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Tattooverse 2.5: WOF builds

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Carrion build #1132

Postby Tattooedman » Tue Nov 29, 2011 1:02 pm

Image
Carrion:
PL: 9
Str 28 (+9) Dex 16 (+3) Con 28 (+9) Int 7 (-2) Wis 7 (-2) Cha 8 (-1)

Skills: Intimidate 8 (+7), Notice 8 (+6), Stealth 8 (+11)

Feats: Attack Focus [Melee] 5, Attack Spec. [Red Dust] 2, Fearsome Presence 2 [DC 12; 10 ft radius], Improved Grab, Improved Initiative, Improved Pin, Power Attack, Startle, Set-Up

Powers: Container [Carrion Virus] 8
--Corrosion 9 (Extra: Aura); (Flaw: Limited-Organic Targets only)
--Deflect 9 [slow & fast] (Flaw: Limited-Only works against Organic items)
--Flight 1 (Flaw: Limited-15 ft. ceiling max)
--Impervious Toughness 8
--Super-Senses 2 (Detect [emotions] Ranged)

Device [Red Dust] 5 [easy to lose]
--Acid 9 (Power Feat: Extended Range 3)
-Alt. Power: Acid 9

Saves: Toughness +9* [*Impervious 8]
Fort +9
Ref +3
Will +1

Combat: Attack +4/+8 (red dust)/+9 (melee)
Damage +9 (unarmed)/+9 (corrosion/red dust)
Defense +7 (+ flat-footed)
Initiative +7

Drawbacks: Involuntary Transformation: (Common, Cannot Resist) (-3 pts)
Normal Identity [Malcolm McBride] (full round action) (-4 pts)


Costs: Attributes 34+ Skills 6+ Feats 15+ Powers 55+ Saves 4+ Combat 22- Drawbacks 7= 129 pts.



:arrow: I like how Carrion fits almost perfectly into a PL 9, only a point shy (unless I did my math wrong again...) and I like it. In hand-to-hand Carrion is a beast! His corrosive power makes him fairly dangerous to deal with and especially for Spider-Man as his only other option in a fight is to use his webbing and with that being organic he's kinda screwed then.

:arrow: Carrion's biggest run came in Maximum Carnage as part of the "family" that 2nd rate Venom put together though he had another small run with his dear old "Mommy" Shriek when they broke outta Ravencroft. At the end of the story Shriek absorbed the Virus from Carrion and he hasn't really been seen since as far as I know.

:arrow: Carrion's really lite on skills & feats but he's not really known for being that kinda guy, he's all about using his powers in the fight cause he knows exactly how dangerous they are to everyone. Besides if Carrion actually had more skills & feats I think he'd end up coming out closer to a PL 11 and then he'd be a real serious challenge for Spidey. (hhmmmmm, I think I've got an idea....)
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Fly build #1133

Postby Tattooedman » Tue Nov 29, 2011 1:02 pm

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The Fly
PL: 10
Str 14 [26] (+0/+7) Dex 10 [20] (+0/+5) Con 14 [28] (+0/+9) Int 10 (+0) Wis 12 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+9), Bluff 4 (+6), Climb 4 (+11), Intimidate 6 (+8 ), Knowledge (Streetwise) 6 (+6), Notice 8 (+10), Sense Motive 4 (+6), Stealth 4 (+9)

Feats: Attack Spec. [Melee] 3, Attack Focus [Ranged] 4, Distract [Intimidate], Dodge Focus 3, Evasion 2, Improved Initiative, Luck 2, Move-By Action, Power Attack, Startle, Uncanny Dodge [visual]

Powers: Enhanced Strength 12
Enhanced Constitution 14
Enhanced Dexterity 10
Flight 4 (Flaw: Winged)
Impervious Toughness 9
Supermovement 2 [Wall-Crawling 2]
Super-Senses 4 [Extended Vision x2; Radius Vision]
Super Strength 2

Saves: Toughness +9* [*Impervious]
Fort +9
Ref +9
Will +6

Combat: Attack +2/+6 (ranged)/+8 (melee)
Damage +7 (Unarmed)
Defense +11 (+4 flat-footed)
Initiative +9


Costs: Attributes 14+ Skills 10+ Feats 20+ Powers 61+ Saves 8+ Combat 20 = 133 pts.


