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  • Penny's 2e Build Party - Golden Tiger

    PL 8
    Damselfly
    Raptor

    PL 9
    Golden Tiger

    PL 10
    Angel
    Aranea
    The Black Blade
    Bloodhawk
    Cheshire Cat
    Ms. America
    Shutterbug
    Silverbird
    Sir Rhys Gwynne
    The Skull

    M&M 2.5
    My M&M 2e house rules
    Last edited by badpenny; 01-23-2017, 12:10 PM.
    Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat

  • #2
    Aranea


    Art by taghuso

    Quote: "Nothing beats being a hero!"
    Power Level: 10
    Concept: Teenaged spider-totem
    Occupation: none
    Real Name: Maya Manson
    Legal Status: Minor, Citizen of the United States with no criminal record
    Identity: Secret
    Place of Birth: Freedom City
    Marital Status: Single
    Known Relatives: Kevin Manson (adoptive father)
    Height: 5 ft. 5 in.
    Weight: 130 lbs.
    Eyes: Green
    Hair: Brown
    Bodycast: Kaya Scodelario

    Aranea

    STR: +10 (30), DEX: +7 (24), CON: +7 (24), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

    Tough: +7, Fort: +7, Ref: +11, Will: +4

    Skills: Acrobatics 4 (+11), Bluff 4 (+4), Escape Artist (+7), Notice 8 (+8), Sense Motive 8 (+8), Stealth 4 (+11), Swim (+10)

    Feats: Acrobatic Bluff, Attack Specialization (Unarmed Attack), Attack Specialization (Webbing), Dodge Focus 5, Evasion, Improved Defense, Improved Ranged Disarm, Redirect, Takedown Attack 2, Uncanny Dodge (Mental)

    Powers:
    Spider-Movement
    Leaping 2 (Jumping distance: Running 100 ft, Standing 50 ft, High 25 ft) · 2 points
    Speed 2 (Speed: 25 mph, 220 ft./rnd) · 2 points
    Super-Movement 3 (Swinging, Wall-crawling 2 (full speed)) · 6 points

    Spider-Strength (Super-Strength 4) (Light 4.3 tons, Medium 8.5 tons, Heavy 12.8 tons, Max 25.6 tons, Push/Drag 64 tons) · 8 points

    Webbing (Snare 10) (Feat: Improved Ranged Disarm; Power Feat: Tether) · 22 points
    • Web Shapes (Create Object 10) (Max Size: 10x 25' cubes; Flaw: Permanent; Power Feats: Progression, Object Size 2, Selective, Stationary; Drawbacks: Stationary requires anchors, No complex shapes) · 1 point

    Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +22)

    Attacks: Unarmed Attack, +10 (DC 25), Webbing (Snare 10), +10 (DC Ref/Staged 20)

    Defense: 23 (Flat-footed: 14), Knockback: -3

    Initiative: +7

    Languages: English

    Totals: Abilities 48 + Skills 7 (28 ranks) + Feats 14 + Powers 41 + Combat 32 + Saves 8 = 150

    Background: Maya was born with superpowers. She was designed that way. As Experiment ADNA-Six created by Dr. Peter Hanks (of The Labyrinth infamy), she was something he cobbled together on an impulse in one of his crazed working jags. The details of how she was created was something lost in the haze of his mania, but when he finally crashed, she was alive--a little premature 29 week old baby.

    And while Hanks was passed out on a cot in his lab, the man who would become Kevin Manson abducted Maya. He replaced her with an nonviable baby, and stole away with her in the middle of the night. He had to kill a guard to do so, but he could no longer perform these horrible experiments.

    Maya was raised with the fiction that her mother died in childbirth, and she grew up happy and very healthy. Kevin, as he was calling himself, found employment in the tech sector and everyone he knew admired him for being devoted to Maya, thinking he was brave to carry on as a single father after the passing of his wife.

    From early on she was insanely agile and a champion gymnast. She could walk a tightrope without even thinking about it. In puberty, she began producing spider silk and she knew she was truly different. Then she was crawling up walls and leaping incredible distances and lifting trucks and she was the happiest kid in the world! Taking her name from one of Charlotte's children in the book Charlotte's Web, she donned a costume and made her debut as Aranea!

    Complications:
    Enemy: Potentially The Labyrinth, if they were able to trace Experiment ADNA-Six or Kevin Manson. Dr. Hanks might have a way of controlling her [an additional Complication], or they could want to recruit her (and that failing, vivisection).

    Motivation: Doing Good (Maya is very much the hero and willingly puts her life on the line to protect others)

    Identity: A lot of (hidden from her) background might come to light if her connection to her adoptive father were revealed.

    Power Loss: Maya loses the ability to create webbing if she becomes Exhausted

    Prejudice: Minor, 15 yo

    Relationship: her father (which can trigger her Enemy Complication)

    Responsibility: High school student
    Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat

    Comment


    • #3
      Ms. America


      Art by KnightRaven

      Ms. America

      Quote: "People might have become more cynical, but I still know what real patriotism looks like!"
      Power Level: 10
      Concept: Cyborg super-soldier
      Occupation: Former Super-spy, now crimefighter
      Real Name: Leigh Majors
      Legal Status: Presumed KIA; Citizen of the United States with no criminal record
      Identity: Secret
      Place of Birth: Ojai, CA
      Marital Status: Single
      Living Relatives: None
      Height: 5 ft. 8 in.
      Weight: 250 lbs.
      Eyes: Blue
      Hair: Blonde
      Bodycast: Yvonne Strahovski

      STR: +7 (14/24), DEX: +7 (24), CON: +7 (14/24), INT: +1 (12), WIS: +1 (12), CHA: +1 (12)

      Tough: +10, Fort: +8, Ref: +8, Will: +8

      Skills: Acrobatics 4 (+11), Bluff 8 (+9), Climb (+7), Diplomacy 8 (+9), Disguise (+1/+11), Drive 1 (+8), Escape Artist (+7), Gather Information 8 (+9), Intimidate 6 (+7), Investigate 4 (+5), Knowledge (Behavioral Science) 2 (+3), Knowledge (Civics) 2 (+3), Knowledge (Streetwise) 2 (+3), Knowledge (Tactics) 2 (+3), Language 1, Medicine 2 (+3), Notice 8 (+9), Pilot 1 (+8), Search 4 (+5), Sense Motive 8 (+9), Sleight of Hand 1 (+8), Stealth 4 (+11), Swim (+7)

      Feats: Attack Specialization (Unarmed), Dodge Focus 3, Evasion, Improved Critical (Unarmed), Improved Initiative, Power Attack, Skill Mastery (Bluff, Diplomacy, Intimidate, Sense Motive), Takedown Attack

      Powers:
      Augmented Physiology (Enhanced Constitution 10) · 10 points
      Cybernetics (Super-Senses 6) (Analytical Vision, Direction Sense, Extended Hearing [-1/100], Extended Vision [-1/100], Infravision, Ultra-hearing) · 6 points
      Headware (Morph 2) (Humanoids, +10 Disguise; Limited 2 (to eye color, hair length/color/texture, and voice) · 1 point

      Polymer Musculature
      Enhanced Feats 4 (Evasion, Improved Initiative, Power Attack, Takedown Attack) · 4 points
      Enhanced Strength 10 · 10 points
      Leaping 2 (Running 85 ft, Standing 42 ft, High 21 ft) · 2 points
      Speed 2 (Speed: 25 mph, 220 ft./rnd) · 2 points
      Super-Strength 3 (Light: 1900 lbs, Medium: 3700 lbs, Heavy: 2.8 tons, Max: 5.6 tons, Push/Drag: 14 tons) · 6 points

      Reinforced Skeleton
      Damage 3 (Feat: Improved Critical; Power Feat: Mighty) · 5 points
      Immunity 20 (Very Common Descriptor: Bludgeoning; Flaw: Limited - Half Effect) · 10 points
      Protection 3 · 3 points

      Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +18)

      Attacks: Unarmed, +10 (DC 25, Crit 19-20)

      Defense: 20 (Flat-footed: 14), Knockback: -5

      Initiative: +11

      Languages: English, Russian

      Totals: Abilities 28 + Skills 19 (76 ranks) + Feats 5 + Powers 59 + Combat 30 + Saves 9 = 150

      Background: Leigh Majors was a college student at the tail end of the Vietnam war. Instead of joining the counter-culture, she joined AEGIS. As a new agent, one of her first assignments was a mop up after a SHADOW operation was put down. Unbeknownst to any one present, SHADOW had left a nasty surprise. Leigh was grievously wounded by the explosive trap when she attempted to shove her team leader out of the way.

