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Tattooverse 2.5: WOF builds

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Undine [3E] build #852

Postby Tattooedman » Fri Apr 08, 2011 3:44 pm

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Undine:
PL: 10
Strength 3 Agility 6 Fighting 4 Awareness 2
Stamina 2 Dexterity 6 Intellect 2 Presence 2

Skills: Athletics 6 (+9), Deception 8 (+10), Expertise [Current Events] 7 (+9), Expertise [Streetwise] 7 (+9), Insight 8 (+10), Investigation 6 (+8.), Persuasion 8 (+10), Perception 8 (+10), Ranged Attack [Water Control] 4 (+10), Stealth 4 (+10)

Advantages: Close Combat 4, Contacts, Fascinate [Deception], Improved Initiative, Languages 3 [Arabic; French; Russian], Precise Attack [ranged; cover], Teamwork

Powers: Aquatic Adaptations: Immunity 3 [Drowning, Environmental Cold, Environmental Pressure]
Power Lifting 3
-Alt. Power: Leaping 3
Protection 8
Swimming 6

Arm Spines & Claws: Damage 5 [strength based]
Enhanced Advantage 2 [Improved Critical 2]

Water Control:
Hard Water Bonds: Snare 10
-Drowning Attack: Affliction 10 [Resisted by Fortitude--impaired/stunned/incapacitated] (Extras: Ranged)
-Hard Water Bolt: Blast 10
-Hard Water Shapes: Create 10 (Extra: Movable)

Offense: Initiative +10
Melee Attack +8 // Arm Spine/Claw Damage +8; critical 18-20
Ranged Attack +10 // Water Control Array Damage +10

Defense: Dodge +10
Parry +8
Toughness +10
Fortitude +8
Will +8


Costs: Abilities 54+ Skills 33+ Advantages 12+ Powers 61+ Defense 20= 180 pts.


Complications:
Stand by her man: Undine is devoted to Chimera without question, even though she realizes it is a romance of convenience.

Hunted: Like the other members of the Bestiary, Undine is wanted by AEGIS and they often perform routine raids against that agency, cyber and face to face, to keep tabs on their efforts against the Bestiary.

The face girl: Undine is commonly sent out by Chimera to represent the Bestiary in the criminal world to work on gaining allies in various other criminal ventures. As such if things go out of hand, Undine will do her best to get away.


Real Name: Rachel Wallace
Height: 5' 2"
Weight: 120 lbs
Hair: Green
Eye Color: Blue

Background: Undine often acts as the go between for Chimera and the criminal world, because he’s kind of paranoid and she’s more than willing to do that for her man. She’s a little love struck with her leader, but given how he’s manipulated her from the moment he met her it’s understandable. Undine was a CIA operative that got involved with the attempt to create government controlled superhumans. She had shown herself to be a level-headed and able operative with a stable psychological background, then her transformation radically altered her body chemistry and Chimera simply played on her loyalty to him from there. Her water controlling powers and cunning are a deadly combination in addition to her physical enhancements, Undine knows that she isn’t the best suited for hand to hand but she’s not shy about getting involved in it either. But most of the time she will attack from range and will make use of setting up the other members of the Beastiary as often as possible.

She’s probably the one member of the team that a group of heroes would encounter as Chimera sends her out the most to work or meet with other criminals either as the team’s representative or as hired muscle. Normally Undine is spying on the client/ally for Chimera but that’s just part of his normal M.O., gathering all kinds of information for anything possibly useful at a later date.
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Rose Monk [3E] build #853

Postby Tattooedman » Fri Apr 08, 2011 3:47 pm

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Rose Monk:
PL: 10
Strength 6 Agility 8 Fighting 8 Awareness 3
Stamina 6 Dexterity 8 Intellect 0 Presence 0

Skills: Acrobatics 4 (+12), Expertise [Martial Arts] 10 (+10), Expertise [Philosophy] 8 (+8.), Expertise [Streetwise] 4 (+4), Insight 10 (+13), Perception 10 (+13), Persuasion 6 (+6), Sleight of Hand 4 (+12), Stealth 4 (+12)

Advantages: Agile Feint, Assessment, Close Combat 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Languages 3 [Chinese, Japanese, Korean], Luck 2, Move-By Action, Power Attack, Precise Attack [melee; cover], Smash, Up the Walls, Weapon Bind, Weapon Break

Powers: Shang Qing Conditioning:
Enhanced Advantages 2 [Diehard, Great Endurance]
Enhanced Stamina 2
Leaping 2
Speed 2
Senses 2 [Darkvision]

