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Tattooverse 2.5: WOF builds

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War build #7

Postby Tattooedman » Sun Jan 30, 2011 11:09 pm

Image
War:
PL:
10
Str 12 [26] (+1/+8 ) Dex 16 (+3) Con 14 [30] (+2/+10) Int 10 (+0) Wis 14 (+2) Cha 12 (+1)

Skills: Climb 2 (+10), Intimidate 8 (+9), Knowledge (Tactics) 6 (+6), Notice 4 (+6), Stealth 6 (+9), Survival 8 (+10), Swim 2 (+10)

Feats: All-Out Attack, Assessment, Attack Focus (Melee) 2, Attack Spec. (Blades of Rage), Dodge Focus 4, Endurance, Equipment, Improved Initiative 2, Improved Sunder, Instant Up, Power Attack, Quick Draw, Startle, Track, Ultimate Effort (Ultimate Fort Save), Uncanny Dodge [audio], Weapon Break

Powers: Emotion Control 8 (Extra: Area {Cloud}); (Flaw: Limited-Hate/Anger only)
Enhanced Strength 14
Enhanced Constitution 16
Regeneration 16 [Recovery Bonus: Bruised: 1/standard action; Injured: 1/minute; Staggered: 1/5 minutes; Resurrection: 1/hour] (Power Feats: Diehard, Persistent, Regrowth)

Device [Blades of Rage] 5 (easy to lose)
--Strike 4 (Extras: Autofire); (Power Feats: Extended Reach 2, Improved Critical 3, Mighty, Split Attack)

Saves: Toughness +10 Fort +12 Ref +5 Will +8

Combat: Attack +4/+6 (melee)/+8 (Blades of Rage)
Damage +8 (unarmed)/+12 (Blades of Rage-critical 17-20)
Defense +8 (+2 flat-footed)
Initiative +11

Equipment: Comm-Link; GPS


Costs: Attributes 18+ Skills 9+ Feats 22+ Powers 77+ Saves 10+ Combat 16= 152 pts.
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Pestilence build #8

Postby Tattooedman » Sun Jan 30, 2011 11:11 pm

Image
Pestilence:
PL:
11
Str 10 [26] (+0/+8 ) Dex 18 (+4) Con 16 [20] (+3/+5) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Intimidate 8 (+10), Notice 8 (+10), Search 8 (+10), Sense Motive 6 (+8 ), Stealth 6 (+10)

Feats: All-Out Attack, Attack Focus (Melee) 2, Attack Focus (Ranged) 4, Diehard, Dodge Focus 2, Improved Initiative, Power Attack, Set-Up, Startle

Powers: Alternate Form Monster Bug Swarm 16
--Elongation 3
--Enhanced Feat 3 (Fearsome Presence 2 [DC 12; 10 ft. radius]; Move-By
Action)
--Environmental Control 10 [DC 10; distraction] (Linked to Obscure)
--Flight 2
--Insubstantial 2
--Nauseate 10 (Extra: Poison)
-Alt. Power: Suffocate 10
-Alt. Power: Drain Constitution 7 (Extra: Area {Shapeable}, Poison, Ranged)
-Alt. Power: Obscure 10 (Extra: Area {Shapeable}); (Linked to Environmental Control)

-Alternate Power: Alternate Form Giant Bug Man 9
--Additional Limbs 2 [pincer arms]
--Enhanced Strength 8
--Growth 4 [Huge size: 14 ft.] (+8 Str; +4 Con; +4 Grapple; +5 Carry
Capacity; Space/Reach 10 ft; -1 Attack/Defense; -4 Stealth)
--Impervious Toughness 5
--Protection 7 (Extra: Impervious); (Flaw: Noticeable)
--Strike 4 [arm stingers] (Power Feat: Mighty)
--Super Strength 2


Saves: Toughness +12*/+3 [*Impervious]
Fort +7/+9
Ref +7
Will +8

Combat: Attack +6/+8 (melee)/+10 (ranged)
Damage +12 (arm stingers)/+10 (nauseate/suffocate/drain constitution)
Defense +10 (+4 flat-footed)
Initiative +8

Drawbacks: Vulnerable: Insect Poisons/Toxins (-2 pts)
Vulnerable: Extreme Cold (-3 pts)
Weakness: Smoke (affects per round) (-6 pts)


Costs: Attributes 26+ Skills 9+ Feats 14+ Powers 78+ Saves 14+ Combat 24- Drawbacks 11= 154 pts.
Last edited by Tattooedman on Mon Jan 31, 2011 7:40 am, edited 1 time in total.
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Crusader build #9

Postby Tattooedman » Sun Jan 30, 2011 11:19 pm

Image
Crusader:
PL:
10
Str 16 (+3) Dex 20 (+5) Con 18 (+4) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+9), Bluff 4 (+6), Climb 4 (+7), Concentration 8 (+10), Craft (Chemical) 4 (+4), Craft (Mechanical) 4 (+4), Diplomacy 4 (+6), Drive 2 (+7), Knowledge (Physical Sciences) 4 (+4), Knowledge (Streetwise) 4 (+4), Notice 6 (+8.), Search 6 (+6), Sense Motive 6 (+8.), Stealth 4 (+9)

Feats: Assessment, Cunning Fighter, Defensive Attack, Dodge Focus 6, Equipment 3, Improved Block, Improved Disarm, Improved Initiative, Takedown Attack, Ultimate Effort [Ultimate Will Save], Weapon Bind

Powers: Telekinesis 10 (Power Feat: Precise)
-Alt. Power: Strike 10 [Psi-Blade] (Extra: Penetrating); (Power Feat: Improved Critical)
-Alt. Power: Trip 10 (Extra: Knockback)

Mind Shield 4
Super-Senses 2 (Danger Sense, Mental Awareness)
Telepathy 8
-Alt. Power: Comprehend 2 [speak & understand all languages]
-Alt. Power: Mental Blast 8 [mental blade] (Flaw: Touch Range)
-Alt. Power: Telelocation 8

Saves: Toughness +8*/+4 [*Suit]
Fort +5
Ref +6
Will +8 [+12 vs. Mental Effects]

Combat: Attack +8
Damage +3 (unarmed)/+8 (mental blade)/+10 (psi-blade-critical 19-20)
Defense +12 (+3 flat-footed)
Initiative +9

Equipment: Crusader Suit: +4 Toughness; Quick Change
Motorcycle


Costs: Attributes 32+ Skills 17+ Feats 17+ Powers 48+ Saves 8+ Combat 28= 150 pts.


Real Name: Andrew “Drew” Dane
Height: 6’2”
Weight: 200 lbs.
Hair:[b/] Brown
[b]Eyes:
Brown


Background: Andrew Dane has led an interesting life, his parents both used to be heroes back when they were younger. Specifically his father was the original Crusader and his mother was the mentalist known as Sage. They actually met when both of them joined the super team called the Guardians, they spent years together in that group as their romance grew until they finally decided to marry. By that point Crusader was beginning to feel the wear of his work and was staying more and more in the lab developing technologies he had been working on for several years.

Sage stayed active for another few years until she became pregnant with Andrew. She then quietly retired and several months later the couple welcomed Andrew into the world. Their life was generally quiet overall aside from an occasional visit from their old teammates in the when they needed some technological help. The whole time Andrew, or Drew as he was nicknamed, simply went on about his life without any real bother. All he knew was that his folks had several friends that were different than most people but he couldn’t really figure out what made them so different.

It was around the time that Drew was seven years old that one of his father’s old foes, Dr. Draco specifically, came back from whatever dimension he had fallen into to take his revenge on his most hated foe. Kidnapping Drew and leaving a series of clues for his parents to follow, Dr. Draco forced Crusader and to come out of their retirement and face down several different death-traps and face-offs with enemies from their past. Eventually wear of the constant fighting took it’s toll and Sage was killed by the rogue psionic gestalt being called Braintrust. Crusader nearly killed him in response but stayed his revenge and went on to face off against Dr. Draco and won their last fight but the cost was high. Crusader had literally lost his right arm in that fight. Dr. Draco severed it with on of his attacks just above the elbow.

