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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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Build #74: Sonnet

Postby Gilliam » Tue Dec 06, 2011 9:08 pm

SONNET

Image

Artwork is from DMAC’s Art Thread

Real Name: Thelma Sawchuck
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 26
Size: Medium
Height: 5' 6”
Weight: 134 lbs
Hair: Red
Eyes: Hazel

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

ABILITIES
STR: 10 (+0)
DEX: 14 (+2)
CON: 14 (+2)
INT: 22 (+6)
WIS: 16 (+3)
CHA: 14 (+2)

COMBAT
Attack +6 (Melee +6, Ranged +6, Sonic Array +10)
Damage: Unarmed +0 (Bruise); Sonic Blast +10
Defense +12 (+4 flat-footed)
Initiative +6

SAVES
Toughness +8 (+5 flat-footed) [+5/+2 out of costume]
Fortitude +7
Reflex +7
Will +11

SKILLS
Computers 8 (+14)
Concentration 11 (+14)
Craft
-Electronic 8 (+14)
-Mechanical 7 (+13)
-Chemical 6 (+12)
Disable Device 5 (+11)
Gather Info 10 (+12)
Knowledge
-Art 8 (+14)
-Technology 8 (+14)
-Current Events 5 (+11)
-Life Sciences 5 (+11)
-Physical Sciences 5 (+11)
-Popular Culture 5 (+11)
Medicine 5 (+8)
Notice 9 (+12)
Perform
-Singing 1 (+3)
Profession - Scientist 7 (+10)
Search 5 (+11)
Sense Motive 5 (+8)

LANGUAGES
English, Latin, French, Italian, German, Spanish

FEATS
Equipment (2 or 10eps); Improvised Tools; Inventor; Skill Mastery (Kn - Art, Kn - Technology, Computers, Craft Electronic); Well-Informed; Defensive Roll (3); Dodge Focus (5); Attack Specialization - Sonic Array (2 or +4 attack); Precise Shot (1); Accurate Attack; Improved Initiative (1)

POWERS
ARRAY Sonic Control [10]
--- [a] "Sonic Wail" Blast [10] (Extra: Area – Cone) (Flaw: Distracting, Range – Touch)
--- [a] Nauseate [10] (Extra: Ranged) (Flaw: Distracting)
--- [a] Stun [10] (Extra: Ranged) (Flaw: Distracting)
--- [a] Blast [10]
Quickness [4] - 25x (Flaw: mental tasks only)

EQUIPMENT
Costume (Toughness 3, subtle) (4eps)
Misc Items as required (6eps)

COMPLICATIONS
FEAR - Thelma is terrified of snakes.
TALENT - Thelma's singing talents leave a lot to be desired. It is best described as having a lot of passion.

SUMMARY
Abilities 30 + Skills 32 (128 ranks) + Feats 19 + Powers 25 + Combat 26 + Saves 18 – Drawbacks 0 = 150 / 150

BACKGROUND
Thelma's parents were aware from a very early age that their daughter was gifted. Thelma was already talking and reading by 2 years of age and before she had started school she had converted the old black and white TV gathering dust in the garage to colour.

With both parents been avid musicians Thelma grew up with a love of music and singing. However her singing ability was liken to cats fighting, seeking to resolve this drawback Thelma built herself a microphone to autotune her voice so that she could compete in a local singing competition. The microphone worked perfectly and Thelma continued to use it in more competitions until the day that it exploded in mid performance reverting her voice back to its normal tone. Laughed off the stage Thelma screamed out in anger emitting a sonic blast that caused a number of the audience members to vomit.

Back at the family home Thelma and her parents realised that somehow the microphone had "gifted" Thelma with superhuman abilities. Over the years Thelma continued to practice her sonic talents as she breezed through school and was fast tracked into the MI-13 Research Division. After the group "Queens Own" was created it was suggested to Thelma that she should join as well to provide technical support to the team.
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Re: Gilliam's Builds [2E]

Postby Woodclaw » Wed Dec 07, 2011 1:15 am

This is a really great character, a good powerset and a really funny origin. Plus I love the art.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
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Re: Gilliam's Builds [2E]

Postby Gilliam » Wed Dec 07, 2011 3:25 am

Thanks Woodclaw, she was fun to put together. I found this piece on DMAC's thread on the Drawing Board and there are a lot of other threads there like Storn's or Mancebears that I can spend hours just looking through and getting inspired.
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Build #75: Lara Croft

Postby Gilliam » Wed Dec 07, 2011 9:51 pm

LARA CROFT

Image

"Umm … well do you know how much they are asking for the latest Jimmy Choo's collection."

Real Name: Lara Croft
Identity: Public ID

APPEARANCE
Gender: Female
Age: 26
Size: Medium
Height: 5' 9”
Weight: 124 lbs
Hair: Brunette
Eyes: Brown

POWER LEVEL
Power Level: 8
Power Points: 140
Max Attack: 11
Max Defense: 12
Max Save DC: 5
Max Toughness: 4

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

COMBAT
Attack +8 (Melee +8, Ranged +9, Pistols +11)
Damage: Unarmed +2 (Bruise); Knife +4; Uzi's +3; Revolvers +4
Defense +12 (+4 flat-footed)
Initiative +8

SAVES
Toughness +4 (+2 flat-footed)
Fortitude +5
Reflex +9
Will +6

SKILLS
Acrobatics 6 (+10)
Bluff 7 (+10)
Climb 6 (+8)
Computers (+3)
Concentration 4 (+8)
Diplomacy 6 (+9)
Disable Device 3 (+6)
Drive 4 (+8)
Escape Artist 4 (+8)
Gather Info 5 (+8)
Knowledge
-Arcane Lore 3 (+6)
-Art 5 (+8)
-History 7 (+10)
Medicine 2 (+6)
Notice 6 (+10)
Profession – Archaeologist 4 (+8)
Ride 4 (+8)
Search 7 (+10)
Sense Motive 4 (+8)
Sleight of Hand 4 (+8)
Stealth 4 (+8)
Survival 4 (+8)
Swim 6 (+8)

LANGUAGES
English, Arabic, French, Latin

FEATS
Accurate Attack; Acrobatic Bluff; Ambidexterity; Attack Focus, Ranged (1); Attack Specialization - Revolvers (1 or +2 attack); Benefit (Wealth); Contacts; Defensive Roll (2); Dodge Focus (4); Equipment (9 or 45eps); Improved Initiative (1); Jack-Of-All-Trades; Monkey Climber; Move-by Action; Precise Shot (1); Quick Draw (1); Skill Mastery (Kn History, Acrobatics, Notice, Stealth); Trap Sense (2); Well-Informed;
Distracting Looks (1)