Shang Qing Boxing:
Dragon Rend: Damage 4 [strength based] (Extra: Penetrating 10)
Enhanced Advantage 2 [Improved Critical 2]
-Five Warrior’s Fists: Affliction 10 [resisted by Fortitude-hindered/defenseless] (Flaw: Limited Degree)
-Yoshio’s Harmonious Fist: Affliction 10 [resisted by Will--fatigued/exhausted] (Flaw: Limited Degree)
-Dawn of Serenity: Affliction 10 [resisted by Will-impaired/disabled/paralyzed]
-Waltzing Butterfly: Affliction 10 [resisted by Fortitude--dazed/stunned/incapacitated]
-Catapulting Strike: Affliction 10 [resisted by Dodge--vulnerable/prone] (Flaw: Limited Degree)
-Yin's Curse: Weaken 10 [Constitution]

Offense: Initiative +12
Melee Attack +10 // Shang Qing Boxing Damage +10
Ranged Combat +8

Defense: Dodge +12
Parry +12
Toughness +8
Fortitude +10
Will +10


Costs: Abilities 78+ Skills 26+ Advantages 21+ Powers 32+ Defense 19= 176 pts.


Complications: Always on the look out: Rose Monk is constantly searching for more of the lost tomes of Shang Qing Boxing or items of power that have an Eastern influence.

Worthy foes: Rose Monk feels that there are few fighters left around the world that can truly challenge him, so when he comes across someone who seems to be very skilled he will limit his fighting style. From not using certain moves to limiting the amount of chi he channels to keep any possible confrontations on equal ground.


Real Name: Daniel Ladd
Height: 5' 10"
Weight: 140 lbs
Hair: White
Eye Color: Brown



Background: Rose Monk started off as a regular martial artist named Daniel Ladd who got into the underground fighting circuits and did very well due to his natural skill and ability. Eventually though being the top in such a setting leads to people wanting to see you fall and that time came for Daniel and he was left broken and beaten. Daniel was dropped off on a boat heading for China following his beating and he managed to recover during the trip thanks to the crew who would tell Ladd stories of their homeland and the martial artists there who possessed almost superhuman skill. Once in China Daniel traveled around researching the stories he’d been told and ended up in the Mountains of China trying to locate some of the temples he’d heard of.

He finally discovered a very well hidden temple and after finally managing to express his interest in learning from the monks and proving his worth as a student he was admitted. Ladd spent several years learning and again his natural skill as a fighter helped him to absorb the lessons the monks gave. Though Ladd’s teacher warned him against the warrior mentality he had and that it would always conflict with the peaceful teachings the monks practiced. Eventually though Ladd had attained the rank of Rose Monk after only a few years, which had never been done by an outsider.

Eventually though the Chinese government came looking for the temple as they were looking to have the monks train their soldiers. The monks obviously were not interested in doing such a thing and after a month of a standoff a duel was suggested to end the draw. Ladd was chosen as the temple’s champion and he fought against the Military’s champion in a neutral place where Ladd quickly defeated the man but his anger over the
military’s attacks that had killed several of his monk-brothers drove him to almost kill his opponent. Ladd’s master stopped him from finishing the man off and thanked him for saving the temple but told him that he must leave the temple before his warrior mentality ruined the temple.

Following his departure Ladd wondered the East for awhile and stumbled upon a lost volume of text from the temple that explained several lost techniques. Studying the text Ladd was able to expand his training to new levels that were beyond what the monks were able to do. Realizing that there must be other tomes Ladd began to research and chase down any and all “lost temples” and related stories in his efforts to continue increasing his knowledge and skills.

Along the way Ladd fell back into the underground fighting circuits as they operated outside the norm of society and allowed him access to those who were more knowledgeable on the lore he was looking for. Now calling himself the Rose Monk, Ladd has come back to the West in his search. He is known for being the only human that can hold his own against superhumans, the lost teachings he’s learned from have allowed him to access chi manipulating abilities that make him a danger to any who would face him.

Rose Monk is a moral grey area to deal with really. He’s not a violent person but he will use violence to deal with problems and it doesn’t really bother him to do so. He is more concerned with increasing his knowledge and that’s his motivation though his way of increasing it can be considered wrong. Rose Monk is willing to break into a museum and steal an artifact if it will help him and if the guards try to stop him they will end up with some serious bruises and probably even some broken bones for their efforts. Rose Monk is a very simple man basically and is the kind of criminal that will simply talk with heroes if they approach him in a civil matter but he is committed to his goals and will do what he can to complete them. Even if that means almost crippling a person that is in his way.
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Skab [3E] build #854

Postby Tattooedman » Fri Apr 08, 2011 3:48 pm

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Skab:
PL: 10
Strength 12 (2) Agility 1 Fighting 6 Awareness 1
Stamina 4 Dexterity 1 Intellect 0 Presence 1

Skills: Deception 8 (+9), Expertise [Streetwise] 6 (+6), Insight 8 (+9), Intimidation 10 (+11), Perception 6 (+7), Stealth 6 (+7), Vehicles [Land] 4 (+5)

Advantages: All-Out Attack, Close Combat 2, Daze [Intimidation], Improved Critical [Unarmed] 3, Improved Initiative, Power Attack, Ranged Combat 5, Startle

