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

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Re: Eld's builds:Ms. Scarlet, Taurus, Syzygy, Alex Mercer, Keres

Post by ciryon » Fri May 18, 2012 8:49 am

Great Work Eld ! :D

From which comics come the nazi super soldiers from page 102-104 ?

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Re: Eld's builds:Ms. Scarlet, Taurus, Syzygy, Alex Mercer, Keres

Post by Arthur Eld » Fri May 18, 2012 9:44 am

Thanks!

Those characters (along with several others) are from a setting called Algernon's Files, an older M&M campaign world. The Nazis and other Golden Age characters are from the World War 2 Campaign sourcebook, Fires of War. As I understand it, those were the only two books made in the setting, but I could be wrong.

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Re: Eld's builds:Ms. Scarlet, Taurus, Syzygy, Alex Mercer

Post by Gazman » Fri May 18, 2012 9:47 am

IronSledge wrote:That's a nice Mercer build. He always struck me as something particularly difficult to build in Mutants and Masterminds, but it looks like you pulled it off.
I agree! Very nicely done.

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Re: Eld's builds:Ms. Scarlet, Taurus, Syzygy, Alex Mercer, Keres

Post by ciryon » Tue May 22, 2012 11:34 am

Can you adapt the Freedom Brigade please ?

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Re: Eld's builds:Ms. Scarlet, Taurus, Syzygy, Alex Mercer, Keres

Post by Arthur Eld » Tue May 22, 2012 12:43 pm

That's something that I've wanted to do for a while, but I've waffled over it. When the Freedom Brigade were first written up in a Day of Infamy, their builds were on the whole, rarely PL 8 as they were billed as being. Even the versions that appear in Worlds of Freedom don't stand up much better.

So I could convert them, but I wouldn't want to just reprint their stats verbatim, because I don't like the way a lot of them are built, even though I really like the characters themselves.

But I'm not one to turn down requests, so I should have them up later today at some point. And wouldn't you know it, that will bring me one build away from Build #900, which I'm very excited about.

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Re: Eld's builds:Ms. Scarlet, Taurus, Syzygy, Alex Mercer, Keres

Post by ciryon » Tue May 22, 2012 12:50 pm

Thanks a lot :D !

I would gladly add a challenge to you if you want. Could you build them as PL8 character with 125 PP ?


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Re: Eld's builds:Ms. Scarlet, Taurus, Syzygy, Alex Mercer, Keres

Post by ciryon » Tue May 22, 2012 2:24 pm

Arthur Eld wrote:I'll let Barney Stinson answer for me.
I like it :)

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894-899

Post by Arthur Eld » Tue May 22, 2012 5:14 pm

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The Freedom Brigade

From Freedom City, this six-person Golden Age team joined together shortly before open hostilities with Japan. After Pearl Harbor, they sent out in the Seahawk's Flying Submersible, only to be intercepted by Dr. Tomorrow. The time traveler had foreseen that they would be ultimately be defeated, captured, and brainwashed in Japan, with disastrous consequences for other American heroes.

So instead, he transported them to modern-day Erde, the world where the Nazis and their allies had conquered the entire world. Now they serve as shining beacons of America's past greatness, and the hope that tyranny can be defeated and freedom restored once more.

The Magister
PL 8 125


Abilities
Strength 3, Stamina 3, Agility 3, Dexterity 3, Fighting 5, Intellect 3, Awareness 7, Presence 3

Powers
Prison Bars (Easily Removable) 10
Rapidly expanding bars Snare 8, Accurate, Diminished Range (80/200/400 feet) Flaw-5 uses, Bars must be recovered before being used again

Advantages: Equipment 2, Improved Defense, Ranged Attack, Startle, Takedown

Equipment Bullet-proof Robes (Protection 5), Gavel of Justice (Strength-based Damage 3, Improved Critical, Reach)

Skills: Close Combat (gavel) 5 (+10), Persuasion 10 (+13), Vehicles 6 (+9), Investigation 6 (+9), Intimidation 10 (+13), Expertise (current events) 8 (+11), Expertise (Law, AWE-based) 9 (+16), Perception 6 (+13), Insight 8 (+15), Stealth 8 (+11)