Dr. Draco was sent to jail with a life sentence and Crusader went back home with Drew to mourn his wife and he permanently retired the identity of Crusader and lived his life as Dr. Steven Dane. Over the following years Dr. Dane trained Drew in various ways of fighting, including swordplay which was Drew’s favorite, as a way to keep the boy in shape and to be better able to protect himself. Drew was mostly home schooled because he began to manifest talents similar to his mother’s powers. Dr. Dane felt that it wouldn’t be safe for Drew to be at a “normal” school until he had control and would risk exposing him to unneeded problems.

Once Drew finally managed to keep his mental powers in check he attended public school for most of his high school years and then went on to collage. Drew managed to earn a minor degree in chemistry and Dr. Dane gave him a job as research assistant in his Think Tank that was government funded.

Drew has recently become interested in the heroic careers of his parents and the examples they gave to everyone. Drew felt that he should use his powers in a similar fashion and eventually was able to convince his father that it was the right thing for him to do. Dr. Dane even went as far to update his last version of the Crusader armor for Drew to use along with his powers. Granted his powers aren’t as strong as his mother’s were but given time Drew could rival her level of skill. Given the some of the threats Drew has dealt with the public is taking notice how the new Crusader is working to better the city.

Unfortunately it seems that those in the criminal community have started to take notice of him as well. Rumors are starting to spread that Dr. Draco is looking for a few skilled people to help him break out of jail and put together a new villain team.
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Defender build #10

Postby Tattooedman » Mon Jan 31, 2011 8:06 am

Image
Defender:
PL:
8
Str 16 [22] (+3/+6) Dex 14 [20] (+2/+5) Con 16 [22] (+3/+6) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 4 (+9), Bluff 4 (+7), Climb 2 (+8.), Craft (Electronic) 4 (+5), Craft (Mechanical) 6 (+7), Disable Device 6 (+7), Drive 4 (+9), Intimidate 6 (+8.), Knowledge (Technology) 6 (+7), Notice 4 (+6), Pilot 6 (+11), Sense Motive 6 (+8.), Stealth 4 (+9), Survival 4 (+6), Swim 2 (+8.)

Feats: Attack Focus (Melee) 3, Attack Focus (Ranged), Challenge (Mass Intimidation), Dodge Focus 4, Endurance, Improved Block, Improved Critical (Unarmed) 2, Improved Feint, Interpose, Power Attack, Seize Initiative, Talented (Bluff/Intimidate)

Powers: Container [Blessing of the Guardian] 6
--Enhanced Strength 6
--Enhanced Constitution 6
--Enhanced Dexterity 6
--Enhanced Feats 8 (Diehard, Fast Overrun, Fearless, Improved Initiative, Improved Overrun, Tough 2)
--Super-Senses 3 (Darkvision; Low-Light Vision)
--Super Strength 1

Device [Shield of the Guardian] 3 (easy to lose) (Power Feats: Indestructible)
--Enhanced Feats 4 (Dodge Focus 3, Improved Defense)
--Force Constructs 8 (Flaw: Limited-Only creates wall or dome constructs)
-Alt. Power: Immovable 3
-Alt. Power: Strike 4 [shield bash] (Power Feat: Mighty)

Saves: Toughness +8 [*Defensive Roll]
Fort +8
Ref +7
Will +7

Combat: Attack +5/+6 (ranged)/+8 (melee)
Damage +6 (unarmed)/+10 (shield bash)
Defense +8 (+4 flat-footed)
Initiative +9


Costs: Attributes 24+ Skills 17+ Feats 18+ Powers 39+ Saves 9+ Combat 18= 125 pts.


Real Name: Conner Casey
Height: 6’
Weight: 203 lbs.
Hair: Black
Eyes: Blue


Background: Conner Casey had a normal life, never once did he ever have to deal with superhumans, though he had always seen reports of them on the news. Conner wasn’t against or for them, he always thought that they were like most people really, they were good ones who wanted to help others while the bad ones were more self centered.

Once Conner graduated high school he decided to join the Marines to earn money for college. He passed basic training with little problem and then returned home to Cosmopolous to start his college career. During his first year Conner met a girl named Dana who he began to pursue romantically, starting off with the normal habits of young adults courting, a Coffee Shop first date, a movie show second date, then a dinner date for the third and so on.

Several weeks later Conner and Dana went out to celebrate their three month anniversary with a Broadway show and dinner at a 4-star restaurant. Things went well despite Conner’s nervousness, he was trying to decide when would be a good time to ask Dana to be his full time girl. She was ecstatic when he finally managed to ask, happily agreeing to the suggestion they be exclusive.

It all went bad from there though, taking a cab to go home the couple were kidnapped by their driver who took them to a location they didn’t recognize. When they awoke they discovered they were chained to the walls of their cell where they were held for several months. During that time men would come and take Dana away for hours at a time, leaving Conner alone the entire time wondering if that would be the last time he saw her again. Then when she would be returned she was covered in several cuts all over her body that had a design to them that Conner had never seen before, the entire time they would scream at the men why they were doing this to them but would never get any answers.

The entire time Conner had been working the connecting pin that connected his chains to the wall every time that Dana was taken away. Finally he was able get the pin to give out and he was able to open the door by breaking the doorknob off using his chains. Exploring his jail while looking for Dana, Conner discovered that they had been taken somewhere underground into a complex that was seemingly huge. Conner managed to sneak around undetected for almost an hour and then the alarm sounded forcing Conner to seek cover in the first room he could gain access to.

That room was barely illuminated and there were several display-like cases that held all kinds of items, a couple of swords of various nationality, a feather writing quill, even a mask of some kind. Despite everything he had been through Conner couldn’t take his attention away from a golden shield, it seemed to call out to him with a humming sound. It was almost like it was singing and no matter what he thought, Conner couldn’t look away from it. Within moments Conner had made his way across the room and had taken the shield off it’s stand and put it on his arm and then he was covered in a warm glow that in an instant warmed him and made his skin tingle, when it faded Conner found himself wearing a costume and a voice in his mind saying the phrase “Protect those who cannot do it themselves.”

Realizing he’d just suddenly gained the ability to effectively save Dana, Conner rushed out of the room in an attempt to find her. In the course of his search he fought several people who worked for whoever was in charge, and while they were human they were enhanced in some way that Conner couldn’t understand at that time. When all was said and done Conner had spent almost five hours wondering around the complex looking for Dana and fighting the various men and women that attempted to recapture him.

When Conner did finally manage to get completely out of the complex he discovered that he had been underground the city park in Cosmopolous the whole time. Conner was able to pull his life back together following his disappearance but he regretted that he couldn’t find Dana before he left. Conner returned to the complex a week later but by the then whoever had taken them had long cleared out. Since then Conner has taken to operating in the identity of Defender using the shield he found and the abilities it gave him to do as the shield first asked him, to protect those that couldn’t do for themselves.