POWERS
Comprehend [2] (read and speak) (Drawback: Limited to “dead languages”) *
Leaping [1]

* An attempt to reflect Lara's talents with old languages. Depending on your definition of "dead languages", you could also include Latin as well :)

EQUIPMENT
Croft Manor (as Stately Home 18eps)
ARRAY - Twin Heavy Revolvers (Blast 8; Feats: Improved Critical x2 18-20, Twin Attack [works like Split Attack, but restricted to one half of the blast for each of the two guns, requires Ambidexterity to work OR attack one opponent Blast 4 with autofire extra]) (17eps)
--- [a] Twin Uzi SMG (Blast 6; Feats: Autofire, Improved Critica x2 18-20; Twin Attack [works like Split Attack, but restricted to one half of the blast for each of the two guns, requires Ambidexterity to work OR attack one opponent Blast 3 with autofire x2 extra)
Hunting Knife (Strike 1; Feats: Mighty, Thrown, Improved Critical 19-20) (4eps)
Survival Gear & Misc Items * (12eps)

* Depending on mission may include scuba gear, rope, night vision goggles, PDA, GPS and so on up to 12eps worth.

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 25 ft/10 ft/5 ft

COMPLICATIONS
APPEARANCE - Lara has a distinctive figure and has found that some people will dismiss her abilities due to her appearance upon meeting her.
MENTOR - Indiana Jones. Indiana has been Lara'a mentor for a number of years and they have an interesting relationship based on a combination of mutual respect and rivalry. Lara is aware that Indiana does not appear to be aging but will often tell Indiana "I will check out that lost city and will be back by the time you get your zimmer frame out the door, old man" before they start racing each other to be the first there.

SUMMARY
Abilities 36 + Skills 25 (100 ranks) + Feats 33 + Powers 4 + Combat 32 + Saves 10 – Drawbacks 0 = 140 / 140

BACKGROUND
Lara Croft from the video games and the movies. Lara is a world renown archaeologist and adventurer. Originally educated at Gordounston Boarding School in Scotland and then a Swiss Finishing School Lara was set for a life of luxury as a member of the high flying social set. Unfortunately that did not eventuate as the plane carrying herself and her parents crashed in the Nepalesn mountains leaving Lara as the only survivor.

Surviving on her own for 2 weeks Lara returned to civilisation a changed woman. With no need for money Lara decided to live life to its full and has became one of the foremost figures in exploring the remote regions of earth.

COMMENTS
My take on Lara Croft, she is a full PL higher than my Indiana Jones build but I believe that it can be justified as she is a lot more agile and combat oriented than Indiana.

I gave her a rank in leaping as she seems to bounce around a lot and the comprehend languages is an attempt to show her skill in old languages without giving her 20 odd ranks in languages. I still don't know if the trade-off between defense and toughness is too much but it feels right as the trick is trying to hit her whereas Indiana could take a pounding and still be on his feet.

Edit: Replaced Sneak Attack with Distracting Looks from Mecha and Manga as I believe that it is more appropriate than say Attractive.

Edit 2: Gave Lara the Twin Attack feat for her guns. The Twin Attack feat was originally created by Narsil.
Last edited by Gilliam on Fri Jun 08, 2012 9:52 pm, edited 1 time in total.
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Build #76: Wildcat

Postby Gilliam » Mon Dec 12, 2011 2:26 am

WILDCAT

Image

"I am not going to say meoww"

Real Name: Mariana Walker
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 18
Size: Medium
Height: 5'8”
Weight: 135 lbs
Hair: Black
Eyes: Blue

POWER LEVEL
Power Level: 9
Power Points: 135
Max Attack: 10
Max Defense: 11
Max Save DC: 8
Max Toughness: 7

ABILITIES
STR: 18 (+4/+1)
DEX: 30 (+10/+4)
CON: 14 (+2)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 14 (+2)

COMBAT
Attack +6 (Melee +10, Ranged +6)
Damage: Unarmed +4 (Bruise); Strike +6 / +8*
Defense +11 (+4 flat-footed)
Initiative +14

* including sneak attack bonus

SAVES
Toughness +7 (+4 flat-footed)
Fortitude +6
Reflex +12
Will +6

SKILLS
Acrobatics 4 (+14)
Climb 7 (+11)
Intimidate 8 (+10)
Knowledge
-Jungle Lore 6 (+6)
Notice 6 (+8)
Search 6 (+6)
Sense Motive 6 (+8)
Stealth 2 (+12)
Survival 8 (+10)
Swim 5 (+9)

LANGUAGES
English, Portuguese, Jungle Dialects

FEATS
Acrobatic Bluff; All-out Attack; Attack Focus, Melee (4); Defensive Roll (3); Dodge Focus (4); Elusive Target; Environmental Adaptation - Jungle; Evasion (2); Grappling Finesse; Improved Initiative (1); Move-by Action; Power Attack; Sneak Attack (1); Takedown Attack (2); Uncanny Dodge (Scent);

POWERS
Enhanced Dexterity [12]
Enhanced Strength [6]
Leaping [3]
Protection [2]
Strike [2] (Feats: Mighty)
Speed [2]
Super Movement [3] (Surefooted, Trackless, Slow Fall)
Super Senses [3] (low light vision, scent, tracking (scent))

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 140 ft/70 ft/35 ft
Speed: 220 ft (25 mph)

LIFTING
Light: 100 lbs, Med: 200 lbs, Heavy: 300 lbs
Max: 600 lbs, Push: 1500 lbs

COMPLICATIONS
DUTY - Mariana has been raised from birth to fight evil and injustice where ever she encounters it.
ENEMY - Singh Brotherhood. Mariana like all members of the Phantom line has a particular dislike of pirates and the Singh Brotherhood in particular.
LONER - Apart from her immediate family Mariana is very much a loner and tries to hide in the background.

SUMMARY
Abilities 22 + Skills 15 (60 ranks) + Feats 25 + Powers 37 + Combat 26 + Saves 10 – Drawbacks 0 = 135 / 135

BACKGROUND
Mariana is the daughter of The Phantom and the younger sister of Tiger Lilly and twin sister of Alvo. Like her older sister Mariana discovered that she had extraordinary abilities as she was growing up in the Skull Cave. However instead of been able to grow plants, Mariana was stronger, faster and more agile than anyone including her Father and quickly learnt to hold back in case she harmed someone.