:arrow: A 70s villain who played out to me what if Spidey had been biten by a fly somehow instead of a spider (thank god most flys can't actually bite a person!). He challenged Spidey on and off again throughout the 70s and maybe the early 80s (not a 100% sure), then during the huge house cleaning Marvel did on their lamer villains with the original Scourge of the Underworld Fly was one of the his earlier victims.

:arrow: To be honest though Scourge did the Fly a favor as the insect DNA had been becoming more dominate forcing him to feed on garbage and such. Plus by that point the Fly was more of an annoying factor to Spidey who simply used his acrobatics to dance around the Fly and then would K.O. him with his higher strength.

:arrow: But hey, he was still a pretty cool villain in the 70s as far as I care..... :wink:
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Jackal build #1134

Postby Tattooedman » Tue Nov 29, 2011 1:04 pm

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Jackal:
PL: 11
Str 26 (+8.) Dex 26 (+8.) Con 26 (+8.) Int 20 (+5) Wis 16 (+3) Cha 12 (+1)

Skills: Acrobatics 4 (+12), Bluff 8 (+11), Climb 2 (+10), Concentration 4 (+7), Craft (Chemical) 8 (+13), Intimidate 6 (+7), Knowledge (Life Sciences) 10 (+15), Knowledge (Physical Sciences) 4 (+9), Knowledge (Technology) 6 (+11), Medicine 2 (+7), Notice 6 (+9), Sense Motive 4 (+7), Stealth 4 (+12)

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus [Melee] 2, Attack Spec. [Claws], Contacts, Defensive Attack, Defensive Roll, Dodge Focus 4, Equipment 5, Improved Defense, Improved Trip, Luck 2, Master Plan, Move-By Action, Power Attack, Seize Initiative, Taunt

Powers: Strike 2 [claws] (Power Feats: Improved Critical 3, Mighty)
Super Strength 2
-Alt. Power: Leaping 4

Device [Chemicals of DOOM!] 4 [easy to lose]
sample chemical:
--Drain Constitution 8 (Extra: Poison); (Flaw: Limited-Must hit with Strike 1st)


Saves: Toughness +9*/+8 [*Defensive Roll]
Fort +10
Ref +10
Will +7

Combat: Attack +6/+8 (melee)/+10 (claws)
Damage +8 (Unarmed)/+8 (Chemicals of DOOM!)/+10 (Claws; critical 17-20)
Defense +13 (+4 flat-footed)
Initiative +8

Equipment: 25 ep to build base and other gear as needed


Costs: Attributes 66+ Skills 17+ Feats 26+ Powers 23+ Saves 8+ Combat 30= 170 pts.


:arrow: Working out one of the more interesting villains Spider-Man has dealt with, we have the Jackal.

:arrow: His insane plans from the 70s stories were something I wish I could manage to get my grubby, tattooed little hands on to read 1st hand! From what I read from after the Clone Saga (EEEWWWW) of his return the writers managed to keep some of that long-reaching, years to get done, crafty planning that made reading it half the fun! Plus the genetic enhancements he gave his new body made him a serious physical threat as well.

:arrow: Not that he couldn't take care of himself before, but with those enhancements he was shown taking on both Spider-Man & Scarlet Spider at the same time without a sweat. And that's added on to his already huge amount of knowledge skills and his ability to plan really well.

:arrow: I may come back later and add some Challenge feats, but I wasn't too sure about adding right now since it was shown that Osborne was pulling several of Jackal's strings. Though Jackal did know that Osborne was responsible for some of them but not all of them. I do like the idea of Jackal being a self-supporting villain who works from behind the scenes mostly and to do that he would need the feats I'm thinking about. Maybe I'll take a tip from Thorp and do a 2nd build of him for that version.
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Kaine build #1135

Postby Tattooedman » Tue Nov 29, 2011 1:10 pm

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Kaine:
PL: 11
Str 10 [30] (+0/+10) Dex 10 [30] (+0/+10) Con 10 [24] (+0/+7) Int 18 (+4) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 6 (+16), Bluff 8 (+10), Climb 2 (+12), Gather Information 4 (+6), Intimidate 10 (+12), Investigate 4 (+8 ), Knowledge (Streetwise) 6 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+14)

