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Tattooverse 2.5: WOF builds

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Re: Tattooverse 2.5: R2P builds

Postby Tattooedman » Fri May 04, 2012 12:26 pm

Woodclaw wrote:
Tattooedman wrote:I was debating about expanding the RtP builds to include PL 8/120 pp, since that's a PL used a fair amount but I don't have any specific ideas on what characters to do yet.


Well I worked on a PL8 Daredevil and on a PL8 version of the Heroes for Hire. Otherwise PL8 might be anexcellent opportunity for some sidekick time.



Yep, sidekicks, teen heroes, & street level heroes. Pretty much what I was thinking.
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R2P Ray build #1048

Postby Tattooedman » Fri May 04, 2012 12:28 pm

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Ray:
PL:
10 [150 pp]
M&M Ready to Play
Degree of Player Difficulty (Novice/Experienced/Advanced)
Degree of GM Difficulty (Novice/Experienced/Advanced)

Str 12 (+1) Dex 12 (+1) Con 12 (+1) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 6 (+7), Computers 10 (+10), Knowledge [Pop Culture] 4 (+4), Notice 6 (+8.), Sense Motive 6 (+8.)

Feats: Attack Spec. [Light Control Array] 2, Dodge Focus 4, Improved Initiative, Luck, Move-By Action, Power Attack, Precise Shot

Powers: Light Control 15 (Power Feat: Precise) [Dynamic]
-Alt. Power: Blast 12 (Extra: Area [Shapeable]) [Dynamic]
-Alt. Power: Blast 12 (Extra: Penetrating) [Dynamic]
-Alt. Power: Create Objects 12 (Extra: Moveable) [Dynamic]
-Alt. Power: Dazzle 10 [visual] (Extra: Area [Burst]); (Flaw: Touch Range) [Dynamic]
-Alt. Power: Flight 3 [Dynamic]
-Alt. Power: Invisibility 4 [all visual senses] (Extra: Affects Others) [Dynamic]

Force Field 11 [Linked to Light Control Array] & Energy Aura 5 (Power Feat: Selective) [Linked to Light Control Array]

Saves: Toughness +12*/+1 [*Force Field]
Fort +6
Ref +6
Will +6

Combat: Attack +4/+8 (Light Control Array)
Defense +8 (+2 flat-footed)
Initiative +5


Costs: Attributes 14+ Skills 8+ Feats 11+ Powers 87+ Saves 14+ Combat 16= 150 pts.


Complications:
Alone In The Dark: The Ray's powers stem from his body's ability to absorb and store light, if he were somehow cut off from it for several hours while being forced to use his powers eventually the Ray would run out of power until he could absorb more light energy.

New Kid in Town: Often times the Ray isn't taken too seriously by other heroes since he's so new to the world of heroics.



:arrow: I realize that the second Ray is a bit of an obscure character but he fits into the role of energy controller so well I just couldn't help myself.

:arrow: All of his powers are connected to his ability to manipulate light energy in some way, shape or form. Plus it's all wrapped up into a Dynamic Array or is Linked to it, so if the Array is Nullified all of his powers are gone. But he can blast with the best of them having a wide range of combat choices thanks to his having a shapeable area blast and a penetrating blast as well and he packs a decent punch with them too, normally using them at rank 12 and sacrificing a bit of accuracy for being able to hit hard. Then with his hard light force field and Ray is pretty well covered defensively, again giving up a bit of defense to be able to resist the majority of normal troubles villains can dump on him. Add in to all of that his other light based powers (invisibility, hard light constructs [simple ones mind you], & the dazzle) and Ray is pretty well rounded for fighting.

:arrow: The big thing to watch out for is Ray's Dynamic Array. You have to keep track of how many ranks you're parting out to which powers and it can be easy to get confused as to what rank attack you're using at the moment during a fight. Also the GM needs to be clear about how the Array is being divided up on the attack powers so he knows how to where the DC for the various saves should be, otherwise it's pretty straight forward.
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R2P Saturn Girl build #1049

Postby Tattooedman » Sat May 05, 2012 11:36 am

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Saturn Girl:
PL:
10 [150 pp]
M&M Ready to Play
Degree of Player Difficulty (Novice/Experienced/Advanced)
Degree of GM Difficulty (Novice/Experienced/Advanced)

