Eld's builds:Scimitar, Spirit Dragon, Zombies, Kirin, Amleth

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Arthur Eld
Cosmic Entity
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Post by Arthur Eld » Mon Apr 16, 2012 9:39 am

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Elite
PL 9 142


Abilities
Strength 2, Stamina 2, Agility 4, Dexterity 4, Fighting 12, Intellect 3, Awareness 4, Presence 4

Advantages: Beginner's Luck, Defensive Roll 4, Equipment 4, Evasion 2, Hide in Plain Sight, Power Attack, Ranged Attack 7, Seize Initiative, Skill Mastery 4 (Acrobatics, Stealth, Technology, Investigation), Uncanny Dodge

Equipment Camo-Costume (+2 bonus to stealth), Commlink, Grapple gun (Movement 1-Swinging)
Utility Belt Flash-bangs (Burst Area Visual & auditory Dazzle 3), AE: Smoke bombs (Cloud Area Visual Concealment Attack), AE: Stun Grenades (Ranged Burst Affliction 4 (Dazed/Stunned/Incapacitatedm, resisted by Fortitude), AE: Throwing Disks (Ranged Strength-based Damage 3)

Skills: Acrobatics 6 (+10), Athletics 6 (+8), Close Combat (unarmed) 2 (+14) Deception 6 (+10), Technology 6 (+9), Sleight of Hand 4 (+8), Intimidation 4 (+8), Investigation 6 (+9), Expertise (streetwise) 4 (+7), Perception 4 (+8), Insight 4 (+8), Ranged Combat (throwing disks) 2 (+13) Stealth 6 (+10)

Offense
Initiative +4
Unarmed +14 Damage 2
Throwing Disks +13 Damage 5

Defense
Dodge 12 (8), Parry 12
Toughness 6/2, Fortitude 6 (4), Will 8 (4)

Abilities 70+Advantages 26+Skills 30+Defenses 16=142

•Elite is the Badass Normal of the Alterniteens, a former member of the pan-dimensional Murder League. On assignment, his mental conditioning was torn apart by a psychic target, and he was filled with guilt and remorse. He left the League, and was on the run from their retribution when he saw that three dimensional travelers had been arresed. He recsued Navigatrix and the Capote siblings, and left his world be hind with them. He's essentially the leader of the Alterniteens, and spends much of his time preparing for the Muder League and his mentor, Wound-Maker's, arrival.

Arthur Eld
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Post by Arthur Eld » Mon Apr 16, 2012 9:47 am

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Changeling
PL 8 173


Abilities
Strength 1, Stamina 5, Agility 3, Dexterity 3, Fighting 8, Intellect 3, Awareness 3, Presence 3

Powers
Telepathy Mental Communication 3, comprehend 2 (understand all languages, is understood) 16
Shapeshifting Variable 8 (Move Action, for assuming different physical characeristics) 64

Advantages: Defensive Attack, Eidetic Memory, Set-Up, Teamwork, Ranged Atack 5

Skills: Persuasion 6 (+9), Deception 8 (+11), Expertise (pop culture) 4 (+7), Investigation 6 (+9)

Offense
Initiative +3
Unarmed +8 Damage 1

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

Abilities 58+Powers 80+Advantages 9+Skills 12+Defenses 14=173

•Changeling comes from an alternate dimension where the Grue Unity are peaceful and prize individual through. When the Alterniteens arrived in this dimension and eventually explained that the Grue they knew were warlike and xenophobic, the Majestry Collective sent Changeling as an observer to our dimension. To 'blend in', Changeling has adopted a perky human appearance, and few others even know she's a Grue.

•In combat, Changeling has 40 points to allocate with her Shapeshifting, which is a lot, seeing as she only needs 7 ranks of Strength-based Damage and one rank of Protection to meet her combat caps. That leaves 32 poitns for things like Flying, Regeneration, Senses, and whatever other physical powers you can think of.