      At this time ASTRO Labs had pioneered a top secret soldier augmentation process that would require extraordinary stamina on the part of the volunteer to recovery from. Leigh was a perfect specimen. While her body was ravaged, she had the grit to not only consent, but weather the surgical procedures. And they were extensive.

      After her year-long recovery, Leigh was reassigned to a Black Ops sub-section of AEGIS and began her covert field work training. For three years she was deployed in operations against Communist Russia and their connection to SHADOW. It was during one of these missions that she was captured and placed in cryostasis. The plan was to ship her back to Moscow for experimentation, but the underground bunker where she was housed came under attack and she and her cryotank were abandoned.

      Several decades later she was discovered when a new regime undertook a rehabilitation project for the long-forgotten underground facility. Now that she's been returned to society, she's been approached by the Freedom League for adjunct membership.

      Complications
      Enemy: Enemies of the United States as well as anyone who might learn of her one-off cybernetic enhancements who would want to study (or even harvest) them!

      Identity: Ms. America is Leigh Majors

      Motivation: Justice / Patriotism: Leigh joined AEGIS to serve her country. She's proud of her service and is still motivated by a desire to serve.

      Quirk: Being on ice for forty years sometimes keeps a girl out of the loop: Leigh is not up on all the current trends, technology, and pop culture references.

      Weakness: The superalloy that reinforces Leigh's skeleton allows her to be treated as a "ferrous object."
      Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat

      Comment


      • #4
        The Black Blade


        Art by Dan Houser

        Quote: "There's no escaping the justice of the Black Blade!"
        Power Level: 10
        Concept: Swashbuckling swordsman with an alien artifact
        Occupation: Crimefighter
        Real Name: Lance Williams
        Legal Status: Citizen of the United States with no criminal record
        Identity: Secret
        Place of Birth: Freedom City
        Marital Status: Single
        Living Relatives: None
        Height: 6 ft. 2 in.
        Weight: 175 lbs.
        Eyes: Brown
        Hair: Black
        Bodycast: Matt Bomer

        Black Blade

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

        Tough: +5/+7, Fort: +8, Ref: +8, Will: +8

        Skills: Acrobatics 8 (+13), Computers 4 (+8), Diplomacy 7 (+8), Gather Information 9 (+10 [20]), Intimidate 9 (+10), Investigate 6 (+10 [20]), Knowledge (Civics) 2 (+6), Knowledge (Life Sciences) 2 (+6), Knowledge (Physical Sciences) 3 (+7), Knowledge (Streetwise) 6 (+10 [20]), Knowledge (Technology) 2 (+6), Medicine 4 (+5), Notice 8 (+9), Search 6 (+10 [20]), Sense Motive 8 (+9), Stealth 8 (+13)

        Feats: Acrobatic Bluff, Attack Focus (Melee) 2, Attack Specialization 3 (The Star Shard), Defensive Roll 2, Dodge Focus 4, Evasion, Improved Block, Improved Defense, Improved Initiative 2, Improved Sunder, Monkey Climber, Power Attack, Skill Mastery (Gather Information, Investigate, Kn (Streetwise), Search), Swift [88 ft], Takedown Attack, Tiger Leap [26/13/6], Uncanny Dodge (Mental), Weapon Break

        Powers:
        Dimensional Pocket 1 (Capacity: 100 lbs.; Flaw: Limited to storage) · 1 point
        Dimensional Shift (Luck Control 1) (Force a re-roll; Flaws: Limited to attacks, Limited to attacks at him) · 1 point
        Dimensional Walk (Super-Movement 2) (Permeate 2 (half / full speed); Extra: Affects Others [quarter / half speed]) · 5 points
        Mind Sight (Super-Senses 4) (Mental 4 (Accurate, Radius, Ranged); Feat: Uncanny Dodge (Mental)) · 5 points

        The Star Shard (Device 4) (Easy to lose; Extra: Summonable; Feat: Indestructible) ·17 points
        Corrosion 8 (Feats: Improved Block, Improved Defense, Improved Sunder, Weapon Break; Flaw: Instant Recovery)

        Attack Bonus: +4 (Ranged: +4, Melee: +6, Grapple: +9)

        Attacks: Corrosion 8, +12 (DC Fort 18/Tough 23), Unarmed Attack, +6 (DC 18)

        Defense: 23 (Flat-footed: 15), Knockback: -3

        Initiative: +13

        Languages: English

        Totals: Abilities 38 + Skills 23 (92 ranks) + Feats 21 + Powers 29 + Combat 26 + Saves 13 = 150

        Background: Lance Williams had been both smart and athletic, and since things kind of came easily to him, he could never really decide what he wanted to do. Halfway through college, he spontaneously dropped out and applied to the police academy. After several years policing the streets, he took his detective's test and joined Robbery/Homicide.

        Lance had finally found his niche as a detective. He'd gone back to finish his undergrad and started post-grad studies in the applied sciences to make himself a better interpreter of forensic data.

        On a particularly gruesome gangland killing, he became convinced he could crack a gap in the evidence, and went back after hours to re-investigate. As he became lost in the crime scene, he failed to notice suspects returning to torch the place. They left him for dead, and as he started to bleed out, Lance had a vision--an extra-dimensional vision. A disembodied figure, trapped in a dimensional limbo, had found Earth and Lance. The man--a strange bipedal humanoid--pulled Lance through and saved his life. The man, through an odd-looking device, told Lance of his mission to protect the galaxy from evil, and of his singular quest to capture an escaped prisoner bent on vast destruction. There had been an accident--sabotage--and a dimensional mine had exploded, overloading his pursuit craft. He'd woken to find that he'd become trapped in this unknown dimension.

        It was too late for the alien, but he recognized the familiar struggle on earth--and Lance's efforts to preserve the peace--and saw in Lance a kindred spirit. That longing for justice burned bright, and he could let go knowing it would be carried into a new age. He'd been holding on for so long....

        The alien bestowed upon Lance his weapon of office, the Star Shard, and with it came an heightened awareness. The alien was wistful for his glory days, and over the time they had together, related many of his war stories as Lance was trained. The dimensional tidal forces had eroded his life force over the years and he was fading from existence. Lance would wield the Star Shard now and he would continue the never-ending fight for justice!

        Complications
        Enemy: The Star Shard is an ancient alien artifact, the badge of office for a great peacekeeping force. That Lance wields it could bring either enemies to target him, or the aliens themselves may inquire into his possession of it.

        Identity: Black Blade is Lance Williams

        Motivation: Justice: From his time as a police officer, to his swearing to wield the Star Shard, Lance is driven by his desire for justice against those who perpetrate evil.