As Defender, Conner has mostly dealt with the local mob activities and the street gangs, though he’s tangled with a few actual super villains. During his adventures he has discovered the name of the group that had taken him and Dana hostage, the Brimstone House. A cult whose members are skilled in areas of magic and use those skills to further their own personal power and influence in the world. Conner has repeatedly worked against their agents in an effort to discover what happened to Dana, but he has yet to find anything concrete. The higher ranked members of the Brimstone House wish to recapture Conner as they can tap into the power the shield holds, though their reasons for wanting it are unknown at this time.
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Dio build #11

Postby Tattooedman » Mon Jan 31, 2011 8:08 am

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

Skills: Bluff 6 (+7), Climb 2 (+5), Craft (Artistic) 4 (+6), Gather Information 4 (+5), Intimidate 8 (+9), Knowledge (Streetwise) 4 (+6), Notice 4 (+7), Sense Motive 4 (+7), Stealth 4 (+6), Survival 2 (+5), Swim 2 (+5)

Feats: Ambidexterity, Attack Focus (Melee) 4, Attack Spec. (Pistols), Contacts, Dodge Focus 4, Equipment 3, Improved Initiative, Power Attack, Precise Shot, Taunt, Teamwork 2

Powers: Additional Limbs 2 [2 arms]
Container [Flesh Shaping] 10
--Duplication 9 [1 duplicate] (Extra: Heroic); (Power Feats: Absorption Healing, Mental Link); (Flaw: Feedback, Real)
-Shapeshift 5 [x25 pts] (Flaw: Limited-humanoid shapes only)
sample shapeshift traits:
-claws: Strike 7 (Power Feat: Mighty)
-enhanced strength 8
-enhanced dexterity 8
-scaly skin: Protection 7
-dragon wings: Flight 3 (Flaw: Winged)
-spider climbing: Super-Movement 2 (Wall-Crawling 2)


Saves: Toughness +3 [+10*] [* 7 Protection]
Fort +4
Ref +4
Will +7

Combat: Attack +6/+8 (pistols)/+10 (melee)
Damage +3 (unarmed)/+10 (claws)
Defense +8 (+2 flat-footed)
Initiative +6

Equipment: X-Uniform: Comm-Link; Feature (Unstable Molecules); Immunity 2 (Environmental Cold; Environmental Heat)
Heavy Pistol: +4 Damage; 40 ft. range


Costs: Attributes 28+ Skills 11+ Feats 20+ Powers 52+ Saves 7+ Combat 20= 138 pts.


:arrow: I felt like doing something a little different at this point, so I figured I'd do a conversion of one of my older characters from a game I was in long ago (the 90s) that was set in the Marvel Universe but was run in a different game setting.

:arrow: So anyways, my character was Dio here. At first Dio started out as a mutant with only an extra set of arms who had been living on the streets for a few years since his arms manifested. Then as our group went about our adventures the rest of his powers developed and Dio was able to use his shapeshifting to mimic animal-like abilities mostly, though I did come up with the idea that he could cause his mass to fully duplicate and spilt himself.

:arrow: At this point Dio could use his shapeshifting to hide his extra set of arms as well as help him express himself by giving himself tattoos as well (which of course I drove my GM nuts with vastly detailed, intricate, long-winded details about the patterns of the art Dio made).

:arrow: Now honestly the picture I used here isn't really close to how I origianlly described Dio, aside from the amount of tribal-like tattoos Dio had and length of hair but I found this pic on Deviant Art done by riotycurls was just too cool not too use (course I happen to like Bleach & Renji is one of my favorites anyways).

:arrow: I was somewhat surprised that Dio came out under the 150 mark considering what all he could do, but he's got all the normal skills for a student from Xavier's on top a a decent power set. I may take a try at doing builds for the other members of that particular group later on since I like how Dio came out.
Last edited by Tattooedman on Sat Mar 26, 2011 6:43 am, edited 2 times in total.
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Dusk build #12

Postby Tattooedman » Mon Jan 31, 2011 8:10 am

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Dusk:
PL:
10
Str 14 (+2) Dex 16 (+3) Con 16 (+3) Int 13 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 6 (+8.), Climb 4 (+6), Diplomacy 6 (+8.), Disable Device 6 (+9), Gather Information 6 (+8.), Investigate 4 (+5), Knowledge (Civics) 6 (+7), Knowledge (Pop Culture) 4 (+5), Medicine 2 (+3), Notice 6 (+8.), Sense Motive 6 (+8.), Sleight of Hand 6 (+9), Stealth 6 (+9), Swim 4 (+6)

Feats: Attack Focus (Melee) 4, Attack Spec. (Light Control Array), Challenge (Durable Lie), Contacts, Defensive Roll 3, Distract [Bluff], Dodge Focus 6, Equipment 2, Improved Block, Improved Disarm, Improved Feint, Improved Initiative, Improved Ranged Disarm, Improved Throw, Improved Trip, Power Attack, Precise Shot, Ranged Pin, Seize Initiative, Takedown Attack 2, Taunt, Teamwork

Powers: Light Control 10 (Extra: Area {Shapeable})
-Alt. Power: Blast 10 [photonic throwing blades] (Extra: Penetrating)
-Alt. Power: Concealment 2 [normal sight] (Power Feat: Close Range); (Flaw: Blending)
-Alt. Power: Dazzle 10 [visual]
-Alt. Power: Dazzle 10 [visual] (Extra: Area {Burst})
-Alt. Power: Environmental Control [Distraction-varying light levels {DC10}]
-Alt. Power: Strike 10 [photonic long sword] (Extra: Penetrating)
-Alt. Power: Teleport 3 (Power Feats: Change Direction, Easy); (Flaw: Short Range)

Immunity 2 (Light Based Dazzle Effects)
Super-Senses 3 (Darkvision; Low-Light Vision)


Saves: Toughness +8*/+5**/+3 [*Costume & Defensive Roll/**Costume]
Fort +6
Ref +6
Will +5

Combat: Attack +4/+6 (ranged light array)/+8 (melee)/+10+(melee light array)
Damage +2 (unarmed)/+10 (light control array)
Defense +12 (+3 flat-footed)
Initiative +7

Equipment: Costume: +2 Toughness; Subtle; Comm-Link
Caltrops, Camera, Concealable Microphones, Handcuffs, Laptop Computer, Masterwork Lockpicks



Costs: Attributes 27+ Skills 18+ Feats 34+ Powers 42+ Saves 9+ Combat 20= 150 pts.


Real Name: David Sloan
Height: 5’ 10”
Weight: 160 lbs.
Hair: Blonde
Eyes: Brown


:arrow: Short and simply Dusk was my character I made for an X-Men game. The GM told us to create entirely unrelated characters to any of the X-Men and we had been students at the school for the past few years and we had all finally graduated to the field teams. It was fun, as the players all had 2-3 characters for each of the teams that were operating from the Mansion.

:arrow: Dusk was my main character and I may get around to converting my other 2 characters here in the next few days, but as for this build Dusk was my try at building an energy manipulator for the X-Men that didn’t shoot beams of energy. He’s able to create solid light shapes to use for attacking (a long sword for the strike & throwing blades for the blast) as at that time all the energy users on the X-Team were what we called point & shoots. Plus I wanted to make a character that did more with his powers than simply be destructive, so Dusk’s Light Control has some of the other normal kinda of powers I think one would expect to see from a character that has been training in the various uses of his ability to manipulate light energy.

:arrow: Dusk ended up becoming the B&E guy for the team with his blending ability, and thus spent some time training under the likes of Gambit & Wolverine so I tried to give him skills that fit with that kinda of history.