Powers: Groundstrike: Affliction 10 [resisted by Fortitude-Vulnerable/Defenseless] (Extra: Area [Burst]); (Flaw: Instant Recovery, Limited Degree, Limited [Both Skab & his target must be in contact with the ground])
Superhuman Strength: Enhanced Strength 10 (Flaw: Permanent) & Power Lifting 4
Scab-Shell: Protection 8 (Extra: Impervious 12)
Regeneration 5
Enhanced Advantage 1 [Diehard]

Offense: Initiative +5
Melee Attack +8 // Unarmed Damage +12; critical 17-20
Ranged Attack +6

Defense: Dodge +8
Parry +8
Toughness +12
Fortitude +8
Will +4


Costs: Abilities 32+ Skills 24+ Advantages 15+ Powers 49+ Defense 16= 136 pts.


Real Name: Tyron Hornell
Height: 6' 4" [normal] 8' [powered up]
Weight: 220 lbs
Hair: Black
Eye Color: Brown


Complications: Just a thug: Skab isn’t the sharpest spoon in the drawer, and he realizes it. So he tries to keep employed by one of the many established mastermind types that seem to favor living in Freedom City.

Weak minded: Skab is more vulnerable to psionic attacks, suffering extra damage from them.



Background: Tryon Hornell grew up on the streets of Chicago, living the life of a young gang banger when his powers manifested at just 13 years old. At first he was happy to be the enforcer for his gang, paving the way for them to become one of the preeminent forces on the streets. A short few years later Tyron graduated into the mob as an enforcer for them and from there he moved on to becoming a super-villain for hire. Tyron has worked for several of the known heavies: Mastermind, Conundrum (though he doesn’t
know it), Dr. Mayhem. He’s even spent some time in the Circuit Maximus, his simplistic fighting style and trash talking ways made him a fairly popular participant. Though most of those times, aside from the Circuit, Tyron worked as part of a group and he rarely works alone. When he does it tends to be unimaginative crimes like simple armed robbery.

He’s been in prisons for superbeings time and again, (Buckner Ridge and Blackstone) he’s escaped from them, mostly as part of jail breaks or did his time and was released (but those times are few and mostly for destruction of property). Tyron has discovered that he does have weakness to psychic attacks and if he realizes he’s facing a mentalist he will deal with them first and most aggressively so that he won’t go back to jail. He hates prison, he’s been there enough to know that it holds nothing he wants a part of and the long stretches of time drive him nuts as he has trouble keeping himself occupied.
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Goanna [3E] build #855

Postby Tattooedman » Fri Apr 08, 2011 3:50 pm

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Goanna:
PL: 12
Strength 8 Agility 5 Fighting 8 Awareness 0
Stamina 8 Dexterity 5 Intellect 3 Presence 0

Skills: Athletics 4 (+12), Expertise [Chemistry] 10 (+13), Expertise [Computers] 8 (+11), Expertise [Bio-Sciences] 10 (+13), Insight 8 (+8.), Intimidation 12 (+12), Perception 6 (+6), Ranged Combat [Venomous Spit] 7 (+12), Stealth 7 (+12), Treatment 8 (+11)

Advantages: Animal Empathy, Chokehold, Close Attack 2, Daze [Intimidation], Fast Grab, Improved Hold, Improved Initiative, Power Attack, Startle

Powers: Claws: Damage 2 [strength based]
Enhanced Advantage 2 [Improved Critical 2]
Venomous Bite/Spit: Affliction 12 [Resisted by Dodge--Hindered/Immobilized/Paralyzed] (Extras: Extended Range 5)
Reptilian Physiology: Concealment 4 [all visual senses] (Flaw: Blending)
Extra Limb 1 [tail]
Feature 1 [Environmental Adaptation (Underwater)]
Immunity 4 [Drowning, Environmental Cold, Environmental Pressure, Poison]
Impervious Toughness 8
Leaping 6
-Alt. Effect: Speed 3
-Alt. Effect: Swimming 6
Movement 5 [Slithering, Wall-Crawling 2, Water Walking 2] (Flaw: Water Walking limited to while running only])
Regeneration 5
Senses 5 [Infravision; Low-Light Vision; Acute, Tracking Olfactory]

Offense: Initiative +9
Melee Attack +10 // Claw Damage +10; critical 18-20
Ranged Attack +5 // Venomous Spit Attack +12

Defense: Dodge +10
Parry +14
Toughness +8* [*Impervious]
Fortitude +10
Will +6


Costs: Abilities 74+ Skills 40+ Advantages 10+ Powers 66+ Defense 19= 209 pts.