        Motivation: Thrills: Lance has an adventurous spirit, and while he takes his calling of justice seriously, he enjoys his new found abilities and the chase of bringing criminals to justice.
        Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat

        Comment


        • #5
          Sir Rhys Gwynne



          Quote: "Through me may justice prevail!"
          Power Level: 10
          Concept: Paladin, Mystic Investigator
          Occupation: Lawgiver
          Real Name: Sir Rhys Gwynne
          Identity: Public
          Place of Birth: Penllwyn, Wales
          Marital Status: Single
          Living Relatives: None
          Height: 5 ft. 10 in.
          Weight: 175 lbs.
          Eyes: Brown
          Hair: Red
          Bodycast: William Moseley

          Sir Rhys Gwynne

          STR: +5 (20), DEX: +1 (12), CON: +5 (20), INT: +1 (12), WIS: +1 (12), CHA: +1 (12)

          Tough: +5/+10, Fort: +8, Ref: +7, Will: +9

          Skills: Concentration 8 (+9), Diplomacy 8 (+9), Gather Information 8 (+9 [19]), Intimidate 8 (+9), Investigate 8 (+9 [19]), Knowledge (Arcane Lore) 8 (+9 [19]), Language 1, Notice 8 (+9), Search 8 (+9 [19]), Sense Motive 8 (+9), Stealth 3 (+4)

          Feats: Attack Focus (Melee) 3, Benefit: Knight Lawgiver, Diehard, Endurance (+4), Improved Critical 2 (Magebreaker), Improved Defense, Improved Initiative 2, Lionheart, Luck: Determination, Luck: Instant Counter, Power Attack, Second Chance (Mind Control), Skill Mastery (Gather Information, Investigate, Kn (Arcane Lore), Search), Takedown Attack, Well-Informed

          Powers:
          Aeronwen, the Ghost Mare
          Aeronwen Everwatchful (Super-Senses 1) (Danger Sense: Mental) · 1 point
          Flight 4 (Speed: 100 mph, 880 ft./rnd; Extra: Affects Others; Flaw: Platform; Feature: Saddle Bags (Dimensional Pocket 1 storage); Drawback: Activation: Move action)) · 8 points

          Blessed Armor, Helm & Shield (Container, Passive 3) (Feature: Self-Cleaning) · 1 point
          Helm (Super-Senses 5) (Darkvision, See Invisible, adds Tracking to Magic Awareness) · 5 points
          Mithral Shield (Shield 2) (Feat: Improved Defense) · 3 points
          Silvered Steel Plate-mail (Immunity 2 [Critical Hits], Protection 5) (Feat: Endurance (+4); Drawback: Noticeable) · 7 points

          Fae Servants (Quickness 4) (Perform routine tasks at 25x speed; Flaw: Limited to physical tasks) · 2 points

          Magebreaker (Damage 7) (Feat: Improved Critical 2; Power Feats: Affects Insubstantial 2 (full power), Extended Reach (5 ft.), Incurable, Mighty) · 14 points
          • Sever Magic (Nullify 12) (Counters: all powers of (type) - Magic; Extra: Effortless; Flaws: Check Required: Kn (Arcane Lore, DC 22), Range (touch); Power Feats: Extended Reach (5 ft.), Precise) · 1 point

          Magic Awareness (Super-Senses 2) (Acute Magic Awareness) · 2 points
          Mercy (Features 1) (With just a touch and a Standard action, Sir Rhys can automatically stabilize any dying creature’s condition) · 1 point

          Attack Bonus: +5 (Ranged: +5, Melee: +8, Grapple: +13)

          Attacks: Magebreaker (Damage 7), +8 (DC 27, Crit 18-20), Sever Magic (Nullify 12), +8 (DC Will 22), Unarmed Attack, +8 (DC 20)

          Defense: 20 (Flat-footed: 14), Knockback: -5

          Initiative: +9

          Languages: English, Latin

          Totals: Abilities 28 + Skills 19 (76 ranks) + Feats 15 + Powers 45 + Combat 26 + Saves 17 = 150

          Background: Rhys Gwynne was born in the 14th century to a Yeoman father. As a boy, Rhys was regaled with tales of his father's adventures and wished to go out and make his own mark on the world. Working on his father's small plot of land when he was just nine, he was approached by a Knight Bachelor. The Knight was wounded and asked Rhys for a ladle of water from his bucket. No sooner than Rhys began to approach, the Knight fell from his mount.

          As Rhys and his father helped the knight, the brigands who'd injured the knight caught up and it was up to father and son to keep the brigands at bay. Despite their best intentions, they were beset. Their house was set alight, but they would not quit. Rallying, the knight brought forth his last strength to wield magicks in their common defense.

          With the brigands defeat, but the knight's death, word spread about the father and son who had aided the servants of Lemal in their hour of need. A season passed, and an emisary from the Knights Lawgiver appeared at their door. Rhys, for his service, was being offered a position as Page. He would serve, study and learn, for four years in service to Lamal and his knights. After another four years as squire to a knight, and if he passed the Council of Lawgivers trial, he would earn his shield and become a knight.

          When Rhys was Knighted, he was given Magebreaker, a mystic sword capable of disrupting magic, and a ghost mare: a noble steed that had died courageously. Aeronwen, as the animal was named, would prove to be a true friend.

          Complications
          Honor: Knight of the Lawgivers (be courageous, keep your word, face the enemy open and honestly, safeguard the helpless)

          Motivation: Justice: Protect the innocent, punish the guilty

          Quirk: Aeronwen, a personified effect, can be used as a plot device; she has, at times, a mischievous personality

          Removable: While Magebreaker is not a Device, it is possible someone with sufficient magical prowess could temporarily break its bestowal to Sir Rhys

          Responsibility: Sir Rhys has taken an oath of loyalty and service to the Lawgiver Council
          Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat

          Comment


          • #6
            Bloodhawk


            Art by Pat Quinn

            Quote: "Blood will have blood!"
            Power Level: 10
            Concept: Blood Controlling Martial Artist
            Occupation: Crimefighter
            Real Name: Hoyt Warsaw
            Legal Status: Citizen of the United States with no criminal record
            Identity: Secret
            Place of Birth: Wilkes-Barre, PA
            Marital Status: Single
            Living Relatives: Jack (grandfather), June (grandmother)
            Height: 6 ft. 2 in.
            Weight: 200 lbs.
            Eyes: Brown
            Hair: Black
            Bodycast: Sam Worthington

            Bloodhawk

            STR: +8 (26), DEX: +1 (12), CON: +8 (26), INT: +1 (12), WIS: +1 (12), CHA: +1 (12)

            Tough: +8, Fort: +8, Ref: +8, Will: +8

            Skills: Intimidate 8 (+9), Knowledge (Arcane Lore) 7 (+8), Knowledge (Streetwise) 8 (+9), Language 1, Notice 8 (+9), Sense Motive 8 (+9), Stealth 8 (+9), Swim (+8)

            Feats: Attack Focus (Melee) 5, Dodge Focus 3, Fearless, Fearsome Presence 8, Improved Critical 2 (Blood Control), Improved Grab, Improved Initiative 2, Instant Up, Power Attack, Takedown Attack

            Powers:
            Blood Control
            • Blood Burst (Strength Bonus) (Extra: Alternate Save (Fortitude) 8; Power Feat: Incurable) · 9 points
            • Blood Control (Mind Control 8) (Extras: Alternate Save (Fortitude), Conscious, Sensory Link; Flaws: Range 2 (touch), Requires Grapple; Power Feat: Mental Link) · 1 point
            • Blood for Blood (Strength Bonus) (Extra: Vampiric 8; Power Feat: Persistent) · 1 point
            • Weeping Blood (Dazzle 8) (Affects: Visual senses; Extra: Linked to Unarmed Strike; Flaw: Range (touch); Power Feat: Reversible) · 1 point

            Blood Sense (Super-Senses 3) (Extended Tracking Scent [-1/100]) · 3 points

            Demonic Movement
            Leaping 2 (Jumping distance: 90/45/22) · 2 points
            Speed 2 (Speed: 25 mph, 220 ft./rnd) · 2 points
            Super-Movement 2 (Slow fall, Wall-crawling 1 (half speed); Feat: Instant Up) · 5 points

            Eldritch Eyes (Super-Senses 2) (Darkvision; Feat: Uncanny Dodge (Visual)) · 3 points
            Sleepless (Immunity 1) (Sleep) · 1 point

            Attack Bonus: +7 (Ranged: +7, Melee: +12, Grapple: +20)

            Attacks: Blood Burst, +12 (DC Fort 23, Crit 18-20), Blood Control (Mind Control 8), +12 (DC Fort 18), Unarmed Attack, +12 (DC 23), Weeping Blood (Dazzle 8), +12 (DC Fort/Ref 18)

            Defense: 22 (Flat-footed: 15), Knockback: -4

            Initiative: +9

            Languages: English, Infernal

            Totals: Abilities 40 + Skills 12 (48 ranks) + Feats 24 + Powers 28 + Combat 32 + Saves 14 = 150

            Background: Hoyt grew up in smaller-town America to a more or less normal family. He attended school, did normal kid things, and was generally free from traumatic events. Until his eighteenth birthday. That night, his father turned mean. Unexpectedly mean. He'd never been much of a drinker, but that night he drank a lot. He became violent toward Hoyt's mother, and when Hoyt tried to step in, violent toward Hoyt. It only escalated from there.