:arrow: I liked the teleport idea, basically Dusk converts his body into light energy to move towards a location he can see, I liked the idea of it plus it sounded different at the time. Non-opaque substances could block it since they wouldn’t allow his light form to pass through them, so it wasn’t fool proof by any means.
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Galen build #13

Postby Tattooedman » Mon Jan 31, 2011 8:12 am

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Galen:
PL:
5 (75 pts)
Str 10 (+0) Dex 10 (+0) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Concentration 4 (+6), Diplomacy 4 (+8 ), Knowledge (Life Sciences) 6 (+10), Knowledge (Pop Culture) 4 (+6), Medicine 6 (+10), Perform (guitar) 4 (+6), Sense Motive 4 (+8 )

Feats: Eidetic Memory, Improved Initiative, Talented 4 (Diplomacy; Life Sciences; Medicine; Sense Motive)

Powers: Immunity 2 (Disease; Poison)
Immutable
Life Control 5 (Drawback: Noticeable {glowing aura} [-1 pt])
-Alt. Power: Drain [physical attributes] 5
-Alt. Power: Drain [mental attributes] 5
-Alt. Power: Healing 5
-Alt. Power: Stun 5

Regeneration 9 [Recovery Bonus +4]; [Recovery Rate: Bruised 1/round; Injured 1/round]

Saves: Toughness +4*/+2 [*Uniform]
Fort +5
Ref +3
Will +4

Combat: Attack +2
Damage +5 (life control powers)
Defense +4 (+ flat-footed)
Initiative +4

Equipment: Uniform: +2 Toughness; Subtle

Real Name: Ivan Andols
Height: 6’1”
Weight: 185 lbs.
Hair: Black
Eye Color: Green

:arrow: Galen plays the part of our resident healer and medical expert (which I know I'm glad to have around!!), his player wanted to play a character that could act as the background helper to the others on the team.

:arrow: His Life Control basically allows him to alter a target's biological functions for different effects; increasing physical or mental fatigue/causing a small seizure/or healing the others from their injuries. Now the healing is simply Galen increasing the body's natural healing rate and won't let them regrow limbs and such. A by-product is that Galen's own body is supercharged when it comes to recovery, thus granting him regeneration as well as the immutable and immunities listed.

:arrow: Galen's player has talked about later on being able to increase the physical attributes of the team and even himself just in case, as well as being able to recreate the effects various drugs have on the body as a means of disabling foes. So we made sure to give him the right skills (knowledge {life sciences} & medicine) so that he can do the research.
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Ironside build #14

Postby Tattooedman » Mon Jan 31, 2011 8:13 am

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Ironside:
PL:
10
Str 20 (+5) Dex 20 (+5) Con 20 (+5) Int 10 (+0) Wis 12 (+1) Cha 12 (+1)

Skills: Acrobatics 4 (+9), Bluff 6 (+7), Climb 4 (+9), Handle Animal 4 (+5), Intimidate 4 (+9), Knowledge (Arcane Lore) 4 (+4), Language (Base: English; Spanish), Notice 8 (+9), Ride 4 (+9), Sense Motive 8 (+9), Stealth 4 (+9), Survival 6 (+7), Swim 4 (+9)

Feats: Animal Empathy, Attack Focus (Melee) 4, Attack Spec. (Unarmed), Attack Spec. (Spear), Benefit (Bruiser-use Strength modifier for Intimidate checks), Counter Strike, Defensive Attack, Diehard, Dodge Focus 4, Endurance, Equipment, Improved Block 2, Improved Disarm 2, Improved Feint, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Power Attack, Prone Fighting, Redirect, Stunning Attack, Takedown Attack, Weapon Bind

Powers: Immunity 2 (Disease; Poisons)
Impervious Toughness 5
Protection 7 (Extra: Impervious)
Super-Senses 3 [Darkvision, Low-Light Vision]
Super Strength 2

Device [Dark Spear] 3 (easy to lose) (Power Feat: Indestructible)
--Strike 3 (Extra: Penetrating 8.); (Power Feat: Extended Reach 2, Mighty)

Saves: Toughness +12* [*Impervious]
Fort +8
Ref +7
Will +7

Combat: Attack +4/+8 (melee)/+10 (spears/unarmed)
Damage +5 (unarmed)/+8 (dark spear)
Defense +8 (+2 flat-footed)
Initiative +9

Equipment: Multi-Tool, Radio

Drawbacks: Vulnerable: Magic [eliminates Impervious Toughness] (-1 pt)


Costs: Attributes 34+ Skills 16+ Feats 31+ Powers 43+ Saves 11+ Combat 16- Drawbacks 1= 150 pts.


Real Name: Rex Murphy
Height: 6’
Weight: 200 lbs.
Hair: Black
Eyes: Blue


Background: Rex Murphy grew up like most kids in New York, running the streets but wasn’t a true problem child. Most of his arrest record comes from guilt by association, the bad friends he ran around with getting him into trouble.

Despite this Rex managed to stay out of jail and get a regular job working construction, it was on the job that his powers manifested. Rex fell from the third story of a building he was working but when he hit the ground all that happened was a small crater in the ground and his clothes were ripped from where his coworkers had tried to hold onto him. Rex was fired from his job as the contractor didn’t want to deal with some of the anti-superhuman hate groups that inhabit New York and he was unable to find a job for several months having to settle for working as a janitor at a heat treating factory. They actually hired him because of his unique ability to be resistant to damage and he could work near the furnaces without any worry of heat injury.

It was while working there that Rex realized how the local neighborhoods hadn’t changed much since he had been a teenager and that the gangs were really worse than they had been when he was a teenager only a short five years before. Realizing that his powers allowed him to not have to worry about most weapons a street thug would carry Rex set out on a plan to train himself in fighting so that he could handle himself in a fight without having to use weapons of any kind.

Several months later Rex set out on his first patrol, stopping a gang from robbing a liquor store, their bullets merely stopping upon contact with his body. This went on for the next six months until Rex stumbled upon a robbery at a museum involving a unique robber and an artifact said to be from Babylonian era. When the “normal” robber jumped from the third story window and landed on the street below and took off running with no injury Rex was left wondering what he had just gotten himself into.

Unfortunately for Rex the robber had killed a security guard during the robbery and Rex had been the only one seen by the other guards and as a result he was wanted for the murder. He quickly went about trying to locate the robber and after several days of questioning some of the local fences he was able get a lead to an antiques dealer in Chinatown.

What Rex hadn’t been ready for was the fact that nothing was what it had seemed. In reality the robber he had stopped was actually a minion for a group of demons who were attempting to invade Earth and that the antiques dealer was another one of their minions. In the ensuing fight the dealer revealed magical skills that allowed him to transport Rex to the lands under the demon lords control.

Rex discovered that the demon lord’s lands were called the Nightlands and they had a strange relationship with Earth as they were a twisted mirror for everything and almost everyone there. Also the demon lords, called the Night Lords, were the total rulers with almost no impediments to their plans and that like the antique dealer they were steeped in magic. Rex also learned that his incredible resistance to injury wasn’t as good against mystical effects, which almost led to his death in his first fight in the Nightlands. Though he was able to survive and take the equipment of the minion Rex spent several years in the Nightlands fighting against the Night Lords and their plans to invade Earth working with the meager resistance that there was of rogue doppelgangers, mystics and strange beings who were called Nightbreed.

In the end Rex ended up getting sent back to Earth, though he still worked with the resistance as he was better suited to fighting against the invasion on Earth where the minions of the Night Lords were more likely to use Earth made equipment that he was more resistant to.

Rex has been to a hellish world and found the inner strength needed to face true evil and maintain himself and stand up in the defense of others. Even if nowadays he is believed to be dead after being away for over four years and he runs around with some of the strangest people he’s ever seen in his life, Rex knows that they are truly better heroes than he is. They look completely inhuman when they use their powers and still they push themselves to protect the world around them that would form mobs to kill them while he completely blends in with those people.

They haven’t totally defeated the Night Lords yet, but they still have a couple plans to finish and one last big raid to do back in the Nightlands and then hopefully after that Rex can try to put his life back together.

>>>>>>>>>>>>>>

:arrow: As I was going through my old gaming papers I found this character, another in a long line of early 90s gaming. All I was told was I was going to play a new kind of game that would be completely cool & new, so I rolled random and came up with Ironside. I thought it was a cool idea basically, Luke Cage with the invulnerability dial turned way up.