Unlike her older sister Mariana was not too concerned about the tradition that the Phantom was always male as she had her twin and they would one day found a place for themselves in the wider world. As per tradition Mariana and her twin were sent to their Mother's homeland of Brazil for their schooling and it was there that they received a message from Charlotte asking for their help to deal with a Singh Brotherhood infestation.

Taking inspiration from her older sister Mariana has made for herself a costume and as the heroine Wildcat is striking fear in the Singh rank and file as she leaps from the shadows and takes them down.
Last edited by Gilliam on Mon Dec 12, 2011 3:05 am, edited 1 time in total.
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Build #77: Alvo

Postby Gilliam » Mon Dec 12, 2011 3:04 am

ALVO

Image

"I haven't missed yet"

Artwork is "remake_the_shadow_solo_by_paulsizer"

Real Name: Yasmin Walker
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 18
Size: Medium
Height: 5'8”
Weight: 119 lbs
Hair: Black
Eyes: Blue

POWER LEVEL
Power Level: 9
Power Points: 135
Max Attack: 14
Max Defense: 12
Max Save DC: 4
Max Toughness: 6

ABILITIES
STR: 10 (+0)
DEX: 18 (+4)
CON: 14 (+2)
INT: 16 (+3)
WIS: 14 (+2)
CHA: 14 (+2)

COMBAT
Attack +8 (Melee +8, Ranged +8, Pistols +14)
Damage: Unarmed +0 (Bruise); Brass Knuckles +1; Pistols +4*
Defense +12 (+4 flat-footed)
Initiative +12

* Improved Critical 13-20; Autofire; Split Attack

SAVES
Toughness +6* (+4 flat-footed)
Fortitude +6
Reflex +10
Will +7

* includes +2 from costume

SKILLS
Acrobatics 8 (+12)
Bluff 8 (+10)
Climb 6 (+6)
Concentration 4 (+6)
Craft
-Artistic Needlework 2 (+5)
Diplomacy 6 (+8)
Drive 2 (+6)
Escape Artist 4 (+8)
Gather Info 6 (+8)
Knowledge
-Jungle Lore 3 (+6)
-Tactics 5 (+8)
-Streetwise 5 (+8)
Notice 8 (+10)
Ride 4 (+8)
Search 7 (+10)
Sense Motive 8 (+10)
Stealth 6 (+10)
Survival 4 (+6)
Swim 6 (+6)

LANGUAGES
English, Portuguese, Jungle Dialects

FEATS
Acrobatic Bluff; All-out Attack; Ambidexterity; Assessment; Attack Specialization - Pistols (3 or +6 attack); Defensive Roll (2); Dodge Focus (4); Environmental Adaptation - Jungles; Equipment (4 or 20eps); Evasion (1); Improved Critical - Pistols (7); Improved Initiative (2); Improved Ranged Disarm; Move-by Action; Power Attack; Precise Shot (1); Quick Draw (1); Set-Up; Sneak Attack (1); Teamwork (1)

EQUIPMENT
Costume (Toughness +2; subtle) (3eps)
Brass Knuckles (+1 Damage) (2eps)
Twin Heavy Pistols (Blast 8; Twin Attack [works like Split Attack, but restricted to one half of the blast for each of the two guns, requires Ambidexterity to work OR attack one opponent Blast 4 with autofire extra]) (17eps)

COMPLICATIONS
RESPONSIBILITY - Family. Yasmin has promised her Mother that she will look out for her sisters.
ENEMY - Pirates and Singh Brotherhood in particular.
DUTY - To battle injustice in all its myriad forms.

SUMMARY
Abilities 26 + Skills 26 (104 ranks) + Feats 36 + Powers 0 + Combat 32 + Saves 15 – Drawbacks 0 = 135 / 135

BACKGROUND
Yasmin is the twin sister of Wildcat, younger sister of Tiger Lilly and daughter of The Phantom. Like her Father Yasmin does not seem to have any superhuman abilities unlike her siblings although all observers have commented that her skill with pistols is unnatural.

Growing up in the Skull Cave Yasmin found herself acting as the voice of reason and the peacemaker especially with her older sister whom she thought was too wound up for her own good and trying to keep her twin sister talking. In her spare time Yasmin discovered a love for needlework and is very skilled at kniting and cross-stitch and can spend hours working on a piece.

As per tradition Yasmin and her sister Mariana traveled to Brazil for their schooling and both sisters feel in love with the Brazilian lifestyle. It was with regret that Yasmin agreed to travel to the USA after been contacted by Charlotte however after a few encounters with the Singh Brotherhood Yasmin has discovered that she enjoys the costumed lifestyle.

COMMENTS
:arrow: As mention in Tiger Lilly's post, I thought about building some daughters for the Phantom. Out of the 3 sisters 2 have powers while Alvo above is more or less normal. I see Alvo as been the ranged combatant and with her ranks of improved critical will be lethal in combat as there is a 40% chance that she will crit on attack and then add auto-fire along with her high attack bonus and she could be frightening. Of course if she gets into melee then she is a goner although acrobatic bluff, run then shoot and problem solved.

:arrow: Wildcat is more of a melee specialist and really shines when she sneak attacks but with her speed and leaping it will be hard for anyone to get away from her or catch her. If her sister sets her up or provides covering fire then she will shine as well.

:arrow: Tiger Lilly is more of an all rounder than her younger sisters as she can use her plant control abilities to hamper or snare opponents, pick them off at range with her poisoned crossbow bolts or mix it up physically .

:arrow: All 3 sisters working together should be a handful in most street level or lower super level campaigns.

Edit: Added the Twin Attack feat on her twin handguns. The Twin Attack feat was originally created by Narsil.
Last edited by Gilliam on Fri Jun 08, 2012 7:59 pm, edited 1 time in total.
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Build #78: Miss Magic

Postby Gilliam » Wed Dec 28, 2011 4:16 am

MISS MAGIC


Image

Artwork is "Windwright_Mage_by_Murasaki_Hoshi"

Real Name: Amanda Nixon
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 21
Size: Medium
Height: 5' 4”
Weight: 107 lbs
Hair: Silver
Eyes: Blue

POWER LEVEL
Power Level: 10
Power Points: 150

ABILITIES
STR: 10 (+0)
DEX: 14 (+2)
CON: 12 (+1)
INT: 14 (+2)
WIS: 18 (+4)
CHA: 16 (+3)

COMBAT
Attack +6 (Melee +6, Ranged +6, Magic Array +10)
Damage: Unarmed +0 (Bruise); Magic (Create Object) +10
Defense +10 (+3 flat-footed)
Initiative +2