Complications:
Involuntary Transformation: Cooper Seidel will transform into Goanna with little provocation; often times in reaction to stress, anger or fear. These transformations can last for weeks before Goanna changes back into Seidel naturally.
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Silver Hyena [3E] build #856

Postby Tattooedman » Fri Apr 08, 2011 3:51 pm

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Silver Hyena:
PL: 12
Strength 8 Agility 3 Fighting 8 Awareness 6
Stamina 8 Dexterity 3 Intellect 5 Presence 4

Skills: Acrobatics 10 (+13), Athletics 4 (+12), Expertise [Arcane Lore] 4 (+9), Expertise [Life Sciences] 6 (+11), Insight 8 (+14), Intimidation 12 (+16), Perception 8 (+14), Stealth 12 (+15), Treatment 10 (+15)

Advantages: Agile Feint, All-Out Attack, Animal Empathy, Close Attack 4, Evasion, Fearless, Great Endurance, Hide in Plain Sight, Improved Initiative 2, Improved Trip, Ranged Combat 5, Skill Mastery 2 [Expertise (Arcane Lore); Expertise (Life Sciences)], Startle

Powers: Claws: Damage 4 [strength based]
Enhanced Advantage 3 [Improved Critical 3]
Fear of the Beast: Affliction 12 [Resisted by Will--Entranced/Compelled/Controlled] (Extras: Area [Burst], Extended Range 6, Progressive); (Flaw: Sense Dependant [hearing])
Preditory Spirit Enhanced Physiology:
Enhanced Skill- Deception 16 [Limited to imitating voices]
Power Lifting 4
Protection 4
Regeneration 10
Senses 6 [Danger Sense; Darkvision; Ultra-Hearing; Acute Scent]
Speed 4
-Alt. Effect: Leaping 4

Offense: Initiative +11
Melee Attack +12 // Claw Damage +12; critical 17-20
Ranged Attack +8

Defense: Dodge +10
Parry +12
Toughness +12
Fortitude +12
Will +11


Costs: Abilities 90+ Skills 37+ Advantages 22+ Powers 86+ Defense 20= 255 pts.
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Jack Wolf [3E] build #857

Postby Tattooedman » Fri Apr 08, 2011 6:19 pm

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Jack Wolf:
PL: 8
Strength 2 Agility 2 Fighting 8 Awareness 2
Stamina 2 Dexterity 2 Intellect 0 Presence 2

Skills: Acrobatics 6 (+8.), Athletics 6 (+8.), Deception 8 (+10), Expertise [Current Events] 8 (+8.), Insight 8 (+10), Intimidation 8 (+10), Perception 8 (+10), Sleight of Hand 6 (+8.), Stealth 8 (+10), Technology 5 (+5), Treatment 5 (+5), Vehicle [Land] 10 (+12), Vehicle [Air] 10 (+12)

Advantages: All-Out Attack, Assessment, Beginner's Luck, Defensive Roll 4, Diehard, Equipment 3, Evasion, Improved Critical [Unarmed] 2, Improved Initiative 2, Languages 2 [Base:English; Russian; Spanish], Leadership, Luck 2, Power Attack, Precise Attack [ranged; cover], Quick Draw, Ranged Combat 8, Takedown, Taunt, Track, Uncanny Dodge

Offense: Initiative +10
Melee Attack +8 // Unarmed Damage +2; critical 18-20
Ranged Attack +10 // Blaster Damage +5

Defense: Dodge +10
Parry +10
Toughness +6
Fortitude +6
Will +7

Equipment: Blaster Pistol: Ranged Damage 5
-5 ep free as needed


Costs: Abilities 40+ Skills 48+ Advantages 36+ Defense 21= 145 pts.


hehe, I love having a creative license.
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Patriot [3E] build #858

Postby Tattooedman » Fri Apr 08, 2011 6:23 pm

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The Patriot:
PL: 11
Strength 8 Agility 8 Fighting 8 Awareness 2
Stamina -- Dexterity 8 Intellect 1 Presence 2

Skills: Acrobatics 4 (+12), Athletics 4 (+12), Deception 8 (+10), Expertise [Espionage] 12 (+13), Expertise [Tactics] 10 (+11), Insight 10 (+12), Intimidation 6 (+8.), Investigation 4 (+5), Perception 8 (+10), Sleight of Hand 2 (+10), Stealth 4 (+12), Vehicles [Air] 2 (+10), Vehicles [Land] 2 (+10)

Advantages: Assessment, Benefit 2 [Ambidexterity; Alternate Identity], Close Attack 2, Connected, Eidetic Memory, Defensive Attack, Improved Critical [Unarmed] 2, Improved Disarm, Improved Trip, Improvised Weapon, Inspire 3, Luck, Move-By Action, Power Attack, Takedown, Teamwork

Powers: Android Physiology:
Enhanced Will Save 4 (Flaw: Limited [Only against Mental Attacks])
Immunity 30 [Fortitude Effects]
Protection 10 (Extra: Impervious 8.)
Speed 4
-Alt. Effect: Leaping 4

Offense: Initiative +8
Melee Attack +10 // Unarmed Damage +10
Ranged Attack +8

Defense: Dodge +12
Parry +12
Toughness +10* [*Impervious 8]
Fortitude n/a
Will +10 [+14 vs. mental attacks]

Equipment: Ear Bud Communicator


Costs: Abilities 54+ Skills 38+ Advantages 21+ Powers 56+ Defense 16= 185 pts.


