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Tattooverse 2.5: WOF builds

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Medea [3E] build #865

Postby Tattooedman » Sat Apr 09, 2011 9:12 am

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Medea:
PL: 10
Strength 0 Agility 0 Fighting 2 Awareness 6
Stamina 0 Dexterity 0 Intellect 2 Presence 6

Skills: Deception 10 (+16/+21), Expertise [Magic] 12 (+14), Expertise [History] 8 (+10), Insight 8 (+14), Intimidation 4 (+10), Perception 4 (+10), Persuasion 8 (+14/+19), Treatment 6 (+6), Stealth 6 (+6)

Advantages: Attractive 2, Ranged Attack 9, Defensive Attack, Diehard, Fascinate [Deception], Ritualist, Taunt, Trance

Powers: Immortal Physiology: Immunity 3 [Aging, Disease, Poison]
Mystic Training:
Aegis of Zeus: Force Field 10 (Extra: Impervious)
Hades' Soliders: Summon 8 (Extras: Active, Horde, Multiple Minions 2)
-Hephaestus’ Helpers: Summon 6 (Extras: Horde, Multiple Minions 3); (Flaw: Quirk [requires inanimate object])
-Hera's Curse: Mental Blast 8
-Hera's Compulsion: Mind Control 8
-Apollo's Eye: Remote Sensing 6 [all senses]
-Hermes' Blessing: Teleport 10 (Extras: Accurate, Increased Mass)
-Artemis' Legacy: Transform 8 [humans to animals]

Offense: Initiative +0
Melee Attack +2
Ranged Attack +9 // Hera's Curse Damage +8

Defense: Dodge +9
Parry +7
Toughness +10*/+0 [*Impervious Force Field]
Fortitude +5
Will +10


Costs: Abilities 32+ Skills 33+ Advantages 17+ Powers 63+ Defense 23= 168 pts.


Complications:
A woman scorned: While not one to get too wrapped up in schemes of revenge, if someone manages to insult Medea's pride she will take decades to take her revenge in a grand scheme that will end with the offending person knowing exactly who was behind all of their problems.

Power Loss: Medea loses her ability to cast spells if she cannot gesture or speak.
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Dr. Simian [3E] build #866

Postby Tattooedman » Sat Apr 09, 2011 9:14 am

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Dr. Simian:
PL: 13
Strength 5
Stamina 5
Agility 4
Dexterity 4
Fighting 6
Intellect 8
Awareness 6
Presence 2

Skills: Acrobatics 6 (+10), Athletics 9 (+14), Expertise [Sciences] 15 (+23), Insight 9 (+15), Intimidation 9 (+11), Perception 9 (+15), Ranged Attack [On-Board Weapons] 8 (+12), Technology 15 (+23)

Advantages: Agile Feint, Close Combat 2, Eidetic Memory, Improved Hold, Power Attack, Speed of Thought

Powers: Ape Physiology: Senses 2 [Low-Light Vision; Acute Olfactory]
Leaping 2
Enhanced Strength 1 (Flaw: Limited [Lifting Only])

Hover Chair: Removable (-16 pts)
On-Board Weapons: Blast 12
On-Board Computer: Communication 8 [wifi]
Propulsion Systems: Flight 4
Defensive Systems: Force Field 12 (Extra: Impervious 10)
Enhanced Will Save 7

Offense: Initiative +8
Melee Attack +8 // Unarmed Damage +5
On-Board Weapons Attack +12 // On-Board Weapons Damage +12

Defense: Dodge +10
Parry +10
Toughness +16*/+5 [*Hover Chair Force Field (Impervious 10)]
Fortitude +11
Will +8 [+15]


Costs: Abilities 74+ Skills 28+ Advantages 7+ Powers 70+ Defense 18= 197 pts.
Last edited by Tattooedman on Wed Jul 25, 2012 8:07 am, edited 1 time in total.
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Dr. Stratos [3E] build #867

Postby Tattooedman » Sat Apr 09, 2011 9:15 am

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Dr. Stratos:
PL: 12
Strength 0 Agility 0 Fighting 4 Awareness 3
Stamina 2 Dexterity 0 Intellect 4 Presence 3

Skills: Expertise [Earth Sciences] 10 (+14), Expertise [Sciences] 8 (+10), Insight 6 (+9), Intimidation 6 (+9), Investigation 6 (+9), Perception 6 (+9), Ranged Attack [Lightning Bolt] 10 (+10), Technology 10 (+14)