Feats: Acrobatic Bluff, Attack Focus (Melee) 2, Attack Spec. (Unarmed), Challenges 3 [Durable Lie; Forceful Intimidation; Vanish], Crushing Pin, Distract [Intimidate], Elusive Target, Evasion, Improved Critical [Unarmed] 3, Improved Defense, Improved Disarm, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Master Plan, Move-By Action, Power Attack, Rage [+4 Strength; +2 Fort/Will Save; -2 Defense], Startle, Takedown Attack

Powers: Enhanced Strength 20
Enhanced Dexterity 20
Enhanced Constitution 14
Enhanced Feats 5 [Defensive Roll; Dodge Focus 4]
Strike 8 [Mark of Kaine] (Extra: Penetrating); (Power Feat: Incurable, Improved Critical 4)
-Alt. Power: Super-Movement 2 [Wall-Crawling 2]
Super-Senses 6 [Danger Sense (Spider-Sense), Precognition, Uncanny Dodge (spider-sense)]
Super Strength 2
-Alt. Power: Leaping 4

Saves: Toughness +8*/+7 [*Defensive Roll ]
Fort +9 [+11]
Ref +12
Will +7 [+9]

Combat: Attack +6/+9 (melee)/+11 (unarmed)
Damage +8 (Mark of Kaine)/+10 [+14] (Unarmed-critical 17-20 [raging unarmed])/
Defense +13 (+4 flat-footed)
Initiative +14
Grapple +23


Costs: Attributes 16+ Skills 14+ Feats 26+ Powers 92+ Saves 9+ Combat 28= 185 pts.


:arrow: Kaine is what Spidey would be if he focused more on strength & scaring the crap outta criminals & sometimes leaving them viciously beaten & scarred after he was done with them.

:arrow: While I have issues with the Clone Saga as a whole, Kaine was one part that I could handle. I liked how most of his history was handled plus his personal issues with the other clone Ben Reilly and how Kaine spent a good deal of his “lost years” messing with Reilly’s life.

:arrow: As far as Kaine’s build goes, he’s only a few points higher than Spidey is, but the difference in feats and powers are enough that he can be a handful to deal with. Kaine has traded off most of the technology based skills for being able to operate solo and in secret in the streets of the city while being able to scare the living daylights outta the criminals. Plus his increased strength and durability make him slightly more challenging to Spidey, especially since Kaine knows his fighting style like no one else does I gave him Master Plan just because of his intimate knowledge.
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Jack O' Lantern build #1136

Postby Tattooedman » Thu Dec 01, 2011 12:08 pm

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Jack O‘Lantern:
PL: 10
Str 16 (+3) Dex 16 (+3) Con 16 (+3) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 6 (+9), Bluff 6 (+8.), Climb 4 (+7), Craft (Electronic) 4 (+6), Craft (Mechanical) 4 (+6), Diplomacy 4 (+6), Intimidate 6 (+8.), Knowledge (Physical Sciences) 4 (+6), Knowledge (Streetwise) 6 (+8.), Knowledge (Technology) 4 (+6), Notice 6 (+8.), Pilot 4 (+7), Sense Motive 6 (+8.), Stealth 4 (+6)

Feats: All-Out Attack, Dodge Focus 4, Endurance, Evasion, Equipment 6, Fast Overrun, Favored Environment [airborne] 4 (+2 attack/+2 defense), Improved Initiative, Improved Throw, Improved Trip, Improved Overrun, Move-By Action, Power Attack, Precise Shot, Redirect, Takedown Attack

Powers: Device [Wrist Blasters] 6 [hard to lose]
--Blast 10 (Extra: Penetrating)

Device [Flying Platform] 1 [hard to lose]
--Flight 4 (Flaw: Platform)

Saves: Toughness +7*/+3 [*Armored Costume]
Fort +6
Ref +8
Will +7

Combat: Attack +8/+10 (airborne)
Damage +3 (unarmed)/+4 (various grenades)/+10 (wrist blasters)
Defense +12 [airborne]/+10 [grounded] (+4 [airborne]/+3 [grounded] flat-footed)
Initiative +7

