack, Language 1 (trucker jargon)

Skills: Acrobatics 2 (+5), Athletics 4 (+15), Expertise (explosives) 4 (+4), Persuasion 4 (+6), Vehicles 6 (+9), Expertise (pop culture) 5 (+5), Perception 4 (+4), Insight 4 (+4), Treatment 2 (+2)

Offense
Initiative +3
Unarmed +8 Damage 11

Defense
Dodge 8 (5), Parry 8
Toughness 12, Fortitude 10 (2), Will 5 (5)

Abilities 70+Powers 17+Advantages 3+Skills 18+Defenses 12=120

Complications
Vulnerable Attacks from other Thrillseeking gestalts or adrenaline powered heroes have their DCs increased by 50%
Weakness Stimulants other than his own natural adrenaline have an adverse effect on Adrenaline's body, draining his Stamina by 1 rank every 2 rounds.
Wanted Criminal Like the other Deregulators, Cole is hunted by the government.

•Cole Redmond was just another thrill junky who talked too loud and went looking for too much trouble-be it home made explosives, trying risky bike stunts, or dangerous white water rafting. But when his Gestalt thrillseeking powers appeared, well, it was the ultimate thrill ride. Now he can do the sorts of things he would have only died trying to do before-which of course makes him want to try things that are even more dangerous. He joined the Deregulators not out of a kindred sense of political activism, but because working with them brought him closer to the Ultimate Thrill.

•Cole's a fast scrapper build, slightly undercapped on offense, but makes up for it with a lot of speed. Properly boosteD, his lifting strength is incredible, although that fades off. He's a classic front-lines fighter, and has no problem slugging it out with heroes that are even stronger than his Gestalt powers make him. Fighting someone who's more dangerous than him just thrills him even more.
Last edited by Arthur Eld on Tue Feb 14, 2012 10:08 pm, edited 1 time in total.
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Postby Arthur Eld » Fri Oct 28, 2011 7:23 pm

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Calamity
PL 9 140


Abilities
Strength 3, Stamina 6, Agility 3, Dexterity 3, Fighting 6, Intellect 1, Awareness 1, Presence 3

Powers
Gestalt of Spying Remote Sensing 10 (visual, hearing, 4 miles) 30
Torture Touch Damage 10 (Resisted by Will) 1
Uncovering Secrets Cumulative Touch Range Mind Reading 10 1
Shapeshifting Morph 3 (humanoids), Protection 3 18
Unbelievable Reflexes Senses 1 (Danger Sense) 2

Advantages Equipment 1 (commlink), Languages 3 (Arabic, Mandarin, Russian, Spanish),

Skills: Close combat (unarmed) 2 (+8), Athletics 6 (+9), Technology 4 (+5), Persuasion 6 (+9), Perception 6 (+7), Insight 6 (+7)

Offense
Initiative +3
Unarmed +8 Damage 3
Torture Touch +8 Damage 10, Resisted by Will

Defense
Dodge 8 (5), Parry 8 (2)
Toughness 9, Fortitude 8 (2), Will 9 (8)

Abilities 52+Powers 52+Advantages 4+Skills 15+Defenses 17=140

•Claire Palomino grew up in a military family and eventually went into Army Intelligence. She fell in love with a Marine during the Gulf War and they got married in two weeks. But during an operation, her husband Hector Rivers was wounded, spending years in a military hospital before he eventually died. Claire became an outspoken activist for veteran's rights. She was fired, placed on the FBI watch list, and disowned by her family. She began to expose corruption and incompetence, but the media wasn't interested and she was dismissed as a crackpot. Then she was bonded with a Spy Gestalt. For the next three years she dug up all kinds of classified information, only to be captured by a government superhero. Freedom Smith had known her husband, and he led the Deregulators to free her, and she promptly joined up.

•A skilled infiltrator, Calamity can sneak into lots of secured locations, and use her other powers to pluck information right from people's heads. Although she's not really a fighter, when pressed, her Torture Touch can drop most opponents fairly easily. And she can always pull the 'turn into a hero's loved one' trick to get close and learn the PC's secrets.
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Postby Arthur Eld » Fri Oct 28, 2011 7:24 pm

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The Juror
PL 9


Abilities
Strength 3, Stamina 7, Agility 2, Dexterity 2, Fighting 6, Intellect 0, Awareness -1, Presence 1

Powers:
Gestalt of Mob Justice Summon Duplicates 6 (Heroic, Horde, Progression 4, Sacrifice) 79
Absorption Healing Healing 10 (Limited, Personal Only, Limited must have a Duplicate to absorb) 5