Advantages: Contacts, Defensive Roll 6, Favored Environment [Airborne], Improved Initiative, Ranged Combat 6, Uncanny Dodge

Powers: Storm's Protection: Deflect 12
Immunity 10 [Weather Effects]
Weather Control: Environment 14 [cold, heat, impede movement] (Extra: Selective)
-Lightning Bolt: Blast 14 [electrical]
-Fatiguing Humidity: Affliction 12 [Resisted byFortitude--fatigued/exhausted/incapacitated] (Extra: Area [Burst], Ranged)
Wind Riding: Flight 6

Offense: Initiative +4
Melee Attack +4
Lightning Bolt Attack +10 // Fatiguing Humidity Damage +12 // Lightning Bolt Damage +14

Defense: Dodge +14*/+12 [*Airborne]
Parry +11*/+9 [*Airborne]
Toughness +8*/+2 [*Defensive Roll]
Fortitude +8
Will +9


Costs: Abilities 32+ Skills 31+ Advantages 16+ Powers 78+ Defense 29= 186 pts.


Real Name: Sebastian Stratos
Height: 6' 1"
Weight: 180 lbs
Hair: Black
Eye Color: Blue

Complications:
Enemy: Captain Thunder

Arrogant: Dr. Stratos epitomizes the word, he refuses to ever admit that anything he's designed or planned was flawed in any way. He sees himself as a demi-god compaired to the "mere humans" that populate the planet and he should rule over them in a scientific and technological society defined by him.

Vengeful: Any who give him the slightest insult must be made to answer for it, especially those who interfere with his plans.
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Hiroshima Shadow [3E] build #868

Postby Tattooedman » Sat Apr 09, 2011 9:17 am

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Hiroshima Shadow:
PL: 11
Strength 0 Agility 0 Fighting 8 Awareness 0
Stamina 4 Dexterity 0 Intellect 0 Presence 0

Skills: Expertise [Current Events] 6 (+6), Expertise [History] 6 (+6), Insight 8 (+8.), Intimidation 12 (+12), Perception 6 (+6)

Advantages: Ranged Attack 11, Improved Initiative, Power Attack

Powers: Radiation Control: Blast 11 (Penetrating)
-Radiation Sickness: Weaken 11 [Stamina] (Extra: Area [Burst])
-Radiation Aura: Energy Aura 11

Nuclear Propulsion: Flight 5
Irradiated Physiology: Immunity 17 [Aging, Life Support, Radiation Damage, Starvation & Thirst]
Insubstantial 3
Protection 8
Weaken 2 [Stamina] (Extras: Area [Aura], Continuous Duration, Progressive)

Offense: Initiative +4
Melee Attack + 8
Ranged Attack +11 // Radiation Damage +11

Defense: Dodge +9
Parry +9
Toughness +12
Fortitude +10
Will +10


Costs: Abilities 24+ Skills 19+ Advantages 13+ Powers 95+ Defense 26= 177 pts.


Real Name: Unknown
Height: 5' 7"
Weight: 150 lbs
Hair: None
Eye Color: Glowing blue-white


Complications:
Hatred: Hiroshima Shadow hates most things about America and will often target places that have some kind of value to the people of the city, or at places like sports arenas, monster truck shows and so on.

Master of Mayhem: Hiroshima Shadow tends to favor going after targets that he can destroy as he pleases, causing a resulting panic in the bystanders around him.

Weakness: Hiroshima Shadow must "consume" a certain amount of radiation a day to survive.
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Piper [3E] build #869

Postby Tattooedman » Sat Apr 09, 2011 9:25 am

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Piper:
PL: 10
Strength 0
Stamina 0
Agility 0
Dexterity 0
Fighting 2
Intellect 2
Awareness 2
Presence 2

Skills: Deception 12 (+16), Expertise [Criminal] 6 (+8.), Expertise [Music] 15 (+17), Expertise [Sonics] 15 (+17), Insight 9 (+11), Perception 9 (+11), Persuasion 9 (+11), Ranged Attack [Piper's Pipe] 8 (+8.), Sleight of Hand 6 (+6), Stealth 9 (+9), Technology 12 (+14)

Advantages: Daze [Deception], Fascinate [Deception], Improved Initiative, Inventor, Luck [Determination], Luck [Determined Recovery], Set Up, Taunt

Powers: Sonic Enhancing Audio Implants: Immunity 5 [Audio Affliction Effects]
Senses 2 [Acute, Extended Hearing]