Equipment: Armored Costume: +4 Toughness; Subtle; Comm-Link; Darvision; Infravision; Gasmask
Arsenal: (20 eps)
Flash Bangs: Dazzle 4 [visual] (Extra: Area [Burst])
-Smoke Grenades: Obscure 2 [visual] (Extra: Area [Cloud])
-Frag Grenades: Blast 5 (Extra: Area [Explosion])
-Tear Gas: Dazzle 4 [visual], Nauseate 4 (Extra: Area [Explosion])
-Sleep Gas: Fatigue 4 (Extra: Area [Explosion])


Drawbacks: Normal Identity [full round] (-4 pts)


Costs: Attributes 32+ Skills 19+ Feats 25+ Powers 28+ Saves 12+ Combat 28-Drawbacks 4= 140 pts.


:arrow: This is the second Jack O’ Lantern, but he’s still a highly skilled merc who took over the identity when Jason Macendale became the new Hobgoblin. It seemed that Levins knew what he was doing with the gear and was able to more or less hold his own against heroes but for some reason he got dropped down to Spidey-jobber villain status and wasn’t seen too much after his initial appearances.

:arrow: Then Jack O’ Lantern was remade into a Captain America villain, though he was still a jobber. It wasn’t made clear if that version was Levins or not, but he was kinda sucky as Jack. Then the new Jack O’ Lanter (Mad Jack version) showed up and somewhat reenergized the character somewhat but he was basically a flash in the pan and went the way of the dodo & hit Marvel Limbo soon enough.

:arrow: So this build is geared more towards Levins though the pic is of the Mad Jack version which looked better. He’s a skilled merc who can handle himself in combat though he seems to be better at ranged combat and tossing grenades like nobody else. A total pro he will take advantage of most heroes willingness to stop & save bystanders by tossing his grenades all around to cover his escape if it comes down to it.
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Lizard build #1137

Postby Tattooedman » Thu Dec 01, 2011 12:10 pm

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Lizard:
PL: 10
Str 30 (+10) Dex 26 (+8.) Con 26 (+8.) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Skills: Climb 2 (+12), Handle Animal 10 (+10), Intimidate 10 (+10), Notice 6 (+8.), Stealth 4 (+12), Survival 4 (+6), Swim 0 (+10)

Feats: All-Out Attack, Animal Empathy, Attack Focus [Melee] 4, Blind-Fight, Chokehold, Dodge Focus 4, Evasion, Fearsome Presence 2 [DC 12; 10 ft radius], Improved Grapple, Improved Pin, Power Attack, Rage [+4 Strength; +2 Fort/WIll Save; -2 Defense], Startle

Powers: Additional Limb 1 [Tail] (Power Feat: Improved Grab)
Animal Control 6 (Extra: Area [Burst]); (Power Feat: Progression 3); (Flaw: Limited-Reptiles Only)
Protection 2 (Drawback: Noticeable-scaly skin)
Regeneration 10 [Recovery Rate: Injured: 1/minute; Disabled: 1/minute] (Power Feats: Diehard, Regrowth)
Strike 2 [claws] (Power Feat: Mighty)
Super-Movement 4 [Sure-Footed 2; Wall-Crawling 2]
Super Strength 2
-Alt. Power: Leaping 2
-Alt. Power: Speed 2

Saves: Toughness +10
Fort +11
Ref +8
Will +5

Combat: Attack +4/+8 (melee)
Damage +10 (unarmed)/+12 (claws)
Defense +10 (+3 flat-footed)
Initiative +8

Drawbacks: Involuntary Transform [into Curt Conners] (-2 pts)
Vulnerable: Cold based attacks (-3 pts)
Weakness: Cold [-1 Strength/5 minutes] (-4 pts)

Costs: Attributes 56+ Skills 9+ Feats 20+ Powers 43+ Saves 6+ Combat 20- Drawbacks 9= 145 pts.


:arrow: I’ve liked the Lizard, he’s something of a mix of the classic Werewolf & Frankenstein with Curt Conners as the creator of the monster, too bad the monster is himself.