SAVES
Toughness +10 (+7 flat-footed)
Fortitude +6
Reflex +7
Will +11

SKILLS
Bluff 4 (+7); Concentration 7 (+11); Craft -Artistic 6 (+8); Diplomacy 7 (+10); Gather Info 7 (+10); Handle Animal 5 (+8); Knowledge -Arcane Lore 8 (+10); Knowledge -Popular Culture 10 (+12); Knowledge -Current Events 6 (+8); Knowledge -Business 4 (+6); Notice 6 (+10); Search 6 (+8); Sense Motive 4 (+8)

FEATS
Animal Empathy; Artificer; Attack Specialization - Magic Array (2 or +4 attack); Contacts; Dedicated Dodge*; Defensive Roll (3); Dodge Focus; Equipment (6 or 30eps); Luck (1); Quick Change (2); Ritualist; Seize Initiative; Set-Up; Teamwork (1); Trance; Uncanny Dodge - Mystical (1)*; Untapped Potential; Second Chance - Knowledge Arcane (1)

* Purchased as powers

POWERS
Arcane Shield (Drawback: Power Loss 3 (if unable to speak or gesture)) *
-- Force Field [6] (Drawbacks: Part of Body 1 [hemisphere]) LINKED
-- Shield [4] (Feats: Dedicated Dodge, Uncanny Dodge 1 [mystical] LINKED

Super Senses [1] (Mystic Awareness (Feats: Extended, Acute)
Magic [10] (Feats: Affect Insubstantial x2) (Drawback: Power Loss 3 (if unable to speak or gesture))
"Secret Santa" Create Object [10] (20:REF) (Base Power)
--- [a] "I can find you" ESP [5] (All senses) (covers 5 miles)
--- [a] "Magic Go Bye Bye"  Nullify 10 [all magical effects] (Extra: Area Burst; Flaw: Touch only)
--- [a] "See No More" Dazzle [10] (visual) (20:REF)
--- [a] "Its Time for a Talk" Telepathy [8] LINKED Comprehend Languages [2]

* Arcane Shield is borrowed from Woodclaw.

DEVICE
"Wand of Doves" (Device 4, Easy to Lose, Drawback: Restricted - requires Kn Arcane 8 to use)
-- Transform [7] (people into doves - Save DC 17:FRT)

EQUIPMENT
Second Hand Bookstore: [Size: Tiny/Gargantuan; Toughness: 10; Features: Concealed, Dimensional Portal, Dual Size, Library, Living Space, Personnel, Pool, Power System, Security System (DC 30), Self-Repairing x2, Workshop, Garage] (20eps)
Car – Ford Cortina (7 eps)
Misc (3eps to spend as required)

COMPLICATIONS
SEASICKNESS - Amanda suffers from chronic seasickness. As soon as she steps onto a boat she is rushing towards the nearest bucket.
RESPONSIBILITY - Bookstore. Amanda has inherited the Bookstore but does not know what she is suppose to do about the portal, library or the pool apart from "keep them safe", but from what or whom?
RESPONSIBILITY - Younger Brother. Amanda is very protective of her younger brother Jonathon Nixon.
HISTORY - Troubled Past. As a young girl Amanda got involved with a bad crowd and from time to time her past comes calling especially now that she is more or less successful.
RESPONSIBILITY - Leadership. Amanda is the leader or mentor of a small group of young heroes and she is worried about making mistakes.

SUMMARY
Abilities 24 + Skills 20 (80 ranks) + Feats 25 + Powers 42 + Combat 22 + Saves 17 – Drawbacks 0 = 150 / 150

BACKGROUND
Amanda Nixon had a very poor relationship with her mother. If her mother said “up”, Amanda would say “down” and things got worst from there. By the time Amanda was 10 she was already sneaking out at night to catch up with friends drinking alcohol and causing trouble. In fact if not for her younger brother Jonathon, Amanda would have had given up on school as well but she was very protective of Jonathon and attended school mainly to beat up anyone bothering him.

Looking back Amanda does wonder how she survived her tween years more or less intact with only a few scars on her arm to remind her of what could have been. The turning point for Amanda was when she was 14 and looking for a birthday present for Jonathon. Coming across a second hand bookstore and knowing that Jonathon loved to read, Amanda quickly found a gift with the help of the elderly woman in the shop. As Amanda was leaving the old lady gave her a small book free of charge saying that it was an opening day promotion.

It was several weeks before Amanda read the book and wondered why she bothered as it did not make much sense. That night Amanda had a vivid dream where she found herself flying over the city and meeting the old lady in the clouds who spoke to her but Amanda could not remember what was said. After a week of having the same dream every night Amanda made her way back to the bookstore where the old lady told her that she had magical talent and needed training.

Somehow the old lady convinced Amanda that she was serious and Amanda started to learn about her gifts and working part time in the store. Amanda discovered that the private quarters of the bookstore were a lot larger than what the store appeared to be with an extensive library and rooms of mysterious objects. As a result of her lessons Amanda started to take school seriously and while she had a bad-girl reputation did make new friends.

After several years Amanda decided to adopt a costumed identity as Miss Magic and started using her abilities to fight crime, Amanda knew that Melissa did not approve of her activities but never stopped her. As her reputation grew Amanda came into contact with several other supers of a similar or slightly younger age than her, to her surprise she found herself the leader of the team.

It was after Amanda’s 20th birthday that things changed once again. Turning up to work Amanda found a lawyer waiting for her and was told that the title of the store was now in her name and that she was responsible for the safe keeping of the contents. Amanda was also told that Melissa had gone travelling abroad and wasn’t expected back.

Over the last 6 months Amanda has quickly came to terms with running the bookstore and discovered that it is a lot more profitable than she expected. Unsure of whom that she needed to jeep the store safe from Amanda has reduced the amount of times that she goes adventuring and relies more on the other members of the team. Fortunately Imogen has told her that Jonathon is now very popular at school but that some sort of demon or vampire is now in the area.
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Build #79: Captain Good

Postby Gilliam » Sun Jan 01, 2012 5:35 pm

CAPTAIN GOOD

Image

"Have no fear, Captain Good is here."