Advantages: Equipment 6, Improved Aim, Ranged Attack 4

Equipment Assault Rifle (Multiattack Blast 5), Grenades (Blast 5, Burst Area), Body Armor (Protection 4), Commlink

Skills: Acrobatics 2 (+4), Athletics 4 (+7), Expertise (explosives) 4 (+4), Persuasion 4 (+5), Deception 4 (+5), Perception 4 (+3), Expertise (acting) 2 (+3), Expertise (soldier) 2 (+3), Insight 4 (+3), Technology 2 (+2),

Offense
Initiative +2
Unarmed +6 Damage 3
Assault Rifle +6 Damage 5

Defense
Dodge 7 (5), Parry 7 (1)
Toughness 11/7, Fortitude 8 (1), Will 6 (7)

Abilities 40+Powers 84+Advantages 11+Skills 16+Defenses 14=165

•Cyrus Gallagher was the youngest in his family, unloved by his family and disappointed at his lack of success at what he tried-including following his brothers into law school. Putting his studies on hold, he fought in the Gulf War, hoping to earn respect. Injured by a Scud, he recovered in a hospital and fell in with disenchanted veterans. His bitterness grew until he decided to kill his brothers. Needing help, his Gestalt powers activated, and suddenly he had a dozen more sets of hands. Following the murder of his brothers, he met Freedom Smith, and Cyrus was vocal in the founding of the Deregulators. Since then, the agoraphobic complainer has actually fought his faults and made something of himself-too bad that something is a murderous judgmental anti government criminal.

•Blah, blah, Summoning is expensive in 3E. With how Progression works in 3E, the Jury actually consists of 16 members now. But come on, he's the Juror! Just call it a mental block and he only can summon twelve duplicates. After all, each rank is supposed to represent a range of measurements and numbers, right? He's only mildly threatening in a fight-by himself. But all 13 are very dangerous indeed. With the other Deregulators, they form a fairly dangerous supervillain team.
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Postby Arthur Eld » Fri Oct 28, 2011 7:51 pm

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Resistor
PL 12 184


Abilities
Strength 7, Stamina 8, Agility 5, Dexterity 5, Fighting 8, Intellect 0, Awareness 0, Presence 7

Powers:
Weapon of opportunity Blast 9 (Limited requires object to throw, Diminished Range) 8
Murderer's Eye Enhanced Ranged Attack 5 (Perception Check Required) 3
Gestalt Physiology Leaping 2, Speed 1 3
Post-Murder Scrub Transform 7 (Removes forensic evidence from an area) 14

Advantages: Connected, Chokehold, Close Attack 2, Defensive Roll 3, Improved Aim, Improved Critical 4 (blades), Improved Critical 4 (guns), improved Critical 4 (unarmed), Fast Grab, Improved Initiative, Improved Throw, Precise Attack (Ranged, cover), Ranged Attack 5, Teamwork, Language 1 (Italian),

Equipment Assault Rifle, Grenades (Burst Blast 5), Body Armor (Protection 4), Commlink

Skills: Deception 8 (+15), Persuasion 4 (+11), Vehicles 7 (+12), Intimidation 8 (+15), Expertise (criminal) 8 (+8), Perception 12 (+12), Insight 8 (+8), Stealth 8 (+13)

Offense
Initiative +9
Object of opportunity +10 Damage 9
Assault Rifle +10 Damage 5
Unarmed +10 Damage 7

Defenses
Dodge 8 (3), Parry 8
Toughness 12, Fortitude 10 (2), Will 8 (8)

Abilities 80+Powers 28+Advantages 31+Skills 32+Defenses 13=184

•Sort of a bullseye type with the usual Gestalt range of near-superhuman abilities, Bruce Scarpachi/Resistor is a dangerous opponent, who needs to make a Perception check against an opponent to detect their weakest points and then exploit them. Defensively, he's only a PL 10, but he's still a very dangerous opponent. Not a very bright thinker, his mob connections open the Deregulators up to conflict with a new sphere of superhero opponents, from vigilantes to former mob victims turned undead revenants, and whatever else you can think of.
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Postby Arthur Eld » Fri Oct 28, 2011 7:58 pm

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The Terror
PL 12 106


Abilities
Strength -1, Stamina 5, Agility 3, Dexterity 3, Fighting 5, Intellect 2, Awareness 3, Presence 4