Arthur Eld
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Post by Arthur Eld » Mon Apr 16, 2012 10:05 am

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Navimatrix
PL 7 212


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

Powers
Translation circuits Comprehend 3 (read, speak, and understand all languages) 6
Jet Feet Flight 3 6
Armored Construction Protection 1 1
Robotic Life Immunity 30 (Fortitude) 30
Spatial Distortion Teleport 5 (Extended, Burst Area Affects Others) 25
Dimensional Teleport Movement 3 (Dimensional, Burst Area Affects Others, Activation-Standard Action) 1
Sensors Senses 7 (Detect Dimension, Dimensional Awareness, Direction Sense, Distance Sense, Low-light vision, Time sense, Tracking (Dimensional Awareness)) 7

Advantages:
Archival Files Eidetic Memory
Emotional Dampening Fearless
Motion calculation and rapid-aiming Ranged Attack 5

Skills: Technology 8 (+11), Persuasion 6 (+7), Expertise (science) 8 (+11), Perception 6 (+8), Expertise (explorer) 10 (+12), Investigation 8 (+11), Insight 4 (+6), Stelath 4 (+5)

Offense
Initiative +1
Unarmed +6 Damage 7

Defense
Dodge 6 (5), Parry 6
Toughness 8, Fortitude 7, Will 6 (4)

Abilities 84+Powers 76+Advantages 7+Skills 27+Defenses 9=203

•One of a series of Navigational Matrices, guides and explorers of the infinite worlds, this one in particular journeyed farther than any other. She discovered Dauntless and Relentless and rescued them from their dying world. Ever since, the Navagatrix, as she is called, has taken to finding and rescuing super-powered young people across dimensions, presumbaly because, like her, they are orphans.

•The Navagatrix isn't really built for combat, but she's still probably the most essential member of the Alterniteens, because she's their escape clause. Its one thing when your opponents can teleport 30 miles away in one hop, its quite another when they can step 'side-ways' into another dimension. She's basically the core of the team, not their leader but certainly the thing that makes them a team of dimension-hopping world savers and not just another team of teen heroes.

Arthur Eld
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Post by Arthur Eld » Mon Apr 16, 2012 7:48 pm

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The Answer
PL 9 106


Abilities
Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 1, Intellect 1, Awareness 2, Presence 2

Powers
Compelling the Truth Mind Control 9, Sustained, Limited to compelling truthful answers, Sense-Dependent (Hearing), Subtle 2 38

Advantages: Connected, Contacts, Ranged Attack, Skill Mastery 3 (Deception, Insight, Investigation), Well-Informed

Skills: Deception 8 (+10), Persuasion 6 (+8), Investigation 9 (+10), Intimidation 4 (+6), Expertise (psychology) 4 (+5), Expertise (civics) 4 (+5), Expertise (current events) 10 (+11), Expertise (pop culture) 8 (+9), Perception 4 (+6), Expertise (oratory) 6 (+8), Expertise (reporter) 11 (+12), Insight 10 (+12)

Offense
Initiative +0
Unarmed +1 Damage 0

Defense
Dodge 1 (1), Parry 1
Toughness 0, Fortitude 3 (3), Will 5 (3)

Abilities 12+Powers 38+Advantages 7+Skills 42+Defenses 7=106

•Tom Anwar is a paranormal, an investigative journalist and interviewer who has a top-rated program called the Answer, which is marked both by the variety of people he interviews-from politicians to celebritys to superhumans, and by the surprisingly forthright answers he gets. There is suspicion he might be a superhuman, but so far there's absolutely no proof-even those who can detect supers come up short around him.

•One of the many Paragons characters who isn't meant to be anywhere near a combat situation, the Answer nonetheless makes one of those perfect NPCs-the kind that can truly bother and stumble up the heroes, and yet one they can do almost nothing about. Since his power is super-subtle, PCs shouldn't know Will saves are being rolled, they should be rolled in secret by the GM and then simply be told that they have to answer Anwar's questions truthfully. Plus, he's not exactly a bad guy, he just wants the truth, and if people get hurt, well they shouldn't have been keeping secrets, right?