Offense
Initiative +3
Gavel of Justice +10 Damage 6
Prison Bars +6 Snare 8

Defense
Dodge 8 (5), Parry 8 (3)
Toughness 8/3, Fortitude 4 (1), Will 8 (1)

Abilities 60+Powers 10+Advantages 6+Skills 38+Defenses 11=125

•Magister was a little tricky, but I saved points by dropping his roadster (how would he even have it on Erde, plus the Sea-Hawk makes it redundant), and making some of his other gadgets Equipment. I could have done the same with his Prison Bars, but it just didn't 'feel' right.

The Sea Hawk
PL 8


Abilities
Strength 0, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 5, Awareness 4, Presence 2

Powers
Sea Hawk Costume (Removable) 12
Glider Wings Flight 4 (Gliding, 30 MPH, 500 feet per round)
Sealed Environment Immunity 8 (life support, minus starvation & thirst, and vacuum)
Armored construction Protection 4

Ray Gun (Easily Removable) 11
Photon Beam Blast 8, Accurate, Extended Range-400/800/1600 feet

Advantages: Attractive, Defensive Roll 3, Ranged Attack 4, Defensive Roll 3, Daze (Deception), Equipment 9, Grabbing Finesse, Improved Disarm, Improved Hold, Improved Trip, Inventor

Equipment Grappling line (Movement 1, Swinging),
Flying Submersible (Size: Gargantuan, Strength 8, Toughness 11, Defense -4, Flight 7 (Aquatic), Features: Hidden compartments, nav system, remote control, Powers: Machine Guns-Blast 7, Multiattack, AE: Torpodes (Blast 8, Homing), Concealment 2 (radar)

Skills: Athletics 7 (+7), Deception 4 (+6/+8), Technology 9 (+14), Expertise (science) 7 (+12), Vehicles 6 (+8), Perception 5 (+9), Expertise (business) 3 (+8), Investigation 7 (+12)

Offense
Initiative +4 Damage 0
Ray Gun +8 Damage 8
Unarmed +4 Damage 0

Defense
Dodge 7 (5), Parry 7 (3)
Toughness 8/5 Fortitude 4 (1), Will 5 (1)

Abilities 42+Powers 23+Advantages 26+Skills 24+Defenses 10=125

•Sea-Hawk is a well-balanced character, and more importantly, she's the team's ride, able to fly or go underwater. I dropped her INT a little to save points, but it didn't affect her skills too much. And honestly, one team doesn't need three geniuses.

Commander USA
PL 8 125


Abilities
Strength 4, Stamina 6, Agility 4, Dexterity 3, Fighting 6, Intellect 1, Awareness 1, Presence 5

Powers
Transmutation Transform 8 (200 lbs of any material into anything else) 40

Advantages: Defensive Roll 2, Fascinate (Persuasion), Inspire 2, Takedown

Skills: Close Combat (unarmed) 2 (+8), Deception 2 (+7), Expertise (chemistry) 2 (+3), Technology 2 (+3), Persuasion 6 (+11), Intimidation 2 (+7), Perception 4 (+5), Stealth 2 (+6)

Offense
Initiative +4
Unarmed +8 Damage 4

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

Abilities 60+Powers 40+Advantages 6+Skills 11+Defenses 8=125

•The Commander was probably the toughest character to get down to points, tied with maybe the Agent, because of the difference in price between Transform in 2E and 3E. The big difference is that his Transformation isn't Continuous in this build. But honestly, Continuous Transform is a really powerful effect, so even without it he's a potent fighter, decent mook-sweeper, and good team player.

