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Thread: Eld's Builds: INSPECTOR REINHARDT, SOUL SISTA, FREEDOM BRIGADE

  1. #1241
    OPA Belta Arthur Eld's Avatar
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    Re: Eld's Builds: KITE MAN, DR. DESTROYER

    Well, Zed's not a Champions character so its not quite the same thing.

    And for all their killbot similarities, Mechanon is pretty far afield of Ultron. There's a Oedipal, very angry aspect to Ultron that Mechanon and a lot of other evil robot types lack.
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  2. #1242
    OPA Belta Arthur Eld's Avatar
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    Excessively Righteous Blossom
    PL 11 220


    Strength 3, Stamina 4, Agility 6, Dexterity 5, Fighting 8, Intellect 1, Awareness 3, Presence 1

    Powers
    Barisage Device (Easily Removable, Feature Restricted to Essence users) 13
    Integrated Assault Crossbow Blast 8, Improved Critical 2
    Moonsilver Daiklaive Strength-based Damage 6, Improved Critical, Reach

    Alchemical Exalted Immunity 3 (suffocation, aging, disease)
    Moonsilver Body Speed 1, Leaping 1, Quickness 1
    Exoskeletal/Subcutaneous Armor System Protection 6, Impervious Toughness 7
    Integrated Arsenal System Feature 1 (can store weapons inside body), Enhanced Advantage (Quick Draw)
    Electrification Onslaught Dynamo Reaction Damage 8, Triggered by being touched, Feature-also applies to carried weapons, Activation-Move Action
    •Transmodal Targeting System Shapeable Area Extra 8 on Assault Crossbow Damage

    Husk
    Sculpting Apparatus Morph 2, Feature 1 (Voice mimicry)
    • Optical Shroud Concealment 4 (all visual, Passive)

    Advantages:
    Agile Feint, Assessment, Benefit 3 (Exalted of Yugash, Military Rank), Connected, Contacts, Defensive Attack, Favored Environment (Duels), Improved Aim, Luck, Precise Attack (ranged, concealment), Ranged Attack 3, Second Chance (Persuasion), Skill Mastery (Insight), Takedown 2, Ultimate Acrobatics, Uncanny Dodge

    Skills: Acrobatics 6 (+12), Athletics 7 (+10), Close Combat (swords) 5 (+13), Deception 8 (+9), Expertise (current events0 4 (+5), Expertise (law) 6 (+7), Expertise (military) 3 (+4), Insight 9 (+12), Intimidation 6 (+7), Investigation 6 (+7), Perception 7 (+10), Persuasion 4 (+5), Ranged Combat (crossbows) 6 (+14), Sleight of Hand 1 (+6), Stealth 6 (+12), Technology 4 (+5)

    Offense
    Initiative +6
    Unarmed +8 Damage 3
    Barisage Blade +13 Damage 9
    Barisage Crossbow +14 Damage 8

    Defense
    Dodge 12, Parry 12
    Toughness 10, Fortitude 9, Will 10

    Abilities 62+Powers 71+Advantages 21+Skills 44+Defenses 22=218

    Complications
    Responsibility As a champion of Yugash, Blossom has several duties and obligations.
    Power Loss Blossom's abilities rely on manipulating Essence, if he uses his powers too frequently he will lose access to his magical powers until he has time to rest.
    Stubborn Blossom is not a man of compromise, and his overly rigid nature can cause problems for himself.
    Motivation: Blossom believes it his duty to promote right thoughts and actions, and to point out wrong ones whenever he sees them.

    An Alchemical Exalted, Excessively Righteous Blossom's name tells you basically everything you know about him. He's a hero of his nation who wants to do the right thing-and absolutely nothing else. This makes him the kind of undercover operative who pursues all crime, even the smallest ones, the kind of military mind who pursues victory regardless of consequence, and now he is an honorary lector, a member of the Theomachracy who is basically an itinerant preacher working to keep morale high. As with everything he does, results are...mixed, but there's no doubt Blossom cares for his people and Autocthon himself and would do whatever he could to sustain and aid the Great Maker.