Artwork is from the "Superbuddies Web Site"

Real Name: Daniel Frankie
Identity: Secret ID

APPEARANCE
Gender: Male
Age: 30
Size: Medium
Height: 6'1”
Weight: 209 lbs
Hair: Brown
Eyes: Blue


POWER LEVEL
Power Level: 10
Power Points: 150
Max Defense: 7
Max Toughness: 13

ABILITIES
STR: 30 (+10/+5)
DEX: 10 (+0)
CON: 36 (+13/+5)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 20 (+5)

COMBAT
Attack +6 (Melee +6, Ranged +6, Unarmed +10)
Damage: Unarmed +10 (Bruise)
Defense +7 (+3 flat-footed)
Initiative +0

SAVES
Toughness +13 (+13 flat-footed)
Fortitude +13
Reflex +4
Will +8

SKILLS
Bluff 3 (+8); Diplomacy 7 (+12); Gather Info 3 (+8); Intimidate 7 (+12); Knowledge -Tactics 6 (+8); Notice 8 (+10); Search 6 (+8); Sense Motive 8 (+10)

FEATS
Attack Specialization - Unarmed (2 or +4 attack); All-out Attack; Power Attack; Assessment; Dodge Focus (1); Lionheart (1); Inspire (1); Seize Initiative

POWERS
DYNAMIC ARRAY - Flight [9]
--- [d] Super Strength [8] (Feats: Shockwave, Groundstrike) (Heavy 205t)
Impervious Toughness [7]
Enhanced Strength [10]
Enhanced Constitution [16]
Super Senses [5] (X-Ray Vision [Flaw: cannot view through natural earth]; Danger Sense)

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 20 ft/10 ft/5 ft
Flight: 10 mi (5000 mph)

LIFTING
Light: 68 tons, Med: 136 tons, Heavy: 205 tons
Max: 410 tons, Push: 1,024 tons

COMPLICATIONS
MOTIVATION - Doing the right thing. Captain Good always tries to do good deeds.
ENEMIES - Captain Good has a varied number of enemies.
FAME - Everybody knows who Captain Good is.
SECRET IDENTITY - Captain Good is very protective of his secret identity.
RESPONSIBILITY - Daniel has a pet cat called Ginger Ninja who has a habit of turning up in the wrong place at the wrong time.

SUMMARY
Abilities 38 + Skills 12 (48 ranks) + Feats 9 + Powers 57 + Combat 24 + Saves 10 – Drawbacks 0 = 150 / 150

BACKGROUND
Daniel Frankie doesn't know how or why he has the abilities that he does but all he knows is that they must be a gift from God and that he needs to use them to help and protect where he can. Over the years Daniel has seen the best and worst of mankind and non-humans and treasures the time that he can spend as Daniel Frankie and not as Captain Good.

NOTES
:arrow: Captain Good is the inspiration of my youngest daughter who came up with the name, secret id and powers. I did leave out the shapeshifting abilities as I couldn't fit it into a PL10 build without having no feats or skills.
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Build #80: Hanna

Postby Gilliam » Mon Jan 02, 2012 1:19 pm

HANNA

Image

Hanna: "I just missed your heart." ..... BANG

Rachel: What did your mother die of?
Hanna: Three bullets.

Real Name: Hanna Heller
Identity: Public ID

APPEARANCE
Gender: Female
Age: 16
Size: Medium
Height: 5' 6”
Weight: 110 lbs
Hair: Blonde
Eyes: Blue

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

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

COMBAT
Attack +8 (Melee +10, Ranged +8)
Unarmed: Unarmed +6* (Bruise), or by weapon**
Defense +8 (+3 flat-footed)
Initiative +5

* includes +2 bonus from dirty fighting
** melee weapons will include +2 dirty fighting bonus.

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

SKILLS
Acrobatics 5 (+10)
Climb 5 (+9)
Concentration 5 (+8)
Escape Artist 3 (+8)
Gather Info 5 (+6)
Knowledge
-History 6 (+8)
-Tactics 6 (+8)
Medicine 1 (+4)
Notice 9 (+12)
Search 10 (+12)
Sense Motive 5 (+8)
Stealth 7 (+12)
Survival 7 (+10)
Swim 5 (+9)

LANGUAGES
German, English (native), French, Arabic, Spanish, Italian

FEATS
Acrobatic Bluff; Attack Focus, Melee (2); Defensive Roll (3); Diehard; Dirty Fighting (2); Dodge Focus (3); Eidetic Memory; Elusive Target; Endurance (1); Improvised Tools; Improvised Weapons (2); Iron Stomach; Light Sleeper; Move-by Action; Sneak Attack (1); Takedown Attack (1); Throwing Mastery (2); Track

COMPLICATIONS
MOTIVATION - Hanna wants revenge on the woman (Marissa Wiegler) who killed her mother.
OUT OF PLACE - Hanna has been raised in the wilds of Finland with only her father for company. She is unuse to the modern world and dealing in social situations.
QUIRK - Hanna's attacks are always lethal by default.
HISTORY - Hanna's birth and past is shrouded in mystery.

Image

Artwork is "hanna_lomoart_by_slaughterwhore"

SUMMARY
Abilities 40 + Skills 21 (84 ranks) + Feats 26 + Powers 0 + Combat 26 + Saves 7 – Drawbacks 0 = 120 / 120

BACKGROUND
Hanna Heller was raised in the wilds of Finland by her father, former CIA agent Erik Heller. Ever since she was two years old, Hanna has been trained by Erik to become a skilled assassin. Due to her training away from any civilization, she has never come into contact with modern technology or culture, and has memorised a series of fake back-stories for herself to be used "when the time comes", as well as a great deal of encyclopedic knowledge. She is also fluent in several languages. Her most prized possession is a book of Grimms Fairy Tales which is the only memory of her mother.

By the age of 16 Hanna is as strong and as skilled as her father in combat. Telling him that she is ready, Eric uncovers an old transmitter that once activated will alert the CIA to their location. After some time considering the decision, Hanna flips the switch, sending a signal of her location to Marissa Wiegler, a CIA officer. Marissa sends a team to Erik's cabin, where Hanna, who had been waiting for them since Erik left earlier, is captured and taken to a CIA safe house.

From there Hanna starts a journey as she tries to kill Marissa, reunite with her father and uncover the truth about her past.

COMMENTS
Hanna is a movie that I have been meaning to watch for ages and I finally got around to watching it. Overall I enjoyed the movie and while the storyline was predictable in places was still very entertaining to watch.

Saoirse Ronan who plays Hanna gives a compelling performance as a young girl who can flip from cold blooded killer to a lost child in a heartbeat. The movie does leave a number of unanswered questions but somehow I doubt that there will be a sequel.

In the movie Hanna is shown as been very capable of surviving in extreme climates such as the northern region of Finland and the wastelands of Morocco. She is physically a lot stronger than a girl of her age and has been trained in the use of weapons and hand to hand combat from an early age. In many ways her opponents under estimate her and she uses that to her advantage in combat.

I have created her as PL8 which means that she should be able to mow down most normal special agents or security force personnel with ease as she is in a world with no supers. However it may be more appropriate to place her at PL7.