Powers:
Psychic Tentacles Sustained Additional Limbs 3, Enlongation 4 (Limited to Tentacles) 7
Tentacle Chokehold Close Range Suffocation 6 18
Finding Fears Cumulative Mind Reading 12 (Limited to Learning target's fears and mistrusts, Close, Range) 1
Paranoia Phantasms Illusion 12 (All Senses, Limited to showing people the target trusts working against them, Resisted by Will, Close Range) 1
Paranoid Compulsion Mind Control 12 (Close Range, Limited to making people mistrust and turn on their allies) 1
Psionic Senses 1 (Mental Awareness) 1

Advantages: Defensive Roll 2, Equipment (commlink), Fascinate (Intimidation)

Skills: Close Combat (tentacles) 4 (+9), Deception 6 (+10), Expertise (psychology) 6 (+8), Intimidation 6 (+10), Insight 6 (+9)

Offense
Initiative +3
Tentacles +9 Affliction 6

Defense
Dodge 5 (2), Parry 5
Toughness 7/5, Fortitude 6 (1), Will 11 (8)

Abilities 48+Powers 29+Advantages 4+Skills 14+Defenses 11=106

Complications
Disorder A slave to his own nature, The Terror is quite the paranoid man himself.
Wanted As a member of the Deregulators, Leibowicz's paranoid fears are actually true when it comes to the government being out to get him.

•Alan Leibowicz was a normal bright boy growing up in Queens, until his father was thrown in jail for tax evasion when he was ten. The bitter boy eventually studied psychology, and actually made a fair amount o success running his own practice. Unfortunately, he was a better psychologist than businessman, and the IRS audited him. He snapped, injured three people with gunfire and was eventually transferred to a mental institution. He slowly improved over the next eight months, until his Gestalt powers emerged. He turned the asylum's patients and staff against each other, until it was burnt to the ground and Alan Leibowicz was believed to be dead. Still, he believed they were out to get him, so he joined the Deregulators, since they hated the government like he did.

•Sort of like the Scarecrow with a paranoid twist, The Terror can use his tentacles for his Close range abilities, affecting targets up to sixty feet away. And he needs that distance, because he's a very fragile character, especially for a Gestalt. Still, with his fellow Deregulators keeping enemies busy, he can reap some real fear among the heroes, turning them against each other out of fear and paranoia.
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Postby Arthur Eld » Sat Oct 29, 2011 6:55 pm

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Titan
PL 16 256


Abilities
Strength 20, Stamina 20, Agility 6, Dexterity 6, Fighting 8, Intellect 2, Awareness 3, Presence 8

Powers:
Gestalt Flight Flight 12 (8,000 MPH, 16 miles per round) 24
Humanity's reach for the stars Movement 2 (Space Travel) 1
Invulnerable Immunity 10 (life support), Impervious Toughness 19 29
Enhanced Senses Senses 6 (Accurate Extended Hearing, Ultra hearing, Radio, Extended vision) 6
Strength of Humanity Power Lifting 7 (3 million, two hundred thousand tons) 8

Advantages: Attractive, Benefit (NASA clearance), Connected, Favored Environment (airborne), Fast Grab, Improved Defense, Improved Initiative

Skills: Close Combat (unarmed) 4 (+12), Deception 4 (+12), Persuasion 4 (+12), Technology 6 (+8), Expertise (science) 6 (+8), Expertise (tactics) 6 (+8), Treatment 2 (+4), Perception 3 (+6), Vehicles 6 (+12), Insight 3 (+6)

Offense
Initiative +10
Unarmed +12 Damage 20

Defenses
Dodge 10 (4), Parry 10 (2)
Toughness 20, Fortitude 20, Will 11 (8)

Abilities 146+Powers 68+Advantages 7+Skills 22+Defenses 14=256

•Trevor Griffin is essentially Gestalt-Earth's version of Superman, but with plenty of twists. He's a Bonded Gestalt of Humanity, and is definitely his world's most powerful hero. He doesn't work like a traditional hero, though, and is more interested in exploring space (his childhood dream was to be an astronaut) than get into fights with supervillains. But his moral code is too great to let him ignore people in danger or let evil go unpunished.