            By the end of the night, both his mother and father were dead. His mother at the hands of his father, and his father at Hoyt's hands. Hoyt was initially arrested and held on suspicion of both of their murders, but after the investigation it became clear what had happened and Hoyt wasn't charged.

            This left Hoyt orphaned and his future bleak. Then it got worse. Hoyt had demonstrated some interesting abilities during the fight with his father. He was clearly stronger, more resistant to injury, and even had the ability to inflict injury without striking--he'd pinned his father to the ground and seemed to inflict a massive heart attack (at least that's what the coroner's report said: superficial injuries from the initial conflict and then death from cardiac arrest).

            It wasn't coincidence. Hoyt felt the shift, but didn't understand it during the fight. Something...came into him. A power. Or a presence. A feeling of...other. After his release, he began to notice that he was being watched and followed. At first he assumed it was the police, but when he went to investigate, he could never catch them. And he was fast now. Far faster than a human cop. Sometimes he couldn't look at them directly, but only with his peripheral vision. He had powers, but so did they. It was like he was being studied, for they never harassed or approached him directly. He felt like he was under a microscope.

            And when he found he no longer got tired, he had an entire extra third of his life returned to him. He began to wander the streets at night. He could see things other people couldn't. He could smell the byproduct of violent crime and follow it. He was strong and tough. And angry. So he began to intervene. As Bloodhawk!

            Complications
            Bloodlust (Temper): Hoyt can be overcome with a desire to see his enemies dead--this can occur after using Blood for Blood (especially if the target was particularly evil)

            Enemy: Entities of unknown origin and purpose can be found watching Hoyt

            Identity: Bloodhawk is Hoyt Warsaw

            Motivation: Justice: Bloodhawk devotes his life to seeking justice and punishing those who escape it

            Responsibility: Hoyt has become the host or recipient of some unknown mystic power. And as his father was fond of saying, there's no such thing as a free lunch.
            Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat

            Comment


            • #7
              Angel


              Art by David Bednarski

              Quote: "My vengeance will be swift!"
              Power Level: 10
              Concept: Psionic Angel
              Occupation: Resistance fighter
              Real Name: Avigayil ("Avi") Hagar
              Legal Status: Citizen of Erde; convicted of Crimes Against the State, in Absentia
              Identity: Known to the German authorities
              Place of Birth: Arbeitstadt, Erde
              Marital Status: Single
              Known Relatives: Za'ev, Nurit (father, mother; deceased)
              Height: 5 ft. 10 in.
              Weight: 200 lbs.
              Eyes: Blue
              Hair: Blonde
              Bodycast: Chloë Sevigny

              Angel

              STR: +12 (14/34), DEX: +1 (12), CON: +7 (24), INT: +0 (10), WIS: +9 (28), CHA: +1 (12)

              Tough: +7/+12, Fort: +8, Ref: +8, Will: +12

              Skills: Concentration 4 (+13), Diplomacy 8 (+9), Gather Information 8 (+9), Intimidate 8 (+9), Knowledge (Tactics) 8 (+8), Medicine 2 (+11), Sense Motive 6 (+15), Stealth 8 (+9)

              Feats: Attack Focus (Melee) 4, Attack Specialization (Etheric Sword), Endurance (+4), Evasion, Improved Critical (Etheric Sword), Improved Initiative 2, Luck 2, Power Attack, Skill Mastery (Diplomacy, Gather Information, Intimidate, Sense Motive), Takedown Attack

              Powers:
              Ectoplasmic Luminescence (Super-Senses 1) (Low-light Vision) · 1 point
              Mental Detection (Super-Senses 5) (Detect Minds (Accurate, Acute, Ranged)) · 5 points
              Mind Shield (Immunity 10) (Common descriptor: Mental Effects; Flaw: Limited - Half Effect) · 5 points

              Psionic Might (Array 11)
              • Ectokinesis (Enhanced Strength 20) (Power Feat: Affects Insubstantial 2 (full power); Extra: Linked to Elongation 1); Drawback: Noticeable) · 22 points
              • Etheric Sword (Damage 10) (Feat: Improved Critical; Extra: Alternate Save (Will); Power Feat: Extended Reach (5 ft.)) · 1 point
              • Telepathic Assessment (Drain 10) (Drains: single trait - Dodge bonus; Extras: Alternate Save (Will), Mental, Range 2 (Perception); Flaw: Limited to her attacks; Power Feats: Slow Fade, Subtle) · 1 point

              Psychic Armor (Force Field 5) · 5 points
              Telepathic Translation (Comprehend 2) (Languages - Understand All, Languages - You're Understood) · 4 points
              Wings (Flight 4) (Speed: 100 mph, 880 ft./rnd, Feat: Evasion; Flaw: Wings) · 5 points

              Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +20)

              Attacks: Etheric Sword (Damage 10), +10 (DC Staged/Will 25, Crit 19-20), Telepathic Assessment (Drain 10) (DC Staged/Will 20), Unarmed Attack, +8 (DC 27)

              Defense: 18 (Flat-footed: 14), Knockback: -6

              Initiative: +9

              Languages: All

              Totals: Abilities 40 + Skills 13 (52 ranks) + Feats 13 + Powers 49 + Combat 24 + Saves 11 = 150

              Background: Avigayil Hagar grew up in the outskirts of a city that in some dim past had been called Freedom City. Avi only knew it as Arbeitstadt. Due to the Resistance's actions, the Nazis routinely razed settlements and Avi lived with her mother and father hand-to-mouth for the better part of her childhood.

              When she was eleven, she grew wings. "My angel," her mother had regularly called her, for Avi was a brave little girl and had withstood everything stoically; all the horrors she had seen and experienced had never daunted her perseverance or her courage.

              Her parents were both alarmed, pleased, and horrified--all at once. The import of her wings was clear: she was a superhuman, just like some of those accursed Nazis. But Avi was an innocent little girl and not a Nazi. At first her parents hid her, but Avi didn't want to remain in hiding. She wanted to help. She could fly, and that meant she could be a scout.

              Within weeks of the Resistance learning of Avi's power, they put her to use. Within the same time frame, the Nazis learned of her power and identity and pursued her relentlessly. (She never learned how her existence was discovered. To this day she suspects betrayal.) They arrested her parents. But the Resistance would not let her surrender--she was far too valuable--and her parents were executed.

              Avi grew up under the guidance of the Resistance. And soon after learning of her parent's death, her other powers began to appear. Despite being trained as a Resistance Soldier, Avi maintained her inherent "angelic" qualities. She struggles with the idea of taking life. She has certainly killed many Nazis, but it never gets any easier and typically she is left with no recourse.

              Complications
              Appearance: With her wings, Avi is clearly not human in appearance

              Enemy: Presenting herself as an angel (with "angelic" powers and effects) seems to draw enemies to her. Anyone opposed to faith, religion, or who present themselves as possessing "dark" powers would oppose Angel.

              Motivation: Justice: Avi, having been raised in the Resistance, wants nothing more than the overthrow of the Nazi regime and a restoration of Justice in the world. A tall order.

              Power Loss: While Avi's powers are psionic in nature, her wings are an organic part of her. However, she does not have an avian's physiology, and without the assistance of her mental powers, her wings would barely function (maybe just providing Slow Fall) if her mental powers were Nullified/Drained/etc.