:arrow: Then the story twist came & I was faced against monsters and minions that inflicted supernatural based abilities that were able to get past my excellent defenses. It was a great game that I was lucky enough to play for almost two & a half years straight and all this time later the GM & I still talk about some of the things I said or did that kept us laughing or crying out over how lucky I was the dice liked me that day. Cause I’ll say this, I now understand why Superman doesn’t like dealing with mystical things since they’re one of the few things that can mess with him. It suucckkkks when most of your defense isn’t any good against that kind of thing and then you get stuck in a world full of it.

:arrow: Good times….
Last edited by Tattooedman on Sun Aug 14, 2011 5:16 pm, edited 2 times in total.
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Lilith build #15

Postby Tattooedman » Mon Jan 31, 2011 8:15 am

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Lilith:
PL:
5 (75 pts)
Str 10 [20] (+0/+5) Dex 10 [18] (+0/+4) Con 10 [18] (+0/+4) Int 10 (+0) Wis 12 (+1) Cha 14 (+2)

Skills: Acrobatics 4 (+8 ), Bluff 4 (+6/+10), Notice 6 (+9), Sense Motive 6 (+9), Stealth 4 (+8 )

Feats: Attractive, Dodge Focus 2, Improved Initiative, Move-By Action, Power Attack, Talented 2 (Notice; Sense Motive), Uncanny Dodge [scent]

Powers: Enhanced Strength 10
Enhanced Dexterity 8
Enhanced Constitution 8
Regeneration 6 [Recovery Rate: Bruised 1/round; Injured 1/1 minute; Ability Damage 1/hour]
Super-Senses 6 (Analytical Scent; Darkvision; Scent; Tracking Scent; Ultravision)
Super Strength 1
-Alt. Power: Leaping 2
-Alt. Power: Speed 2

Saves: Toughness +6*/+4 [*Uniform]
Fort +5
Ref +5
Will +4

Combat: Attack +3
Damage +5 (unarmed)
Defense +4 (+1 flat-footed)
Initiative +8

Equipment: Uniform: +2 Toughness; Subtle

Drawbacks: Vulnerable: Lack of Blood or Serum (-3 pts.)


Real Name: Cassandra
Height: 5’6”
Weight: 110 lbs.
Hair: Black
Eye Color: Blue


:arrow: The other member of my old gaming group, we have a first-time player. She said she wanted something like Blade, sooooo I "barrowed" Thorp's build at J-Mart and did some serious trimming to fit the 75 point limit we had and presto!! New character!!

:arrow: Now 1st thing is that Lilith is actually a Neo-Human (the name for mutants in our setting) and her blood-lust is a result of her altered physiology. That's something she has been trying to get under control, and so far all we've done is Galen figured out a synthetic replacement for blood she takes an injection of once a day. I know, we just ripped Blade off a little bit more, but hey what can ya do when we have the attention spans of 5 year-olds?

:arrow: Lilith's player is getting used to playing so she hasn't shared anything that she is wanting to evolve her character into yet and I'm pretty sure she hasn't spent her 3 XP even.

:arrow: Basically we let the lady in the group be our resident strong-person and we're okay with it. But us being us, we have been raining down upon her with the "Oh NO! I broke a nail punching the bad guy!" jokes from the first session. Again, what can I say? We're easy to entertain... :lol:
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Kynigos build #16

Postby Tattooedman » Mon Jan 31, 2011 10:55 am

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Kynigos:
PL:
13
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 18 (+4) Wis 20 (+5) Cha 14 (+2)

Skills: Concentration 10 (+15), Intimidate 8 (+12), Knowledge (Arcane Lore) 10 (+14), Knowledge (Theology & Philosophy) 6 (+10), Notice 8 (+13), Search 8 (+12), Sense Motive 10 (+15)

Feats: Attack Focus (Ranged) 3, Dodge Focus 3, Fearless, Luck 2, Ritualist, Task Focus [Knowledge (Arcane Lore)]

Powers: Infernal Heritage: (Drawback: Noticeable [Glowing red eyes])
-Flight 2
-Immunity 4 [Aging, Disease, Poisons, Suffocation]
-Strike 6 [Soulforge Weapon] (Power Feat: Mighty)
-Super-Senses 5 [Analytical, Acute Mystical Awareness (mental); Darkvision]

Magic 15 [Telekinesis 15 [Lamal’s Mighty Hands] (Extra: Damaging); (Power Feat: Precise)
-Alt. Spell: Blast 15 [Flame of Phoros] (Extra: Penetrating)
-Alt. Spell: Confuse 8 [Curse of the Howling Madness] (Extra: Sustained Duration)
-Alt. Spell: ESP 14 (audio & visual) [Ios’ Enlightened Eyes] & Super-Senses 4 [Visual: Counters Illusion, Counters Obscure] (Flaw: Noticeable)
-Alt. Spell: Fatigue 13 [Shatachna’s Curse] (Extra: Ranged)
-Alt. Spell: Invisibility (all visual senses) [Idolon’s Hood]
-Alt. Spell: Nullify Magic 15 [Abbridon’s Abjurations] (Extra: Area [Burst]); (Flaw: Touch Range)
-Alt. Spell: Obscure 15 (audio & visual) [Scarlet Shades of Sirrion] (Power Feat: Selective)
-Alt. Spell: Snare 13 [Chains of Kar’Kradas] (Power Feat: Reversible)
-Alt. Spell: Teleport 8 [Ahgrazul’s Gate] (Extras: Accurate, Portal); (Power Feats: Changed Direction, Easy)

Device [Bracers of Abbridon] 6 [hard to lose] (Power Feat: Indestructible)
--Force Field 15 (Extra: Impervious 13)

Saves: Toughness +17*/+2 [*Impervious 13]
Fort +5
Ref +5
Will +12

Combat: Attack +6/+9 (Ranged)
Damage +8 (Soulforge Weapon)/+15 (Magic Array)
Defense +9 (+3 flat-footed)
Initiative +2

Drawbacks: Power Loss: Magic Array [when unable to speak & gesture] (-2 pts.)
Vulnerable: Holy Items [Moderate; Uncommon] (-2 pts.)
Weakness: Holy Ground [Minor; Uncommon] (-1 pt)


Costs: Attributes 34+ Skills 15+ Feats 10+ Powers 104+ Saves 13+ Combat 24- Drawbacks 5= 195 pts.


Complications:
Bad Attitude: His world died, largely by his own inaction in his mind, Kynigos doesn’t intend to let it happen to another world. He’s started to take a more aggressive mentality to make sure it doesn’t.

Guilt: Kynigos feels that if he’d shared his vision with his former master that his world may have survived the Invasion.

Temper: Kynigos can lose his cooll from time to time, basically it's a lesser form of Survior's Guilt.


Real Name: Kevin Anders
Height: 5’ 9”
Weight: 153 lbs
Hair: Dark Brown
Eye Color: Blue [glowing red when using Infernal heritage]


Background: Kevin Anders spent most of his life not understanding why he felt so different to everyone around him. Even when he was with his “friends” in the streets he still felt like he didn’t fit in with them, despite the fact he often led them in their delinquent activities. Finally his infernal nature was revealed when a costumed hero tried to stop the gang’s joy ride in the stolen car, Kevin manifested his soulforge weapon, which looked like something from one of those anime shows he’d watched a couple of times (a huge blade), for the first time and cut the swing line that was attached to the back bumper.

From there Kevin played around with his powers and discovered his ability to summon a pair of moth-like wings made of a burning red energy that allowed him to take to the air. From there it wasn’t a huge step for him to graduate to small-time super-crime, Kevin made his name stealing all kinds of minor things a teenager would want; showy cars, bling jewelry, name brand footwear and so on. This unique string of robberies by a being with his mystical lineage soon brought the local mystical hero, who wasn’t expecting a semi-demonic descended teenager of all things, and quickly enough Kevin was stopped.