Arthur Eld
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Post by Arthur Eld » Mon Apr 16, 2012 7:55 pm

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Arbiter
PL 18 87


Abilities
Strength -1, Stamina -1, Agility 0, Dexterity 0, Fighting 0, Intellect 18/3, Awareness 18/3, Presence 2

Powers
Predictive Genius Enhanced Intellect 15, Enhanced Awareness 15, Limited to predicting the future, Quirk-predictions require data 28
Future Sight Senses 5 (Precognition, acute, Quirk-cannot predict immediate future) 4

Advantages: Benefit 4 (Wealth 4), Connected, Contacts, Fascinate (Persuasion), Well-Informed

Skills: Deception 9 (+11), Persuasion 11 (+13), Investigation 8 (+11/+26), Intimidation 6 (+8), Expertise (business) 10 (+13/+28), Perception 4 (+7/+22), Insight 7 (+10/+25)

Offense
Initiative +0

Defense
Dodge 0, Parry 0
Toughness -1, Fortitude 1 (2), Will 9 (5)

Abilities 12+Powers 32+Advantages 8+Skills 28+Defenses 7=87

•Chandler Garret is a very successful investor and manager of Watermark Fidelity, a deal-broker who has some questionable associates. His public business is on the up-up and up, though he does keep some deals secret-mostly to conceal his paranormal powers to predict the future. His power is to recognize patterns in a sea of data that is confusing and meaningless to others, and his predictions are uncanny. He's known as the Arbiter because since he can tell people what's going to happen, he influences their actions and thus he also decides what's going to happen.

•The Arbiter is a character who can help and hinder the PCs at the same time, and they should never be able to tell what he's really got going on. However, he's a solitary person, and tends to steer clear of direct interaction. That's because he can't predict sudden action not based on data or prior rational thought-which are the kinds of decisions people, especially super-people, make all the time. There is the possibility that Garret's powers to predict the future from data are just a coping mechanism for his mind. He might simply be a very powerful and precise precognitive who actually works backwards in his mind from his visions. If he were to gain such powers, he would lose his Flaws and become that much more capable and dangerous.

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Post by Arthur Eld » Tue Apr 17, 2012 10:06 am

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Minuteman
PL 10 150


Abilities
Strength 8, Stamina 8, Agility 4, Dexterity 4, Fighting 6, Intellect 2, Awareness 2, Presence 3

Powers
Super Jumps Leaping 3 (60 feet) 3

Patriot (Easily Removable) 6
Minute Missile Ranged Affliction 8 (Accurate, Resisted by Fortitude, Dazed/Stunned, Split)
Strike for Freedom Strength-based Damage 3, Reach, Improved Critical

Vigilance Bracers (Removable) 20
Bouncing Bullets Close Deflect 8 (Reflection, Redirection))

Advantages: Defensive Roll 3, Improved Defense, Improved Initiative, Inspire 3, Leadership, Luck 2, Power Attack, Ranged Attack 3, Takedown

Skills: Athletics 2 (+10), Close Combat (Staff) 3 (+9), Expertise (Science) 6 (+8), Insight 4 (+6), Intimidation 4 (+7), Perception 4 (+6), Persuasion 2 (+5), Ranged Combat (thrown objects) 3 (+10), Technology 6 (+8)

Offense
Initiative +8
Patriot +9 Damage 11
Thrown objects +10 Damage 8

Defense
Dodge 9 (5), Parry 9 (3)
Toughness 11/8, Fortitude 8, Will 8 (6)

Abilities 74+Powers 29+Advantages 16+Skills 17+Defenses 14=150

Complications
Motiavtion Doing Good, protecting America.
Relationship Mintueman cares about all the fellow members of the Freedom Force, but he feels the most responsible for Liberty Lad.
Enemy Nuclear Winter
Hatred Communists
Weakness Minute Man's Energy X saturated body makes him very vulnerable to radiation effects, and thier ranks recieve a +2 circumstance bonus when used against him.

•The first of my Freedom Force conversions, Minuteman used to be Frank Stiles, a scientist who worked on the Manhattan project. However, he was forced off the project when he accused another member, O'Conner, of being a Soviet spy without proof. Eventually, he found O'Conner was a spy when he overheard him collobarating with a Russian agent named Sukhov. However, his old body wasn't quite up for commie-smashing duty, and he was shot and left for dead. However as he reached to a statue of the Minuteman, it was struck with Energy X, infusing his body, making him younger and stronger.