              Quirk: Avi thinks her powers are divine in origin (not psionic).
              Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat

              Comment


              • #8
                Silverbird


                Art by Storn

                Quote: "I have to help--I have to!"
                Power Level: 10
                Concept: Energy Controller
                Occupation: Law student / Crimefighter
                Real Name: Emily "Emmy" Brewster
                Legal Status: Citizen of the United States with no criminal record
                Identity: Secret
                Place of Birth: Port Townsend, WA
                Marital Status: Single
                Living Relatives: William "Bill" Brewster, Esq.
                Height: 5'7"
                Weight: 125 lbs.
                Eyes: Light blue
                Hair: Dark Brown
                Bodycast: Michelle Trachtenberg

                Silverbird

                STR: +0 (10), DEX: +0 (10), CON: +2 (14), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)

                Tough: +2/+12, Fort: +8, Ref: +8, Will: +8

                Skills: Bluff 8 (+10), Concentration 8 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Investigate 4 (+6), Knowledge (Behavioral Science) 3 (+5), Knowledge (Civics) 8 (+10), Language 1, Notice 8 (+10), Sense Motive 8 (+10)

                Feats: Attack Focus (Ranged) 2, Benefit (Important Family), Connected, Environmental Adaptation (Aquatic), Improved Initiative, Luck, Power Attack, Quick Change, Well-Informed

                Powers:
                Aquatic (Container, Passive 1)
                Immunity 3 (Environmental Conditions (Cold, Pressure), Suffocation (Drowning); Feat: Environmental Adaptation (Aquatic)) · 4 points
                Super-Senses 1 (Low-Light Vision) · 1 point

                Diamagnetic (Immunity 5) (Magnetic effects; Flaw: Limited - Half Effect) · 3 points
                Flight 6 (Speed: 500 mph, 4400 ft./rnd; Swimming speed: 50 mph) · 12 points
                Liquid Form (Insubstantial 1) (Fluid; Power Feat: Selective) · 6 points
                Liquid Sheathe (Force Field 10) (Feat: Quick Change; Extra: Linked to Radius Sight) · 12 points

                Quicksilver (Array 12) (Power Feats: Accurate 2 (+4), Personal Immunity) · 3 points
                • Blinding Splash (Dazzle 12) (Visual senses) · 24 points
                • Dousing (Nullify 12) (All powers of (type) - water-soluble effects; Extra: Alternate Save (Fortitude)) · 1 point
                • Liquid Constructs (Create Object 8) (Max Size: 8x 5' cubes; Extra: Movable (Radius: 40 ft., Strength: 40, Force: 3.2 tons)) · 1 point
                • Mercury Blast (Blast 12) · 1 point
                • Silver Bubble (Snare 12) (Extra: Regenerating; Flaw: Entangle) · 1 point

                Superhydrophobic (Features 1) (Anything she wears or carries never gets wet or suffers water damage if she doesn't wish it to, even if she is immersed) · 1 point

                Attack Bonus: +2 (Ranged: +4, Melee: +2, Grapple: +2)

                Attacks: Blinding Splash (Dazzle 12), +8 (DC Fort/Ref 22), Dousing (Nullify 12), +8 (DC Fort 22), Mercury Blast (Blast 12), +8 (DC 27), Silver Bubble (Snare 12), +8 (DC Ref/Staged 22), Unarmed Attack, +2 (DC 15)

                Defense: 18 (Flat-footed: 14), Knockback: -6

                Initiative: +4

                Languages: English, Spanish

                Totals: Abilities 16 + Skills 16 (64 ranks) + Feats 7 + Powers 70 + Combat 20 + Saves 20 = 150

                Background: Emmy Brewster is the daughter of famed attorney Bill Brewster. Emmy's dad has fought some significant legal cases that garnered a great deal of media attention. He's argued before the Supreme Court, and Emmy knew from the time she was eight that she was going to follow in her father's footsteps.

                Emmy gained her powers in an explosion in the middle of the day in downtown Seattle where she was waiting to have lunch with her father. The explosion--soon dubbed a terrorist act--killed scores of people and also mysteriously gave rise to at least three super-powered individuals--one of them being Emmy.

                Now Emmy finds herself torn between two worlds: one of the law student (and eventually a trial lawyer) and that of the superhero--someone who brings direct action to the streets of her city.

                Complications
                Identity: Emmy Brewster

                Motivation: Justice: Emmy was concerned about justice long before she gained superpowers

                Relationship: Big things are expected of Emmy by her father. The Brewster name is big in the city and Emmy is expected to follow in the family business, namely the law.

                Responsibility: Emmy is a law student
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                Comment


                • #9
                  Shutterbug


                  Art by Jeff Dee

                  Quote: "Shutterbug, Shutterbug, does whatever a...oh, nevermind."
                  Power Level: 10
                  Concept: Bug-themed adventurer
                  Occupation: College student
                  Real Name: Byron Lord
                  Legal Status: Citizen of the United States with no criminal record
                  Identity: Secret
                  Place of Birth: Freedom City
                  Marital Status: Single
                  Living Relatives: Anne Lord (mother), Doug Lord (father), Ian Lord (brother)
                  Height: 6 ft. 0 in.
                  Weight: 185 lbs.
                  Eyes: Green
                  Hair: Sandy Blond
                  Bodycast: Matt Czuchry

                  Shutterbug

                  STR: +10 (30), DEX: +7 (24), CON: +7 (24), INT: +5 (20), WIS: +0 (10), CHA: +0 (10)

                  Tough: +7/+10, Fort: +7, Ref: +10, Will: +6

                  Skills: Acrobatics 6 (+13), Computers 8 (+13), Craft (Electronic) 8 (+13), Craft (Mechanical) 8 (+13), Disable Device 8 (+13), Knowledge (Physical Sciences) 8 (+13), Knowledge (Technology) 8 (+13), Notice 8 (+8), Search (+5), Sense Motive 4 (+4), Stealth 6 (+13), Swim (+10)

                  Feats: Acrobatic Bluff, Attack Specialization 2 (Unarmed Attack), Dodge Focus 5, Evasion, Inventor, Power Attack, Skill Mastery (Craft and Kn checks), Takedown Attack, Uncanny Dodge (Visual)

                  Powers:
                  Armor (Device 3) (Hard to lose)
                  Bug Eyes (Super-Senses 3) (Infravision, Radius Vision [group]; Feature: Integrated Go Pro) · 4 points
                  CBRN Sealed (Immunity 3) (Disease, Environmental Radiation, Poison) · 3 points
                  Environmental Conditioning (Immunity 2) (Environmental Cold, Environmental Heat) · 2 points
                  Micromesh (Protection 3) · 3 points
                  Self-Contained Breathing (Immunity 2) (Suffocation (all)) · 2 points
                  Wings (Flight 2) (Speed: 25 mph, 220 ft./rnd; Flaws: Gliding, Wings) · 1 point

                  Leaping 3 (Jumping distance: 200/100/50) · 3 points
                  Super-Strength 5 (Light 8.5 tons, Medium 17.1 tons, Heavy 25.6 tons, Max 51.2 tons, Push/Drag 128 tons) · 10 points
                  Wall-Crawling (Super-Movement 2) (Wall-crawling 2 (full speed)) · 4 points

                  Attack Bonus: +2 (Ranged: +6, Melee: +6, Grapple: +21)

                  Attacks: Unarmed Attack, +10 (DC 25)

                  Defense: 20 (Flat-footed: 13), Knockback: -5

                  Initiative: +7

                  Languages: English

                  Totals: Abilities 58 + Skills 18 (72 ranks) + Feats 14 + Powers 29 + Combat 22 + Saves 9 = 150

                  Background: Byron Lord was a scientific prodigy who was an inventor from a young age. Always fascinated by the military but not gifted with physical prowess, Byron was determined to create a scientific advantage that would level the field. In college, he learned of a military bid for an exoskeleton that would be the prototype for the "soldier of tomorrow." Byron began work on his own model to the exclusion of all else. After several days of nonstop work, Byron began to make mistakes. And one of them nearly cost him his life. He was electrocuted and woke up several hours later with new found abilities: the physical enhancements he'd been working toward--but instead of built into the suit, they were now innate. Plus something extra: an insect-like ability to climb (attributable to the electricity? he had to wonder).

                  Byron continued his work, but instead of working on a project for the military, he did so for himself as Shutterbug!

