Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Tattooverse 2.5: WOF builds

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Mysterio build #1143

Postby Tattooedman » Fri Dec 02, 2011 10:23 am

Image
Mysterio:
PL: 10
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 18 (+4) Wis 14 (+2) Cha 16 (+3)

Skills: Bluff 10 (+13), Climb 2 (+4), Computers 4 (+8.), Craft [Electronic] 8 (+12), Craft [Mechanical] 8 (+12), Craft [Chemical] 8 (+12), Disable Device 6 (+10), Disguise 12 (+15), Drive 4 (+6), Escape Artist 8 (+10), Intimidate 6 (+9), Notice 4 (+5), Pilot 4 (+6), Profession [Special Effects Expert] 10 (+14), Sense Motive 4 (+6), Sleight of Hand 12 (+14), Stealth 8 (+10), Swim 2 (+4)

Feats: Distract [Bluff], Equipment 5, Defensive Roll 2, Dodge Focus 4, Fascinate [Bluff], Improved Defense, Inventor, Luck, Master Plan, Seize Initiative, Redirect, Skill Mastery [Craft (Chemical), Disguise, Escape Artist, Sleight of Hand], Taunt

Powers: Device [Fishbowl Costume] 2 [hard to lose]
--Equipment 1 [Flash Goggles; Gas Mask; Rebreather]
--Protection 4
--Super-Senses 3 [Sonar]

Device [Illusion Generator] 12 [hard to lose]
--Illusion 10 [all senses] (Extra: Free Action); (Power Feats: Progression 6, Selective)

Device [Anti-Spidey Gas] 2 [easy to lose]
--Nullify 10 [Spider-Man’s Spider Sense]

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

Combat: Attack +6
Damage +2 (unarmed)
Defense +12 (+4 flat-footed)
Initiative +2

Equipment: Illusionist Arsenal: (21 ep)
Tear Gas: Dazzle 4 [visual] (Extra: Area [Explosion] & Nauseate 4 (Extra: Area [Explosion])
-Explosives: Blast 5 (Extra: Area [Explosion])
-Smoke Bombs: Obscure 2 [visual] (Extra: Area [Cloud])
-Flash Bangs: Dazzle 4 (Extra: Area [Burst])

-4 ep free

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


Costs: Attributes 30+ Skills 29+ Feats 21+ Powers 62+ Saves 7+ Combat 28- Drawbacks 4= 173 pts.


:arrow: I’ve always had a soft spot for Mysterio, maybe it’s in my head but none the less I like him. He’s one of those Spidey villains that tends to have all these long, drawn out plans that takes half the issue to get explained, but boy are they normally pretty cool plans. Plus with Mysterio’s motivation for going after Spidey is one of the best, it’s just plain revenge. Mysterio feels that Spidey has interfered in his early plans enough that it’s all Spidey’s fault that he hasn’t accomplished his goals.

:arrow: So that plus Mysterio’s flare for the dramatic make for an over the top kinda bad guy who can’t handle Spidey in a fist fight and uses his knowledge of various movie-world skills to make himself a semi-challenge to the Web-Slinger. Mysterio normally has some flunkies helping him out in minor ways, but nowadays he keeps to himself using robots which he builds himself or recruit’s a semi-skilled allies that he can manipulate to his ends. Plus his “sets” of where he traps Spidey are some of the most advanced used by any villain this side of Arcade.

:arrow: All of which does little to really help him out when Spidey finally does get to face him in the end. While Mysterio can handle himself fairly well against normal people but against Spidey he’s just got no chance. That’s why he uses all his mooks/robots/gases/ect., to give himself an edge over Spidey by playing mind games, not that they have worked in the past but hey points for tenacity.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Kraven the Hunter II build #1144

Postby Tattooedman » Fri Dec 02, 2011 10:24 am

Image
Kraven the Hunter II:
PL: 10
Str 14 [24] (+2/+7) Dex 14 [24] (+2/+7) Con 14 [24] (+2/+7) Int 14 (+2) Wis 18 (+4) Cha 18 (+4)