Str 10 (+0) Dex 12 (+1) Con 12 (+1) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Diplomacy 6 (+8/+12), Concentration 11 (+14), Diplomacy 8 (+10/+14), Gather Information 8 (+10), Knowledge [Civics] 6 (+8.), Knowledge [Current Events] 6 (+8.), Medicine 6 (+8.), Pilot 4 (+5), Search 6 (+8.), Notice 7 (+10), Sense Motive 10 (+13)

Feats: Attack Spec. [Psynaptic Overload ] 3, Attack Spec. [Unarmed] 2, Attractive, Defensive Roll 4, Dodge Focus 4, Equipment, Inspire, Leadership, Teamwork, Trance, Ultimate Effort [Ultimate Will Save]

Powers: Titanian Telepathy:
Mental Override: Mind Control 10 (Extra: Conscious); (Feats: Mental Link) [Dynamic]
-Calming the Moment: Emotion Control 10 (Extra: Area [Burst]); (Power Feat: Selective); (Flaw: Limited [one emotion (calm) only]) [Dynamic]
-Mind Bolt: Mental Blast 7 [Dynamic]
-Psynaptic Overload: Stun 7 (Extra: Perception) [Dynamic]
-Mental Tracking: Telelocation 12 (Extra: Sustained Duration) [Dynamic]
-Mind Reading: Telepathy 10 [Dynamic]
Psionic Awareness: Super-Senses 1 [Mental Awareness]
Strong Mind: Mind Shield 5

Device [Legion Flight Ring] 4 [hard to lose]
--Flight 4
--Immunity 7 [Environmental Cold, Environmental Heat, Environmental Radiation, Pressure, Suffocation, Vacuum]
--Super-Senses 1 [Communication Link (other Legion Rings)] (Power Feat: Progression 4 [x25])

Saves: Toughness +5*/+1 [*Defensive Roll]
Fort +4
Ref +5
Will +8 [+13]

Combat: Attack +4/+8 (Unarmed)/+10 (Psynaptic Overload)
Defense +10 (+3 flat-footed)
Initiative +1

Equipment: Telepathic Ear Plug [Comprehend all spoken languages]


Costs: Attributes 16+ Skills 19+ Feats 19+ Powers 64+ Saves 12+ Combat 20= 150 pts.


Complications:
Hi! I‘m A Telepath!: As part of their agreement with the UP, all natives of Titan are required to display the designated symbol (an image of Saturn) that marks them as a telepath, so that all who deal with them are aware they are dealing with a mentalist.

Relationship ~Live Wire: They have an on-again, off-again romance but there is little doubt they both care for one another.

Responsibility ~Representative of the UP: The Legion is considered to be a grand experiment by the United Planets to show that all of it’s various member worlds can co-exist. They are constantly in the public eye and scrutinized by the government for their actions.



:arrow: Psychics can be a handful for a new player, or GM for that matter. Many of their ‘standard powers’ are considered to be a bit problematic in one way or another. The always popular Mind Control lets them deal with most mooks & minions no trouble and plus they can learn a bit about what the bad guy’s big plan possibly and many of their other powers don’t require a dice roll to hit, just a Save of some kind.

:arrow: Still the Psychic is a popular character, so much so that the archetype is considered to be one of the ‘core characters’ every group should have. Pick a team and 9 out of 10 times they’ve got at least one psychic among them if not two (as like Mystics, the Psychic can be somewhat specialized in their power focus from time to time).

:arrow: Thanks to their mental abilities, the Psychic can be anything from the big blaster (with T.K. blasts), the team brick (with a T.K. force field and touch range T.K.), a sneak (with an illusion that hides them from sight) to a straight up standard mentalist with the whole grab-bag of usual powers (mind reading, mental communication, mind control, & mental blasts). The trick is to be well versed in what rolls the psychic’s targets will have to make their saves against, since most psychics can attack other saves besides Will, and how much information the GM wants the psychic to learn from other‘s minds (if the player goes that route with the character).
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Re: Tattooverse 2.5: R2P builds

Postby Arkrite » Sat May 05, 2012 11:40 am

Other tricks to playing a psychic: Try not to forget your character is psychic and can read minds.
Boy was that embarressing! ;~)
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Re: Tattooverse 2.5: R2P builds

Postby ClassDunce » Sat May 05, 2012 1:15 pm

Arkrite wrote:Other tricks to playing a psychic: Try not to forget your character is psychic and can read minds.
Boy was that embarressing! ;~)

You know you're talking like it was just the one time...