Piper's Pipe: Removable (-8 pts)
Sonic Control:
C Sharp: Blast 12 (Extra: Penetrating)
-A Minor: Blast 12 (Extra: Area [Cone])
-B Flat: Blast 12 (Extra: Area [Burst])
-D Minor: Affliction 12 [Resisted by Will--dazed/stunned] (Extra: Ranged); (Flaw: Limited Degree)
-F Sharp: Weaken 12 [Toughness] (Extras: Affects Objects, Ranged); (Flaws: Limited to only Objects)
-D Major: Mind Control 9 (Extra: Area [Burst]); (Flaw: Hearing Dependent)
-B Sharp: Summon 8 [Rat swarm]

White Noise Belt: Removable (-4 pts)
Force Field 12 (Extra: Impervious)

Offense: Initiative +4
Melee Attack +2
Ranged Attack +8 // C Sharp/A Minor/B Flat Damage +12

Defense: Dodge +8
Parry +8
Toughness +12*/+0 [*Force Field]
Fortitude +8
Will +11


Costs: Abilities 16+ Skills 38+ Advantages 8+ Powers 54+ Defense 36= 148 pts.


Real Name: Hartley Rathaway
Height: 5’ 10”
Weight: 156 lbs
Hair: Reddish Blonde
Eye Color: Blue


Complications:
Music Man: Many of the Piper's crimes will have some kind of reference to music in them.

Don't talk about my Dad!: Piper can' stand to hear anyone say anything negative about his adoptive father, the Maestro, and will react with some kind of attack.


Background: Hartley Rathaway was born deaf to a young, poor couple who gave him up for adoption. The people who ran the adoption home couldn't get Hartley the procedure he needed to cure his condition and as a result he spent the early years of his life at the home until one day he discovered music, or more accurately the feel of music. Hartley became almost obsessed with music, reading anything & everything he could lay his hands on about it and in time he began to learn the basics of being a musical conductor. This led to Hartley reading about the criminal known as the Maestro who was reformed at the time. Hartley wrote to the man, explaining his life and his interest in music asking if Basil Fatherton would possibly like to at least share his knowledge of music with him.

Two weeks later Basil showed up at the adoption home asking to meet Hartley and spend the afternoon with him. The pair got along so well despite the need for an interpreter that Basil was invited back for the following weekend to visit Hartley again. For almost a year this went on until Basil made the offer to adopt Hartley, this caused some problems at first considering Basil's history but he had been technically found mentally unsound and he had been committed instead and several years later deemed to be cured. Six months later Hartley moved into his new home in Freedom City with Basil, and for the first time in his young life Hartley felt like he had everything he'd ever want for his life. Basil made a good father, sparing no cost to treat Hartley's deafness even going so far as to dabble again in sonic technologies to create custom hearing aids that were surgically implanted in Hartley that corrected his hearing problems entirely.

From then on the two lived a quite life with Hartley being home schooled and he and Basil enjoying music for hours upon hours. When Hartley was seventeen he earned a chance to study music under one of the best known instructors in Europe, he was thrilled as was Basil but Hartley would have to move overseas to be able to study. With a heavy heart Basil gave Hartley his blessings and wished him all the luck in the world, as well as making sure that Hartley was taken care of fiscally for his entire time studying.

It was during this separation that Basil began to suffer mental stress and within a few years reverted back to his old criminal ways. Hartley returned after learning of his father's relapse into crime but he learned that Basil was too set into this mindset no matter what Hartley tried. Finally the threat of the Maestro came to an end when he suffered an seizure while in the midst of committing a crime, Basil had suffered a minor injury to his head several years ago that had been made worse by his using the Sonic Baton over the years.

Hartley was crushed, the man that took him in when nobody else even wanted him had passed on. Even worse Hartley was stuck with a large amount of debts as Basil had used much of his personal finances to fund his schemes and there had been several lawsuits over the years as a result of his crime sprees. The worst of it came when Hartley attempted to get a job, his relation to Basil would always come up making people assume the wrong thing about Hartley. After being denied employment Hartley would be on his way out when his enhanced hearing would pick up parts of people's conversations about him and how "crazy" or "disturbed" his father must have been and what was he thinking anyways? Trying to get a job that dealt with priceless items or uniquely skilled people.

Soon Hartley realized some of Basil's frustrations, and he would pass time experimenting with some of the pieces of equipment Basil had left in their home. Finally Hartley snapped when the person interviewing him blatantly insulted Basil to Hartley's face, Hartley had to be pulled off of the man by three security guards and removed from the building by force.