The picture below does a good job of summing up Hanna.

Image

Artwork is "hanna_by_slaughterwhore"
Last edited by Gilliam on Tue Jan 10, 2012 6:50 pm, edited 3 times in total.
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Build #81: Kim Possible

Postby Gilliam » Tue Jan 03, 2012 2:18 am

KIM POSSIBLE

Image

"What's the stitch?"

Artwork is "Kim_Possible_02_by_MachSabre"

Real Name: kim Possible
Identity: Public ID

APPEARANCE
Gender: Female
Age: 21
Size: Medium
Height: 5' 8”
Weight: 110 lbs
Hair: Red
Eyes: Green

POWER LEVEL
Power Level: 10
Power Points: 165
Max Attack: 14
Max Defense: 12
Max Save DC: 6
Max Toughness: 8

ABILITIES
STR: 14 (+2)
DEX: 28 (+9)
CON: 16 (+3)
INT: 14 (+2)
WIS: 20 (+5)
CHA: 16 (+3)

COMBAT
Attack +8 (Melee +8, Ranged +8, Unarmed +14)
Damage: Unarmed +4 (Bruise)* or by weapon
Defense +12 (+4 flat-footed)
Initiative +9

* Critical 17-20 on unarmed attacks

SAVES
Toughness +8 (+3 flat-footed)
Fortitude +7
Reflex +12
Will +8

SKILLS
Acrobatics 10 (+19)
Bluff 8 (+11)*
Climb 6 (+8)
Diplomacy 8 (+11)*
Drive 1 (+10)
Gather Info 6 (+9)
Investigate 6 (+8)
Knowledge
-Popular Culture 8 (+10)
-Streetwise 5 (+7)
Notice 7 (+12)
Pilot 1 (+10)
Profession 3 (+8)
Search 8 (+10)
Sense Motive 7 (+12)
Stealth 4 (+13)
Survival 5 (+10)
Swim 6 (+8)

* includes +4 bonus from attractiveness

LANGUAGES
English, French, Japanese, Spanish, Chinese, 1 to be selected

FEATS
Improved Critical - Unarmed (3 or 17-20); Uncanny Dodge- Visual (1)*; Acrobatic Bluff; All-out Attack; Assessment; Attack Specialization - Unarmed (3 or +6 attack); Attractive (1 or +4 diplomacy & bluff); Beginner's Luck; Benefit (Fame); Connected; Contacts; Critical Strike; Defensive Roll (5); Distract - Bluff (1); Dodge Focus (4); Elusive Target; Equipment (3 or 15eps); Evasion (1); Grappling Finesse; Hide in Plain Sight; Improved Block (1); Improved Trick; Inspire (2); Jack-Of-All-Trades; Leadership; Luck (1); Monkey Climber; Power Attack; Skill Mastery (Acrobatics, Diplomacy**, Climb); Ambidexterity; Takedown Attack (1); Taunt; Teamwork (1)

* purchased as power
** also known as the "puppy dog pout"

Image

POWERS
Strike [2] (Feats: Improved Critical x3; Mighty)
Danger Sense [1] (Feat: Uncanny Dodge)

EQUIPMENT
Grapple Gun (Super Movement: Swinging) (2eps)
Kimmunicator (Super Smart Phone) (2eps)
Comm Link (1eps)
10eps to spend on misc equipment as required.

COMPLICATIONS
MOTIVATION - She can do anything. Kim does not know what is not possible and will never give up.
RESPONSIBILITY - Ron Stoppable, Family, saving the world.
ENEMIES - Where to begin, over the years Kim has amassed a large number of enemies.
ENEMY - Shego. Shego is Kim's most dangerous adversary and can be liken to an evil version of Kim.

SUMMARY
Abilities 48 + Skills 24 (96 ranks) + Feats 43 + Powers 8 + Combat 32 + Saves 10 – Drawbacks 0 = 165 / 165

Image

Artwork is "kim_possible_by_tallychyck"

COMMENTS
:arrow: Okay I have to admit that I am a big fan of Kim Possible and now that is out of the way, as most people know Kim Possible is the star of the cartoon series Kim Possible which ran for 4 seasons. Kim Possible is the girl who can do anything. She can save the world and still write up an A grade paper on the plane trip home while creating an original winning cheer routine. In between saving the world and foiling the latest schemes of her rogues gallery she also deals with the pressures of high school life including rivalries, relationships, family embarrassments and teachers.

:arrow: Kim is extremely athletic and has supremely extensive reflexes that have been greatly honed and perfected through years of cheerleading practice. This skill allows her to perform death-defying moves like somersaulting between laser beams with little apparent effort. She is also highly skilled in numerous types and styles of martial arts, knowing sixteen different types of Kung-Fu. Her skills are aptly demonstrated by the fact that she is able to go toe-to-toe against Shego, an older and more experienced villain whose super-abilities allow her to tear through reinforced concrete with ease.

:arrow: Kim is also a fast learner and is able to pick up new skills quickly, and adapt to new situations as they arise. Among the many talents that she has demonstrated during the series are a high level of proficiency in various extreme sports; such as hang-gliding, skiing and rock climbing, and even shuttle piloting. She also discovers her ability to sing in the episode "Hidden Talent".

:arrow: The version of Kim above is several years older than when she appeared in the cartoon to fit in with my older version of Shego. At this stage of her career Kim has moved beyond dealing with Doctor Drakken and will often send him a text asking for a rain-check on foiling his latest scheme as she has had something else come up.
Last edited by Gilliam on Tue Jan 10, 2012 6:52 pm, edited 1 time in total.
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Re: Gilliam's Builds [2E]

Postby Gilliam » Mon Jan 09, 2012 5:37 pm

Wow I have just noticed that have 10,000 views for this thread which I never expected when I first started.

This build is an updated version of Stunner (Original) which is appearing in XLS's Freedom League - West Coast game on the gaming board.