I've never really trusted myself to play psychics or energy contollers. They just seem so complicated and I know my understanding of the rules isn't really up where they should be. Maybe you could do a luck controller next. Like Domino or Longshot.
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Re: Tattooverse 2.5: R2P builds

Postby Gilliam » Sun May 06, 2012 1:41 am

Nice choice for Saturn Girl as the psychic. I like that you gave her a few options in combat as well. Did you mean to leave her undercap for toughness?
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Re: Tattooverse 2.5: R2P builds

Postby Tattooedman » Sun May 06, 2012 7:28 am

Gilliam wrote:Nice choice for Saturn Girl as the psychic. I like that you gave her a few options in combat as well. Did you mean to leave her undercap for toughness?



Thanks.

Since Woodclaw and I are both doing the RtP builds he was kind enough to share with me the list of characters he planned on doing builds of so I've tried to steer clear of them. I'd originally planned on doing Jean Grey but she was on Woodclaw's list, so I decided to pull someone from DC and came up with Saturn Girl instead.

As for her low Toughness Save; yes I meant for her to be undercapped. She's shown to be a bit of a glass jaw when finally hit in combat and I noticed that she tended to stay near more combat able allies most of the time, somewhat counting on them to help protect her. Besides Saturn Girl's powers allow her to fight at range so she should never be in the middle of a melee ever, unless she's trying to pull someone injured out a the fight or is the specific target of whoever the group is facing.
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R2P Dr. Strange build #1050

Postby Tattooedman » Sun May 06, 2012 8:43 am

Image
Dr. Strange:
PL
10 [150 pp]
M&M Ready to Play
Degree of Player Difficulty (Novice/Experienced/Advanced)
Degree of GM Difficulty (Novice/Experienced/Advanced)

Str 10 (+0) Dex 14 (+2) Con 10 (+0) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Concentration 12 (+15), Knowledge [Arcane Lore] 12 (+14), Medicine 8 (+10), Notice 8 (+11), Search 8 (+10), Sense Motive 8 (+11)

Feats: Attack Spec. [Mystical Might] 2, Dodge Focus 2, Equipment 3, Luck 2, Ritualist, Trance

Powers: Mystical Might Array:
Eldrich Bolts: Blast 12 [Mystic Blast] (Extra: Penetrating); (Power Feat: Affects Incorporeal 2)
-Agamotto’s Light of Truth: Nullify 12 [Concealment & Obscure effects]
-Crimson Bands of Cyttorak: Snare 12 (Extra: Contagious); (Power Feats: Reversible)
-Bolts of Bedevilment: Blast 12 (Extra: Penetrating); (Power Feat: Homing 2)
-Flames of Balthakk: Nullify 12 [all Magic effects] (Power Feat: Selective)
-Illusions of Ikonn: Illusion 9 [all senses]
-Many Moons of Munnopor: Obscure 12 [audio & visual]
-Oshtur Mighty Hands: Telekinesis 12 (Extra: Perception Range)
-Vapors of Valtorr: Paralyze 10 (Extra: Area [Cloud])
-Veil of Hoggoth: Concealment 4 [all visual senses]
-Winds of Watoomb: Teleport 10 (Extra: Accurate); (Power Feat: Progression 4)

Shields of the Seraphim: Force Field 12

Container [Sorcerer Supreme] 1 (Flaw: Limited [Only when on Earthly Plane])
--Enhanced Feats 5 [Benefit (Status-Sorcerer Supreme), Luck 4 (Spell Improvisation)]

Device [Cloak of Levitation] 1 [hard to lose]
--Feature [shape of overcoat or cloak of some kind]
--Flight 2

Device [Eye of Agamotto] 3 [hard to lose]
--Super-Senses 14 [Postcognigtion, Truesight]
-Alt. Power: Super-Movement 2 [Dimensional Movement 2 (mystical dimensions)]; (Extra: Portal); (Power Feat: Progression 2)