•Mintueman is meant to do a lot of damage up close, although he does have a few sub-optimal options for ranged combat. Between his Luck ranks and his Complications, he has more than enough Luck and Hero Points to both do well in personal combat and function as an excellent team player. While he does have more enemies than Nuclear Winter, I only included him because they're sort of arch-enemies.
Last edited by Arthur Eld on Wed Sep 26, 2012 7:46 am, edited 1 time in total.

Arthur Eld
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Post by Arthur Eld » Tue Apr 17, 2012 11:31 am

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Hinomaru
The Japanese super-team from the Freedomverse's World War II, Hinomaru (Circle of the Sun), are less a team and more an affiliation of spies and assassins. Their fight with the Allies is less of an all-out war (as with the Nazi Ubersoldaten) and more of a chess game of espionage, murder, and counter-strikes.

Crimson Katana
PL 11 142


Abilities
Strength 2, Stamina 4, Agility 4, Dexterity 4, Fighting 12, Intellect 0, Awareness 3, Presence 2

Powers
Three-Flames Katana (Easily Removable) 13
Debilitating Strike Cumulative Affliction 10 (Resisted by Fort, Fatigued/Exhausted/Incapacitated)
Magic Edge Strength-based Damage 8, Improved Critical

Advantages: Ambidexterity, Defensive Attack, Ranged Attack 4, Defensive Roll 4, Evasion, Improved Critical (katana), Improved Disarm, Improved Initiative, Language 1 (English), Move-by Action, Power Attack, Quick Draw, Ranged Attack 4

Skills: Acrobatics 8 (+12), Athletics 3 (+5), Deception 4 (+6), Sleight of Hand 4 (+8), Investigation 6 (+6), Intimidation 8 (+10), Perception 4 (+7), Insight 7 (+10), Stealth 8 (+12)

Offense
Initiative +8
Three-Flames Katana +12 Damage 10/Affliction 10

Defense
Dodge 14 (10), Parry 14 (2)
Toughness 8/4, Fortitude 8 (4), Will 6 (3)

Abilities 62+Powers 3+Advantages 22+Skills 26+Defenses 19=142

Complications
Enemy The enemies of Japan
Responsibility To the Empire, the Emperor, and the military
Addiction In addition to increasing his bloodlust, the Three Flames Katana wants to be used by Ranaga. It needs to be used.

•Asano Ranaga was a skilled member of the Nagasaki Yakuza who's reach never quite met his desire. However, his fortunes improved when he stole the mystic Three Flames Katana and a few other mystical trinkets. Most he sold, but the Katana chose him and he kept it. His Yakuza associates were upset at not being cut in, so they told to teach him a lesson. That was when he learned just how powerful the Katana was. He joined the Empire's military and became a bodyguard, assassin and spy. He was merciless in combat, killing soldiers and noncombatants alike during World War 2. He survived the end of the war, and fled occupied Japan, but not before killing 2 American superhumans. Then he disappeared to Nepal, founding what would become the Katanarchist cult.

•The heavy hitter of the group, Crimson Katana is an unsophsiticated but effective weapon-master. His Three-Flames Katana is deadly, and the Affliction power cna give him a slight edge over more mundane opponents.

Geisha
PL 8 139


Abilities
Strength -1. Stamina 0, Agility 0, Dexterity 0, Fighting 5, Intellect 2, Awareness 4, Presence 7/3

Powers
Pheromones Burst Area Cumulative Affliction 8 (Dazed/Compelled/Controlled, Resisted by Will, Scent-Dependent, Limited to controlling emotions, Sustained), Enhanced Presence 4 28
Sleep-Inducement Burst Area Cumulative Affliction 4 (Resisted by Fort, Dazed/Stunned/Asleep, Scent-Dependent) 8
Mind Shield Enhanced Will 4, Limited to Mental effects 2

Advantages: Attractive, Connected, Contacts, Daze (Deception), Fascinate (Persuasion), Improved Initiative, Taunt, Well-Informed, Language 1 (English), Ranged Attack 5

Skills: Deception 8 (+15), Persuasion 8 (+15), Investigation 13 (+15), Expertise (art) 4 (+6), Expertise (psychology) 4 (+6), Expertise (current events) 7 (+9), Perception 6 (+10), Expertise (geisha) 10 (+12), Insight 8 (+12)