Once he was home Hartley realized that sometimes it was impossible to fight against what society perceived you and your family to be. Therefore if all they saw him as was the son of the Maestro, then that is what Hartley would become. It took him almost a year to locate most of Basil's old bases but once he did he discovered just how well his father had understood the science of sonics. One certain item Hartley found was a flute-like device that Basil had built awhile ago but never used for whatever reason, but Hartley was instantly in tune with it as his preferred instrument was the flute. Perhaps Basil built it thinking that Hartley would one day follow him into the family business like he was doing right at that moment.

Three months later the Piper made his debut, robbing the Barnum & Bailey Circus as it came through Freedom City. Unbeknownst to Piper, Callie Summers was in the crowd and she was able to slip away during the chaos to change into her other identity of Raven and prevented Hartley from escaping with the majority of his ill-gotten gains. Piper continued with his plans of following in Basil’s footsteps, robbing various targets across the city. From jewelry stores to banks to casinos to fundraisers even, nothing was safe from Hartley’s larcenous streak, finally like his father before him Hartley ran afoul of Johnny Rocket whose speed allowed him to move faster than Hartley’s music could travel. Since that time Piper has taken over the Maestro’s spot in the Crime League as Dr. Stratos recognizes Piper’s skills and abilities.

Hartley is his father’s son and has mastered acoustic manipulations for various uses, but unlike the Maestro though Piper uses a tech flute which must be played for him to use it’s abilities, by playing certain notes Piper can create blasts of sonic energy that can vary in size to tunes that can make the listener follow him blindly without any mind to whatever is in their path. Piper has also devised a white noise belt that grants him a force field that is able to create a thin, yet durable wall of sound to protect himself from most forms of damage.
Last edited by Tattooedman on Wed Jul 25, 2012 7:45 am, edited 1 time in total.
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Blackstar [3E] build #870

Postby Tattooedman » Sat Apr 09, 2011 9:26 am

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Blackstar:
PL: 11
Strength 0 Agility 2 Fighting 8 Awareness 2
Stamina 0 Dexterity 2 Intellect 1 Presence 2

Skills: Acrobatics 6 (+8.), Deception 8 (+10), Expertise [Tactics] 7 (+8), Insight 8 (+10), Intimidation 10 (+12), Perception 8 (+10), Persuasion 4 (+6), Vehicles [Exotic] 5 (+7)

Advantages: All-Out Attack, Fearless, Language [Base: Homeworld; English], Power Attack, Ranged Combat 8

Powers: Shadow Bands: Removable (-19 pts)
Darkness Control: Create 12 (Extras: Movable, Selective)
-Dark Bolt: Blast 12 (Extra: Penetrating)
-Mold the Darkness: Concealment 4 [all visual-field of darkness] (Extras: Area [Burst], Attack, Selective)
-Dark Burst: Affliction 12 [Resisted by Dodge--dazed/stunned] (Extra: Range); (Flaw: Limited Degree)
Dark Blessings: Immunity 10 [Life Support]
Protection 13 (Extra: Impervious 10)
Senses 2 [Darkvision]
Dark Propulsion: Flight 8
Movement 3 [Space Flight]

Offense: Initiative +2
Melee Attack +8
Ranged Attack +10 // Dark Bolt Damage +12

Defense: Dodge +9
Parry +8
Toughness +13* [*Impervious 10]
Fortitude +6
Will +8


Costs: Abilities 34+ Skills 28+ Advantages 12+ Powers 77+ Defense 19= 170 pts.


Real Name: Rojan Lhar
Height: 6’ 2”
Weight: 200 lbs
Hair: Black
Eye Color: Black


Complications:
Fallen Knight: Blackstar holds the Star Knights in contempt for his imprisonment for several decades due to his violations of their policies and seeks to take control of that organization to show them the way to operate in the galaxies.

Owes Omega: Blackstar is free thanks to the assistance of Omega, who gave him the Shadow Bands that allowed him to escape his prison. At some point Omega will call upon him to pay back that favor.
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Megalodon [3E] build #871

Postby Tattooedman » Sat Apr 09, 2011 9:28 am

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Megalodon:
PL: 12
Strength 8 Agility 4 Fighting 8 Awareness 2
Stamina 8 Dexterity 4 Intellect 0 Presence 0

Skills: Athletics 8 (+16), Intimidation 12 (+12), Insight 6 (+8.), Perception 10 (+12), Stealth 4 (+8.)