Skills: Bluff 4 (+8 ), Climb 4 (+11), Craft [Electrical] 4 (+6), Craft [Chemical] 4 (+6), Escape Artist 2 (+9), Handle Animal 8 (+12), Intimidate 4 (+8 ), Knowledge [Life Sciences] 4 (+6), Language 2 [Base: English; Russian; African Tribal Languages (x3)], Medicine 4 (+6) Notice 8 (+12), Sense Motive 4 (+8 ), Stealth 6 (+13), Survival 8 (+12), Swim 4 (+11)

Feats: Attack Focus [Melee] 2, Animal Empathy, Defensive Attack, Challenge [Vanish], Defensive Roll 2, Dodge Focus 3, Equipment 5, Improved Critical [Unarmed] 2, Improved Critical (Knives) 2, Improved Grab, Improved Pin, Minions 2 [Nickel], Power Attack, Skill Mastery [Handle Animal, Notice, Stealth, Survival], Track

Powers: Enhanced Strength 10
Enhanced Constitution 10
Enhanced Dexterity 10
Leaping 2
Regeneration 3 [Recovery Bonus: +2] (Power Feat: Diehard)
Super-Senses 9 [Acute Scent, Analytical Scent, Tracking (Scent), Acute Touch, Uncanny Dodge (Scent), Acute Hearing, Extended Hearing, Extended Vision, Low-Light Vision]

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

Combat: Attack +8/+10 (melee)
Damage +7 (unarmed-critical 18-20)/+8 (knives-critical 17-20)
Defense +11 (+4 flat-footed)
Initiative +7


Equipment: Knives: +1 Damage; Critical 19-20
21 ep left for other jungle themed weapons (poison darts, nets, spears, whips, hunting rifles, or traps)


Costs: Attributes 32+ Skills 18+ Feats 25+ Powers 44+ Saves 7+ Combat 32= 158 pts.


:arrow: I’ve always been a fan of Kraven and was sad to see him go the way he did, but what a way it was. So when Marvel started to bring out some of his kids trying to continue his legacy, and well……most of them sucked seriously. Grim Hunter, it’s all I’ve got to say.

:arrow: Then another lost son of Kraven got brought out, Alyosha. He startled many that knew Kraven with his similar looks to his dad, being so freakishly similar in looks that he even fooled Calypso, Kraven’s lover. While the original Kraven was forced to take a homemade cocktail of jungle herbs that gave him his enhanced physical abilities, Alyosha gets his enhanced physical abilities by being a mutant. Combined with his upbringing in Africa have apparently made him the equal to his dad’s legacy, as the new Kraven junior has shown to be as skilled as dad was and he likes to use a jungle theme or motif to his crimes.

:arrow: One of his capers involved him collecting several villains who based their identities on various animals and keeping them in his own private zoo. Honestly that’s kinda cool IMO. Now honestly I’ve not ever read anything about this new Kraven, but I really like the idea behind it. Plus it seemed that he really can hold his own in the world of the Spideyverse.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Sandman build #1145

Postby Tattooedman » Fri Dec 02, 2011 10:25 am

Image
Sandman:
PL: 10
Str 22 [28] (+6/+9) Dex 14 (+2) Con 22 (+6) Int 10 (+0) Wis 12 (+1) Cha 12 (+1)

Skills: Intimidate 8 (+9), Knowledge [Streetwise] 6 (+6), Notice 4 (+5), Sense Motive 6 (+6), Stealth 8 (+10)

Feats: All-Out Attack, Attack Focus [Melee] 3, Dodge Focus 2, Improved Grab, Improved Grapple, Improved Pin, Move-By Action, Power Attack, Startle

Powers: Alternate Form [Sandman] 16 (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
--Elongation 4
--Immunity 2 [Critical Hits]
--Insubstantial 2 (Power Feat: Selective)
-Alt. Power: Density 3 [+6 Strength; + 1 Impervious Toughness; Super Strength 1]
--Obscure 5 [visual]
--Protection 3
--Regeneration 9 [Recovery Bonus: +2; Recovery Rate: Injured: 1/round; Disabled: 1/minute; Resurrection: 1/day] (Power Feats: Diehard, Regrowth); (Flaw: Source-Sand)
--Snare 10 (Extras: Engulf, Suffocating); (Power Feats: Chokehold, Crushing Pin, Obscure Sense [visual], Tether)
-Alt. Power: Strike 1 [shaped fists] (Power Feat: Improved Critical 2, Mighty)
--Super-Movement 1 (Slithering)