Real Name: Jack Simmons [alternate identity: Faraday Irons]
Height: 6’
Weight: 300 lbs
Hair: Black
Eye Color: Blue

Thanks to the efforts of AEGIS’ Tech Section and Project: Ironmonger, Jack Simmons has been able to keep fighting against the likes of SHADOW and VIPER when his flesh and blood body finally lost it’s battle against cancer. Now living as a synthetic being, the Patriot still works as trouble shooter for AEGIS who is answerable to Director Powers and certain higher-ups in the U.S. government. Jack operated this way for several years, working with various other superhumans across the country (some who worked for other government organizations, like the FBI, the military and such, while others were independent of any such sponsorship), the whole time pushing for Director Powers to create a team of super-agents for AEGIS.

Finally after the last Terminus Invasion Jack got his wish, with the demise of the Arsenal of Democracy Director Powers allowed him to recruit some of the people he’d been keeping tabs on over the last couple of years. Soon enough there was a full team who was being put through the paces under the Patriot’s watchful eyes. Their first mission was a raid on the Foundry, and while they weren’t able to capture Keres thanks to Scylla’s use of Charibdrones to keep them busy while he made his getaway, they were able to capture several potential customers Keres had been showing new Foundry developments too as well as destroying the majority of that base. It was enough for Director Powers to consider it a victory and proof that the Reserve was a worthwhile project to have active. The presence of the members of the Reserve was the cause for a serious decline in agent injuries during the raid, as compared to past raids where there were always a high rate of injury to agents involved (so much so that agents commonly referred to raids on Foundry bases as “Grind Runs”).

From there the Reserve has become a very busy unit of AEGIS, they’re called in whenever agents become aware of plans by SHADOW and VIPER, particularly if members of VIPER’s Dragon Branch are suspected of being involved, plus anything that the members of the Reserve happen to run across on their own.

For his part, Jack is happy that his team is working as well as they are, he’s still leery of dealing with the Freedom League though. There are a couple members who remember him from his days before his “downloading” into his body and even though AEGIS has devised an “origin” for his cover identity of Faraday Irons, he has considered the idea of coming clean to those few members he knows he could trust with his secret. For now though he leads his team against any and all threats that come their way, secure in the knowledge they are the best ones suited for the job.

Basically Jack’s having the time of his second life.
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Foreshadow [3E] build #859

Postby Tattooedman » Fri Apr 08, 2011 6:24 pm

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Foreshadow:
PL: 9
Strength 4 Agility 4 Fighting 8 Awareness 4
Stamina 4 Dexterity 4 Intellect 2 Presence 2

Skills: Acrobatics 10 (+14), Deception 8 (+10), Expertise [Current Events] 8 (+10), Expertise [Streetwise] 8 (+11), Insight 10 (+14), Investigation 8 (+10), Perception 8 (+12), Sleight of Hand 8 (+12), Stealth 10 (+14), Technology 8 (+10)

Advantages: Agile Feint, Close Attack 2, Daze [Deception], Defensive Roll 2, Equipment, Evasion 2, Follow-Up Strike, Improved Critical [Escrima Stick] 2, Improved Critical [Unarmed] 2, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Luck, Power Attack, Quick Draw, Ranged Combat 4, Takedown, Trance, Up the Walls, Weapon Bind, Well-Informed

Powers: Second Sight: Senses 5 [Danger Sense, Precognition]

Offense: Initiative +8
Melee Attack +10 // Unarmed Damage +4; critical 18-20 // Escrima Stick Damage +6; critical 18-20
Ranged Attack +8

Defense: Dodge +12
Parry +12
Toughness +6*/+4 [*Defensive Roll]
Fortitude +8
Will +11

Equipment: Escrima Sticks: Damage +2
3 ep free as needed


Costs: Abilities 64+ Skills 43+ Advantages 30+ Powers 5+ Defense 23= 165 pts.


Real Name: David Sloane
Height: 6’
Weight: 180 lbs
Hair: Blonde
Eye Color: Blue


Complications:
He should have done more: Foreshadow feels responsible for the deaths of his parents. His second sight had allowed him to see their fatal car crash weeks before it happened and he did nothing to stop them from going out that night.

It will come no matter what: Foreshadow knows that his visions will come to pass if he does nothing to stop them, so he is highly devoted to preventing those visions from coming to be.

Loner: Foreshadow feels it’s best he not get too close with anyone, out of a fear of seeing a vision of something befalling them as with his parents.