Advantages: All-Out Attack, Close Attack 4, Daze [Intimidation], Fast Grab, Improved Critical [Bite] 3, Improved Initiative, Improved Hold, Power Attack, Ranged Combat 4, Startle, Track

Powers: Animalistic Rage: Enhanced Strength 2
Enhanced Fortitude Save 1
Enhanced Will Save 1
Reduce Dodge 2
Reduce Parry 2

Shark Hybrid Physiology: Immunity 3 [Drowning, Environmental Cold, Environmental Pressure]
Protection 4
Regeneration 5
Senses 4 [Darkvision, Direction Sense, Analytical Scent]
Swimming 5

Shark Bite: Damage 4 [strength based]
Shark Control: Summon 4 (Extras: Controlled, Horde, Multiple Minions, Sacrifice)
Super Strength: Power Lifting 2

Offense: Initiative +8
Melee Attack +12 // Bite Damage +12 [+14-Animalistic Rage] // Unarmed
Damage +8 [+10 Animalistic Rage]
Ranged Attack +8

Defense: Dodge +10
Parry +12
Toughness +12
Fortitude +11
Will +8


Costs: Abilities 68+ Skills 20+ Advantages 19+ Powers 54+ Defense 19= 180 pts.


Real Name: Connor Kirkstrom
Height: 5’ 10” (as Kirkstrom) // 6’ 6” (as Megalodon)
Weight: 140 lbs (as Kirkstrom) // 350 lbs (as Megalodon)
Hair: Brown (as Kirkstrom) // None (as Megalodon)
Eye Color: Brown (as Kirkstrom) // Black (as Megalodon)


Complications:
Normal Identity: Periodically Megalodon will change back into his human form, Connor Kirkstrom, but this requires several days worth of chemical treatments.

Weakness: Megalodon needs to periodically immerse himself in water, otherwise he'll begin to dehydrate and suffers being Impaired, then Disabled, then Incapacitated until he can get access to water. He recovers all his conditions immediately upon gaining access.


Sharks:

ML: 8
Strength 2 Agility 2 Fighting 8 Awareness -6
Stamina 3 Dexterity 0 Intellect -4 Presence 0

Skills: Athletics 8 (+10), Perception 10 (+4)

Advantages: All-Out Attack, Improved Initiative, Power Attack

Powers: Sea Life Physiology: Immunity 3 [Drowning, Environmental Cold, Environmental Pressure]
Protection 3
Senses 3 [Analytical, Tracking Scent]
Swimming 3

Shark Bite: Damage 4 [strength based]
Enhanced Advantage 2 [Improved Critical 2]

Offense: Initiative +2
Melee Attack +8 // Shark Bite +6; critical 18-20

Defense: Dodge +10
Parry +10
Toughness +6
Fortitude +4
Will +0

Costs: Abilities 10+ Skills 12+ Advantages 3+ Powers 18+ Defense 17= 60 pts.


And yes I realize the picture I’m using isn’t the one from the FC Book, but personally I didn’t think that particular picture looked right for this character. So I found this one to use instead. Just my personal tastes here, sorry to any purists.
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Downtime [3E] build #872

Postby Tattooedman » Sat Apr 09, 2011 9:34 am

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Downtime:
PL: 10
Strength 1 Agility 2 Fighting 4 Awareness 1
Stamina 1 Dexterity 2 Intellect 0 Presence 0

Skills: Deception 6 (+6), Expertise [Streetwise] 6 (+6), Insight 8 (+9), Sleight of Hand 10 (+12), Stealth 8 (+10), Technology 10 (+10)

Advantages: Defensive Roll 5, Luck 2, Power Attack, Uncanny Dodge

Powers: Time-Belt: Removable (-18 pts)
Deflect 12 [all ranged]
Enhanced Attack 8
Enhanced Dodge 10
Enhanced Parry 8
Enhanced Advantages 5 [Evasion 2, Improved Defense, Move-By Action, Seize Initiative]
Downtime Effect:
Concealment 4 [all visual senses]
Senses 1 [Time Sense]
Super Speed 10

Offense: Initiative +40
Melee Attack +12 // Unarmed Damage +1
Ranged Attack +12

Defense: Dodge +14
Parry +14
Toughness +6*/+1 [*Defensive Roll]
Fortitude +4
Will +4


Costs: Abilities 22+ Skills 24+ Advantages 9+ Powers 72+ Defense 10= 137 pts.