:arrow: The Lizard is one of Spidey’s foes that can hold his own against him then thrown in on top of that is the fact that Spidey feels something like pity for Conners and the effect the Lizard has had on the life of Conners and his family. So Spidey tends to hold back somewhat when fighting him and ends up paying for it with some serious injuries to show for it.

:arrow: Plus in most of their encounters Peter normally shows his science skills which I’ve always like personally.



:arrow: And if you’d be interested in using the Lizard’s alter-ego as an NPC I figured I’d include him as well. Sorry I couldn’t find a good picture of him, maybe later on I’ll get lucky.


Useful NPC wrote:Dr. Curtis Conners:

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

Skills: Craft [Chemical] 8 (+12), Knowledge [Life Sciences] 12 (+16), Knowledge [Technology] 8 (+12), Medicine 12 (+13)

Saves: Toughness +1
Fort +3
Ref +2
Will +3

Combat: Attack +1
Damage +0 (Unarmed)
Defense +0 (+0 flat-footed)
Initiative +0

Drawbacks: Disability [one arm] (-4pts)
Involuntary Transformation [into the Lizard; triggered by stress] (-3pts)


Costs: Abilities 12 + Skills 10 + Feats 0 + Powers 0 + Combat 2 + Saves 6 – Drawbacks 7 = 21
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Molten Man build #1138

Postby Tattooedman » Thu Dec 01, 2011 12:12 pm

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Molten Man:
PL: 10
Str 10 [34] (+0/+12) Dex 16 (+3) Con 16 (+3) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Craft (Chemical) 6 (+8.), Intimidate 8 (+10), Knowledge (Physical Sciences) 6 (+8.), Notice 2 (+5), Search 4 (+6), Sense Motive 6 (+9)

Feats: All-Out Attack, Attack Spec. (Unarmed) 2, Diehard, Improved Grab, Improved Grapple, Power Attack, Takedown

Powers: Alternate Form [Molten Skin] 15
--Energy Aura 6 [Molten Aura] (Power Feat: Extended Reach x2)
--Enhanced Skills 2 [Disable Device +8] (Flaw: Limited [Tumbler designed safes only])
--Enhanced Strength 24
--Immunity 12 [Entrapment, Fire/Heat Effects]
--Protection 11 (Extra: Impervious 8.)
--Super Strength 2

Saves: Toughness +14* [*Impervious 8]
Fort +8
Ref +4
Will +7

Combat: Attack +4/+8 (Unarmed)
Damage +6 (Molten Aura)/+12 (Unarmed)
Defense +6 (+3 flat-footed)
Initiative +3


Costs: Attributes 26+ Skills 8+ Feats 8+ Powers 75+ Saves 10+ Combat 20= 147 pts.


:arrow: Another one of Spidey’s older foes, I like the Molten Man. He always gave Spidey problems, from being physically stronger, way more resistant to webbing than most of the usual suspects, to his molten aura which burned everything around him horribly. Plus toss in MM was science smart and most of his crimes had that extra flavor to it and the family tie-in with Liz Allen? Pure Spidey gold in my mind.

:arrow: I’m ashamed to admit it but I had forgotten to include him in my previous runs of Spidey foes, and I decided to finally get around to fixing that while I worked on my holiday theme (so to speak). Course since MM has long since went onto the straight & narrow life after one of the big cures where he gained control over his molten aura, he‘s been mostly part of the extended background character grouping. He’ll help out every now & then when a big thing is going down, often keeping the family safe for Pete while he’s dealing with whatever’s come up.

:arrow: Between his mixture of common sense, chemistry background, super strength & durability…. Molten Man can be a handful. He’s really well rounded as a character IMO, I’ve debated about next time I run a game in a Marvel setting using MM as one of the background, support characters. It should be interesting to see how that works out.
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Morbius build #1139

Postby Tattooedman » Thu Dec 01, 2011 12:13 pm

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Morbius:
PL: 10
Str 26 (+8.) Dex 18 (+4) Con 26 (+8.) Int 16 (+3) Wis 14 (+2) Cha 14 (+2)

Skills: Craft [Chemical] 8 (+11), Intimidate 10 (+12), Knowledge [Arcane Lore] 4 (+7), Knowledge [Life Sciences] 10 (+13), Knowledge [Physical Sciences] 8 (+11), Medicine 8 (+11), Notice 10 (+12), Sense Motive 6 (+8.), Stealth 8 (+12)