Saves: Toughness +10*/+9 [*Density ]
Fort +12
Ref +4
Will +7

Combat: Attack +7/+10 (melee)
Damage +6 (unarmed)/+9 (dense unarmed)/+10 (snare/shaped fists)
Defense +8 (+3 flat-footed)
Initiative +2

Drawbacks: Involuntary Transformation [Into glass when hit by rank 8+ flame or 3,400°C temperatures] (-4pts)
Involuntary Transformation [Into sludge when hit by rank 12+ water] (-4pts)
Involuntary Transformation [Dispersed when hit by rank 10+ wind] (-4pts)
One-Way Transformation [Into glass] (-1pt)
One-Way Transformation [Into sludge] (-2pts)


Costs: Attributes 32+ Skills 8+ Feats 21+ Powers 80+ Saves 13+ Combat 26- Drawbacks 15= 165 pts.


:arrow: A longtime foe of Spider-Man who even managed to go legit for a few years and back to a heel, the Sandman.

:arrow: Sandman is one of Spidey’s foes that can really push him since most of Spidey’s normal tricks don’t work against him. Sandman can cover a couple different saves with his attacks compared to other foes and this is where he’s the big challenge. Plus most of his attacks are physical and that’s normally where Spidey is better than his foes but Sandman can hold his own there. His biggest problem is that with his sand body he’s vulnerable to a few things that most people aren’t & Spidey has shown himself to be resourceful enough to make use of them several times over the years.

:arrow: Plus I always liked his fact-of-the-matter style. Smash open cash, take valuables & try to leave. Kinda old school & I like it. Plus it’s not like Sandman is some dumb mook, he’s had his powers for a long time now & he knows what he can & can’t do with them, plus he’s always willing to play around and figure out new tricks.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Vulture build #1146

Postby Tattooedman » Fri Dec 02, 2011 10:26 am

Image
Vulture:
PL: 9
Str 8 [20] (-1/+5) Dex 8 [12] (-1/+1) Con 8 [14] (-1/+2) Int 16 (+3) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 10 (+11), Bluff 6 (+7), Craft [Electronic] 8 (+11), Craft [Mechanical] 8 (+11), Disable Device 6 (+9), Intimidate 8 (+9), Knowledge [Streetwise] 4 (+5), Knowledge [Technology] 8 (+9), Notice 10 (+12), Sense Motive 4 (+6), Stealth 8 (+9)

Feats: Acrobatic Bluff, Defensive Attack, Fast Overrun, Favored Environment [Airborne 6; +2 attack/+4 defense], Favored Opponent [Spider-Man], Inventor, Move-By Action, Set-Up, Sneak Attack 2 [+3 damage], Startle, Teamwork 2

Powers: Container [Electromagnetic Induced Mutations] 6
--Enhanced Strength 12
--Enhanced Constitution 6
--Enhanced Dexterity 4
--Enhanced Feats 6 [Evasion; Defensive Roll; Dodge Focus 2; Improved Initiative 2]

Device [Flight Harness] 3 [hard to lose]
--Flight 5 (Flaw: Winged)
--Protection 4
--Strike 4 [Wing Slap] (Power Feats: Improved Critical, Mighty)

Saves: Toughness +7*/+6**/+2 [*Costume & Defensive Roll/**Costume]
Fort +5
Ref +8
Will +6

Combat: Attack +5/+7 (melee)/+8 (airborne attacks)/+9 (airborne melee)
Damage +5(unarmed)/+9 (wing slap)/+8 (sneak unarmed)/+12 (sneak wing slap)
Defense +11 [airborne]/+7 [grounded] (+4 [airborne]/+2 [grounded] flat-footed)
Initiative +9

Drawbacks: Power Loss [Electromagnetic Induced Mutations; Without exposure to Flight Harness at least once a day] (-3 pts)


Costs: Attributes 6+ Skills 20+ Feats 18+ Powers 42+ Saves 14+ Combat 20- Drawbacks 3= 117 pts.