Offense
Initiative +4
Unarmed +5 Damage -1

Defense
Dodge 12 (12), Parry 12 (7)
Toughness 0, Fortitude 4 (4), Will 12/8 (4)

Abilities 26+Powers 38+Advantages 14+Skills 34+Defenses 27=139

•Keiko Ishido was a good wife, and yet it was never enough for her abusive husband. Eventually, she lashed out at him, and the shame she induced in him led to suicide. She then became a 'hostess' for Yakuza to suport herself, and discovered her powers. Eventually, she began to run organized crime in her area, and the Green Drago Society approached her. She became known as Geisha, manipulating things behind the scene for the betterment of the Empire. After the end of the war, she reamined active in crime for the rest of her life.

•Strictly a supporting character, Geisha is an effective one at that, manipulating lesser NPCS to get information and support that even skilled spies and infiltrators couldn't get. In combat, her best bet is to hide behind pheromone-addled thralls until she can escape.

Irezumi
PL 8 167


Abilities
Strength 3, Stamina 3, Agility 2, Dexterity 2, Fighting 8, Intellect 0, Awareness 1, Presence 1

Powers
Mystic Tattoos Protection 4 4
Tattoo Animation Summon 10 (General Type, Multiple Minions 2-4 150 point minions, Active) 80

Advantages: Connected, Ranged Attack 6

Skills: Athletics 4 (+7), Intimidation 6 (+7), Expertise (streetwise) 8 (+8), Perception 4 (+5), Investigation 4 (+4), Insight 8 (+9), Stealth 6 (+8)

Offense
Initiative +3
Unarmed +8 Damage 3

Defense
Dodge 9 (7), Parry 9 (1)
Toughness 7, Fortitude 7 (4), Will 5 (4)

Abilities 40+Powers 84+Advantages 7+Skills 20+Defenses 16=167

•Tadashi Aoyama was rasied a Yakuza, and became a skilled enforcer. He drew the attention of the Green Dragon society, who offered him power that he quickly accepted. Magic tattoos were crafted on his body, and he became Irezumi, servant of the Emperor. He, like Geisha, occasionally operated on American soil, although they did not get along. At the war's end, he tried to leave his old life behind, but was caught and killed by the Green Dragons. His tanned and preserved skin became an artifcat of the Katanarchists, and it was eventually bound into a book of summoning.

•The classic case of 'strong minions, weak summoner' Irezumi can summon up some powerful nasties, although tye will all crumble with one hit, being minions. With that said, GMs should make sure his Minions are front-loaded and with high toughness. He should able to crush most conventional forces-troops, tanks, even planes, without much effort.

Kamikaze
PL 10 155


Abilities
Strength 0, Stamina 2, Agility 3, Dexterity 3, Fighting 8, Intellect 1, Awareness 3, Presence 2

Powers
Stealing Breath Suffocation 9 36
Air Control Move Object 9 1
Wind Blast Blast 9 1
Fog Burst Area 4 Visual Concealment 1
Wind-Riding Flight 7 14
Wind Screen Force Field 6 6
Blessed Immunity 3 (cold, suffocation) 3
Wind Touch Senses 4 (Radius Touch, Accurate) 4

Advantages: Language 2 (Chinese, English), Ranged Attack 6, Luck, Uncanny Dodge (touch)

Skills: Acrobatics 10 (+13), Perception 6 (+9), Investigation 4 (+5), Insight 6 (+9), Stealth 4 (+7), Ranged Combat (Wind Blast) 2 (+11)

Offense
Initiative +3
Wind Blast +11 Damage 9

Defense
Dodge 12 (9), Parry 12 (4)
Toughness 8/2, Fortitude 5 (3), Will 6 (3)

Abilities 44+Powers 66+Advantages 10+Skills 16+Defenses 19=155

•A descendant of mystic kami, Kamikaze was the daughter of a military man. When he died in battle with American forces, her powers manifested and she swore vengeance, taking up her codename and joining the Hinomaru. She raised typhoons and storms to harass American forces, battling Lady Liberty and Siren. She, unlike her fellows, did not survive the war, as she was present in Hiroshima when the first atomic bomb dropped.