Feats: Attack Focus [Melee] 2, Dodge Focus 4, Fascinate [Intimidate], Fearsome Presence 2 [DC 12; 10 ft radius], Improved Grab, Improved Initiative, Improved Pin, Power Attack, Startle

Powers: Drain Constitution 3 [blood draining] (Flaw: Grapple)
Flight 2 (Flaw: Gliding)
-Alt. Power: Speed 2
Mind Control 8 [Mesmerism] (Flaw: Sense Dependent [visual])
Regeneration 9 [Recovery Bonus: Bruised: 1/after one round; Injured: 1/5 minutes; Staggered: 1/minute; Disabled: 1/20 minutes]
Strike 2 [Claws] (Power Feats: Improved Critical 2, Mighty)
Super-Senses 5 [Extended Vision, Darkvision, Infravision, Scent]

Saves: Toughness +8
Fort +10
Ref +8
Will +9

Combat: Attack +6/+8 (Melee)
Damage +8 (Unarmed)/+10 (Claws-critical 18-20)
Defense +10 (+3 flat-footed)
Initiative +8

Drawbacks: Vulnerable [Ultraviolet Light; +50% damage] (-3 pts)
Weakness [Dependence on blood; -1 on all checks, attacks/defense] (-2 pts)


Costs: Attributes 54+ Skills 18+ Feats 14+ Powers 32+ Saves 13+ Combat 24- Drawbacks 5= 150 pts.


:arrow: Morbius is an interesting take on vampires, having most their “normal” powers with only a few of the “classic” weaknesses. Plus his powers aren’t supernatural in nature, he’s a scientifically created vampire. A nice twist brought on by the comics code at the time he first came out.

:arrow: Basically Morbius is a prisoner of his “disease”, at least that’s the impression I get from reading him. He doesn’t want to do the things he’s done to survive but he doesn’t want to die either and he seems to end up falling into the blood-thirsty hunter mentality all while sometimes trying to cure himself of his condition.

:arrow: Overall he’s a challenging character able to hold his own in a fight, though he favors up close fighting. Morbius has a couple other minor tricks to pull out if he needs them: like some decent mind control as long as he can make eye contact with his intended victim and his enhanced senses allow him to track down anyone he deems viable as a food source.
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Puma build #1140

Postby Tattooedman » Thu Dec 01, 2011 12:14 pm

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Puma:
PL: 10
Str 20 [26] (+5/+8.) Dex 18 [26] (+4/+8.) Con 22 [26] (+6/+8.) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)

Skills: Acrobatics 4 (+12), Bluff 4 (+7), Climb 2 (+10), Diplomacy 4 (+7), Handle Animal 4 (+7), Intimidate 6 (+11), Knowledge (Arcane Lore) 4 (+6), Knowledge (Business) 4 (+6), Knowledge (Streetwise) 6 (+8.), Language (Base: Navajo; English), Notice 8 (+10), Search 4 (+6), Stealth 4 (+12), Survival 8 (+10), Swim 2 (+10),

Feats: All-Out Attack, Animal Empathy, Attack Focus [Melee] 4, Attack Spec. [Claws], Benefit 3 [Tribal Status; Wealth 2], Dodge Focus 2, Endurance, Gifted (Intimidate), Improved Grab, Improved Grapple, Move-By Action, Power Attack, Seize Initiative, Takedown Attack 2, Tough 2, Track

Powers: Container [Selective Breeding Enhancements] 9
--Enhanced Strength 6
--Enhanced Constitution 4
--Enhanced Dexterity 8
--Regeneration 4 [Recovery Rate: Injured: 1/20 minutes; Staggered: 1/20 minutes; Disabled: 1/5 hrs] (Power Feat: Diehard)
--Speed 2
--Strike 1 [claws] (Power Feats: Improved Critical 3, Mighty)
--Super-Movement 1 [Wall-Crawling]
--Super-Senses 7 [Low-Light Vision; Extended Hearing; Ultra-Hearing; Scent; Accurate Scent; Acute Scent; Extended Scent; Tracking Scent]
--Super Strength 3
-Alt. Power: Leaping 3

Saves: Toughness +10
Fort +9
Ref +8
Will +6

Combat: Attack +5/+9 (melee)/+11 (claws)
Damage +8 (unarmed)/+9 (claws-critical 17-20)
Defense +10 (+4 flat-footed)
Initiative +8

Drawbacks: Normal Identity [full round action] (-4 pts)


Costs: Attributes 44+ Skills 17+ Feats 24+ Powers 45+ Saves 5+ Combat 26- Drawbacks 4= 157 pts.