    Obviously, more traditional superheroes would only encounter Blossom and other Alchemicals if they entered Autocthonia, or the great Primordial entered Earth's dimension somehow. In either event, Blossom serves as an excellent Champion-an infiltrator, a saboteur, and a deadly duelist, but he has no head for strategy or actual command. His skills are good, but not great, and need help from his Charms-his stealth and deception are far more useful when he changes his form or turns invisible. He can charge his body with electricity, use Essence to manipulate his crossbow bolts in a flurry of attacks, and is a little bit faster than normal like all of his Caste are. I also turned a lot of lesser Charms into Advantages, so while he's by far best at combat, he is at least slightly versatile.
    Last edited by Arthur Eld; 07-19-2018 at 07:16 AM.
    Any sound can shake the air. My voice shakes the heart!

  3. #1243
    OPA Belta Arthur Eld's Avatar
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    Inspector Lawrence Reinhardt
    PL 12 200


    Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 5, Intellect 10, Awareness 4, Presence 0

    Powers
    Datalink (Communication 3 (Radio), Subtle, Rapid), Comprehend 2 (Machines), Senses 3 (Detect Computers (Ranged, Extended)
    Gadgets
    Variable 10 (Accurate 2, Move Action, Easily Removable, -2)
    Metahuman Genius Mental Quickness 2

    Advantages
    : Benefit 3 (Wealth), Defensive Roll 2, Eidetic Memory, Equipment, Improved Aim, Inventor, Luck, Ranged Attack 3, Second Chance (Fortitude), Skill Mastery (Technology), Speed of Thought, Teamwork, Ultimate Technology

    Equipment: Bulletproof formal wear, Protection 4, Subtle

    Skills: Deception 4 (+4), Expertise (police inspector) 5 (+15), Expertise (Science) 9 (+19), Insight 4 (+10), Investigation 7 (+17), Perception 8 (+12), Persuasion 1 (+1), Technology 10 (+20)

    Offense
    Initiative +10
    Gadgets +9 (Ranged or close), Damage up to 11
    Unarmed +5 Damage 0

    Defense
    Dodge 10, Parry 10
    Toughness 7/5/1, Fortitude 7, Will 14

    Abilities 48+Powers 80+Advantages 19+Skills 24+Defenses 29=200

    Complications
    Rivalry: The Riddler
    Enemy Prince Primordial, among others.
    Relationship: Reinahrdt is close with his partner, Soul Sista, and cares as deeply as he can for his son, the Avenger Velocity. He also has a creation he looks after, Chimpandroid.
    Responsibility As a member of the LDPD, Reinhardt has duties to uphold and a code of conduct to behave by.
    Motivation: Doing Good While he tends to only care about them in the abstract, Reinhardt works his hardest to protect anyone in need.
    Smug While not quite arrogant, Reinhardt is very
    Prejudice As a Metahuman, Reinhardt sometimes faces prejudice. Doubly so as a police officer, and also as a champion of the rights of artificial persons.

    My first Crinoverse PC, Inspector Reinhardt was a simple enough concept in mechanics-a genius who could communicate with computers and had a hammerspace arsenal of gadgets and a personality that Crinos was able to sum up before the game really stated: "Technopath. Genius. Smug son of a bitch. While I don't recall every last point Reinhardt had by the time the campaign was done (hint: it was a lot), he was PL 12, and I wanted to just hit the high notes here

    I also added a few things Reinhardt didn't have to show how the character has changed in the years since the campaign ended. For one thing, he never had wealth, but should have had. He gets a few interpersonal skills to show he's not quite helpless in that regard, though by no means good at it (he has some UC experience). He also gets Second Chance (Fortitude) because it is his weakspot and because he had a tendency to jam himself full of super science drugs when he needed to enhance his powers (like he hacked into a alien spaceship in orbit from the ground). Frequent uses of his Variable were X-ray specs, rocket boots, force fields, and all kinds of ray guns, from typical blasts, to freeze rays, electric guns, shrinking rays (Ranged Shrinking Attack), and more besides.
    Last edited by Arthur Eld; 08-10-2018 at 03:41 PM.
    Any sound can shake the air. My voice shakes the heart!