:arrow: Pretty much your standard Vulture build here. Something of a aerial monster but on the ground or get the drop on him & he’s taking a beating. Personally Vulture’s not really one of Spidey’s foes that I’m wild about. I’m sorry but I just have a really hard time believing that a man his age is undertaking the kinds of crimes the writers have him doing. Vulture is one of those villains that to me, is in serious need of a well written legacy to take over and become a serious threat to Spidey.

:arrow: Now if Marvel could only find a writer that was willing to do it.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Green Goblin build #1147

Postby Tattooedman » Fri Dec 02, 2011 10:33 am

Image
Green Goblin I:
PL: 11
Str 12 [26] (+1/+8.) Dex 10 [18] (+0/+4) Con 12 [22] (+1/+6) Int 16 [22](+3/+6) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 6 (+9), Craft [Chemical] 6 (+12), Craft [Electronic] 6 (+12), Craft [Mechanical] 8 (+14), Diplomacy 10 (+13), Intimidate 8 (+11), Knowledge [Business] 4 (+10), Knowledge [Physical Sciences] 6 (+12), Knowledge [Streetwise] 4 (+10), Knowledge [Technology] 4 (+10), Notice 6 (+9), Pilot 4 (+8 ), Sense Motive 8 (+11), Stealth 4 (+8 )

Feats: Benefit 3 [Wealth x3], Challenge [Durable Lie], Connected, Eqiupment, Evasion, Fast Overrun, Inventor, Master Plan, Move-By Action, Skill Mastery [Craft (Chemical), Craft (Electronic), Intimidate, Knowledge (Technology)], Startle

Powers: Container [Goblin Serum] 13
--Enhanced Strength 14
--Enhanced Dexterity 8
--Enhanced Constitution 10
--Enhanced Intelligence 6
--Enhanced Feats 19 [Attack Focus (Melee) 2, Focus (Ranged) 4, Endurance, Dodge Focus 3, Favored Environment 6 [airborne: +2 attack/+4 defense], Improved Initiative, Power Attack]
--Regeneration 8 [Recovery Rate: +3; Recovery Bonus: Resurrection 1/day] (Power Feat: Diehard)
--Super Strength 2

Device [Goblin Costume] 4 [hard to lose]
--Blast 10
-Alt. Power: Dazzle 10 [visual]
--Enhanced Feat 1 [Equipment (comm-link; gas mask; remote control for glider)]
--Protection 3 (Extra: Impervious)

Device [Goblin Glider] 6 [easy to lose]
--Flight 5 (Flaw: Platform)
--Obscure 4 [visual-smoke]
--Strike 8 [glider wing-blades] (Extra: Penetrating)

Device [Pumpkin Bombs] 6 [easy to lose]
--Blast 10 (Extra: Explosion); (Flaw: Limited-half explosive range [treat as rank 5 for area affected])
-Alt. Power: Illusion 10 [all senses] (Flaws: Phantasms)
-Alt. Power: Obscure 8 [visual-smoke]
-Alt. Power: Strike 2 [razor bats] (Power Feats: Extended Range 5, Improved Critical 2, Mighty)

Saves: Toughness +9*/+6 [*Goblin Costume]
Fort +9
Ref +7
Will +6

Combat: Attack +6/+8 (melee)/+10 (ranged-grounded)/+12 (ranged-airborne)
Damage +9 (unarmed)/+10 (pumpkin bombs/razor bats; critical 18-20)
Defense +9 [grounded]/+13 [airborne] (+3 [grounded]/+7 [airborne] flat-footed)
Initiative +8

Equipment: Goblin Costume [+3 Toughness]


Costs: Attributes 20+ Skills 21+ Feats 13+ Powers 119+ Saves 9+ Combat 24= 206 pts.


:arrow: Well who else was I going to do as the last build of all my Spider-Man foes? That’s right, the biggest one of them all - the Green Goblin

:arrow: I tried to keep it simple here, going for Goblin after his return from death (which was one of the better done by Marvel by the way) where he was more of a Mastermind style villain. Though he would break out the Goblin suit when he felt it was needed to get the job done. This build comes in way over the PL/point balance, but with the Green Goblin at the point in time I'm basing the build on he deserves to have that many points. He's Spidey's #1 foe, so he needs all the points he can get to be able to challenge Spidey and stay a step or three ahead of him.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Re: Tattooverse 2.5: Foes of Spider-Man

Postby Thrincold » Fri Dec 02, 2011 10:34 am

Your container idea for Doc Ock works for many incarnations of Octavius. At certain points he has been completely fused to the harness, including his origin, it was only later removed surgically but revealed to still be mentally connected to him so he could control it.