Though instead of turning him over to the police the mystic instead offered Kevin the chance to learn about himself and what he could do with it. Realizing what would happen to him if he went to jail Kevin quickly agreed and soon began his time as the apprentice of his world’s leading mages. Due to his mystical nature Kevin possessed a natural talent for spell casting and was able to master spells that were beyond the years of his training. Though his master kept Kevin humble and within a few years Kevin was considered a skilled mage in his own right, often working with little support. Calling himself Kynigos (the Greek word for hunter, which wasn‘t really too different from what he did honestly). He’d even managed to join with a group of younger heroes to form their own team that dealt with threats that were somewhat less threatening than the world-shaking plots their mentors faced.

Eventually though the forces of Omega came.

In the first assault Kevin’s mentor and the majority of his team were killed fighting against Mandragora and his dragons as well as the almost endless hordes of Omegadrones. Kevin and his friends managed to survive mostly due to luck and they reorganized themselves with the remaining heroes of the world for a final assault on the incoming warship that had just appeared in the darkening skies above their city.

As Kevin was making his final preparations for the coming attack he heard a voice call out to him from one of the several rooms in the sanctum, from a portal that stood waiting for him when he entered the room.

“Your world is almost undone. You can prevent this fate from happening to others, simply step through the gateway.”

Kevin considered the visions he’d had just days before that had told him that all of this was going to happen. He shook his head as he realized he’d been so very foolish to think that the normal way he’d dealt with disasters would have worked this time and that he should have contacted his master to confer with him about this, but he hadn’t. He’d simply thought it was the result of another plot by a random villain like before, he hadn’t taken the situation serious enough. With that he finished placing his dead master’s bracers on and stepped through the waiting portal without a second thought.


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

:arrow: Nothing too fancy here, just an original character I’ve done for a PbP Game in the Game Room. This time I’m taking a crack at a PL 13 playable character.

:arrow: The idea with Kynigos is that he’s a fairly powerful mage due to his infernal heritage but his total spell knowledge is kind of limited (at least that’s what I was going for) and I didn’t want him to fall short if he couldn’t cast spells so the infernal heritage gives him some offensive ability as well (though honestly I was inspired a fair bit by Michuru’s ideas for the Nephilim in his Vindicator’s stories ~good stuff~).

:arrow: That and here lately it seems that I’ve developed an interest in mystics and magical things and I’ve been reading the Book of Magic a lot here lately and I wanted to build a mage character that reference things from there as well to use the excellent spell listings that are there.
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Master Huang build #17

Postby Tattooedman » Mon Jan 31, 2011 10:57 am

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"So you have come to me with questions..."
Master Huang:
PL:
10
Str 16 (+3) Dex 20 (+5) Con 16 (+3) Int 14 (+2) Wis 18 (+4) Cha 14 (+2)

Skills: Acrobatics 6 (+11), Bluff 6 (+8.), Climb 2 (+5), Diplomacy 8 (+10), Escape Artist 2 (+7), Intimidate 8 (+10), Knowledge (Martial Arts) 8 (+10), Notice 8 (+12), Sense Motive 8 (+12), Stealth 6 (+11), Swim 2 (+5)

Feats: Attack Focus (Melee) 4, Defensive Roll 2, Dodge Focus 4, Follow-Up Strike, Improved Feint, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Startle, Tough 3

Powers: Eight Trigram Stance:
--Feats 2 [Improved Block 2]
--Immovable 3
--Nauseate 8 [Chi manipulation {Altering the Trigrams}]
-Alt. Power: Confuse 8
-Alt. Power: Dazzle 8 [visual] (Flaw: Touch Range)
-Alt. Power: Healing 8
-Alt. Power: Suffocate 8
--Strike 7 [Circling Strike] (Power Feats: Improved Critical 4, Mighty)
--Super-Movement 8 [Sure-Footed 2, Wall Running 2]

Super-Senses 3 [Ranged, Tracking Detect Chi]

Saves: Toughness +8*/+6 [*Defensive Roll]
Fort +7
Ref +8
Will +8

Combat: Attack +6/+10 (Melee)
Damage +3 (unarmed)/+8 (Altering the Trigrams)/+10 (Circling Strike-critical 16-20)
Defense +12 (+4 flat-footed)
Initiative +9


:arrow: Master Huang is a semi-well known teacher of the martial arts in my Way of the Fist game setting. Course the players didn’t know that, they were just going school to school asking questions about tournaments, Hand ninja attacks and such.

:arrow: What they got with Master Huang was a lot of beard stroking, tea drinking and a hook up to a local sage that could better help them. This is Master Huang nowadays, he’s lost some physical ability due to his age but not too much. Back in his prime he had a couple higher stats, but not by much. He’s just now starting to feel the effects of older age.

:arrow: His 8 Trigrams Stance is from Mecha & Manga, using the Stance power. Man that’s just loads of fun to play with, but basically it’s mostly a container. Still fun to make if you like building your own mini-super martial arts style. Same thing with his Knowledge (Martial Arts), it’s kind of like Knowledge (Arcane Lore) but it relates more to any kind of myths, lore or legends of the Martial Arts variety.

:arrow: Improved Feint is from Warriors & Warlocks, it allows Huang to feint as a move action with no penalty and Follow-Up Strike let him perform another attack on a foe he just hit with a critical attack (pretty nasty actually, but fits well).

:arrow: Since there's a chance the PCs may come back to visit Master Huang I'm gonna keep the point count to myself for the time being. Course I'm figuring that they wouldn't want to sit around and figure up the individual costs of all his build, so they may surprise me. :wink:
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Perun build #18

Postby Tattooedman » Mon Jan 31, 2011 10:59 am

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Perun:
PL:
11
Str 30 (+10) Dex 14 (+2) Con 26 (+8.) Int 10 (+0) Wis 16 (+3) Cha 14 (+2)

Skills: Climb 2 (+6), Handle Animal 4 (+7), Intimidate 10 (+12), Notice 6 (+9), Sense Motive 8 (+11), Stealth 4 (+6), Survival 4 (+7), Swim 2 (+8.)

Feats: All-Out Attack, Attack Focus (Melee) 2, Attack Spec. (Electrical Blast), Attack Spec. (Golden Axe), Distract [Intimidate], Cunning Fighter, Dodge Focus 4, Equipment, Fearless, Improved Block, Improved Disarm, Improved Initiative, Interpose, Power Attack, Startle, Stunning Attack

Powers: Enhanced Feats 4 (Diehard, Tough 3)
Density 4 [+8 Strength; Impervious Toughness 2; Immovable 1; Super Strength 1] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
Immunity 5 (Aging, Disease, Environmental Cold, Environmental Heat, Thirst/Starvation)
Impervious Toughness 6
Regeneration 21 [Recovery Rate: Bruised: 1/round; Injured: 1/round; Staggered: 1/minute; Disabled: 1/minute; Ability: 1/5 minutes; Resurrection: 1/week] (Power Feats: Persistent, Regrowth)
Super Strength 5 (Power Feats: Bracing, Counter-Punch)
-Alt. Power: Leaping 5

Device [Golden Axe] 6 (easy to lose) (Power Feat: Indestructible, Restricted 2-Perun only)
--Blast 12 [Electrical]
-Alt. Power: Strike 2 (Extra: Penetrating 12); (Power Feats: Improved Critical 2, Improved Sunder, Mighty, Weapon Break)
-Alt. Power: Blast 2 [Axe thrown] (Extra: Penetrating 12); (Power Feats: Improved Critical 2, Mighty)

Saves: Toughness +13*/+11 [*Armor]
Fort +12
Ref +4
Will +7

Combat: Attack +6/+8 (electrical blast/melee/thrown golden axe)/+10 (golden axe)
Damage +10 (unarmed)/+12 (golden axe/electrical blast)
Defense +9 (+2 flat-footed)
Initiative +6

Equipment: Armor: +2 Toughness; Comm-Link


Costs: Attributes 42+ Skills 10+ Feats 20+ Powers 61+ Saves 10+ Combat 22= 165 pts.