•The other big gun of the group, Kamikaze is pretty powerful for a golden age setting. Suffocation's a fairly nasty power, too, which lets her hang with most other supers and terroize conventional forces-as Golden Age supers really should be doing.

Arthur Eld
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Post by Arthur Eld » Thu Apr 19, 2012 9:35 am

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Blueshift
PL 9 135


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

Powers
Super-Speed Speed 18 (500,000 MPH, 1,000 miles per round), Quickness 15, Enhanced Improved Initiative 15, Enhanced Active Defenses 8 64
Object Catch AE of Speed, Deflect 15 1
Too fast for Gravity Movement (Water Walking, Wall-Crawling 2, Limited to while running) 3

Advantages: Benefit 2 (Wealth 2), Equipment

Equipment Cell phone, PDA, GPS, comm link, leather jacket (Protection 1)

Skills: Deception 5 (+8), Technology 7 (+10), Persuasion 7 (+10), Investigation 4 (+7), Expertise (business) 6 (+9), Expertise (pop culture) 4 (+7), Insight 6 (+8)

Offense
Initiative +62
Unarmed +2 Damage 1

Defense
Dodge 15/7 (5), Parry 15/7 (5)
Toughness 3/2, Fortitude 2, Will 2

Abilities 34+Powers 68+Advantages 3+Skills 20+Defenses 10=135

•A courier who's also one of the fastest men on the planet, Aaron Bierer is an intelligent man who parleyed his business skills and super powers into a profitable company-Blueshift, Inc. He moves messages and small packages around the world with incredible speed and reliability, for a price. As such, he's mostly a non-combatant character, and could be sought after by a variety of characters, from bad guys wishing to move destructive weapons to PCs who need to get a message halfway around the world in a few minutes. Also given his speed and the mysterious people who might hire him, he could easily see use as a Deus Ex Machina character, bringing the heroes vital information or a mystic trinket they need in the blink of an eye.

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Post by Earth-Two_Kenn » Fri Apr 20, 2012 11:21 am

Arthur Eld wrote:Image

Minuteman
PL 10 150


Abilities
Strength 8, Stamina 8, Agility 4, Dexterity 4, Fighting 6, Intellect 2, Awareness 2, Presence 3

Powers
Super Jumps Leaping 3 (60 feet) 3

Patriot (Easily Removable) 6
Minute Missile Ranged Affliction 8 (Accurate, Resisted by Fortitude, Dazed/Stunned, Split) 9
Strike for Freedom Strength-based Damage 3, Reach, Improved Critical

Vigilance Bracers (Removable) 20
Bouncing Bullets Close Deflect 8 (Reflection, Redirection))

Advantages: Defensive Roll 3, Improved Defense, Improved Initiative, Inspire 3, Leadership, Luck 2, Power Attack, Ranged Attack 3, Takedown

Skills: Athletics 2 (+10), Close Combat (Staff) 3 (+9), Expertise (Science) 6 (+8), Insight 4 (+6), Intimidation 4 (+7), Perception 4 (+6), Persuasion 2 (+5), Ranged Combat (thrown objects) 3 (+10), Technology 6 (+8)

Offense
Initiative +8
Patriot +9 Damage 11
Thrown objects +0 Damage 8

Defense
Dodge 9 (5), Parry 9 (3)
Toughness 11/8, Fortitude 8, Will 8 (6)

Abilities 74+Powers 29+Advantages 16+Skills 17+Defenses 14=150

Complications
Motiavtion Doing Good, protecting America.
Relationship Mintueman cares about all the fellow members of the Freedom Force, but he feels the most responsible for Liberty Lad.
Enemy Nuclear Winter
Hatred Coommunists
Weakness Minute Man's Energy X saturated body makes him very vulnerable to radiation effects, and thier ranks recieve a +2 circumstance bonus when used against him.

•The first of my Freedom Force conversions, Minuteman used to be Frank Stiles, a scientist who worked on the Manhattan project. However, he was forced off the project when he accused another member, O'Conner, of being a Soviet spy without proof. Eventually, he found O'Conner was a spy when he overheard him collobarating with a Russian agent named Sukhov. However, his old body wasn't quite up for commie-smashing duty, and he was shot and left for dead. However as he reached to a statue of the Minuteman, it was struck with Energy X, infusing his body, making him younger and stronger.