Secret: Foreshadow’s identity as David Sloane isn’t known to anyone.
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Terra-King [3E] build #860

Postby Tattooedman » Fri Apr 08, 2011 6:29 pm

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Terra-King:
PL: 12
Strength 1 Agility 1 Fighting 4 Awareness 6
Stamina 3 Dexterity 1 Intellect 6 Presence 2

Skills: Deception 8 (+10), Athletics 8 (+9), Expertise [Computers] 8 (+14),
Expertise [Earth Sciences] 12 (+18.), Expertise [Mechanical] 12 (+18.), Expertise [Survival] 4 (+10), Insight 8 (+14), Investigation 6 (+12), Perception 8 (+14), Ranged Combat [Command Scepter] 11 (+12), Stealth 9 (+10), Technology 12 (+18.)

Advantages: Close Attack 4, Defensive Roll 4, Improved Initiative, Language [Sub-Terran], Minions 10 [250 Sub-Terrans], Uncanny Dodge

Powers: Preserver BioTech Adaptations:
Senses 8 [Accurate Acute Auditory (Blindsight-hearing), Danger Sense (auditory), Direction Sense, Extended Radius Tactile (Tremor Sense)]

Command Scepter: Easily Removable (-12 pts) [21 pp]
Electrified Charge: Blast 10
-Alt. Effect: Damage 10
Datalink: Communication 2 [Etherwave transmission to his Preserver Technology] (Extras: Rapid 2, Subtle 2)

Offense: Initiative +5
Melee Attack +8 // Electrified Strike Damage +10
Ranged Attack +12 // Electrified Blast Damage +10

Defense: Dodge +14
Parry +14
Toughness +7*/+3 [*Defensive Roll]
Fortitude +7
Will +11


Costs: Abilities 48+ Skills 53+ Advantages 21+ Powers 29+ Defense 32= 183 pts.


The odd little guy who controls a crap-ton of monsters, Terra-King is someone that holds a lot of Silver Age style IMO. I'm sure at some point I'll be having the players of my FORCE Ops PbP game deal with this guy.....it'll be fun.

Common!! Giant monsters from a remote island now running amok in the big city, while Terra-King is yelling about making the world feel his wrath! Nothing else screams good times like that.....






Image
Sub-Terrans:
PL: 2
Strength 2 Agility 0 Fighting 2 Awareness 0
Stamina 2 Dexterity 0 Intellect -2 Presence 0

Skills: Athletics 3 (+5), Expertise [Survival] 3 (+3), Perception 4 (+4)

Advantages: Great Endurance, Teamwork

Powers: Mutated Physiology:
Power Lifting 2
Senses 2 [Darkvision]

Offense: Initiative +0
Melee Attack +2 // Unarmed Damage +2
Ranged Attack +0

Defense: Dodge +2
Parry +2
Toughness +2
Fortitude +4
Will +0

Equipment: Visor [acts as Flash Goggles & counters their Disability]


Complications:
Disabled: Dayblind; Sub-Terrans are blinded by normal levels of daylight.


Costs: Abilities 8+ Skills 5+ Advantages 2+ Powers 4+ Defense 4= 23 pts.

------

Every would-be king has gotta have someone to rule over and the Sub-Terrans are Terra-King's subjects. They follow his every whim and do as they're told without question. Not that they're worth much in a fight but in a sense of seer numbers? They could be useful from time to time.

Terra-King has made it a point to craft visor for them to wear for when he takes the topside so they're not totatly worthless. Still a good burst of intense light will send them scurrying off real quick.
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Shadow Bandit [3E] build #861

Postby Tattooedman » Fri Apr 08, 2011 6:31 pm

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Shadow Bandit:
PL: 10
Strength 2 Agility 5 Fighting 2 Awareness 0
Stamina 2 Dexterity 5 Intellect 3 Presence 0

Skills: Athletics 6 (+8.), Deception 10 (+10), Expertise [Sciences] 8 (+11), Sleight of Hand 4 (+9), Stealth 6 (+11), Technology 8 (+11)

Advantages: Benefit [Ambidexterity], Evasion, Taunt

Powers: Made of Shadows: Alternate Form
-Enhanced Advantages 10 [Close Attack 6, Fast Grab, Grabbing Finesse, Improved Hold, Improved Initiative]
-Concealment 4 [all visual senses] (Flaw: Quirk [needs shadows/darkness])
-Movement 8 [Slithering, Swinging, Wall-Crawling 2]
-Protection 8
-Senses 2 [Darkvision]
-Snare 8
--Alt. Effect: Elongation 5
Shadow Fists: Damage 8
Enhanced Advantages 2 [Improved Critical 2]
Elastic Physiology:
Enhanced Advantages 4 [Agile Feint, Evasion, Move-By Action, Power Attack]
Immunity 25 [Bludgeoning, Falling Damage]
Leaping 5
Pinball Attack: Damage 8 (Extra: Area [Burst]); (Flaw: Limited [must have a set of nearby surfaces to work off])

Offense: Initiative +9
Melee Attack +8 // Unarmed Damage +2 // Pinball Attack Damage +8 // Shadow Fist Damage +8
Ranged Attack +5

Defense: Dodge +10
Parry +10
Toughness +10
Fortitude +6
Will +5


Costs: Abilities 38+ Skills 21+ Advantages 3+ Powers 113+ Defense 22= 197 pts.