:arrow: Just another stop in some of my original characters, this time a villain I’ve used in the past. Perun is clearly a rip on Thor but in the world setting I was using at the time the players were pretty much some of the first heroes and I thought it would be interesting to take some of the standard known heroes from comics and twist them around slightly to make some villains for the players to deal with.

:arrow: Now I didn’t just use the standard set of abilities for the heroes-turned-villains, nope. That would be too easy and plus the players would know their weaknesses right off and of course they’d be tempted to use that pesky player knowledge to help win the fights.

:arrow: So with that in mind Perun is superhumanly strong, tough, heals better than most people, uses a melee weapon and can fire off blasts of electricity. Just enough to give the impression of a god-like being the players may be familiar with. Another major difference is that Perun doesn’t have the Normal Identity Drawback either and is always in his superhuman form. So when I found this picture done by AmericanNinjaX I decided to dust Perun off and convert him to M&M.
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Rick Sterling build #19

Postby Tattooedman » Mon Jan 31, 2011 11:18 am

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Rick Sterling:
PL:
10
Str 14 [24] (+2/+7) Dex 14 [24] (+2/+7) Con 14 [24] (+2/+7) Int 14 (+2) Wis 18 (+4) Cha 16 (+3)

Skills: Bluff 4 (+7), Diplomacy 4 (+7), Drive 4 (+11), Knowledge (Streetwise) 4 (+6), Notice 4 (+8.), Pilot 4 (+11), Search 4 (+6), Sense Motive 4 (+8.), Stealth 4 (+11), Survival 4 (+8.)

Feats: Assessment, Attack Spec. (Nano-Blades), Defensive Attack, Dodge Focus 6, Equipment 12, Improved Block, Improved Disarm, Improved Feint, Improved Initiative, Move-By Action, Power Attack, Stunning Attack, Taunt

Powers: Container [Nanotech Sub-Dermal Implants] 16
--Enhanced Strength 10
--Enhanced Constitution 10
--Enhanced Dexterity 10
--Immunity 7 (Environmental Cold, Environmental Heat, Pressure, Radiation, Suffocation, Vacuum)
--Impervious Toughness 7
--Regeneration 14 [Recovery Bonus: +2; Recovery Rate: Bruised: 1/standard action; Staggered: 1/round; Injured: 1/minute] (Power Feats: Diehard, Regrowth, Persistent)
--Strike 3 [Nano Blades] (Power Feats: Improved Critical 3, Mighty)
--Super-Senses 8 (Darkvision, Extended Vision, Ultra-Vision, Accurate Hearing, Extended Hearing, Ultra-Hearing)
--Super Strength 2
-Alt. Power: Leaping 4

Container [Nano-Synaptic Enhancements] 2
--Enhanced Feats 5 (Beginner's Luck, Jack-of-All-Trades, Luck 3)
--Super-Senses 1 (Radio)

Saves: Toughness +7* [*Impervious]
Fort +8
Ref +9
Will +8

Combat: Attack +8/+10 (nano blades)
Damage +7 (unarmed)/+10 (nano blades-critical 17-20)
Defense +13 (+3 flat-footed)
Initiative +11

Equipment: Blaster Pistol: +5 Damage; Range 50 ft.
Star Ship: [uses Space Fighter] Strength 50; Speed 12; Defense 6; Toughness 11; Size Gargantuan


Costs: Attributes 30+ Skills 10+ Feats 30+ Powers 90+ Saves 7+ Combat 30= 197 197 pts.


Background: A victim of many of the normal "UFO abductions" of the late 90s, Rick Sterling was actually kidnapped by humans. Except that they were rogue scientists from the 30th Century, Earth's future. They had developed and been using time travel technology for several years and the scientists had decided to use humans from the past as their test subjects for new technology they were developing that wasn't ready for full production in the mainstream.

Their newest test was for nanite implants designed to help astronauts survive in space without having to wear a normal atmospheric suit of any kind. The nanite implants would enhance their bodies to the point where they would no longer worry about the rigors of space on the human body.

What they didn't expect to happen was once Rick's body had processed the nanites and adapted to their presence and the nanites finishing their programming to rework the human body that he would adapt to his increased attributes so quickly and be able to fight off the scientists around him. Let alone be able to free the only other test subject they had been successful with an earlier version of the nanite implants, a woman taken from the early part of the 21st century named Lisa Kennedy, and make their way to a shuttle and get off-planet.

Since then the pair have been making their way around the various systems, searching for some means of returning to their respective times.


>>>>>>>>>>>>>>>>>>>>>>>>..

:arrow: Well again I was inspired by a piece of art to come up with a character & I thought it would be interesting to just take the idea of alien kidnappings and twist it just a little bit and run with a Sci-Fi kinda vibe. It’s different, I may have to do something with Rick and Lisa in terms of writing (boy is that to-do writing list of mine growing…).

:arrow: I didn’t make Lisa a sidekick mainly because I’ve got the idea that sometimes she’ll disagree with things Rick would say or do and possibly act against him in minor ways that wouldn’t prevent them from going home. The main differences between her implants & Rick’s is below;

Lisa:
Container 6 {Nanotech Sub-Dermal Implants}
--Enhanced Strength 5
--Enhanced Constitution 5
--Enhanced Dexterity 5
--Immunity 7 (Disease, Environmental Cold, Environmental Heat, Pressure, Radiation, Suffocation, Vacuum)
--Impervious Toughness 5


:arrow: Everything else that’s missing is because Rick had a mutation within his implants and his body chemistry. That’s what surprised the scientists so much, Rick developed abilities they hadn’t expected at all, especially the Regeneration.

:arrow: Overall I'd like to think that Rick & Lisa's story has a semi-classic Sci-Fi feel to it with just enough minor bits of tributes to various influences I've gathered over the years. Let's see if anyone can spot them. 8)
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Re: Runebreaker build #20

Postby Tattooedman » Mon Jan 31, 2011 11:19 am

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Runebreaker:
PL:
10
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 18 (+4) Cha 10 (+0)

Skills: Bluff 8 (+8.), Climb 4 (+6), Concentration 10 (+14), Gather Information 8 (+8.), Intimidate 10 (+10), Knowledge (Arcane Lore) 10 (+11), Knowledge (Religion & Philosophy) 8 (+9), Knowledge (Streetwise) 4 (+5), Notice 4 (+8.), Search 4 (+5), Sense Motive 8 (+12), Stealth 6 (+8.)

Feats: Contacts, Defensive Attack, Defensive Roll 4, Dodge Focus 4, Elusive Target, Equipment, Fearless, Follow-Up Strike, Improved Block, Improved Defense, Improved Initiative, Luck, Power Attack, Quick Draw, Startle, Takedown Attack, Task Focus [Knowledge (Arcane Lore) Demons/Infernal Lore]

Powers: Device [Sword of Gideon] 14 [easy to lose] (Power Feats: Affects Insubstantial 2, Indestructible, Restricted 2)
--Enhanced Feats 3 [Attack Spec. (Sword), Attack Spec. (Spells), Multilingual]
--Feature 1 [transforms into a knife]
--Magic 10 [Snare 10] [Chains of Kar’Kradas]
-Alt. Spell: Blast 10 [Mystic Blast]
-Alt. Spell: Mind Control 10 [Light of Lamal (Extra: Conscious); (Flaw: Limited [Speak Truth Only])
-Alt. Spell: Mental Transform 10 [Fog of Forgetfulness] (Extra: Area [Shapeable])
-Alt. Spell: Nullify 10 [all mind-influencing powers] [Exorcism of Obroros]
-Alt. Spell: Nullify 10 [all magic effects] [Holy Hosts of Heshum]
-Alt. Spell: Snare 5 [Lamal‘s Labyrinth] (Extras: Alternate Save [Search Check], Mentally Bound)
-Alt. Spell: Stun 10 [Lamal‘s Rebuke] (Extra: Area [Burst]); (Flaw: Limited [Chaotic Creatures Only])
-Alt. Spell: Teleport 8 [Weyan’s Wheel of Travel] (Power Feat: Change Direction, Easy)
-Alt. Spell: Ward 10 [Ward of Weyan] (Flaw: Limited [Chaos & Disorder only])