Anyways, great builds, I'm a huge Spidey fan from WAY back and these guys bring back all the good memories I have of the web head before the clone saga and more modern crap ruined him.
User avatar
Thrincold
Mastermind
Mastermind
 
Posts: 2344
Joined: Tue Nov 20, 2007 6:02 am

Spider-Man build #1148

Postby Tattooedman » Fri Dec 02, 2011 12:46 pm

Image
Spider-Man:
PL: 11
Str 10 [26] (+0/+8 ) Dex 10 [30] (+0/+10) Con 10 [20] (+0/+5) Int 18 (+4) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 6 (+16), Bluff 6 (+8 ), Climb 2 (+10), Craft [Chemical] 4 (+8.), Craft [Electronics] 4 (+8.), Craft [Mechanical] 4 (+8.), Investigate 4 (+8 ), Knowledge [Technology] 6 (+10), Notice 8 (+10), Profession [Photographer] 4 (+6), Sense Motive 8 (+10), Stealth 4 (+14)

Feats: Acrobatic Bluff, Attack Spec. [Web-Shooters] 3, Attack Spec. [Unarmed] 3, Challenges 3 [Accelerated Acrobatics, Fighting Climb, Perfect Balance], Defensive Attack, Distract [Bluff], Elusive Target, Equipment, Evasion, Grappling Finesse, Improved Defense, Improved Disarm, Improved Grab, Improved Grapple, Inventor, Move-By Action, Redirect, Takedown Attack 2, Taunt

Powers: Proportionate Strength & Speed of a Spider:
-Enhanced Strength 16
-Enhanced Dexterity 20
-Enhanced Constitution 10
-Enhanced Feats 10 [Defensive Roll 3, Dodge Focus 7]
-Leaping 3
-Super-Movement 2 [Wall-Crawling 2]
-Super-Senses 2 (Danger Sense [Spider-Sense]; Uncanny Dodge [spider-sense])
-Super Strength 1

Device [Web-Shooters] 6 [hard to lose] (Drawback: Power Loss: When out of web-fluid) (-1 pt)
--Snare 8 (Power Feats: Split Attack, Tether)
-Alt. Power: Create Objects 8 (Power Feats: Innate, Tether)
-Alt. Power: Dazzle 8 [visual] (Power Feat: Split Attack)
--Super-Movement 1 [Swinging] & Speed 2 [25 mph] (Flaw: Limited-Only when Swinging)

Saves: Toughness +8*/+5 [*Defensive Roll]
Fort +6
Ref +12
Will +7

Combat: Attack +5/+11 (unarmed)/+11 (web-shooters)
Damage +8 (unarmed)/+8 (web-shooters)
Grapple +20
Defense +13 (+3 flat-footed)
Initiative +10

Equipment: Camera, Flash Light, Mini-Tracer


Costs: Attributes 16+ Skills 15+ Feats 26+ Powers 89+ Saves 8+ Combat 22= 176 pts.


:arrow: I’ve said it before and I’ll say it again, Spider-Man is probably my all-time favorite member of the Marvel Universe. This is the one that got me into comics full-time and led me to gaming without a doubt, as nothing interested me like playing as old Webhead.

:arrow: I always thought that Spider-Man was a PL 11 focusing a bit more on defense and acrobatics to get by in fights (obviously), add in his skill with motor-mouthing his villains and he's got a unique form of fighting. With all of his skills and feats on top of his powers puts him over on point totals (but hey I said this was a true to the book version, so it’s ok to go over on this one) 8).
Last edited by Tattooedman on Tue Dec 06, 2011 12:17 pm, edited 7 times in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Scarlet Spider build #1149

Postby Tattooedman » Fri Dec 02, 2011 12:49 pm

Image
Scarlet Spider:
PL: 10
Str 10 [26] (+0/+8 ) Dex 10 [30] (+0/+10) Con 10 [20] (+0/+5) Int 18 (+4) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+14), Bluff 6 (+8.), Climb 2 (+12), Craft [Chemical] 6 (+10), Craft [Electronics] 3 (+7), Craft [Mechanical] 3 (+7), Knowledge [Technology] 6 (+10), Notice 6 (+8 ), Sense Motive 6 (+8 ), Stealth 2 (+12)