•A PL 18 in his core setting, Titan gets nerfed down to 16, not necessarily to bring him more in line with other top-tier heroes and villains, but because his caps were only reached in 2E by his Favored Environment Feats. In 3E, Favored Environment is only one rank, and it doesn't apply to PL caps. So he's mostly a PL 16 on offense, but can bump it up to 17 by shifting to +14 to hit, Damage rank 20. He's still undercapped on Defense though, but can function as a PL 16 if he has to. Regardless, he's definitely a heavy-hitter, more than a fair fight for other paragons or powerhouses.
Last edited by Arthur Eld on Sun Nov 06, 2011 1:11 pm, edited 1 time in total.
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Postby Arthur Eld » Sat Oct 29, 2011 7:06 pm

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Armageddo
PL 13 396


Abilities
Strength 10, Stamina 10, Agility 7, Dexterity 7, Fighting 8, Intellect 0, Awareness -1, Presence 9

Powers:
Energy Absorption Protection 6, Reaction Healing 6, Limited to himself, Triggered by being hit by an attack 30
Megalon Radiation Explosion Burst Area Weaken 9 (All Physical ability scores at once) 45
Nefarion Radiation Blast Blast 13, Affects Insubstantial 1
Mega-Isotopium Carnage Blast! Blast 13 (Burst Area) 1
Silver Age Insanity Enhanced Luck 7 7
Radioactive Flight Flight 9 (1,000 MPH) 18
A Body of Raw Radiation Insubstantial 3 (Radiation) 15
Radiation Vision Senses 6 (radio, X-Ray Vision, UV vision) 6
Shifting Silver Age Schemes Variable 10 (Slow, Changing motifs/themes) 60

Advantages: Close Attack 5, Ranged Attack 6

Skills: Deception 8 (+17), Persuasion 8 (+17), Expertise (history) 4 (+4)

Offense
Initiative +7
Radiation Blast +13 Damage 13
Unarmed +13 Damage 10

Defense
Dodge 8 (1), Parry 8
Toughness 16, Fortitude 13 (3), Will 12 (13)

Abilities 100+Powers 258+Advantages 11+Skills 10+Defenses 17=396

Complications
Weakness Being fueled by atomic power, Armageddo is vulnerable to lead or other things that would dampen his atomic energies.
Disorder Armageddo is a madman, twisted by his very Gestalt nature to be the epitome of crazy Silver Age supervillains. He's easy to trick, gloats too much, and tends to throw captured heroes into easy to escape traps.

•Carl Houstead was your normal guy, studying history at U of Wisconsin, working towards his Master's. But his struggles in school left him burned out and on the verge of a nervous breakdown. He was committed to a mental institution, but he retained his passion for history, planning to write a thesis on history's great villains. In the asylum, he was bonded to a Gestalt and became Armageddo, the Gestalt of Super Age supervillains. He's a madman, driven by his very nature to insane, radiation themed crimes. His personality shifts on a weekly basis, but one thing is for sure. Armageddo may be insane, almost laughable, but he's also very dangerous.

•Armageddo is a powerful villain, which is good, because with his insane mentality, he's bound to be a solo act. His Variable can be used to alter his mental abilities, turning him into a cunning scientist who builds atomic tech, or a behind the scenes baddie who makes giant, mutated, radiaoctive versions of things-people, animals, other villains and supers. He's definitely my favorite Gestalt character, because he can be dropped into any campaign and act like a crazy Silver Age villain, and that's ok, because its in his nature.
Last edited by Arthur Eld on Tue Jan 15, 2013 5:12 pm, edited 2 times in total.
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700

Postby Arthur Eld » Mon Oct 31, 2011 10:12 am

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Ichigo Kurosaki
PL 14 196


Abilities
Strength 8/5, Stamina 9/5, Agility 5, Dexterity 4, Fighting 14/12, Intellect 1, Awareness 2, Presence 2

Powers:
Spiritual Form Concealment 10 (all senses, permanent, Limited to the living world) 10
Reiatsu release Burst Area Affliction 8 (Resisted by Will, Hindered/Prone/Incapacitated, Subtle) 17
•Sense Reiatsu Senses 6 (Ranged Detect Spiritual pressure, accurate, radius, extended, Continuous) 1
Shunpo Flight 3 (Subtle) 7

Master-class swordsman Enhanced Active Defenses 2, Enhanced Advantage: Improved Defense, (Limited to when wielding a sword) 3

Hollow Mask Enhanced Advantages: Extraordinary Effort, Startle, Enhanced Skill Intimidation 8 (+14) 6

Zangetsu (Easily Removable) 34
Konso Feature 1
Zanpakuto Slash Strength-based Damage 4 (Improved Critical)
Getsuga Tenshou Blast 9 (Accurate 2, Improved Critical) AE: Line Area Damage 9
Bankai EnhancementsEnhanced Strength 3, Enhanced Fighting 2, Enhanced Stamina 4, Enhanced Flight 2, Enhanced Getsuga Tenshou 3