--Strike 10 (Extra: Penetrating 12); (Power Feats: Improved Critical 3, Improved Sunder, Mighty)
--Super-Senses 6 [Acute, Radius Magical Awareness; Darkvision; Danger Sense]

Saves: Toughness +8*/+4**/+2 [*Costume & Defensive Roll/**Costume]
Fort +7
Ref +7
Will +9

Combat: Attack +6/+8 (Sword of Gideon/Spells of Sword)
Damage +2 (Unarmed)/+10 (Sword’s Spells)/+12 (Sword of Gideon-critical 17-20)
Defense +12 (+4 flat-footed)
Initiative +6

Equipment: Costume: +2 Toughness; Subtle
Cell Phone, Silver Cross

Costs: Attributes 22+ Skills 21+ Feats 22+ Powers 42+ Saves 15+ Combat 28= 150 pts.


>>>>>>>>>>>>>>>>>>>>>>

:arrow: Another mystical themed build I’ve had on my mind here lately. This time the idea was basically a Weapons Master with a magical blade, nice & simple really.

:arrow: The Sword of Gideon (couldn’t think of a better name, sorry) is pretty much based on the idea of being a weapon to be used against demons and chaotic beings. Most of it’s spells allow it to be a very effective weapon against beings of those natures, it‘s abilities allow it‘s user to set them up for the big smack down of actually hitting the with the blade. It also allows the user to sense things of a magical nature as well as slightly enhancing their visual abilities and allows them to be wary against possible dangers against them.

:arrow: The other half of the Sword's spells let the owner deal with the more common demonic/infernal abilities of mentally controlling pawns, getting information from thier agents, removing the lesser creatures possibily sent against him and to help the people who've been confronted with the realities of demonic terrors.

:arrow: As for the owner of the Sword, I went with the idea that carrying the blade is a legacy handed down within a family, from parent to child. Thus the kids are trained from a young age in the skills they’ll need to track down and deal with the likes of demons, imps and other creatures like that as well as the cults that seem to pop up and worship them. I kind of see this character as the middle ground between the likes of Thomas Rhymer and Eldrich, working to help the common man from having to deal with the horros of the mystical worlds but is able to fight face-to-face with them when the time comes.

:arrow: Since the picture shows the Sword of Gideon in it’s “hidden form” I figured I’d toss in a pic to show how it looks in it’s normal form.

Sword of Gideon wrote:Image
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Tattooedman
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Seeker build #21

Postby Tattooedman » Mon Jan 31, 2011 11:21 am

Image
Seeker:
PL:
10
Str 20 (+5) Dex 22 (+6) Con 18 (+4) Int 14 (+2) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 6 (+12), Climb 4 (+9), Concentration 10 (+12), Knowledge (Arcane Lore) 4 (+6), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+9), Swim 4 (+9)

Feats: All-Out Attack, Attack Focus (Melee) 4, Attack Focus (Ranged) 2, Defensive Attack, Defensive Roll 2, Dodge Focus 4, Improved Block, Improved Critical (Tenten Blade) 2, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Move-By Action, Power Attack, Quick Draw, Tough 2, Uncanny Dodge [audio]

Powers: Leaping 2
-Alt. Power: Speed 2 [25 MPH]

Super-Movement 3 (Wall-Crawling 2; Water Walking)
Super-Senses 3 (Detect {visual} [spiritual energy] Ranged; Acute Detect)

Ninjutsu Array: 10 (Drawback: Power Loss: When unable to gesture [-1 pt])
-Strike 10 [fire-fist](Extra: Affects Objects, Alternate Save [Fortitude]); (Flaw: Distracting)
-Alt. Power: Blast 6 [dragon‘s fire] (Extra: Area {Explosion})
-Alt. Power: Blast 6 [phoenix‘s fire] (Extra: Autofire)

Container [Blessing of the Fox] 1
--Enhanced Feat 1 (Diehard)
--Immunity 3 (Critical Hits; Starvation & Thirst)

Device [Tenten Blades] 7 (easy to lose) (Power Feat: Restricted)
--Deflect 8 [all ranged]
--Strike 5 (Power Feat: Extended Reach 4, Improved Critical 3, Mighty)

Saves: Toughness +8*/+6**/+4 Fort +6 Ref +8 Will +6
*Defensive Roll & Tough Feat
**Tough Feat

Combat: Attack +6/+8 (ranged)/+10 (melee), Damage +6 (dragon’s fire/phoenix’s fire/unarmed)/+10 (Tenten blade-critical 17-20)/+10 (fire-fist), Defense +10 (+4 flat-footed), Initiative +10


Costs: Attributes 40+ Skills 12+ Feats 23+ Powers 57+ Saves 6+ Combat 28- Drawbacks 1= 165 pts.


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>


:arrow: This is a totally independent build I got the idea for from this pic a friend sent me. I've been wanting to try my hand at a Naruto/Bleach (I can't help it those shows ROCK!!) style build for a little while now and this pic just got my brain working in overdrive.

:arrow: Just for kicks I threw in a couple small references to the 2 mentioned shows since I needed some names for some of the arrays and devices. I realize that I went over the PL/point balance, but with the wide selection of abilities I wanted in it I just couldn't help myself besides I kept it all in the PL limits so it works. 8)

:arrow: I like how it all came together, Seeker has a pretty fair amount of choices in combat but I think it all works well in theory. I may have to look into seeing how this build works against someone else's builds of a like nature (maybe Taliesin's Naruto builds or Michuru's Bleach builds) just to give it a good run and see if my idea worked out like I wanted..... :twisted:

the re-working wrote:Seeker:
PL:
9
Str 20 (+5) Dex 22 (+6) Con 18 (+4) Int 14 (+2) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 6 (+12), Climb 4 (+9), Knowledge (Arcane Lore) 4 (+6), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+12), Swim 4 (+9)

Feats: Defensive Attack, Defensive Roll 2, Diehard, Dodge Focus 4, Improved Block, Improved Critical (Tenten Blade) 2, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Move-By Action, Power Attack, Quick Draw, Tough 2, Uncanny Dodge [audio]

Powers: Leaping 2
-Alt. Power: Speed 2 [25 MPH]

Super-Movement 3 (Wall-Crawling 2; Water Walking) (Flaw: Limited-Only when running)

Device [Tenten Blades] 7 (easy to lose) (Power Feat: Restricted-Family Bloodline)
--Deflect 8 [slow & fast projectiles] (Extra: Move Action)
--Strike 5 (Power Feat: Extended Reach 3, Improved Critical, Mighty)

Saves: Toughness +8*/+6**/+4 Fort +6 Ref +9 Will +6
*Defensive Roll & Tough Feat
**Tough Feat

Combat: Attack +8, Damage +5 (unarmed)/+10 (Tenten blade-critical 19-20), Defense +10 (+4 flat-footed), Initiative +10


Costs: Attributes 40+ Skills 10+ Feats 21+ Powers 27+ Saves 7+ Combat 30= 135 pts.

>>>>>>>>>>>>>>>>>>>
:arrow: I did this rebuild of Seeker as a highly skilled ninja type at PL as a request for Thorp over at J-Mart for martial arts type builds. I liked it so well that I figured I should keep it here in my thread too. 8)
Last edited by Tattooedman on Fri Jul 22, 2011 10:01 am, edited 1 time in total.
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