•Mintueman is meant to do a lot of damage up close, although he does have a few sub-optimal options for ranged combat. Between his Luck ranks and his Complications, he has more than enough Luck and Hero Points to both do well in personal combat and function as an excellent team player. While he does have more enemies than Nuclear Winter, I only included him because they're sort of arch-enemies.
Heh. I still play Freedom Force sometimes.

No mention of his sticky thing being semi-sentient?
Over eleven hundred DCA/M&M Character builds at http://www.rcuhero.net

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Re: Eld's builds:Alterniteens, Paragons, Minuteman, Blueshift

Post by Arthur Eld » Fri Apr 20, 2012 3:18 pm

From what I can remember in the game, that never actually came up. Although I could be forgetting something.

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Post by Arthur Eld » Fri Apr 20, 2012 6:10 pm

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Network
PL 10 159


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

Powers
Strong Mind Impervious Will 11 11
Networking Mind Reading 10, Mental Communication 4, Selective Area, Limited to people he's touched, Subtle, Comprehend 3 (Languages, Linked to Communication) 47

Advantages: Benefit 3 (Wealth), Connected, Contacts, Ranged Attack 3, Well-Informed

Skills: Technology 12 (+16), Persuasion 8 (+10), Vehicles 4 (+6), Investigation 8 (+12), Expertise (business) 12 (+16), Expertise (civics) 10 (+14), Expertise (current events) 10 (+14), Perception 8 (+10)

Offense
Initiative +2
Unarmed +5 Damage 1

Defense
Dodge 6 (4), Parry 6 (1)
Toughness 1, Fortitude 5 (3), Will 12 (10)

Abilities 38+Powers 58+Advantages 9+Skills 36+Defenses 18=159

•Marshall Collins is a superhuman who also goes by the name Network, and is a one-man corporation, ParaComm. Using his particular telepathic powers and his business acumen, Marshall is able to allow various business men and other wealthys to communicate over vast distances instantaneously. This power only works on those Collins has touched, however, and he is hesitant to expand his client base. Still, given enough persuasion by business-savvy PCs, he could easily prove to be a helpful figure for a group of heroes lacking any communication abilities.

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Post by Arthur Eld » Sat Apr 21, 2012 4:43 pm

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The Burning Man
PL 14 140


Abilities
Strength 1, Stamina 8, Agility 1, Dexterity 1, Fighting 4, Intellect 1, Awareness 0, Presence -2

Powers
Fire-proof Immunity 6 (heat, personal powers) 6
Fast Healing Regeneration 5 5

Inferno Environment 4 (Impede Movement 2, Continuous, Uncontrolled), Force Field 6 (Continuous, Uncontrolled, Impervious Toughness 11), Reaction Damage 14 (Uncontrolled, Burst Area) 81

Advantages: Connected

Skills: Deception 4 (+2), Expertise (chemistry) 8 (+9), Technology 4 (+5), Investigation 1 (+2), Expertise (drug dealer) 3 (+4), Stealth 4 (+5)

Offense
Initiative +1
Unarmed +4
Fiery Explosion Damage 14, Dodge Save DC 24

Defense
Dodge 4 (3), Parry 4
Toughness 14/8, Fortitude 8, Will 4 (4)

Abilities 28+Powers 92+Advantages 1+Skills 12+Defenses 7=140

Complications
Out of Control Wendell has no control over his powers.
Addiction In addition to helping delay his 'outbursts', Olsen is addicted to prescription painkillers and will go to great lengths to get his hands on some.

•The Burning Man is also known as Wendell Olsen, and is a clear example of why getting superhuman powers isn't always a blessing. A meth cooker and dealer, Wendell was caught up in an explosion that burned down his grandparent's house where he lived, killing them and putting him in a hospital. He healed remarkably quickly, and once he was released, started a pattern of reaching dangerous levels of stress, bursting into flames, passing out from the pain, and waking up healed later.