STUNNER

Image

Real Name: Alison Tchaikovsky
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 22
Size: Medium
Height: 5' 7”
Weight: 125 lbs
Hair: Red
Eyes: Brown

POWER LEVEL
Power Level: 10
Power Points: 160
Max Attack: 8
Max Defense: 10
Max Save DC: 12
Max Toughness: 10

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

COMBAT
Attack +7 (Melee +7, Ranged +8)
Damage: Unarmed +0 (Bruise), Vibration Blast +12
Defense +10 (+4 flat-footed)
Initiative +7

SAVES
Toughness +10 (+7 flat-footed)
Fortitude +8
Reflex +11
Will +8

SKILLS
Bluff 6 (+8)
Computers 3 (+6)
Concentration 5 (+6)
Diplomacy 10 (+12)
Gather Info 8 (+10)
Knowledge
-Popular Culture 6 (+9)
-Art 6 (+9)
Notice 7 (+8)
Perform
-Dance 6 (+8)
-Wind Instruments 6 (+8)
Search 8 (+11)
Sense Motive 9 (+10)

FEATS
Accurate Attack; All-out Attack; Attack Focus, Ranged (1); Defensive Roll (3); Dodge Focus (3); Elusive Target; Improved Critical - Vibration Array; Improved Initiative (1); Instant Up; Move-by Action; Power Attack; Precise Shot (1); Second Chance Will Save; Teamwork (1)

POWERS
Super Movement [2] (Slow Fall, Airwalking)
Super Movement [2] (Permeate)
Immunity [7] (Suffocation; Vibration effects)
Protection [5]
ARRAY - Vibration Control [12] (Feats: Affect Insubstantial x2)
--- [a] Deflect [12] (Slow and Fast Projectiles)
--- [a] Nauseate [8] (vertigo) (Extra: Ranged +1)
--- [a] Nauseate [12] (vertigo)
--- [a] Drain Toughness [12] (Extra: Ranged +1) (Affect objects only)
--- [a] Stun [12]
--- [a] Nullify Machines [12]

COMPLICATIONS
FEAR - Spiders. Alison is terrified of spiders.
MOTIVATION - Alison is determined to do good and redeem her family name as she has learnt that her favourite Grandmother use to be the villain Opal.

SUMMARY
Abilities 22 + Skills 20 (80 ranks) + Feats 18 + Powers 51 + Combat 28 + Saves 21 – Drawbacks 0 = 160 / 160

BACKGROUND
Growing up Alison's childhood was a blur as she was rushed from music lessons to dance class then to the latest children's beauty pageant as her Mother tried to relive her glory days through her daughter. By the time Alison was in her early teens she couldn't stand it anymore and chose to dress as unfeminine as possible - t-shirts, hoodies, trackpants and tennis shoes were her clothes of choice. Her Mother was not very happy and little talks about appropriate dress and behaviour would become very loud arguments. It was during one such argument that Alison had her first seizure.

Over the next 6 months, the seizures would strike Alison at random and last from a couple of minutes to several hours for the more severe episodes. Numerous tests revealed nothing, medication seemed to have no effect and in the end the only suggestion from their local GP was that Alison might grow out of them.

After 6 odd months the incidents had faded and Alison discovered that she was able to emit a blast of vibration energy. After getting stuck in the wall between the house and the garage when trying to avoid her Mother (whom was now feeling very guilty), Alison started experimenting with her abilities. Not wanting to talk to her Mother, Alison confided in her favourite Grandmother Amanda McKittrick who to her surprise was not shocked by Alison's revelation and strongly suggested that she continue to train and use her abilities to fight crime.

Over the next couple of years Alison began to operate as the heroine Stunner and fought street crime and minor villains with a number of young heroes.

It was when her Grandmother was very ill that she confided to Alison that she had been the villain Opal years ago and although Adrian Eldrich had freed her from the influence of The Eye of Argon she still felt very guilty about the crimes she had committed. However she was very proud of Alison's deeds.

Not long after Alison was asked by the Freedom League if she wanted to join their new branch in Angel City and Alison jumped at the opportunity.
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Build #82: Goshawk

Postby Gilliam » Mon Jan 09, 2012 6:39 pm

GOSHAWK

Image

Artwork is "Girl_with_Sword_Stock_11_by_kristyvictoria"

Real Name: Chloe Shepherd
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 28
Size: Medium
Height: 5' 7”
Weight: 134 lbs
Hair: Black
Eyes: Grey

POWER LEVEL
Power Level: 9
Power Points: 135
Max Attack: 12
Max Defense: 11
Max Save DC: 6
Max Toughness: 7

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

COMBAT
Attack +7 (Melee +8, Ranged +7, Sword +12)
Damage: Unarmed +2 (Bruise); Oparran Sword +6*
Defense +11 (+4 flat-footed)
Initiative +9

* Improved Critical 18-20 (normal swords) / 17-20 (Oparran Sword)

SAVES
Toughness +7* (+5 flat-footed)
Fortitude +6
Reflex +10
Will +6

* includes +3 from costume.

SKILLS
Acrobatics 8 (+13); Bluff 8 (+10); Climb 6 (+8); Concentration 3 (+6); Drive 3 (+8); Escape Artist 5 (+10); Gather Info 8 (+10); Investigate 8 (+10); Knowledge -Popular Culture 5 (+7); Knowledge -Current Events 6 (+8); Knowledge -Art 6 (+8); Medicine 3 (+6); Notice 7 (+10); Perform -Dance 4 (+6); Search 6 (+8); Sense Motive 7 (+10); Stealth 5 (+10)

LANGUAGES
English, French, Italian

FEATS
Acrobatic Bluff; All-out Attack; Assessment; Attack Focus, Melee (1); Defensive Roll (2); Distract (Bluff); Dodge Focus (4); Elusive Target; Equipment (4 or 20eps); Grappling Finesse; Improved Throw; Instant Up; Power Attack; Quick Draw (1); Takedown Attack (1); Taunt; Weapon Bind; Weapon Break

Fencing Fighting Style - [Improved Critical - Oparran Sword (1)*; Improved Critical Swords (1); Attack Specialization - Swords (2 or +4 attack); Accurate Attack; Defensive Attack; Improved Block (1); Improved Disarm (1); Improved Initiative (1)]

* Purchased as part of Oparran Sword.

DEVICES
Oparran Sword (Feats: Improved Critical, Mighty, Affect Insubtantial x2, Indestructible) Restricted x1 (Females) (Device 2, Easy to Lose)
- Strike [4]

EQUIPMENT
- Investigators Kit; Medical Kit (2eps)
- Costume (Toughness +3, Feats Subtle) (4eps)
- Smart Phone; Digital Camera; Nightvision goggles (3eps)
11 eps to spend on vehicle or other items.

COMPLICATIONS
GUILT - Chloe feels guilty for travelling overseas for so many years and leaving her Mother alone.
RESPONSIBILITY - Chloe wants to make her neighbourhood a better place like the neighbourhood that she grew up in.

SUMMARY
Abilities 32 + Skills 24 (96 ranks) + Feats 33 + Powers 6 + Combat 28 + Saves 12 – Drawbacks 0 = 135 / 135

BACKGROUND
As a child Chloe never seem to want for anything, she had dancing lessons, played soccer and her solo Mum seemed to handle everything in her stride. It was after watching the latest "3 Musketeers" movie that Chloe decided that she really wanted to learn fencing. Somehow her Mother managed to find the money and Chloe started lessons and fell in love with fencing. She proved to be very good and quickly rose through the ranks and after a couple of years began to place and then win the odd competition.