Saves: Toughness +12*/+0 [*Force Field]
Fort +4
Ref +4
Will +10

Combat: Attack +4/+8 (Mystical Might)
Defense +8 (+3 flat-footed)
Initiative +2

Equipment: Headquarters [Sanctum Sanctorum] (15 ep): Size: Tiny/Huge; Toughness: 15; Features: Concealed, Dimensional Portal, Dual Size, Laboratory, Library, Living Space, Security System 2 [Arcane [DC 30], Self-Repairing, Workshop

Drawbacks: Disability [Nerve Damaged Hands; -4 to fine manipulation checks] (-1 pt)
Power Loss [Mytical Might Array: if unable to gesture and speak] (-2 pts)


Costs: Attributes 18+ Skills 14+ Feats 11+ Powers 80+ Saves 10+ Combat 20- Drawbacks 3= 150 pts.


Complications:
Enemies: Baron Mordo, Dweller-In-Darkness, Kaluu, Shuma-Gorath, Dormammu, Nightmare, and Satannish, just to name a few.

Sorcerer Supreme: Doctor Strange is expected to defend the mortal world from mystic threats and to find, protect and train the next Sorcerer Supreme.



:arrow: First allow me to say thanks to both Thorpacolypse & LEGEND for coming up with some great spell names that I ‘borrowed’ for this build. I’d also like to point out that I do find it amusing that within a 3 day span of time there have been 3 different builds of Dr. Strange posted.

:arrow: Woodclaw has already covered all the bases on what a GM and a Player needs to be familiar with and watch out for when it comes to playing a Mystical/Magic using hero, so I won’t make folks re-read my version of it. But I do want to point out something about the Luck 4 (Spell Improvisation) included in the build. Basically it's from the Book of Magic where it talks about breaking down all the possible uses for the Luck feat and making the player define what the rank of Luck is specifically for and it can only be used for that purpose. In this case (Spell Improvisation) it means that Dr. Strange can come up with spells on the fly as he might need them, buying off the Fatigue that would come from Power Stunting an alternate spell efftect from his array.

:arrow: Dr. Strange shows that a player can invest in some unique devices to spice up the selection of spells and abilities the mystic hero can have thanks to the Magic power, but remember that if the GM wants he/she can strip you of them in a few different ways (course you’ll end up with an HP for it more than likely, but still…) so you might not want to get too creative with it.
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Re: Tattooverse 2.5: R2P builds

Postby Woodclaw » Sun May 06, 2012 9:31 am

Tattooedman wrote:
Gilliam wrote:Nice choice for Saturn Girl as the psychic. I like that you gave her a few options in combat as well. Did you mean to leave her undercap for toughness?



Thanks.

Since Woodclaw and I are both doing the RtP builds he was kind enough to share with me the list of characters he planned on doing builds of so I've tried to steer clear of them. I'd originally planned on doing Jean Grey but she was on Woodclaw's list, so I decided to pull someone from DC and came up with Saturn Girl instead.


To be honest I'm feeling very stupid to include Jean in my list. I'm woorking on the build right now and it's really hard to fit her in a playable ration without screing something up.
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Re: Tattooverse 2.5: R2P builds

Postby catsi563 » Sun May 06, 2012 11:37 am

Awesome work TM as always :mrgreen:
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Tattooverse 2.5: R2P builds

Postby Tattooedman » Sun May 06, 2012 12:01 pm

Woodclaw wrote:
Tattooedman wrote:Thanks.

Since Woodclaw and I are both doing the RtP builds he was kind enough to share with me the list of characters he planned on doing builds of so I've tried to steer clear of them. I'd originally planned on doing Jean Grey but she was on Woodclaw's list, so I decided to pull someone from DC and came up with Saturn Girl instead.


To be honest I'm feeling very stupid to include Jean in my list. I'm woorking on the build right now and it's really hard to fit her in a playable ration without screing something up.