:arrow: Puma is another one of Spidey’s foes that has been an ally as many times as he’s been a foe. Puma’s one of those that you either like him or you don’t, his attitude makes him that way. He’s way serious all the time with a dash of honorable warrior tossed on top of it which can be irritating to some people.

:arrow: Puma is also another one of Spidey’s foes that can really push him in a fight, Puma can almost match Spidey in agility and his ability to damage as well as his willingness make him a danger to those around them. Which tends to make their fights some good reading since that will drive Spidey to push himself to end it as fast as possible.
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Re: Tattooverse 2.5: Foes of Spider-Man

Postby catsi563 » Thu Dec 01, 2011 2:19 pm

The Lizards always been a favorite of mine the jeckel and hyde qualities and the fact that hes a freaking walking lizard was jsut plain cool.

Spidey ahd to always out think him and out move him because he couldnt out fight him.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Tattooverse 2.5: Foes of Spider-Man

Postby Aerlwyn » Thu Dec 01, 2011 2:22 pm

Hobgoblin was a favorite of mine from the Spiderman comics.
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Re: Tattooverse 2.5: Foes of Spider-Man

Postby Thorpacolypse » Thu Dec 01, 2011 4:59 pm

I never got the Jackal really and they just won't let him go in the Marvel U. But that is a fine build of him. Spidey definitely has the second best, and maybe THE best rogue's gallery in comics. Batman's is right there and I usually favor his crew for The Joker alone, but from a pure numbers and overall freakiness standpoint, it's neck and neck.
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Re: Tattooverse 2.5: Foes of Spider-Man

Postby Tattooedman » Fri Dec 02, 2011 10:19 am

I can't really pick out one of Spidey's foes as a favorite, though I've got a couple I prefer over others. Spider-Man was my first comic book I collected so I'm a bit parital when it comes to him and his foes compared to other characters.

A lot of Spidey's ususal suspects have this mook-like mentality to them that I just find really believable as to what a person who got super-powers would do with them, and that's a big part of why I like them all.

But that's just my tastes.
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Dr. Octopus build #1141

Postby Tattooedman » Fri Dec 02, 2011 10:21 am

Image
Dr. Octopus:
PL: 10
Str 09 [29] (+8 ) Dex 10 (+0) Con 14 (+2) Int 20 (+5) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 6 (+8.), Climb 6 (+14), Computers 10 (+15), Craft (Electrical) 10 (+15), Craft (Mechanical) 10 (+15), Craft (Chemical) 10 (+15), Disable Device 4 (+9), Gather Information 8 (+9), Intimidate 8 (+10), Knowledge (Physical Sciences) 10 (+15), Knowledge (Streetwise) 6 (+11), Knowledge (Technology) 10 (+15), Notice 6 (+9), Profession (Nuclear Physicist) 4 (+9), Sense Motive 8 (+9)

Feats: Attack Specialization [Tentacles] 4, Defensive Roll 4, Dodge Focus 6, Eidetic Memory, Equipment, Inventor, Luck, Master Plan, Skill Mastery [Craft (Mechanical), Disable Device, Intimidate, Knowledge (Technology)], Seize Initiative, Set-Up, Startle, Teamwork

Powers: Container [Tentacle Harness]13
--Additional Limbs 3 [4 tentacles]
--Elongation 4 (Flaw: Limited-Tentacles only)
--Enhanced Strength 20 (Flaw: Limited-Tentacles only)
--Enhanced Feats 11 [Ambidexterity, Chokehold, Improved Block 2, Improved Grab, Improved Grapple, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Prone Fighting]
--Enhanced Reflex Save 4
--Protection 2
--Speed 2
--Strike 1 (Power Feats: Improved Critical 2, Mighty)
--Super-Movement 3 (Wall-Crawling 2, Sure-Footed)
--Super-Senses 3 [Detect Movement {Radius}; Uncanny Dodge [visual]]
--Super Strength 4