It was at a fencing camp that Chloe first met Dawn. Dawn was one of a number of overseas instructors brought in to provide training to the students. Although Dawn was a lot older than Chloe they seemed to click and Dawn was soon providing extra one-on-one training with Chloe and pushing her limits.

After Chloe returned home from the camp, all Chloe could talk about was how good a fencer Dawn was and that she wanted to be like Dawn when she grew up and so on. It was a few months later that Chloe received an offer of a fencing scholarship in Paris. The school had offered the scholarship to Chloe based upon a recommendation from Dawn. Initially very excited Chloe was soon in tears after her Mother said she could not go, it wasn't until after her Mother had a long conversation with Dawn that she was allowed to take up the scholarship.

The next couple of years were like a blur for Chloe, training and fencing all day, learning French as she still had to continue her schooling and for some reason her teachers were not good at speaking English. During holidays Chloe would spend time at friends places or stayed with Dawn in London. When she spoke to her Mother Chloe was told that everything was fine.

Enjoying her time in Europe Chloe stayed there after her scholarship ended and continued her training and started providing lessons to young children. Chloe spent nearly a year working at Dawn's younger brothers Detective Agency in London and to this day still denies that she was infatuated with William Drummond-Clayton. Dawn started off working in the office asking the phone and doing the filing and paperwork but quickly convinced William to let her "pound the beat" with him. Watching and learning Chloe gained a good understanding of detective work and began to wonder if there was more to both Dawn and William as they seemed to have unexplained absences.

After nearly 10 years Chloe decided to return home as she missed her Mother and Europe had lost its shine a long time ago. Before she left Chloe was given a sword from Dawn as a gift. Dawn explained that the sword had been in her family for a number of years but that she felt that Chloe would do the sword proud.

Returning home Chloe was surprised to discover that things were not fine as her Mother had kept telling her. The neighbourhood had regressed and had no resemblance to her memories. It was overrun with petty criminals, thugs and drug dealers and worst of all her Mother now looked and seemed very old. Wanting to look after her Mother and to make a difference for the local children, Chloe started to offer dancing and fencing lessons in a local hall. It was not too long before she was approached by a couple of brutish looking men whom suggested that it would be a good idea for her to give them a share of her earnings. At first refusing, the thugs then threaten to mess up that "pretty little face of hers" and without thinking Chloe grabbed the closest sword and drove them off.

It was after this encounter that Chloe decided that someone (her) needed to do something to make the neighbourhood safer for everyone. Talking to Dawn about how home had changed for the worst Chloe was told that she had to do what she felt was right. Several days later Chloe received a courier parcel that contained a costume and over the next fortnight the sword wielding vigilante known as Goshawk started to chase the thugs and dealers away.

COMMENTS
:arrow: Goshawk was a character that I made for a game on the gaming board. She was an attempt at making a balanced street level solo character so I took my Osprey build and reduced it to a PL 9. I was viewing Goshawk as been the successor to Osprey and also I was toying with the idea in my own continuity that she could be related to the Greystoke line through her unknown father.
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Build #83: The Sadist

Postby Gilliam » Wed Jan 11, 2012 7:15 pm

SADIST

Image

"You know that you really LIKE it"

Real Name: Beth Anthony
Identity: Public ID

APPEARANCE
Gender: Female
Age: 28
Size: Medium
Height: 5' 2”
Weight: 119 lbs
Hair: Blonde (natural)
Eyes: Green

POWER LEVEL
Power Level: 11
Power Points: 165

ABILITIES
STR: 10 (+0)
DEX: 14 (+2)
CON: 14 (+2)
INT: 12 (+1)
WIS: 18 (+4)
CHA: 16 (+3)

COMBAT
Attack +7 (Melee +7, Ranged +7)
Damage: Unarmed +0 (Bruise); or by weapon; Pain Effect
Defense +11 (+4 flat-footed)
Initiative +2

SAVES
Toughness +11 (+10 flat-footed)
Fortitude +9
Reflex +8
Will +12

SKILLS
Concentration 12 (+16)
Gather Info 7 (+10)
Intimidate 11 (+14)
Knowledge
-Life Sciences 9 (+10)
-Behavioral Sciences 9 (+10)
Medicine 6 (+10)
Notice 10 (+14)
Search 10 (+11)
Sense Motive 10 (+14)

FEATS
Dodge Focus (3); Defensive Roll (1); Assessment; Improved Defense (1); Trance

POWERS
Pain [10] (Feats: Precise)
Immunity [1] (own power)
Force Field [8]
Super Senses [2] (Accurate Hearing)

COMPLICATIONS
MOTIVATION - Greed. Beth is out for as much money and goods as she can get.
CHARACTER - Vain. Beth is very vain.
CHARACTER - Vindictive. Beth has a mile wide mean streak and relentlessly pursue individuals for any actual or perceived slight.

SUMMARY
Abilities 24 + Skills 21 (84 ranks) + Feats 7 + Powers 62 + Combat 30 + Saves 21 – Drawbacks 0 = 165 / 165

BACKGROUND
Beth Anthony grew up in an average home and while she never got the latest clothes or toys like her friends she still wasn't deprived. However for Beth it wasn't good enough and she wanted the best and brightest. It was in her early teens that Beth discovered that she could inflict pain in people by just a touch and over the years her powers grew to just needing to see them then to only hearing them as the level of pain she could cause increased as well.

Once Beth gained a reasonable level of control over her abilities she became the most popular girl in school as everybody started to give her gifts of clothes, money and jewelry as they feared a disapproving look from Beth.

After a failed attempt at medical school Beth returned to what she was best at and now known as "The Sadist" as one of the most infamous villains in the country.

COMMENTS
I was looking through the Ultimate Power book and came across the Pain power and was curious at how it would look for a character. Although The Sadist is an one-note villain, she only needs to be able to see or hear you to inflect waves of pain and as most people have lower Will saves she can cause a lot of damage.

Of course without her pain ability she is pretty much useless offensively.
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Re: Gilliam's Builds [2E]

Postby Woodclaw » Thu Jan 12, 2012 1:40 am

Creepy, very creepy build. I admit I like it.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
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Re: Gilliam's Builds [2E]

Postby Gilliam » Sat Jan 14, 2012 12:50 am

Thanks Woodclaw, I thought that it was time to make some villains as I haven't made very many of them.
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