I think the trick would be to build Jean as a straight up psychic without anything from the Phoenix Force included, that would make it much easier in my mind.


catsi563 wrote:Awesome work TM as always :mrgreen:


You're too kind, but thanks.
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R2P Etrigan, the Demon build #1051

Postby Tattooedman » Sun May 06, 2012 12:07 pm

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Etrigan, the Demon:
PL:
10 [150 pp]
M&M Ready to Play
Degree of Player Difficulty (Novice/Experienced/Advanced)
Degree of GM Difficulty (Novice/Experienced/Advanced)

Str 26 (+8.) Dex 16 (+3) Con 30 (+10) Int 14 (+2) Wis 18 (+4) Cha 12 (+1)

Skills: Bluff 10 (+11), Intimidate 12 (+13), Knowledge [Arcane Lore] 10 (+12), Notice 8 (+12), Sense Motive 8 (+12), Stealth 8 (+11)

Feats: All-Out Attack, Attack Focus [Melee] 6, Attack Spec. [Demon’s Fire] 3, Fearless, Fearsome Presence 5 [DC 15; 25 ft radius], Power Attack, Ritualist, Task Focus [Knowledge (Arcane Lore): Demonic Lore]

Powers: Demon Claws: Strike 2 (Power Feat: Mighty)
Demon’s Fire: Hellfire Control 10 (Extra: Area [Cone]); (Flaw: Touch Range)
Demonic Vitality:
Protection 2 (Extra: Impervious 8.)
Regeneration 10 [Recovery Rate: Staggered: 1/5 minutes; Injured: 1/5 minutes; Disabled: 1/5 minutes; Resurrection: 1/day] (Power Feat: Regrowth)
Super Strength 4

Saves: Toughness +12* [*Impervious 8]
Fort +12
Ref +5
Will +10

Combat: Attack +4/+10 (Demon’s Fire/Melee)
Defense +8 (+4 flat-footed)
Initiative +3

Drawbacks: Normal Identity [Jason Blood (must be able to hear transformation spell): Common Occurrence//Major Intensity] (-4 pts)
Vulnerable [Iron (+50% damage): Common Occurrence//Moderate Intensity] (-3 pts)
Weakness [Consecrated Locations/Items (-1 to all ability scores per round): Common Occurrence//Major Intensity] (-4 pts)


Costs: Attributes 56+ Skills 14+ Feats 19+ Powers 38+ Saves 10+ Combat 24- Drawbacks 11= 150 pts.


Complications:
Shared Body: Etrigan has to share a body with Jason Blood thanks to a spell cast by Merlin during the Middle Ages.

Sometimes On The Side Of Angels, Sometimes A Devil: Due to Jason Blood’s influence, Etrigan will work against the forces of Hell and corrupt mages. Without Blood however, Etrigan will revert to his normal demonic ways; killing and tormenting people as he pleases.



:arrow: Etrigan is definitely an Iron Age character in my mind, but if handled well he doesn’t have to be and can be a very interesting character overall. But enough about that for now, on to the build itself. Basically Etrigan is something of a Paragon, able to weather attacks though he only has a +10 Toughness (and 8 of it Impervious lets him not have to worry about most mundane attacks) it’s his Regeneration that lets him pull through a fight most of the time. Then he can either mix things up in melee, trusting in his strength & claws to do damage or he can breathe his Demon’s Fire at an opponent instead. A good option would be to use Demon’s Fire first to soften up a target then surge to attack in melee (just my line of thought here). A player should consider using All-Out Attack & Power Attack for the majority of fights, with Etrigan’s Regeneration he’ll recover fairly quick once the fighting is all done.

:arrow: On top of that Etrigan can power stunt magical-like abilities from his Demon’s Fire to support his skill as a spell caster or use his Ritualist feat as well. He’s a character that can be pulled out when the player group needs someone familiar with the various regions of Hell or to figure out why the bad guys are interested in some seemingly random item that turns out to be tied to a major demon releasing ritual.

:arrow: The hardest thing to play about Etrigan is his habit of speaking in rhyme all the time and I’ve seen a few times when GMs simply say that Jason Blood is exerting more influence over Etrigan than usual to keep him easier to deal with in this manner. But in my opinion if a player manages to pull it off and stay that deep in character then they need an HP or two for all their work.
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R2P Zauriel build #1052

Postby Tattooedman » Sun May 06, 2012 12:10 pm

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Zauriel:
PL:
10 [150 pp]
M&M Ready to Play
Degree of Player Difficulty (Novice/Experienced/Advanced)
Degree of GM Difficulty (Novice/Experienced/Advanced)

Str 20 (+5) Dex 18 (+4) Con 20 (+5) Int 14 (+2) Wis 20 (+5) Cha 20 (+5)

Skills: Acrobatics 4 (+8.), Diplomacy 5 (+10), Knowledge [Arcane Lore] 8 (+10), Knowledge [Religion & Theology] 8 (+10), Notice 5 (+10), Search 7 (+9), Sense Motive 5 (+10), Stealth 4 (+8.)