Doctor X
PL 8 125


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

Powers
Magnetic Propulsion Flight 8 (500 MPH 1 mile per round) 16
Magnetic Force Field Force Field 8 (Limited against physical attacks) 4
Magnetic Mastery Dynamic Array, 33 points
Reshape metal Transform 6 (50 lbs of any ferrous metal into a reshaped version of itself, Continuous, Distracting) 19
Metallic bonds Snare 8, Accurate Limited-Requires sufficient metal to use 2
Ferrous manipulation Perception Move Object 8, limited to magnetic materials 2
Magnetic Blast Blast 8, Accurate 2
Metallic projectiles Blast 6 (Multiattack, Improved Critical, Accurate 2, Limited-requires sufficient metal) 2
Magnetic Deflection Deflect 8 (Limited to metallic attacks) 2
Magnetic field Burst Area 2 (60 feet) Move Object 8 (limited to magnetic materials), Close Range 2
Radio static Burst Area 7 Concealment 2 (radio) 2

Advantages: Accurate Attack, Ranged Attack 5, Improvised Tools, Inventor, Power Attack

Skills: Technology 8 (+15), Expertise (science) 8 (+15), Perception 8 (+10), Investigation 8 (+15)

Offense
Initiative +1
Magnetic Blast +8 Damage 8
Metallic Projectiles +10 Damage 6

Defense
Dodge 5 (4), Parry 5 (4)
Toughness 11/1, Fortitude 4 (1), Will 5 (4)

Abilities 34+Powers 53+Advantages 9+Skills 16+Defenses 13=125

•Dr. X wasn't too hard of a build to chop down to points. He's got a few decent options in combat, and when needed, can whip up a pretty potent Invention to tackle whatever threat du jour the Freedom Brigade comes across.

The Mysterious Madame Radium
PL 8


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

Powers
Radium-powered Flight! Flight 5 10
Radium-infused Immunity 10 (radiation) 10
Radiation Control Dynamic Array, 29 points
Radiation poisoning Ranged Weaken Stamina 8, Resisted by Fortitude 17
Radium Beam Blast 8 2
Retinal Damage Visual Dazzle 4, Sustained 2
Radiation Glow Environment 8 (Light 2) 2
Radiation Sickness Ranged Affliction 8 Resisted by Fort, Impaired/Stunned/Incapacitated, Affects Insubstantial, Diminished Range 2
Blinding Blast Visual Dazzle 8 2
Genetic Damage Nullify 8 (Broad-genetic powers, Fortitude) 2

Advantages: Attractive, Beginner's Luck, Defensive Roll 3, Move-by Action, Precise Attack (ranged, cover), Taunt

Skills: Deception 5 (+9/+11), Expertise (current events) 5 (+7), Perception 5 (+8), Expertise (secretary, AWE-based) 2 (+5), Ranged Combat (powers) 5 (+8)

Offense
Initiative +4
Powers +8 Damage 8/Affliction 8/Weaken 8

Defenses
Dodge 8 (4), Parry 8 (5)
Toughness 7/4, Fortitude 5 (1), Will 4 (1)

Abilities 46+Powers 49+Advantages 8+Skills 11+Defenses 11=125

•A former secretary turned radioactive blaster, MMR is built to zip around the battlefield, throwing around energy blasts from the relative safety of the sky. It helps that the Nazi supers the Brigade fights are mostly mutants, against whom Radium's Nullify is a potent threat.

The Invisible Agent
PL 8


Abilities
Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 5, Intellect 7, Awareness 3, Presence 2

Powers
Invisibility Suit (Removable) 8
Invisible Formula Concealment 4, all visual, Precise

Advantages: Contacts, Daze (Deception), Defensive Roll 3, Ranged Attack 2, Equipment 4, Inventor, Well-Informed, Language 4 (Arabic, French, German, Italian, Japanese, Mandarin, Russian, Spanish, base-English), Power Attack

Equipment Heavy Pistol (silencer), Knife (Strength-based Damage 2, Improved Critical), Concealable microphone, flashlight, gas mask, handcuffs, multi-tool, undercover shirt (Protection 2)

Skills: Close Combat (knives) 4 (+9), Deception 7 (+9), Technology 6 (+13), Persuasion 4 (+6), Vehicles 4 (+6), Sleight of Hand 4 (+6), Investigation 8 (+15), Intimidation 4 (+6), Expertise (science) 5 (+12), Expertise (current events) 6 (+13), Perception 8 (+11), Insight 6 (+9), Ranged Combat (pistol) 4 (+8), Stealth 10 (+12)