Saves: Toughness +6*/+4**/+2 [*Tentacle Harness & Defensive Roll/**Tentacle Harness]
Fort +5
Ref +6
Will +8

Combat: Attack +2/+10 (tentacles)
Damage +9 (tentacle punch)/+10 (tentacle strike-critical 18-20)
Defense +12 (+3 flat-footed)
Initiative +4

Equipment: Flash Goggles


Costs: Attributes 23+ Skills 29+ Feats 24+ Powers 65+ Saves 10+ Combat 14= 165 pts.


:arrow: Starting out on the last of my Spider-Man foes builds, I figured that I'd build one of them that has been around for a long time, had a movie, been dead & gotten better and had a couple reworkings, Doc Ock.

:arrow: I've been watching a Spider-Man series that was on the CW a lot and I thing I got a little influenced by that and how he was done in the Spider-Man movie more than the comic, but the feel is still right.

:arrow: Most of what I've read of Doc Ock is from the Return of the Sinister 6 story from wwwaayyy back when, and Doc Ock got a remake to be a more skilled planner and mastermind type and that's it. He really didn't make a good return after that from what I read.

:arrow: I felt that container covered the tentacle harness better since it seems that Doc Ock never took the bleeding thing off that I read and boy is it expensive. But it lets him in the higher end of Spidey's foes when put with his scientist skills and inventor ability.
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Electro build #1142

Postby Tattooedman » Fri Dec 02, 2011 10:22 am

Image
Electro:
PL: 10
Str 14 (+2) Dex 14 (+2) Con 16 (+3) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills: Bluff 8 (+8.), Concentration 10 (+10), Craft [Electrical] 6 (+6), Knowledge [Earth Sciences] 6 (+6), Knowledge [Streetwise] 6 (+6), Intimidate 8 (+8.), Notice 8 (+8.), Sense Motive 8 (+8.), Stealth 8 (+10)

Feats: All-Out Attack, Attack Focus [Melee] 2, Attack Spec. [Electrical Control Array] 2, Defensive Roll 5, Distract [Bluff], Dodge Focus 4, Equipment, Improved Initiative, Luck 2, Power Attack, Set-Up, Startle, Teamwork

Powers: Electrical Control 12
-Alt. Power: Blast 10 [electrical] (Extra: Area [Line])
-Alt. Power: Dazzle 10 [visual]
-Alt. Power: Drain Electricity 8
-Alt. Power: Strike 10 [electrical aura] (Extra: Aura)
-Alt. Power: Stun 8 (Extra: Ranged)

Flight 5 [arc riding] (Flaw: Platform)
Immunity 10 [Electrical Effects]
Super-Senses 2 [Ranged Detect (Electricity)]

Saves: Toughness +8*/+3 [*Defensive Roll]
Fort +7
Ref +6
Will +7

Combat: Attack +6/+8 (Melee)/+10 (Electrical Control)
Damage +2 (unarmed)/+12 (electrical control)
Defense +10 (+3 flat-footed)
Initiative +6

Drawbacks: Weakness: Water based attacks [every round exposed; common occurrence; major intensity] (-8 pts)


Costs: Attributes 14+ Skills 17+ Feats 23+ Powers 49+ Saves 16+ Combat 24- Drawbacks 8= 135 pts.


:arrow: Electro is probably one of my top 5 favorite villains honestly, I've not really seen another character in Marvel that can manipulate electricity like Electro. His only problem is that he's got more power than brains, Electro's pretty big on using that power to force his way more than working on his finesse.

:arrow: Overall Electro's could use a bit more in his skills and develop some fine controlled alternate powers and he would be a really serious threat one-on-one. He just likes to blast away with lightning and blow stuff up. He tends to rely on his stun field in case anyone wants to get all handsy with him, but if they are immune to electricity or can insulate themselves he's pretty much screwed (like when Spidey webs his fists up). Though the one thing he has managed to do is manage to work up a little bit of teamwork skills from his times in the Sinister Six.
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