Real Name: Chase Shirer
Height: 5’ 10”
Weight: 165 lbs
Hair: Red [shaved bald]
Eye Color: Hazel


Background: Dr. Chase Shirer was one of the heads of the Raytheon Sidestep Program -- the exploration of existing parallel worlds -- when the quantum singularity generator temporarily trapped Shirer in the buffer between this reality and the Shattenwelt. While no two objects can exist in the same place at the same time, Shirer discovered he could “trade” his molecules and replace them with particles from the Shattenwelt, becoming a walking shadow-like creature, able to stretch out his form with no discomfort or ill-effects on his body. Shirer used his powers to become the Shadow Bandit and began a career in corporate espionage, stealing company secrets from Rayteon, including the singularity generator, as well as other rival companies. Eventually Shirer was caught by Daedalus of the Freedom League and sent to prison but he finally managed to escape after spending a few years in Buckner Ridge.

Since then Shadow Bandit has continued on with his criminal ways, often stealing items he needs to further his experiments to increase his powers or bankroll his various projects. Every once in awhile he will take on a job for hire, if the payout is what he feels worth his while. What he doesn’t realize is that Overshadow is very interested in his singularity generator and want to use it to create agents with powers like Shirer’s, though Nacht-Krieger on the other hand is more interested in utterly destroying the upstart to insure his usefulness to his master. Currently Nact-Krieger is discreetly trying to locate Shirer so that he can personally deal with him and then report to Overshadow the unfortunate news that the singularity generator was destroyed.
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Re: Tattooverse 2.5

Postby Yojimbo28 » Fri Apr 08, 2011 8:47 pm

Is that it for 2E builds?
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Re: Tattooverse 2.5

Postby Tattooedman » Fri Apr 08, 2011 8:55 pm

Yojimbo28 wrote:Is that it for 2E builds?


Nope, not at all. It's just that I wanted to take a small break from them for a moment and get the smaller 3E stuff I wanted to keep around moved and over with. I don't plan to do very much with 3E honestly but wanted all my builds to be kept in one place for easy reference, just in case I ever did plan on using anything from them. It would make tracking things down much easier for me.
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Devil Ray [3E] build #862

Postby Tattooedman » Sat Apr 09, 2011 9:06 am

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Devil Ray:
PL:
10
Strength 8 (0) Agility 8 (0) Fighting 4 Awareness 0
Stamina 2 Dexterity 2 Intellect 0 Presence 0

Skills: Athletics 4 (+4/+12), Expertise [Eco Sciences] 6 (+6), Insight 6 (+6), Perception 6 (+6), Ranged Combat [On-Board Weapons] 8 (+10), Stealth 4 (+4/+), Technology 6 (+6)

Advantages: Close Attack 4, Equipment 10, Improved Initiative, Luck, Minions 5, Move-By Action, Power Attack

Powers: MANTA Suit: Removable (-16 pts)
On-Board Weapons:
Blue-Green laser: Blast 10 (Extra: Penetrating)
-Electrostatic Discharger: Blast 10 [electrical]
-Taser Dart: Affliction 10 [Resisted by Fortitude--Dazed/Stunned/Incapacitated] (Extra: Ranged)
On-Board Support Systems: Immunity 10 [Life Support]
Senses 7 [Accurate, Radius Auditory; Darkvision; Radio]
Built-In Muscle Motors: Enhanced Strength 8
Enhanced Agility 8
Protection 8
Built-In Turbines: Swimming 6
-Alt. Effect: Flight 3

Offense: Initiative +12
Melee Attack +8 // Unarmed Damage +8
Ranged Attack +10 // Blue-Green Laser/Electrostatic Discharger/Taser Dart
Damage +10

Defense: Dodge +10
Parry +8
Toughness +10*/+2 [*MANTA suit]
Fortitude +5
Will +5


Costs: Abilities 16+ Skills 20+ Advantages 23+ Powers 64+ Defense 22= 145 pts.


Real Name: Carl Mattus
Height: 5' 10"
Weight: 170 lbs
Hair: Black
Eye Color: Brown

Complications:
Enemy: Siren

Little Fish in the Big Pond: Despite being a full member of the Crime League Devil Ray is treated more like cheap muscle than an equal as he quickly toes the line of anyone with a more forceful personality.

Money Hungry: Devil Ray is very greedy and is willing to do almost anything to gain more money. From working as an assassin to working for other criminals for pay, he'll do it.