  4. #1244
    OPA Belta Arthur Eld's Avatar
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    Soul Sista
    PL 12 180


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

    Powers
    Out of Phase Insubstantial 4 (Affected by Magic), Precise, Continuous (Quirk 2-being Corporeal is Sustained and requires a Move Action), Protection 7 (Quirk-Only while Insubstantial)
    New Kind of Life Immunity 11 (life support, aging, Quirk-only while Insubstantial)
    Ghost Guns Blast 10, Accurate 3, Affects Corporeal
    Ghost Touch: Fortitude Damage 14, Accurate 2

    Advantages: Luck, Ranged Attack 6, Startle, Ultimate Will

    Skills: Expertise (police officer) 6 (+8), Investigation 8 (+9), Insight 12 (+15), Intimidation 13 (+15), Perception 9 (+11)

    Offense
    Initiative +2
    Ghostly Guns +14 Damage 10
    Unarmed +6 Damage 1
    Ghost Touch +10 Damage 14

    Defense
    Dodge 11, Parry 11
    Toughness 13, Fortitude 12, Will 9

    Abilities 48+Powers 73+Advantages 9+Skills 24+Defenses 26=180

    Complications
    Responsibility As a police officer
    Motivation: Justice Jenkins is driven to make sure the rule and spirit of law apply to everyone who would break it.
    Relationship With her son, Solomon and her partner Reinhardt.
    Fish out of Temporal water Jenkins 'died' in 1976, and the world now is a very different place, so different it often causes difficulty for her.
    Enemy Jenkins frequently finds herself dealing with the villains Query and Echo.

    •Soul Sista was a cop in Los Dios back in the 70s- Deborah Jenkins. She sacrificed her life to protect citizens from a supervillain, and was believed to be dead. Eventually, she reformed as a ghost-like entity, out of phase with the rest of the world. She haunted Los Dios for years until reports of the ghostly woman brought a current Los Dios police man named Reinhardt. The inventor built a device that altered her phase, bringing her more in touch with the world, although she still lacked a corporeal body. Jenkins got her old job back as a police officer and became Reinhardt's partner, and the two have worked together for years. Following an adventure in which their states of phase were swapped, Jenkins was eventually given more control of her form, now able to be fully corporeal when she desires, though her default is still ghostly. She also gave her DNA willingly to Reinhardt, which he used to create life, a boy named Solomon that they both raised.

    •Some major modifications to this build, which was an old 365 Supers one I did. I brought her up to Reinhardt's level (I figure he's just one of those fictional cops who attracts insane amounts of danger and excitement) mostly by bumping up her ranks. In human form, she loses most of her defense, though she still has offensive power, able to do the old Vision trick of shoving her half corporeal hand in somebody's chest, or just summon her big ghostly guns and blow chunks in anything as insubstantial as a specter or solid as concrete. Her skills get a slight upgrade-Reinhardt's a better investigator but she's better at the interpersonal side of police work.
    Any sound can shake the air. My voice shakes the heart!

  5. #1245
    OPA Belta Arthur Eld's Avatar
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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. As these builds are conversions of some really early 2E builds, I've tweaked them a bit to make each team member more niche (originally they had like 3 characters with the equivalent of Intellect 7) as well as to reflect my personal build style and give them all slightly more than starting points to reflect some of the cost changes from 2E to 3E without losing the essence of the character.

    The Magister
    PL 8 125


    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, Ranged Attack 2, Startle, Takedown

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

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

    Offense
    Initiative +3
    Gavel of Justice +10 Damage 6
    Prison Bars +7 Snare 8

    Defense
    Dodge 8 , Parry 8
    Toughness 8/3, Fortitude 5, Will 8

    Abilities 60+Powers 10+Advantages 5+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


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

    Powers
    Sea Hawk Costume (Removable)
    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)
    Photon Beam Blast 8, Accurate

    Advantages: Attractive, Defensive Roll 3, Ranged Attack 4, Defensive Roll 3, Daze (Deception), Equipment 9, 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 5 (+5), Deception 4 (+6/+8), Expertise (science) 7 (+12), Perception 5 (+9), Expertise (business) 3 (+8), Investigation 7 (+12), Vehicles 6 (+8), Technology 9 (+14),

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

    Defense
    Dodge 7, Parry 7
    Toughness 8/5 Fortitude 6, Will 7

    Abilities 42+Powers 23+Advantages 22+Skills 23+Defenses 14=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