                  Complications
                  Enemy: Byron's invented a pretty spiffy suit of armor that any number of people might just want to take a wee peek at

                  Identity: Byron Lord

                  Motivation: Thrills: Byron is a thrill-seeker with a burgeoning sense of responsibility

                  Relationship: Byron lives in his parent's basement. His younger brother Ian is a high-school student and is always down there on Byron's suped-up X-Box. Byron's dad is a high-school science teacher and his mom is an office manager at a large medical practice

                  Quirk: Compulsive tinkering (often with other people's stuff). And he never feels guilty: "I improved it!"
                  Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat

                  Comment


                  • #10
                    Cheshire Cat


                    Art by Taghuso

                    Quote: "I prefer the short cut!"
                    Power Level: 10
                    Concept: Teleporting Martial Artist
                    Occupation: Crimefighter
                    Real Name: Quinn Dodgson
                    Legal Status: Citizen of the United States with no criminal record
                    Identity: Secret
                    Place of Birth: Everglades City, Florida
                    Marital Status: single
                    Living Relatives: Alice Dodgson (mother)
                    Height: 5 ft. 9 in.
                    Weight: 145 lbs.
                    Eyes: Blue
                    Hair: Auburn
                    Bodycast: Alicia Witt

                    Cheshire Cat

                    STR: +5 (20), DEX: +1 (12), CON: +7 (24), INT: +1 (12), WIS: +1 (12), CHA: +1 (12)

                    Tough: +7, Fort: +8, Ref: +12, Will: +8

                    Skills: Bluff 8 (+9), Computers 8 (+9), Concentration 8 (+9), Gather Information 8 (+9), Intimidate 8 (+9), Investigate 8 (+9), Knowledge (Behavioral Science) 4 (+5), Knowledge (Streetwise) 8 (+9), Notice 8 (+9), Search 8 (+9), Sense Motive 8 (+9)

                    Feats: Attack Focus (Melee) 4, Attack Specialization 3 (Unarmed Attack), Cunning Fighter, Dodge Focus 5, Evasion 2, Improved Defense, Improved Initiative 2, Luck, Power Attack, Takedown Attack 2, Uncanny Dodge (Mental)

                    Powers:
                    Blink Teleport (Enhanced Feats 9) (Dodge Focus 5, Evasion 2, Improved Defense, Uncanny Dodge (Mental)) · 9 points

                    Teleport 5 (500 ft. as move action, 5 miles as full action; Extras: Accurate; Power Feats: Change Direction, Change Velocity, Easy, Precise, Progression, Mass (carry 250 lbs), Subtle (DC 20), Turnabout) · 22 points

                    Teleporting Martial Artist (Damage 2) (Extra: Duration (Concentration) 7; Power Feat: Mighty) · 10 points
                    Ultimate Defense (Luck Control 1) (Force a Re-roll; Flaws: Limited (Only attack rolls), Limited (Only attacks at her)) · 1 point

                    Attack Bonus: +3 (Ranged: +3, Melee: +7, Grapple: +12)

                    Attacks: Teleporting Martial Artist (Damage 2), +13 (DC 22, Concentration)

                    Defense: 23 (Flat-footed: 14), Knockback: -3

                    Initiative: +9

                    Languages: English

                    Totals: Abilities 32 + Skills 21 (84 ranks) + Feats 14 + Powers 42 + Combat 22 + Saves 19 = 150

                    Background: Quinn Dodgson was the daughter of an undercover FBI agent. He was placed deep inside the Mafia and operated there for many years. Quinn grew up in this environment and learned a lot from her dad. It also happened that Quinn was born with the ability to teleport. She thought nothing of this and it was until she was twelve that she understood that not everyone could do this.

                    Quinn, over the years, began to learn other things about her body. That she was stronger than most of the boys. That she was quicker than just about anyone else. And that she knew, some how--instinctively--how to fight. She had a knack for it. When she stood up to bullies, she mopped the floor with them. She took to doing this often. She enjoyed it. The look on their faces....

                    When Quinn was in college, she learned that her father had been killed. Quinn dropped out of college and using what she'd learned under her father's tutelage Quinn began a year-long investigation into her father's death. It took her deep inside the Mafia where she used her abilities to discover just who killed her father. Along the way she uncovered more than she wanted to however. Her father had spent so long undercover that he'd become corrupt and it was a deal gone wrong that had gotten her father killed. Simultaneously the FBI had begun an investigation into this mysterious person disrupting mafia operations. When Quinn's and the FBI's trails intersected she was recruited, but she declined. The discovery of the truth behind her father's death had left a bad taste in her mouth and she wanted no part of the world of the FBI.

                    But trying to leave the excitement behind her proved much harder. She was her father's daughter and she'd grown to love it. She would resist the corruption though. Quinn would adopt a costumed identity and fight the disease of crime and corruption on her own terms. As Cheshire Cat!

                    Complications
                    Hatred: Even though she's ended her war on the Mafia, she still has an intense dislike for them and when presented an opportunity, she'll interfere in their activities.

                    Identity: Cheshire Cat is Quinn Dodgson

                    Motivation: Responsibility: Quinn is determined to use her powers for good, to protect the weak (especially those who would prey on women)

                    Relationship: Quinn is in a long-term relationship with State's Attorney April de la Rosa (potential Prejudice for homosexuality)

                    Side Effect: Quinn's Teleportation has an Astral Plane descriptor (as yet unknown to her). The more she teleports (or stunts things like ESP, which she does have in her back pocket), the more she's drawn to the other dimension. Assuming the GM wants to go there, s/he can compel the first PP earned to be spent on the Dimensional PF and then can send her there on the "failure/save" trigger as per the Side Effect Flaw.
                    Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat

                    Comment


                    • #11
                      The Skull


                      Art by Taghuso

                      Quote: "Tremble before the Skull!"
                      Power Level: 10
                      Concept: Eastern trained Mystery Man
                      Occupation: Vigilante and Night Club owner
                      Real Name: Jimmy Resurgam (born James Marshall, Jr.)
                      Legal Status: Citizen of the United States with no criminal record
                      Identity: Secret
                      Place of Birth: Chicago, IL
                      Marital Status: Single
                      Living Relatives: None
                      Height: 6 ft. 0 in.
                      Weight: 170 lbs.
                      Eyes: Blue
                      Hair: Dark Brown
                      Bodycast: Chris Noth

                      The Skull

                      STR: +5 (20), DEX: +5 (20), CON: +5 (20), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)

                      Tough: +5/+7, Fort: +8, Ref: +8, Will: +8

                      Skills: Acrobatics 8 (+13), Bluff 8 (+10), Diplomacy 8 (+10), Disable Device 8 (+10), Drive 2 (+7), Escape Artist 4 (+9), Gather Information 8 (+10), Intimidate 8 (+10), Investigate 7 (+9), Knowledge (Business) 7 (+9), Knowledge (Streetwise) 7 (+9), Language 1, Notice 8 (+10), Search 8 (+10), Sense Motive 8 (+10), Sleight of Hand 4 (+9), Stealth 8 (+13)

                      Feats: Acrobatic Bluff, Attack Focus (Melee) 6, Benefit (Well-Off), Blind-Fight, Combat Awareness, Defensive Attack, Defensive Roll 2, Dodge Focus 4, Equipment 1, Grappling Finesse, Hide in Plain Sight, Improved Critical (Unarmed Attack), Improved Disarm, Improved Grab, Improved Initiative, Luck, Martial Artist, Martial Strike 2, Monkey Climber, Power Attack, Skill Mastery (Acrobatics, Intimidate, Sense Motive, Stealth), Swift (10 mph), Takedown Attack 2, Tiger Leap (30/15/7)

                      Equipment: The Casablanca Club

                      Attack Bonus: +6 (Ranged: +8, Melee: +13, Grapple: +18)

                      Attacks: Unarmed Attack, +13 (DC 22, Crit 19-20)

                      Defense: 23 (Flat-footed: 15), Knockback: -3

                      Initiative: +9

                      Languages: Cantonese, English

                      Totals: Abilities 42 + Skills 28 (112 ranks) + Feats 34 + Powers 0 + Combat 34 + Saves 12 = 150

                      Background: James Marshall, Jr. was born in 1909 into wealth. As an idle young man, he dreamed of adventure in the Orient, conquering wild animals in Africa, and discovering lost treasures in Egypt. Jimmy was a natural athlete, while his brother Archie--three years his senior--was not. Archie resented his brother for a number of reasons: his athleticism, drawing away the attention due him, his gentle, unassuming nature, and even his name. Archie began trying to sabotage Jimmy early on, and it continued until Jimmy's death.

                      After college, Jimmy decided he would seek out adventure in the East, and traveled to China, where he fell in love with the people and the culture. He began learning the language and even found a sifu (master) interested in training him in Kung Fu. Jimmy also saw a business opportunity and with his father's blessing, undertook it. Profits began to accumulate, Jimmy had a beautiful Chinese fiancee, and with his natural athleticism, he was becoming quite adept at Kung Fu.