Offense
Initiative +2
Knife +9 Damage 4
Pistol +8 Damage 4

Defense
Dodge 8 (6), Parry 8 (3)
Toughness 7/4, Fortitude 4 (2), Will 4 (1)

Abilities 50+Powers 8+Advantages 18+Skills 40+Defenses 9=125

•The Invisible Agent is the build I'm least happiest with, and the one I knew going in would be trouble. Still, I think I hit the high notes-he's a genius spy, but not too overwhelming at actual spy stuff, relying on his invisibility as an Ace in the whole. But against even well-trained mundane forces, its going to be a very powerful gimmick, as even things like infravision can't detect him. Then he just has to move quietly to get out of dodge. Definitely not a front-line fighter, he's built to go on solo stealth ops and come back with vital information, rather than causing sabotage or engaging in destruction.

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Re: Eld's builds:Syzygy, Alex Mercer, Keres, Freedom Brigade

Post by ciryon » Wed May 23, 2012 2:53 am

great job ! :D

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900

Post by Arthur Eld » Tue May 29, 2012 6:15 pm

Image

Son Goku
PL 20 372


Abilities
Strength 12/10, Stamina 14/12, Agility 12/8, Dexterity 12/8, Fighting 20/16, Intellect 0, Awareness 4, Presence 4

Powers
Instant Transmission Teleport 15 (Accurate, Dimensional, Easy, Extended), AE: Movement 3 (Space Travel) 77
Bukujutsu Flight 12 (Subtle) 1

Saiyan Speed 4, Leaping 5, Senses 2 (Acute Scent, Tracking-Scent), Impervious Toughness 9 20

Kamehameha Blast 16, Accurate, Improved Critical 34
Solar Flare Cone Area Close Range Visual Dazzle 17 1
Telepathy Close Range Mind Reading 10, Subtle, Mental Communication 3 1

Super Saiyan 3 Enhanced Strength 2, Strength-based Damage 6, Enhanced Stamina 4, Enhanced Agility 4, Enhanced Dexterity 4, Enhanced Fighting 4, Blast 6, Stacks Adds Accurate 2, Sustained Protection 7 (Impervious 6), Enhanced Active Defenses 1 73

Chi Sense Senses 7 (Mental Detect Chi, Acute, Ranged, Extended x3, Radius, Sustained) 7

Advantages: Agile Feint, Assessment, Defensive Attack, Extraordinary Effort, Fearless, Improved Critical (unarmed), Improved Defense, Improved Initiative, Luck 2, Seize Initiative, Takedown, Trance

Skills: Acrobatics 8 (+16/+20), Athletics 5 (+15/+17), Close Combat (unarmed) 2 (+18), Expertise (martial arts) 10 (+10), Intimidation 4 (+7), Perception 7 (+11), Technology 1 (+1)

Offense
Initiative +12
Unarmed +18/+22 Damage 10/18
Kamehameha +10/+18 Damage 16/22

Defense
Dodge 21/16 (8), Parry 21/16
Toughness 19/12, Fortitude 15/13 (1), Will 13 (9)

Abilities 118+Powers 214+Advantages 13+Skills 18+Defenses 16=372

Complications
Enemy Many
Honor Goku has a strict code of honor based on basic decency and fair play.
Responsibility Many of the Earth's problems arise from Goku's enemies.
Relationship To his wife, children, and the Z-Senshi.
Activation Goku's Super Saiyan 3 form is immeasurably taxing on his body and energy reserves. Higher ranks of his powers may be unable to use if not in this form, and he may not be able to sustain it for long.
Saiyan Nature Despite being maybe the nicest Saiyan ever, Goku still has an in-born desire to fight and excel, less for the sake of violence, and more for the thrill of competition.
Power Loss Goku's ability to use Instant Transmission depends on the presence of life where he wants to go.