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

    Powers

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

    Advantages: Equipment, Fascinate (Persuasion), Inspire 2, Power Attack

    Equipment: Armored Costume (Protection 2), 3 ep unspent

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

    Offense
    Initiative +4
    Unarmed +8 Damage 4/Transform 8

    Defense
    Dodge 8, Parry 8
    Toughness 8/5, Fortitude 6, Will 6

    Abilities 58+Powers 40+Advantages 5+Skills 11+Defenses 11=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


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

    Powers
    Magnetic Propulsion Flight 5 (60 MPH, 900 feet per round)
    Magnetic Force Field Sustained Protection 8 (Impervious 8 to Physical attacks only)
    Reshape metal Transform 6 (50 lbs of any ferrous metal into a reshaped version of itself, Continuous)
    Metallic bonds Snare 8, Accurate 2 Limited-Requires sufficient metal to use
    Ferrous manipulation Perception Move Object 8, limited to magnetic materials , Precise
    Metallic projectiles Blast 8 (Multiattack, Accurate 2, Improved Critical, Limited-requires sufficient metal)
    EMP Nullify Electronics 8, Close Range Burst Area, Broad, Simultaneous
    Magnetic Deflection Deflect 8 (Limited to metallic attacks)
    Magnetic field Burst Area 2 (60 feet) Move Object 8 (limited to magnetic materials), Close Range
    Radio static Burst Area 8 Concealment 2 (radio)

    Advantages: Accurate Attack, Ranged Attack 3, Improvised Tools, Inventor, Power Attack

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

    Offense
    Initiative +1
    Metallic Bonds +8 Snare 8
    Metallic Projectiles +8 Damage 8, Multiattack

    Defense
    Dodge 5, Parry 5
    Toughness 11/1, Fortitude 4, Will 7

    Abilities 34+Powers 53+Advantages 7+Skills 16+Defenses 15=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 8 125


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

    Powers
    Radium-powered Flight! Flight 5 (60 MPH, 900 feet per round)
    Radium-infused Immunity 10 (radiation)
    Radiation Glow Environment 4 (Light 2, 500 foot radius)
    Radiation poisoning Ranged Weaken Stamina 8, Resisted by Fortitude
    Radium Beam Blast 8
    Radiation Sickness Ranged Affliction 8 Resisted by Fort, Impaired/Stunned/Incapacitated,
    Blinding Blast Visual Dazzle 8
    Genetic Damage Nullify 8 (Broad-genetic powers, Fortitude)

    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, Parry 8
    Toughness 7/4, Fortitude 5, Will 5

    Abilities 46+Powers 48+Advantages 8+Skills 11+Defenses 12=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 8 125


    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

    Linguistic Genius Comprehend 3 (Read all languages, speak all languages, understand all languages, Limited-must have prolonged exposure to language)

    Advantages: Contacts, Defensive Roll 2, Equipment 4, Inventor, Power Attack, Ranged Attack 2, Takedown, Well-Informed

    Equipment Dual Pistols (Blast 4, Multiattack), Combat Knife (Strength-based Damage 2, Improved Critical), Armored Costume (Protection 3), 2 ep unspent

    Skills: Close Combat (blades) 4 (+9), Deception 7 (+9), Expertise (espionage) 9 (+16), Insight 6 (+9), Intimidation 4 (+6), Investigation 6 (+13), Perception 8 (+11), Persuasion 4 (+6), Ranged Combat (guns) 6 (+10), Sleight of Hand 4 (+6), Stealth 10 (+12), Technology 6 (+13) Vehicles 4 (+6)

    Offense
    Initiative +2
    Knife +9 Damage 4
    Dual pistols +10 Damage 4, Multiattack

    Defense
    Dodge 8, Parry 8
    Toughness 7, Fortitude 6, Will 7

    Abilities 50+Powers 11+Advantages 13+Skills 39+Defenses 12=125

    •The Invisible Agent is the build I'm least happiest with, and the one I knew going in would be trouble cause his initial 2E build was a mess-way undercaps. 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. He gets inventor for run one-off weapons, explosives, spying equipment, and other tools he can have to even the odds and bring himself more up to caps. I tweaked his equipment a bit to give him more offensive power and to limit his actual equipment on hand-he's on acquire on site kind of guy, I feel.
    Any sound can shake the air. My voice shakes the heart!

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