Feats: Acrobatic Bluff, Attack Spec. [Web-Shooters] 2, Attack Spec. [Unarmed] 2, Challenges 2 [Accelerated Acrobatics, Perfect Balance], Defensive Attack, Distract [Bluff], Elusive Target, Equipment, Evasion, Grappling Finesse, Improved Defense, Improved Grab, Improved Grapple, Inventor, Move-By Action, Redirect, Takedown Attack 2, Taunt

Powers: Enhanced Strength 16
Enhanced Dexterity 20
Enhanced Constitution 10
Enhanced Feats 10 [Defensive Roll 3; Dodge Focus 7]
Leaping 3
Super-Movement 2 [Wall-Crawling 2]
Super-Senses 2 [Danger Sense (Spider-Sense), Uncanny Dodge (spider-sense)]
Super Strength 2

Device [Web-Shooters] 10 [hard to lose] (Drawback: Power Loss: When out of web-fluid) (-1 pt)
--Blast 6 [stingers] (Linked to Paralyze)
--Paralyze 6 (Linked to Blast)
--Snare 10 [impact webbing] (Extra: Independent)
-Alt. Power: Dazzle 8 [visual]
--Super-Movement 1 (Swinging) & Speed 2 [25 mph] (Flaw: Limited-Only when Swinging)

Saves: Toughness +8*/+5 [*Defensive Roll ]
Fort +6
Ref +12
Will +7

Combat: Attack +4/+8 (unarmed)/+8 (web-shooters)
Damage +8 (unarmed)/+8 (web-shooters)
Grapple +20
Defense +12 (+2 flat-footed)
Initiative +10

Equipment: Camera, Flash Light, Mini-Tracer


Costs: Attributes 16+ Skills 10+ Feats 23+ Powers 99+ Saves 8+ Combat 18= 174 pts.


:arrow: Well since there’s lots of love for Spidey here in the Tattooverse, I figured I’d add to my collection of builds and do up the original Scarlet Spider.

:arrow: Overall there is almost no difference between Scarlet & Spidey, basically it comes down to attack & defense, skill ranks and the lack of some feats. All things that Spidey gained as a result of his time as the original web-slinger, where Scarlet makes up for the differences is his development of new web-shooters (the new “twist of the wrist” trigger, impact webbing & stingers) which give Scarlet some other options in a fight that Spidey doesn’t have.

:arrow: Once the new cost of the web-shooters are figured in Scarlet comes in only a few points under Spidey which really surprised me as I thought the point cost difference would be a bit more.

:arrow: Then once I thought about it most of the people in Marvel didn’t realize that it was an entirely new Spider-Man once Ben Reilly took over, they simply thought Spidey had donned a new suit & sported some new gear. The only people who noticed the difference were Johnny Storm, Silver Sable (and with her at the time Sandman), and Venom (since the symbiote recognized the differences between Ben & Peter). So the lack of a huge point difference isn’t really as bad a thing as I originally thought.

:arrow: Deep secret sharing time here……

Warning: Slight rant-like statements below, read at your own risk....





I actually liked when Ben Reilly took over as Spider-Man.

I thought it was a seriously cool idea that he was the original Spidey and had been tricked into thinking he was the clone and went off to find his own life only to come back and return to his original identity. I was tired of having to read pretty much every Spidey title to understand what was going on in any single series, so when the Spidey-line was trimmed down to only a couple series with a whole new background cast introduced that didn’t have all the baggage of the older cast, though some of older cast still came around though they made sense.