                      Archie's anger simmered and while his own business interests were on the decline, he finally acted when Jimmy's were at their height. He hired cutthroats to torch Jimmy's factory, kidnap his fiancee and to publicly humiliate Jimmy and then kill him. The bandits never expected Jimmy to fight back (and do it so well), and while he was able to save his own life, his resistance cost his fiancee her life.

                      Archie didn't learn of his brother's survival until a masked figure paid him a visit several years later. The man who loomed over his bed wore the mask of a skull. His iron grip crushed the life out of him and before Archie died, the Skull explained everything to him. How Jimmy had survived the battle, how he had continued his training now with single-minded focus, how he had adopted his costumed identity to strike with fear at the heart of men like Archie.

                      After Archie’s death, the Skull continued to operate in the city, tearing down the mob’s hold, one finger at a time. Jimmy adopted a new identity and opened a nightclub to draw in the criminal element so he could keep a close eye on them. Jimmy’s in the beginning stages of a relationship with a new chanteuse on the scene, Winter Sullivan. With Jimmy’s help (in the guise of the Skull), Winter broke free from mob influence and was finally able to start the singing career she always wanted. Jimmy’s club, The Casablanca, is a new hot spot. He has every booth wired with hidden microphones so he can eavesdrop on the mobsters. They’re very careful, but every now and then--especially when the booze is flowing--Jimmy can learn some of their operations...and the Skull can pay them a visit.

                      Complications
                      Enemy: The Mob has a contract out on the Skull's head.

                      Identity: The Skull is Jimmy Resurgam, owner of the Casablanca club.

                      Motivation: Justice: Jimmy uses his skill and talents to bring down the Mob and other corrupting influences.

                      Relationship: Jimmy's girlfriend is Winter Sullivan, nightclub singer and former moll.
                      • Winter is a plot device with the Bystander stats and high ranks in Performance (Singing), has Kn (Streetwise), the Attractive and Fascinate (Perform) Feats, and the following Complications: Motivation: Fame (which might put her at odds with Jimmy if his crime fighting takes center stage over her career), Relationship/Loyalty: Jimmy, Secret: Winter spent most of her 20s as a mobbed-up girlfriend and while she didn't directly commit crimes, she has the details on a lot of people who did.

                      Responsibility: Jimmy owns The Casablanca club, a venue with a rising star.
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                      Comment


                      • #12
                        Raptor


                        Art by Storn

                        Quote: "Come on...try me! I'm gonna take you down!"
                        Power Level: 8
                        Concept: Flying vigilante / Former criminal
                        Occupation: Crimefighter
                        Real Name: Tanner Vaughn
                        Legal Status: Citizen of the United States with a criminal record
                        Identity: Secret
                        Place of Birth: Southside, Freedom City
                        Marital Status: Single
                        Living Relatives: none
                        Height: 6 ft. 2 in.
                        Weight: 195 lbs.
                        Eyes: Blue
                        Hair: Black
                        Bodycast: Tom Hardy

                        Raptor

                        STR: +7 (24), DEX: +7 (24), CON: +7 (24), INT: +1 (12), WIS: +1 (12), CHA: +1 (12)

                        Tough: +7, Fort: +7, Ref: +7, Will: +5

                        Skills: Acrobatics 1 (+8), Bluff 8 (+9), Diplomacy 8 (+9), Escape Artist (+7), Gather Information 11 (+12), Intimidate 8 (+9), Knowledge (Streetwise) 8 (+9), Notice 8 (+9), Sense Motive 8 (+9), Sleight of Hand 8 (+15), Stealth (+7), Swim (+7)

                        Feats: All-Out Attack, Attack Specialization 2 (Unarmed Attack), Diehard, Dodge Focus 3, Improved Critical (Unarmed Attack), Improved Initiative, Power Attack, Skill Challenge: Discrete Inquiry, Stunning Attack, Takedown Attack, Well-Informed

                        Powers:
                        Flight Suit (Device 4) (Hard to lose)
                        Adaptive Camouflage (Concealment 4) (All visual senses; Flaw: Passive; Power Feat: Close Range) · 5 points
                        Anti-Grav (Flight 5) (Speed: 250 mph, 2200 ft./rnd; Feat: Improved Initiative; Power Feat: Subtle (DC 20)) · 12 points
                        Super-Senses 3 (lidar) · 3 points

                        Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +12)

                        Attacks: Unarmed Attack, +9 (DC 22, Crit 19-20)

                        Defense: 19 (Flat-footed: 13), Knockback: -3

                        Initiative: +11

                        Languages: English

                        Totals: Abilities 48 + Skills 17 (68 ranks) + Feats 13 + Powers 16 + Combat 22 + Saves 4 = 120

                        Background: Tanner Vaughn was an up and coming thug. He demonstrated clear thinking and that he could follow orders. A major deal was about to go down and Tanner wanted in. He was recommended for the job and for his part in it, he scored and scored big time. He had more money than he knew what to do with. Well, that wasn't entirely true: he blew a lot of it on booze and broads. But that got old. He wanted more. He hadn't made a fool of himself with his new found wealth and that held him in good stead. Because people were watching. Important people. Powerful people.

                        He was being recruited as a subject for the DNAscent process. He'd have true superpowers and be a loyal agent for those in power within the Labyrinth. For Tanner, the invitation was irresistible. What he didn't know was that by the time the offer was made, you either accepted or you disappeared. Once again, he chose wisely.

                        In the middle of the process, the warehouse was raided by AEGIS. Tanner went unnoticed for hours in a stabilization chamber as everyone was arrested and taken away. During one perfectly timed lull in all the action, Tanner was able to sneak away. He hid for an hour in a large closet where he came across the flight suit he wears today. He had no idea how he would get out of the building--the place was swarming with agents and supers.

                        He donned the suit and while he was surprised how well it fit, he didn't spend a lot of time mulling it over. He made his exit with a hand wave to an AEGIS agent who smiled and waved back. With his new found coordination, he mastered the suit's operations. Now what to do? He kind of had a new identity. He couldn't get the scene of the AEGIS agent waving him by out of his head. Man, that was nice. He could be a member of the in-crowd. The heroes. He could lay a beat down on the "bad guys" and reinvent himself. What would that world look like? His features had changed along with his body. What else had changed?

                        Tanner intervened in the first crime he came across flying over the city. It was a simple mugging and he easily bested the criminal. To test his new found status, he stayed until the cops took the mugger away and even passed the time with the cops chatting it up like he'd been around. Of course, they didn't know who he was, but they had to play it off like they weren't out of the loop ("So many heroes these days...can't keep 'em straight. Yeah, he seemed like a nice guy. Yeah.").

                        But what to do for money? Was he going to try to hold down some dumb job and try to juggle two lives? That seemed ridiculous. He knew that some heroes did it. But that wasn't for him. No, there was plenty of money to be made in bounties, skip tracing and flat-out rewards.

                        And Raptor was going to be one well-hatched plan.

                        Complications:
                        Enemy: the actual owners of the Flight Suit

                        [Alternate] Identity: Tanner's in an interesting spot: he's sufficiently changed that he's no longer identifiable as his former self, but his new self also doesn't exist legally (IOW, he has yet to purchase the Benefit).