•The Burning Man is not a typical villain, but he makes an excellent pawn for savvy mastermind types, like Mindbender, Mastermind, Dr. Doom, or the like. They kidnap Olsen, pump him full of painkillers and sedatives, and keep him hidden. Then when they need him, they drop him off in a public place, like a hospital, or a police station, or a park, and then set him off. He bursts into flames, heroes show up to stop him, and the mastermind does something devious under the radar.
Last edited by Arthur Eld on Sat Apr 21, 2012 5:09 pm, edited 1 time in total.

baixiwei
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Re: Eld's builds:Alterniteens, Paragons, Minuteman, Blueshift

Post by baixiwei » Sat Apr 21, 2012 4:57 pm

Nice character! I may make use of him in an upcoming game.

Question though: I get the sense that Inferno is supposed to create a large field of fire surrounding him, but the reaction damage effect only kicks in if someone actually touches him, right? Assuming it would be desirable - would there be any way to make the damage affect anyone who even got within a certain range?
Baixiwei's Character Builds and Conversions

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Arthur Eld
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Re: Eld's builds:Alterniteens, Paragons, Minuteman, Blueshift

Post by Arthur Eld » Sat Apr 21, 2012 5:09 pm

No, that wasn't really the intention. I think I made a problem keeping his Damage Linked to his protection. I'll just drop that. Its Uncontrolled, so the Trigger is really in the hands of the GM. Of course, it would be pretty much anyway, because he's an NPC.

That way, it can occur basically any and every round he's on fire-which is probably the best way to do it. That means he can be doing damage on everyone's round-his, and everyone else's. That's not technically a wall of fire, but in my mind its a pretty close way to do it.

Arthur Eld
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856

Post by Arthur Eld » Mon Apr 23, 2012 9:23 am

Image

Bodyshop
PL 9 168


Abilities
Strength 1, Stamina 6, Agility 2, Dexterity 2, Fighting 4, Intellect 2, Awareness 1, Presence 1

Powers
Shapeshifting Variable 4, Move Action, Limited to humanoid forms 28
Body control Immunity 7 (alteration effects, disease, poison) 7
Punishing Transformation Cumulative Affliction 8, Resisted by Fortitude, Dazed/Disabled/Transformed, Continuous 40
Cosmetic Shift Affects Others Only Morph 3, Continuous 1

Advantages: Benefit 8 (Wealth 2, Cipher, Alternate Identities 5), Connected, Contacts, Daze (Deception), Fascinate (Deception), Well-Informed

Skills: Athletics 2 (+3), Deception 6 (+7), Technology 2 (+4), Expertise (Art) 7 (+9), Persuasion 4 (+5), Investigation 3 (+4), Expertise (pop culture) 3 (+5), Expertise (streetwise) 9 (+11), Perception 6 (+7), Insight 8 (+9), Stealth 2 (+4)

Offense
Initiative +2
Unarmed +4 Damage 1

Defense
Dodge 6 (4), Parry 6 (2)
Toughness 6, Fortitude 11 (5), Will 5 (4)

Abilities 38+Powers 76+Advantages 13+Skills 26+Defenses 15=168

•Bodyshop used to be Josephine Pelham, a long-suffering woman who lived with an abusive drug dealer. Until her Breakout, in which her body-morphing powers appeared with shocking results-namely she merged his arms into his tosro and nearly his entire face-minus his eyes-had closed up under new flesh. After he died, she began experimenting with her powers, learning how to gain money, power, and respect. Now, she's a potent but very specialized underworld resource-the ability for untraceable, long-lasting, flawless cosmetic surgery for criminals and other desperate types. And if someone crosses her, she can literally turn their insides to jelly.

•So, Bodyshop is a fairly simple character, but slightly different in 3E. Instead of the Transform power, she has an effects others Morph to change people's appearance. I didn't give her Morph Attack because when she uses her powers offensively, that's not really how she does it. Instead, the Trasnformed condition of Affliction is what she goes for. To ensure quick death, she most likely reduces the target's Stamina to -5. This reduces their condition to dying, and makes it hard for them to stabilize. She also has limited shapeshifitng of her own, so she can meet her PL 9 caos. Certainly a gruesome villain, but she's not the type to inflict violence without reason, so feel free to have the PCs run across gangsters and other foul characters who've died in the most heinous fashions.

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