Complications:
Enemy: Johnny Rocket

Little fish in the big pond: Downtime has serious potential as a villain but for right now his way of thinking keeps him acting as hired muscle for others or pulling simple robberies for himself.
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Meta-Grue [3E] build #873

Postby Tattooedman » Sat Apr 09, 2011 9:37 am

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Meta-Grue:
PL: 13
Strength 3 Agility 2 Fighting 4 Awareness 3
Stamina 3 Dexterity 2 Intellect 1 Presence 2

Skills: Deception 10 (+12), Insight 8 (+11), Intimidation 8 (+10/+16), Investigation 8 (+9), Perception 6 (+9), Stealth 8 (+10)

Advantages: Close Attack 9, Fast Grab, Improved Initiative, Improved Hold, Ranged Attack 11

Powers: Metamorph Physiology: Shapeshift 5 [25 pt pool]

Metamorph Psionics: Communication 3 [mental]
Comprehend 2 [speak & understand all languages]
Mind Reading 12

Leeched Bio-Energies:
Variable 10 [50 pt pool--powers only] (Extra: Continuous Duration); (Flaw: Limited [the powers of the Atom Family only])

Atom Family Power Sets:
Maximus:
Atomic Structure Alteration:
Increased Mass [24 pp]: Growth 12 [60 ft tall] [+12 Strength/Stamina; +12 Mass; +6 Intimidation; +6 Speed; -6 Defenses]
-Shifted Molecular Valance [20 pp]: Insubstantial 4
-Decreased Mass [20 pp]: Shrinking 20


Tesla:
Nucleonic Energy Manipulation:
Nucleonic Energy Shapes [31 pp]:[ Create 10 (Extras: Movable, Precise)
-Disintegration [30 pp]: Weaken 10 [Toughness] (Extras: Affects Objects, Ranged)
-Radiation Bolt [20 pp]: Blast 10
-Nucleonic Absorption [20 pp]: Nullify Radiation 10 (Extra: Area [Burst])
-Nucleonic Burst [10 pp]: Affliction 10 [Resisted by Dodge--Vision Impaired/Vision Disabled] (Extra: Ranged); (Flaw: Limited Degree)
Nucleonic Field [22 pp]: Force Field 11 (Extra: Impervious)
Nucleonic Propulsion [10 pp]: Flight 5


Victoria:
Precise Molecule Manipulation:
Flexible Form [34 pp]: Morph 4 [any form]
Elongation 6
Growth 4
Semi-solid Form [5 pp]: Insubstantial 1
Naturally Resilient [6 pp]: Protection 6


Chase:
Mindlink [32 pp]: Communication 3 [mental]
Mind Reading 10
-Phantasms [32 pp]: Illusion 8 [all senses] (Flaw: Phantasms)
-Stunning Bolt [30 pp]: Mental Blast 10 (Flaw: Tiring)
Psionic Senses [2 pp]: Senses 2 [Ranged Psionic Awareness]


Offense: Initiative +6
Melee Attack +13 [+11/ Full size] // Unarmed Damage + [+15 /Full size]
Ranged Attack +13 // Nucleonic Bolt Damage +10

Defense: Dodge +13 [+7/Full size]
Parry +13 [+7/Full size]
Toughness +8 [+14/Force Field] [+15/Full size]
Fortitude +9 [+21/Full size]
Will +9


Costs: Abilities 40+ Skills 24+ Advantages 23+ Powers 150+ Defense 32= 269 pts.


I‘d been debating on how to handle Meta-Grue‘s ability to copy the powers of the Atom Family when I finally had the flashy idea to use Variable with a limit. I know the pp total didn‘t really matter with him being a NPC villain but it just seemed to be way to clunky to simply cut & paste their powers into his build and work them out as various alternate effects. Plus I‘m sure I saved on some point totals too doing it this way as well but I like this idea much better. Now Meta-Grue can access any one of their powers as he wants in any combination of whoever‘s power as long as he‘s got the points available in his pool. He can‘t mix and match the strongest abilities but then again I see Meta-Grue as a kind of direct fighter.