Feats: Attack Focus [Melee] 6, Attack Spec. [Sonic Flash] 2, Dodge Focus 4, Fearless, Improved Block, Improved Initiative, Inspire 2, Move-By Action, Power Attack, Ritualist, Teamwork, Weapon Bind

Powers: Member of the Eagle Host: Immunity 5 [Aging, Hunger & Thirst, Need for Sleep, Suffocation]
Angelic Over-Mind:
Comprehend 2 [Speak & Understand all Human Languages]
Super-Senses 1 [Detect (good/evil)]
Angel’s Wings: Flight 5 (Flaw: Winged)
Sonic Flash: Strike 8 (Extra: Area [Cone]); (Flaw: Unreliable [5 uses])

Device [Armor of Heaven] 1 [hard to lose]
--Protection 5

Device [Sword of Michael] 2 [easy to lose] (Power Feat: Restricted [Guardian Angels])
--Strike 5 (Power Feats: Affects Insubstantial 2, Improved Critical 2, Mighty)

Saves: Toughness +10*/+5 [*Armor of Heaven]
Fort +8
Ref +8
Will +10

Combat: Attack +4/+8 (Sonic Flash)/+10 (Melee)
Defense +10 (+3 flat-footed)
Initiative +8

Drawbacks: Weakness [Damned Locations/Items (-1 to all ability scores per round): Common Occurrence//Major Intensity] (-4 pts)


Costs: Attributes 52+ Skills 12+ Feats 22+ Powers 36+ Saves 12+ Combat 20- Drawbacks 4= 150 pts.


Complications:
Doesn‘t Quite Get Things: Depsite having watched over the people of Earth since the beginning of time, Zauriel sometimes doesn’t understand the interactions between people and this can create awkward situations.

Heaven‘s Agent On Earth: From time to time Zauriel will be given a mission from the King Angel of the Eagle Host, sometimes this will put him at cross purposes with other heroes.



:arrow: Let me ask the GMs out there a question; have you ever had that one player bring you a character that had a set of odd powers cobbled together? Well that’s pretty much how I see Zauriel built as a PL 10. He’s got wings for flying, a flaming sword to hit foes with, a sometimes used sonic scream-like attack, can detect good/evil in those around him, speak & understand any language and isn’t worried about most human frailties. That’s pretty much an odd assortment of powers really that aren‘t all that useful too often aside from the obvious few.

:arrow: But a couple of his feats let him be really helpful to his team, with a few ranks in Inspire and Teamwork Zauriel can help them pick up their slack without too much trouble. Otherwise Zauriel is pretty much a melee fighter with some options to him that aren’t all too unusual for a character to have. Playing Zauriel is more about making the most of his holy descriptor and his magical knowledge when it counts.
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Re: Tattooverse 2.5: R2P builds

Postby Woodclaw » Sun May 06, 2012 1:19 pm

Tattooedman wrote:
Woodclaw wrote:To be honest I'm feeling very stupid to include Jean in my list. I'm woorking on the build right now and it's really hard to fit her in a playable ration without screing something up.


I think the trick would be to build Jean as a straight up psychic without anything from the Phoenix Force included, that would make it much easier in my mind.


Well I did that and I'm still not 100% satisfied with the result. Psionics can be as bad as magicians sometimes.
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Re: Tattooverse 2.5: R2P builds

Postby Tattooedman » Sun May 06, 2012 1:42 pm

Woodclaw wrote:
Tattooedman wrote:
Woodclaw wrote:To be honest I'm feeling very stupid to include Jean in my list. I'm woorking on the build right now and it's really hard to fit her in a playable ration without screing something up.


I think the trick would be to build Jean as a straight up psychic without anything from the Phoenix Force included, that would make it much easier in my mind.


Well I did that and I'm still not 100% satisfied with the result. Psionics can be as bad as magicians sometimes.



You'll get no arguements from me on that comparison.
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