Anyways, thus endth the touchy-feely, rant-like part of the post…(sorry for the soapbox)
Last edited by Tattooedman on Tue Dec 06, 2011 12:18 pm, edited 1 time in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Spider-Man 2099 build #1150

Postby Tattooedman » Fri Dec 02, 2011 12:50 pm

Image
Spider-Man 2099:
PL: 10
Str 12 [24] (+1/+7) Dex 10 [30] (+0/+10) Con 16 (+3) Int 18 (+4) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 8 (+18.), Bluff 8 (+10), Climb 4 (+12), Craft [Chemical] 6 (+12), Craft [Mechanical] 6 (+12), Computers 8 (+12), Diplomacy 2 (+4), Knowledge [Life Sciences] 6 (+10), Knowledge [Technology] 6 (+12), Profession [Scientist] 8 (+10), Sense Motive 10 (+12), Stealth 8 (+18.)

Feats: Acrobatic Bluff, Benefit [Security Clearance], Distract, Equipment, Evasion, Power Attack, Talented 3 [Craft (Chemical), Craft (Mechanical), Knowledge (Technology)], Uncanny Dodge [visual]

Powers: 50% Spider DNA:
Enhanced Strength 12
Enhanced Dexterity 20
Enhanced Feats 12 [Attack Focus (Melee) 2, Defensive Roll 2, Dodge Focus 7, Evasion]
Leaping 2
Snare 10 (Power Feat: Tether)
-Alt. Power: Speed 4 (Flaw: Limited-only with Swinging) & Supermovement 3 [Swinging; Wall-Crawling 2]
Strike 3 (Power Feat: Improved Critical 2)
Super-Senses 2 [Extended Vision, Ultravision]

Saves: Toughness +6*/+4 [*Defensive Roll]
Fort +8
Ref +12
Will +6

Combat: Attack +8/+10 (melee)
Damage +7 (unarmed)/+10 (finger claws--critical 18-20)
Defense +14 (+3 flat-footed)
Initiative +10

Equipment: Day of the Dead Costume: +3 Toughness; Supermovement 1 (Slow Fall)


Costs: Attributes 24+ Skills 20+ Feats 10+ Powers 75+ Saves 11+ Combat 30= 170 pts.


:arrow: Continuing with my love of things Spider-Man, I now give you Spider-Man 2099!!

:arrow: Basically I always thought of Miguel as what Peter would be like if he hadn’t had a caring, loving, decent home to grow up in. That made Miguel a cocky, rude and highly arrogant something-or-other I won’t write here, but he was a very smart scientist (so it was a good thing he wasn’t hired for his people skills).

:arrow: The biggest differences at the time was that Miguel’s webbing was self-made (like the later Spidey movies) and his way of climbing surfaces was definitely unique and made for a choice in a fight Peter didn’t have. Miguel also had excellent distance vision as well as a poison bite, it didn’t see action often as his mask was full-faced. Overall I liked the “rebel” Spidey so he gets some love here.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Re: Tattooverse 2.5: Foes of Spider-Man

Postby kenseido » Fri Dec 02, 2011 12:54 pm

Any chance on seeing Amalgam's Spider-Kid?
-----------------------------
Kenseido's Menagerie of Characters
User avatar
kenseido
Cosmic Entity
Cosmic Entity
 
Posts: 16894
Joined: Wed Jul 25, 2007 8:57 am
Location: Kyle, Texas

Re: Tattooverse 2.5: Foes of Spider-Man

Postby Tattooedman » Fri Dec 02, 2011 12:54 pm

Well that'll wrap up my run on Spider-Man and all his fight-buddies, at least the ones that have managed to stick around for the most part that is.

So I'm going to take a couple days off working on builds & come back with some more builds that should take care of a couple ideas I've had.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Re: Tattooverse 2.5: Foes of Spider-Man

Postby Tattooedman » Fri Dec 02, 2011 12:55 pm

kenseido wrote:Any chance on seeing Amalgam's Spider-Kid?



Huh, I hadn't thought about that one. I might just have to do him here soon.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Re: Tattooverse 2.5: Foes of Spider-Man

Postby Porcupine » Fri Dec 02, 2011 1:29 pm

Im surprised !!! Venom and the others symbiote isnt listed by you as Spiderman greatest foes !!! :(

But my favorite symbiote is definitly Toxin... immature like a little kid hosted by a cop LOL And Hes a good guy !!! I wish he could become a great hero in fact. :)
THE JOKER: Insanity is the same as gravity: all it need is a little push
User avatar
Porcupine
Supporting Cast
Supporting Cast
 
Posts: 135
Joined: Wed May 18, 2011 7:23 pm

Re: Tattooverse 2.5: Foes of Spider-Man

Postby Tattooedman » Fri Dec 02, 2011 8:43 pm

Porcupine wrote:Im surprised !!! Venom and the others symbiote isnt listed by you as Spiderman greatest foes !!!