I‘m hoping I worked out all the combat math right, there was a lot of different things to keep track of depending on whose powers Meta-Grue is using. My brain started to itch while I was working on it last night.
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Mr. Mist [3E] buidl #874

Postby Tattooedman » Sat Apr 09, 2011 9:38 am

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Mr. Mist:
PL: 12
Strength 2 Agility 4 Fighting 4 Awareness 1
Stamina 5 Dexterity 4 Intellect 3 Presence 2

Skills: Expertise [Life Sciences] 10 (+13), Expertise [Physical Sciences] 10 (+13), Intimidation 10 (+12), Stealth 8 (+12)

Advantages: All-Out Attack, Luck, Taunt

Powers: Gaseous Form:
Concealment 3 [auditory & visual]
Flight 6 (Extra: Continuous Duration at rank 1); (Flaw: Permanent)
Immunity 30 [Life Support, Energy Attacks (Flaw: Limited [half damage])
Insubstantial 2 (Extra: Continuous Duration); (Flaw: Permanent)
Senses 2 [Low-Light Vision, Raidus Vision]

Cloud Attacks:
Toxic Cloud: Weaken 12 [Fortitude] (Extra: Area [Cloud 2], Progressive)
-Choking Cloud: Suffocation 12
-Nausea Cloud: Affliction 12 [Resisted by Fortitude---Dazed/Stunned] (Extra: Area [Cloud 2]); (Flaw: Limited Degree)
-Dense Fog: Concealment 4 [all visual] (Extras: Area Cloud 2, Attack)

Offense: Initiative +4
Melee Attack +4
Ranged Attack +4

Defense: Dodge +14
Parry +14
Toughness +5
Fortitude +7
Will +5


Costs: Abilities 50+ Skills 19+ Advantages 3+ Powers 111+ Defense 26= 209 pts.


Mr. Mist is one of those odd characters I‘ve read over and over in the FC book, and I like the overall idea behind him. Another scientist turned into a slightly off-center super villain (gotta love that Silver Age vibe!).
I like the idea that his permanently unstable form has affected his mind so that he‘s considered to be slightly insane. It makes it easy for him to be used for different capers, since the motivation could be pretty much anything a GM could want citing his unstable mentality as the cause.

Otherwise Mr. Mist is fairly dangerous since most of his attacks don‘t require an attack roll and can cover a decent area at the same time. Plus his tech background allows for occasional gadgets and such, so surprises aren‘t that hard to come up with.
Last edited by Tattooedman on Thu Mar 22, 2012 11:22 pm, edited 1 time in total.
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Re: Tattooverse 2.5

Postby Yojimbo28 » Sat Apr 09, 2011 11:41 am

Tattooedman wrote:
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.


Good to know. Looking forward to more Freedom City 2E builds; those were quite interesting, particularly the non-canonical characters.
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Re: Tattooverse 2.5

Postby Kara » Sat Apr 09, 2011 3:22 pm

Excellent builds, my good man.
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Re: Tattooverse 2.5

Postby Tattooedman » Sun Apr 10, 2011 6:48 am

@Yojimbo28: Thank you, I always try to add my own unique twist when I use a pre-made setting. I come from a history of table-top players and many of the members of my group would have the the majority of the books on their own. So to keep them on their toes I'd always toss in some original creations just to prove that just becuase they have the books they won't know everything I've got planned....

I like to be able to surprise my players. :wink:


@Kara: Thanks, I'm not too wild about 3E personally. I think overall 2E works pretty well still (but that's just my 2cents). But I did give it a fair try and did some builds, while 3E is a basically good system overall I simply prefer 2E over 3E.

And that will close out the few 3E builds I've got, now I'll be returning back to 2E builds. Most of which will be for my Freedom City setting with a bit of comic conversions thrown in just to keep things interesting.
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Captain Mar-vell build #875

Postby Tattooedman » Sun Apr 10, 2011 7:11 am

Image
Captain Mar-vell:
PL: 10
Str 14/26 (+2/+8 ) Dex 20 (+5) Con 18 (+4) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Knowledge [Tactics] 8 (+10), Languages 2 [Base: Kree; English; Skrull], Notice 8 (+11), Pilot 4 (+9), Sense Motive 8 (+11), Stealth 4 (+9)

Feats: Assessment, Luck 2, Power Attack

Powers: Enhanced Strength 12
Flight 5 [250 mph]/7 [1,000 mph] {boosted}
Power Reserve 4 [Super Strength; Flight] (Extra: Duration {Continuous}); (Flaw: Solar Powered-will stop working at night)
Super-Senses 3 (Cosmic Awareness 2 [mental]; Danger Sense [mental])
Super Strength 3/5 {boosted}

Device [Nega Bands] 10 (hard to lose) (Power Feat: Restricted {Mar-Vell})
--Blast 10
--Immunity 10 (Life Support; Starvation)
--Protection 8 (Extra: Impervious [+1])
--Supermovement 1 (Dimensional Movement [Negative Zone only]) (Flaw: Triggered-when bands are touched together; Castling-being wearing other set of Nega Bands)

Saves: Toughness +12/+8* [*Impervious]
Fort +8
Ref +9
Will +8

Combat: Attack +10
Damage +8 (unarmed)/+10 (blast)/+10 (unarmed)
Defense +8 (+4 flat-footed)
Initiative +5


Costs: Abilities 36+ Skills 10+ Feats 4+ Powers 79+ Saves 12+ Combat 36= 177 pts.