•Ok, so this wasn't the easiest build ever, but I'm fairly proud of it. This represents Goku at roughly the Buu saga of DBZ, he's mastered a lot of esoteric techniques that he didn't have at the series' start (Instant Transmission, Super Saiyan 3), but his basic concept hasn't changed much. The time and effort required to change into his Super Saiyan forms has been depicted inconsistently, no doubt in part because of his continued mastery. Eventually, Super Saiyan 1 and 2 became easy for him to enter and maintain (at one point, he remained Super Saiyan 1 for ten days), so I didn't separate them mechanically from Super Saiyan 3. He's just using lesser ranks of his powers. The way I see it, he functions normally as a PL 14, one notch under Superman, then going SS1 makes him PL 16, one notch above Superman, SS2 makes him PL 18 (a notch above Monarch), and SS3 makes him PL 20, one notch above Omega. Its up to the GM and the nature of the story to determine how much time he can spend in Super Saiyan 3, and there's at least one case I can think of when Goku was fighting in Super Saiyan 2 even though he could have gone Super Saiyan 3 (Honor complication at work). So his PL represents what he can do, not necessarily what he will do.

•As expected from a long-running series' most powerful and main hero, Goku has performed a lot of power stunts over the years. These range anywhere from Concealment (Quirk-power loss if unable to move), based on making after-images of himself through super-speed, temporary extras for his Kamehameha (Homing, for example), to various weaker blasts with Extras-Area and Multiattack most prominently, and other blasts such as the Destructo Disk. Perhaps his most famous power stunt is the Spirit Bomb, an immense blast used against evil doers that requires energy from other sources beside just Goku to work-from flora and fauna, the Sun itself, or a planet (or galaxy) full of sentient beings willfully giving up their energy. Several other builders before me have written the Spirit Bomb up as a linked Weaken Toughness and Blast power, and that's exactly what I would do, too (with 4 ranks of Improved Critical as well).
Last edited by Arthur Eld on Fri Aug 17, 2012 6:44 pm, edited 5 times in total.

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Re: Eld's builds:Build 900-Son Goku

Post by Mike5000us » Tue May 29, 2012 7:08 pm

F***king awesome!!! Can you please build a DBZ villain (Buu, Janemba, or any GT [none of them are above buu level in my opinion]) that can challenge him?
"Ah man, I guess I'm just going to have to kill you now!"

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Re: Eld's builds:Build 900-Son Goku

Post by Arthur Eld » Tue May 29, 2012 8:13 pm

Oh, I hadn't given much thought to doing that. I just wanted to do a very 'big' build for number 900, and Goku seemed to fit the bill.

I suppose I could do Janemba, but that might take some time. He'd be about PL 21, and less so in his first giant form, probably PL 18.

I've got other builds in the works before that (Silver Age Sentinels conversions, some Resident Evil stuff, and possibly some Bedlam city and Algernon Files characters).

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Re: Eld's builds:Build 900-Son Goku

Post by Wyld0007 » Wed May 30, 2012 10:22 pm

that is a sweet Goku.

keep up the good work, and you've definitely got me interested with your up-coming conversions (Silver Age Sentinels and Algernon Files especially).

do you have conversion notes for any of your conversions or systems to followe or are they trademarked? :mrgreen:

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Re: Eld's builds:Build 900-Son Goku

Post by Arthur Eld » Thu May 31, 2012 8:33 am

I'm really glad you liked the Goku build. It was kind of a pain (really powerful anime builds often are-nothing gives me headaches like building Bleach characters in M&M), but I'm happy with the finished product. You might be happy to know I've already done several Algernon Files conversions (a few big villains, the Sentinels, and some Fires of War stuff), with more on the way.

I don't really have a set system, I mean, 2E to 3E conversions are pretty easy, what with their being an official guide and all. Some of my conversions to tend to be a little more 'in the spirit'' of the character than the actual mechanics, but most are almost exactly the same. Having just started trying to work on the SAS d20 stuff, though, that's a little trickier.

I mostly just make it up as I go along. :mrgreen:

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