                        Motivation: Greed (but he's on a journey toward being Repentant)

                        Secret: former criminal past
                        Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat

                        Comment


                        • #13
                          Damselfly


                          ©Marvel

                          Quote: "I volunteered for this. This is my destiny!"
                          Power Level: 8
                          Concept: Insectoid-altered human
                          Occupation: Linguist
                          Real Name: Ameera Khan
                          Legal Status: Citizen of the United Kingdom with no criminal record
                          Identity: Public
                          Place of Birth: Birmingham, England, UK
                          Marital Status: single
                          Living Relatives: Tariq and Samina Khan (parents)
                          Height: 5 ft. 7 in.
                          Weight: 145 lbs.
                          Eyes: Amber
                          Hair: Black
                          Bodycast: Annet Mahendru

                          Damselfly

                          STR: +3 (16), DEX: +1 (12), CON: +8 (26), INT: +1 (12), WIS: +1 (12), CHA: +1 (12)

                          Tough: +8, Fort: +8, Ref: +6, Will: +6

                          Skills: Bluff 4 (+5), Diplomacy 8 (+9), Knowledge (Behavioral Sciences) 4 (+5), Knowledge (History) 4 (+5), Knowledge (Linguistics) 4 (+5), Knowledge (Philosophy & Theology) 4 (+5), Language 4, Notice 12 (+13), Sense Motive 8 (+9), Stealth 8 (+9)

                          Feats: Dodge Focus 2, Endurance, Evasion 2, Improved Critical (Blast), Improved Initiative 2, Power Attack, Precise Shot 2

                          Powers:
                          Antennae (Super-Senses 7) (Olfactory 7 (Accurate, Acute, Analytical, Danger Sense, Extended [-1/100], Tracking; Drawback: Noticeable)) · 6 points

                          Bio-electric Blast 9 (Feat: Improved Critical; Power Feat: Accurate (+2)) · 20 points

                          Compressible Physiology (Super-Movement 1) (Permeate 1 (quarter / half speed); Flaw: Limited to half her width) · 1 point
                          Wall Walker (Super-Movement 1) (Wall-crawling 1 (half speed)) · 2 points
                          Wings (Flight 4) (Speed: 100 mph, 880 ft./rnd; Flaw: Wings) · 4 points

                          Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +8)

                          Attacks: Blast 9, +7 (DC 24), Unarmed Attack, +5 (DC 18)

                          Defense: 18 (Flat-footed: 13), Knockback: -4

                          Initiative: +9

                          Languages: Arabic, English, Farsi/Persian, French, Urdu

                          Totals: Abilities 30 + Skills 15 (60 ranks) + Feats 10 + Powers 33 + Combat 22 + Saves 10 = 120

                          Background: Ameera Khan was a linguistics graduate student at the King's College London who volunteered for a new molecular imaging experiment to earn a little extra money on the side. An accident seemingly merged her DNA with insect DNA and over the course of several days, Ameera changed into her present form. It's presumed that a gamma radiation overdose combined with residual insect DNA managed to alter her, but measured radiation was deemed insufficient at the time.

                          Nevertheless, Ameera was eventually discharged as her present form was determined to be stable. She wants to continue her studies, and had dreams of becoming a diplomat, but she often is the one sought to be studied.

                          A reluctant super, Ameera often ends up discovering trouble, rather than seeking it out.

                          Complications:
                          Appearance: Damselfly is rather obviously not human in appearance. She has red skin, large amber eyes, and a set of paired wings. She can do ittle to hide this.

                          Distracting: Overwhelming odors can temporarily inflict the Flat-footed condition as Damselfly struggles to filter them out.

                          Motivation: Outcast / Responsibility of Power
                          Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat

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                          • #14
                            Re: Penny's 2e Build Party

                            Glad to see you back at it, Penny!
                            [I]Any sound can shake the air. My voice shakes the heart![/I]

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                            • #15
                              Golden Tiger


                              © DC Comics

                              Quote: "If not protection, then vengeance!"
                              Power Level: 9
                              Concept: Martial Artist
                              Occupation: Crimefighter
                              Real Name: Nolan Dane
                              Legal Status: Citizen of the United States with no criminal record
                              Identity: Secret
                              Place of Birth: Freedom City
                              Marital Status: single
                              Living Relatives: none
                              Height: 6 ft. 0 in., 6' 2" as Golden Tiger
                              Weight: 175 lbs., 200 lbs as Golden Tiger
                              Eyes: Brown
                              Hair: Black / tiger markings as Golden Tiger
                              Bodycast: Aldis Hodge

                              Golden Tiger

                              STR: +7 (24), DEX: +7 (24), CON: +7 (24), INT: +1 (12), WIS: +1 (12), CHA: +1 (12)

                              Tough: +7, Fort: +7, Ref: +7, Will: +7

                              Skills: Acrobatics 6 (+13), Climb (+13*), Intimidate 12 (+13), Knowledge (Arcane Lore) 4 (+5), Knowledge (Streetwise) 7 (+8), Knowledge (Theology & Philosophy) 4 (+5), Language 1, Notice 8 (+9), Sense Motive 8 (+9), Stealth 6 (+13), Swim (+7)

                              Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (Melee) 4, Defensive Strike, Dodge Focus 3, Evasion, Fearless, Forceful Intimidation, Improved Critical (Unarmed Attack), Improved Feint, Improved Initiative, Lightning Strike, Power Attack, Skill Mastery (Acrobatics, Intimidate, Sense Motive, Stealth), Swift (10 mph, 88 ft/rnd), Takedown Attack 2, Tiger Climb*, Tiger Leap (34/17/8)

                              Powers:
                              Animal Senses (Super-Senses 7) (Extended Hearing [-1/100], Scent 4 (Danger Sense, Extended [-1/100], Tracking), Low-light Vision, Ultra-hearing) · 7 points
                              Chi Strike (Strength Bonus) (Extra: Alternate Save (Will); Power Feat: Reversible; Flaw: Increased Action (full round)) · 5 points
                              Tiger Form (Feature 1) (Nolan can transform into Golden Tiger as a free action) · 1 point

                              Attack Bonus: +7 (Ranged: +7, Melee: +11, Grapple: +18)

                              Attacks: Unarmed Attack, +11 (DC 22, Crit 19-20)

                              Defense: 21 (Flat-footed: 14), Knockback: -3

                              Initiative: +11

                              Languages: English, Vietnamese

                              Totals: Abilities 48 + Skills 14 (56 ranks) + Feats 24 + Powers 13 + Combat 30 + Saves 6 = 135

                              Background: In 1725, Phan Sinh Giap, a grand master in Vo Lam Kung Fu began the Tiger Temple combining his extensive knowledge of martial arts and an ancient tiger mysticism to create a group of dedicated warrior monks.

                              Over the course of the last several centuries, the Tiger Temple has fought for the protection of the helpless all over the world. Once a generation, the Tiger is called and the individual selected is trained and inculcated in the ways of the tiger.

                              At fives years old, Nolan Dane was called as his generation's chosen one. His parents were American missionaries in Vietnam. They were contacted and Nolan's path was explained to them. He would journey to the temple where he would be tested. If he passed, he would begin his training. If he passed his training, he would demonstrate his worth. If he was found worthy, he would receive the power of the Tiger and become the current Golden Tiger.

                              But there are dark forces at work in the world, and the Tiger Temple have earned enemies across the globe. It was at the point of the revelation of Nolan Dane's destiny that these dark forces struck trying to disrupt the selection of the Golden Tiger. The Tiger Temple monks along with their ambassadors fought off the unknown attackers, but in the battle, Nolan's parents were killed. A Tiger nun concealed the young boy and made her way back to the monastery where Nolan began his training.

                              Nolan proved himself a difficult student. He was unable to let the death of his parents go and he didn't take to his martial training. It wasn't until he began his Tiger Stalking training under the nun, Kamala, who had rescued him that he began to truly learn. Kamala was only thirteen herself, and the two kids bonded quickly. Initially, Kamala took on the role of big sister, but as they grew up, it became secretly romantic. When Nolan was twenty, his relationship with Kamala was discovered and he never saw her again.

                              At this point, Nolan's training was nearly complete when violence came to the temple in the form of Chinese brigands who had discovered the hidden valley. They preyed on the villages and Nolan was dispatched to handle them. All of them. He proved himself a fearsome warrior and his masters felt he was ready to take on the full mantle of the Tiger.

                              Complications:
                              Identity: Golden Tiger is Nolan Dane

                              Motivation: Animal Nature / Protector: Nolan wants to safeguard the innocent and helpless. He has a certain degree of animal ferocity that comes hand in hand with the Tiger.

                              Relationship: Kamala, who, as the love of his life--if she ever returned or his memories of her were triggered--would prove quite the challenge to resist. It's possible, since she was forcibly made to stop seeing him, too, that she's gone down a different path, one now in opposition to the Temple.

                              Responsibility: to the Tiger Temple. There's bound to be a Master in most cities, hidden in plain sight. They can compel him home to the Temple and strip him of his mantle (remove his powers, not his training) should they disapprove of his actions (cf court-martial).
                              Last edited by badpenny; 01-23-2017, 01:22 PM.
                              Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat

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