Power Loss: Without the MANTA suit, Devil Ray is simply a normal human being.
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Orion the Hunter [3E] build $#863

Postby Tattooedman » Sat Apr 09, 2011 9:08 am

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Orion the Hunter:
PL: 11
Strength 3 Agility 5 Fighting 10 Awareness 4
Stamina 3 Dexterity 5 Intellect 0 Presence 0

Skills: Acrobatics 6 (+10), Athletics 4 (+7), Expertise [Streetwise] 8 (+8.), Insight 8 (+12), Intimidation 10 (+10), Investigation 6 (+6), Perception 10 (+14), Stealth 10 (+15), Vehicle [Land] 4 (+9), Vehicle [Air] 4 (+9)

Advantages: Assessment, Equipment 2, Evasion, Improved Critical [Battle Staves] 2, Improved Initiative, Luck 2, Power Attack, Precise Attack [ranged; cover], Prone Fighting, Quick Draw, Ranged Attack 7, Track

Powers: Costume: Removable (-2 pts)
Flexmesh Weave: Protection 5
Optics: Senses 5 [Extended Vision, Darkvision, Infrared Vision, Ultravision]

Cybernetic Whip: Removable (-3 pts)
Steel Woven Tip: Damage 5 [strength based] (Extra: Penetrating 8.)
Enhanced Feats 3 [Extended Reach 3]

Battle Staves: Removable (-2 pts)
Steel Hardened Casing: Damage 5 (Extra: Multiattack)

Javelins: Removable (-7 pts)
Diamond Edged: Blast 10 (Extra: Penetrating)
-Volley of Javelins: Blast 10 (Extra: Multiattack)
-Net Javelin: Snare 10
-Shrieker Javelin: Affliction 10 [Resisted by Dodge--Vulnerable/Defenseless] (Extra: Ranged); (Flaw: Limited Degree)
-Flash Javelin: Affliction 10 [Resisted by Dodge--Impaired/Disabled] (Extra: Ranged); (Flaw: Limited Degree)
-Acid Javelin: Weaken 10 [Toughness] (Extra: Ranged)

Offense: Initiative +9
Melee Attack +10 // Battle Stave Damage +8; critical 18-20 // Unarmed
Damage +3
Ranged Attack +12 // Javelin Damage +10

Defense: Dodge +13
Parry +13
Toughness +8
Fortitude +6
Will +9

Equipment: Blaster Pistol: Ranged Damage 5

Costs: Abilities 48+ Skills 35+ Advantages 21+ Powers 57+ Defense 19= 180 pts.


Real Name: Jack O'Ryan
Height: 6'
Weight: 185 lbs
Hair: Red
Eye Color: Blue


Complications:
Enemy: Lady Liberty

Mercenary: Orion will work for anyone who is willing to pay his fee, not that he's so worried about money but it does help support his other hunts.

Professional: Orion pretty much is the definition of the word; he doesn't crack jokes while working, engage in monologue, or making threats during a fight. He's all about finishing the business at hand as quickly and professionally as he can.

Thrill of the Hunt: Nothing beats the rush Orion gets while out on one of his hunts, it's not even the killing that makes it so engaging for him. It's the challenge of it all that matters to him.
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Wildcard [3E] build #864

Postby Tattooedman » Sat Apr 09, 2011 9:09 am

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Wildcard:
PL: 10
Strength 2 Agility 4 Fighting 8 Awareness 0
Stamina 3 Dexterity 4 Intellect 0 Presence 2

Skills: Acrobatics 8 (+12), Deception 10 (+12), Expertise [Streetwise] 6 (+6), Insight 8 (+8.), Perception 6 (+6), Sleight of Hand 8 (+12), Stealth 6 (+10)

Advantages: Agile Feint, Beginner's Luck, Daze [Deception], Defensive Roll 2, Evasion 2, Improved Initiative, Improvised Weapon, Luck 8, Precise Attack [ranged; cover], Ranged Attack 8, Redirect, Second Chance [avoiding traps], Taunt, Uncanny Dodge

Powers: Influence Probability:
Luck Control 4 (Extras: Area [Burst], Selective)

Edged Throwing Cards: Removable (-5 pts)
Blast 8 (Extra: Multiattack)
Enhanced Advantage 1 [Improved Critical]

Offense: Initiative +8
Melee Attack +8 // Unarmed Damage +2
Ranged Attack +12 // Edged Throwing Card Damage +8

Defense: Dodge +15
Parry +15
Toughness +5*/+3 [*Defensive Roll]
Fortitude +8
Will +8


Costs: Abilities 46+ Skills 26+ Advantages 30+ Powers 40+ Defense 31= 173 pts.


Real Name: Jacob "Jake" Walker
Height: 5' 10"
Weight: 165 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Take it to the limit: Wildcard can't ever leave well enough alone, he'll always take the risk even if it's clear the odds are against him.

Thrill Junkie: Wildcard constantly looks to push himself for that adrenaline rush, be it going against heroes, gambling, or pulling crimes.
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