Advantages: Assessment, Close Attack 2, Defensive Roll 3, Diehard, Improved Critical (zanpakuto) Improved Initiative, Luck 2, Move-by Action, Quick Draw, Power Attack, Takedown, Ultimate Toughness

Skills: Acrobatics 4 (+9), Athletics 4 (+9/+12), Close Attack (zangetsu) 2 (+14/+16) Insight 8 (+10), Intimidation 4 (+6), Ranged Combat (Getsuga Tenshou) 6 (+14)

Offense
Initiative +9
Zangetsu +14 Damage 9
Tensa Zangetsu +16 Damage 12
Getsuga Tenshou +14 Damage 9/12

Defense
Dodge 16 (9), Parry 16
Toughness 12, Fortitude 11/7 (2), Will 10 (8)

Abilities 72+Powers 77+Advantages 15+Skills 12+Defenses 19=196

Complications
Enemy Many.
Rival Uryu Ishida
Relationship Orihime, Isshin Kurosaki, Rukia, Chad, Karin, Yuzu.
Motivation Doing Good. Ichigo will get involved in situations he knows nothing about at the drop of a hat if it means protecting someone in danger.
Dark Side Although Ichigo's Hollow Side can be useful to him in combat, it can also take control of his body, going into a rampage that could cause him to hurt anyone close to him.
Normal IdentityIchigo requires a Substitute Soul Reaper badge to use his Shinigami powers, otherwise he's a (relatveily) normal high school boy. His real body is helpless unless occupied by another spirit when he's in his Shinigami form.
Secret Ichigo keeps his duties as a Shinigami secret from most of his friends.

•For build 700, I wanted to do a bigger name character, and for some reason I wanted to get back to Bleach builds. So I thought about doing Aizen. Then I really considered just what that would entail, decided it wasn't worth the aggravation, and went with Ichigo instead. I dislike doing characters that others have done, but I think this is a fairly distinct take on him.

•So, I considered going as high as PL 16 with Ichigo, but I decided to keep him at 14, with Byakuya and Gin. Although he's beaten the former and probably could have beaten the latter, I like to think its a 50/50 shot with any of them. What really gives Ichigo the chance to shine is his two ranks in Luck and his Extraordinary Effort, along with his massive number of Complications. He'll be swimming in HP by the time he needs to fight the big bad of any given arc, letting him pump up his Damage ranks to obscene levels. At earlier points in Bleach, I could see the Hollow mask being more like a temporary Alt Form (or at least Enhanced Stats, like his Bankai), but I figured by the Fake Karakura Town Arc, he only really puts it on for an attack, and then drops it. So you can call that Power Attack, Critical hits, or Extra Effort. Or maybe all three. He's a very balanced PL 14 combatant, fast, hard-hitting, and pretty durable for how hard to hit he is. Ultimate Toughness is there for those moments when he absoultely should be down on the ground, and yet he keeps fighting anyhow.
Last edited by Arthur Eld on Tue Nov 01, 2011 7:59 am, edited 3 times in total.
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Re: Eld's builds:Gestalt, Build 700-Ichigo Kurosaki

Postby catsi563 » Mon Oct 31, 2011 1:02 pm

Solid build only nit pick id make is you left out his relationship with Rukia. thats relationship literlay forms the core of the story in many ways. As he himself put it, and Orihime repeated it. Rukia was who changed him, gave him his powers so he could protect, hell he spent an entire arc and half just rescuing her from execution.

Rukia alone is a very important relationship no matter how you slice it.

the other is mroe fo a question persay. regarding his concealment. its intersting because theyve shown that Soul reapers can be touched by those with spiritual pressure higher then normal (as when Ichigo kicks rukia in the first chapter)

and obviously seen by mental senses. perhaps a limited flaw on the tactile sense not verses high spirit energy persons. granted technicaly you cant be concelaed from tactile youd need insubstantial. But i understand where your trying to work too.
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Re: Eld's builds:Gestalt, Build 700-Ichigo Kurosaki

Postby Arthur Eld » Mon Oct 31, 2011 1:10 pm

All senses, as I understand it, only covers all 'normal senses'. A psionic could still detect his mind. And Concealment is specifically stated not to cover touch. I meant to put to 'Limited to the spiritually unaware' as well, its in my other Bleach builds. Weird.

And I just left off the Rukia relationship because I didn't think to put it in. I should just put many like I did for enemies. Cause in addition to Rukia and the other two listed, there's Chad, his sisters, Tatsuki, and a lot more.
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