Well, to be honest I never said I was doing Spider-Man's greatest foes. Just a run of his foes in general, but you're right I should have a build of Venom & Carnage just to be complete (the other symbiotes aren't going to make it as I think they serious suck worse than Pym, the criminal ones that is, I've not read anything with the two who were heroes).

And I was already thinking of doing a build for Venom & Carnage in this little run I'm planning next.....if only to 'complete' my set as it were. So you can expect to see them here within a few days.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Venom build #1151

Postby Tattooedman » Tue Dec 06, 2011 12:39 pm

Image
Venom:
PL:
11
Str 17 [30] (+3/+10) Dex 10 [26] (+0/+8.) Con 16 [22] (+3/+6) Int 10 (+0) Wis 12 (+1) Cha 10 (+0)

Skills: Acrobatics 0 (+10) Bluff 8 (+8.), Gather Information 8 (+9), Intimidate 8 (+8/+13), Investigate 8 (+8.), Notice 8 (+9), Profession [Reporter] 4 (+4), Sense Motive 8 (+9), Stealth 0 (+13)

Feats: Contacts, Dodge Focus

Powers: Container Venom Symbiote: 28
-Enhanced Strength 13
-Enhanced Constitution 6
-Enhanced Dexterity 16
-Enhanced Defense 8
-Enhanced Feats 27 [All-Out Attack, Attack Focus (Melee) 8, Attack Spec. (Snare Array) 4, Chokehold, Evasion, Fearless, Fearsome Presence 4 (DC 14), Improved Demoralize, Improved Initiative, Improved Pin, Move-By Action, Power Attack, Quick Change, Startle]
-Enhanced Skills 5 [Acrobatics +10, Intimidate +5; Stealth +5]
-Elongation 3
-Immunity 1 [Spider-Sense]
-Morph 3 [clothing only]
-Alt. Power: Concealment 1 [visual] (Power Feat: Close Range)
-Protection 5
-Super-Movement 1 [Swinging] & Speed 2 [25 mph] (Flaw: Limited-Only when Swinging)
-Super-Movement 2 [Wall-Crawling 2]
-Super-Senses 1 [Radius Vision]
-Super Strength 4 [Dynamic]
-Alt. Power: Leaping 4 [Dynamic]
-Snare 11 (Power Feats: Reversible, Tether)
-Alt. Power: Suffocate 11

Saves: Toughness +11
Fort +9
Ref +11
Will +6

Combat: Attack +2/+10 (Melee/Snare/Suffocate)
Damage +10 (Unarmed)/+11 (Snare/Suffocate)
Defense +3/+11 (+1/+6 flat-footed)
Initiative +10

Drawbacks: Vulnerable [Fire: +100% damage] (-3 pts)
Vulnerable [Sonics: +100% damage] (-3 pts)



Costs: Abilities 15+ Skills 13+ Feats 2+ Powers 140+ Saves 11+ Combat 10- Drawbacks 6= 185 pts.


:arrow: Well, here’s my take on Venom. Pretty similar to Spider-Man overall but instead of being focused on defense and agility Venom is all about Strength & being able to take a couple shots. Pretty much your standard dark reflection bad guy really.

:arrow: My biggest problem was when Venom was turned into an anti-hero and got his own series. Sorry, that didn’t do too much for me, let alone the wave after wave of symbiote-themed characters that were in some strange way always connected to him and while the first couple weren’t all that bad the more that got made the worse they got.

:arrow: But anyways, I think the build is pretty true to how he was done in his first couple years (back when he was a bad guy) and wanted nothing more than to break Spider-Man & eat parts of him (for some odd reason). Course I liked how his personality was shown to be somewhat fractured and he’d talk out loud with the symbiote using ‘we’ & ‘us’ most the time to refer to himself/the symbiote. It was different at the time and made him interesting compared to the rest of Spidey’s foes.
Last edited by Tattooedman on Thu Dec 08, 2011 9:37 am, edited 3 times in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Jim123 and 5 guests