:arrow: Probably one of the more iconic heroes of Marvel Comics, Captain Mar-vell (just too be clear the Kree warrior one). He is the classic paragon in most people's opinion and I tried to keep that in mind with this build, so hopefully I did a fair job of staying true to the idea behind the character.

:arrow: Personally for me, Mar-vell was my first super hero comic ever!! Just the art, the anst he had about his history and the struggles he faced were enough to get me hooked!! Honestly I haven't really read much of the newer things done with Mar-vell and his leagacies (equipment, titles {protector of the universe}, sons & daughters). So I'm not up to date on things but some of them have been pretty good and well recieved, so I may look into getting them later on.
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Daredevil build #876

Postby Tattooedman » Sun Apr 10, 2011 7:13 am

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Daredevil:
PL: 10
Str 18 (+4) Dex 22 (+6) Con 18 (+4) Int 14 (+2) Wis 20 (+5) Cha 14 (+2)

Skills: Acrobatics 12 (+18.), Bluff 6 (+8.), Climb 4 (+8.), Diplomacy 6 (+8.), Gather Information 8 (+10), Intimidate 6 (+8.), Investigate 4 (+6), Knowledge (Civics) 6 (+8.), Knowledge (Streetwise) 8 (+10), Notice 12 (+17), Profession (Lawyer) 4 (+6), Search 8 (+10), Sense Motive 12 (+17), Stealth 8 (+14)

Feats: Acrobatic Bluff, Assessment, Attack Focus (Melee) 2, Attack Spec. (Billy Clubs), Blind-Fight, Challenges 2 (Accelerated Acrobatics; Perfect Balance), Defensive Attack, Defensive Roll, Dodge Focus 7, Elusive Target, Equipment, Evasion, Fearless, Grappling Finesse, Improved Initiative, Move-By Action, Power Attack, Sneak Attack [+2 damage], Stunning Attack, Takedown Attack

Powers: Super-Senses 15 (Accurate Hearing; Extended Hearing; Hearing Counters Concealment; Analytical Touch; Radar; Scent; Tremorsense; Uncanny Dodge [Radar])

Device [Billy Clubs] 2 (easy to lose)
--Strike 2 (Extra: Autofire); (Power Feats: Improved Critical, Mighty, Ricochet 2, Thrown)
-Alt. Power: Super-Movement 1 (Swinging) & Speed 2

Saves: Toughness +7*/+6**/+4 [*Costume & Defensive Roll/**Costume]
Fort +5
Ref +10
Will +8

Combat: Attack +8/+10 (melee/billy club blast)/+12 (billy club strike)
Damage +4 (unarmed)/+6 (billy clubs-critical 18-20)
Defense +13 (+3 flat-footed)
Initiative +10

Drawbacks: Disability: Blindness (-1 pts)
Vulnerable: Sonic Attacks [+50% damage] (-2 pts)
Vulnerable: Audio Dazzle Attacks [+50% damage] (-2 pts)

Equipment: Costume: +2 Toughness; Subtle
Cell Phone, PDA


Costs: Attributes 46+ Skills 26+ Feats 28+ Powers 21+ Saves 8+ Combat 28- Drawbacks 5= 152 pts.


:arrow: Another build that has been done by several other posters here on the ATT, so I was slightly nervous to do my take on him, hey I could screw it all up possibly. Hopefully I did him some justice since I haven’t really read too much of his series, only the odd smatterings of issues that caught my eye on the stands.

:arrow: I like how DD’s another hero that tends to rely on his ability to feint his foes to take them down, at least that’s how he works best IMHO. Between Acrobatic Bluff & Improved Feint DD can do that pretty often and he’s hard to fake out himself, so in a fight DD relies on being able to not get faked out himself while doing it to everyone he’s fighting.

:arrow: DD has always reminded me of Batman in many ways, just a little more human than the Bat. While Batman gets by with being a master detective & intimidating the hell outt every criminal he deals with, DD gets by with his interaction skills to follow the local gossip to figure out what is going down and then out fighting whoever once he gets to where the action is
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