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Tattooverse 2.5: WOF builds

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Ookla the Mok build #1158

Postby Tattooedman » Sat Dec 10, 2011 12:51 pm

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Ookla the Mok:
PL:
10
Str 26 (+8.) Dex 16 (+3) Con 26 (+8.) Int 8 (-1) Wis 10 (+0) Cha 8 (-1)

Skills: Climb 6 (+14), Intimidate 15 (+14), Notice 10 (+10), Ride 7 (+10), Search 9 (+8.), Sense Motive 10 (+10), Survival 8 (+8.), Stealth 7 (+10)

Feats: All-Out Attack, Attack Focus [Melee] 2, Attack Spec. [Longbow], Dodge Focus 2, Fast Overrun, Fearsome Presence 4 [DC 14], Grappling Finesse, Improved Demoralize, Improved Grab, Improved Overrun, Improved Pin, Improved Throw, Improvised Weapons, Power Attack, Seize Initiative, Startle, Takedown Attack

Powers: Mok Racial Traits: (Power Feat: Innate)
-Enhanced Feats 5 [Endurance, Lionheart 2, Tough 2]
-Super-Senses 2 [Low-Light Vision, Scent]

Device [Longbow] 5 [easy to lose]
Paralyzing arrows: Stun 8 (Extra: Ranged)
-Normal arrows: Blast 8 (Extra: Autofire)

Saves: Toughness +10
Fort +13
Ref +5
Will +6

Combat: Attack +8/+10 (Melee/Longbow)
Damage +8 (Unarmed)
Defense +10 (+4 flat-footed)
Initiative +3


Costs: Abilities 34+ Skills 18+ Feats 22+ Powers 28+ Saves 13+ Combat 32= 147 pts.


Complications:
Protective: Ookla is very protective of Princess Ariel, so much so that he will stop whatever he’s doing to ‘save’ her from a perceived threat.

Moks and Water DON’T mix!!: Ookla, like all other Moks, fear and hate water and would rather face overwhelming odds in a fight rather than wade through a stream to escape.


:arrow: Enter the comic-relief/best buddy/sidekick member of the team: Ookla the Mok!

:arrow: Large and in charge, he’s stronger than Thundarr and a bit tougher. Not as smart but he’s not meant to be, that’s Ariel’s job. Ookla was there to deal with mooks & minions and take them all down (at least until the Plot Device took him out that is, the three of them getting captured and breaking free was a common thing). Ookla’s able to shrug off most attacks thanks to his high Toughness and he loved to charge his way into the thick of combat and just grab a random tree branch to club his way through mooks.

:arrow: Ookla was kind of my favorite of the group, just because he’d get frustrated and enraged by unusual nuisances of old world devices or unique plant/animal life the group would encounter (hence the comic relief angle above). My personal favorite was when Thundarr thought it was a good idea to leave Ookla in charge of flying a helicopter outside the big bad’s HQ (really?!?) and he became so mad with the complex controls of it that he literally kicked them out the nose of the craft (of course he got clear of it before it crashed).
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Princess Ariel build #1159

Postby Tattooedman » Sat Dec 10, 2011 12:52 pm

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

Skills: Bluff 8 (+10), Climb 8 (+8.), Concentration 10 (+13), Diplomacy 6 (+8.), Knowledge [Arcane Lore] 12 (+12), Knowledge [History] 14 (+14), Knowledge [Technology] 4 (+6), Language [Mok (understand only)], Medicine 5 (+7), Notice 9 (+12), Ride 8 (+10), Sense Motive 9 (+12), Stealth 6 (+8.), Survival 2 (+5), Swim 8 (+8.)

Feats: Attack Spec. [Sorcery Array] 2, Defensive Roll 4, Dodge Focus 6, Luck [Determination], Luck [Inspired Feat] 2, Luck [Spell Improvisation] 2, Luck [Instant Counter], Ritualist, Skill Mastery [Concentration, Knowledge (Arcane Lore), Knowledge [History], Knowledge (Technology)], Teamwork, Trance

Powers: Sorcery: Magic 10 [Create Objects 10 (Extra: Moveable); (Power Feat: Stationary)]
-Bind Foes: Snare 10 (Power Feat: Reversible); (Flaw: Medium)
Elemental Manipulations: Environmental Control 10 [any condition]
-Exploding Spheres: Blast 10 (Extra: Area [Explosion])
-Force Beam: Blast 10 (Power Feat: Variable Descriptor 4 [Elemental])
-Reanimate Objects/Ancient Machinery: Animate Objects 10

Saves: Toughness +6*/+2 [*Defensive Roll]
Fort +6
Ref +7
Will +10

Combat: Attack +6/+10 (Sorcery Array)
Damage +10 (Sorcery Array)
Defense +10 (+2 flat-footed)
Initiative +2

Drawbacks: Power Loss [Magic Array; when unable to gesture] (-2 pts)



Costs: Abilities 22+ Skills 26+ Feats 22+ Powers 36+ Saves 16+ Combat 20- Drawbacks 2= 140 pts.


Complications:
Reputation: Princess Ariel is known as a skilled and powerful sorceress.

Reputation: Princess Ariel is a known companion of Thundarr the Barbarian.

Stuck in a Man‘s World: There are times when Thundarr and Ookla ignore the sound advice Ariel offers them, normally this leads them into trouble and she is forced to bail them out.


:arrow: Rounding out the group is Princess Ariel, the smart one. She was the one who freed Thundarr and Ookla from slavery (and supposedly gave Thundarr the Sunsword) from her step-father’s pens and she’s been with them ever since.

:arrow: Ariel is well versed in the knowledge of the old world, she understands what the old machines are and what their functions were. Plus her magical skills are pretty impressive, only beaten or rivaled by the villains they faced normally (though many of them were using a mixture of magic and technology while Ariel was using pure magic).
Last edited by Tattooedman on Sun Dec 11, 2011 1:35 am, edited 1 time in total.
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Re: Tattooverse 2.5: Odds & In Builds

Postby Thorpacolypse » Sat Dec 10, 2011 8:58 pm

Love the Ariel and Ookla, Tattooed! And I'm glad you got the Ookla and water don't mix Complication.
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Re: Tattooverse 2.5: Odds & In Builds

Postby luketheduke86 » Sun Dec 11, 2011 1:30 am

Man I am almost speechless at seeing Thundarr builds, seriously Tattoo you just made my day ! :D

P.S. That Ookla picture is pretty badass. 8)
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Re: Tattooverse 2.5: Odds & In Builds

Postby Tattooedman » Sun Dec 11, 2011 1:54 am

Thorpacolypse wrote:Love the Ariel and Ookla, Tattooed! And I'm glad you got the Ookla and water don't mix Complication.



Thanks Thorp, :mrgreen: . And come on, if I'm gonna claim Ookla as my favorite I can't miss details like that now can I?

luketheduke86 wrote:Man I am almost speechless at seeing Thundarr builds, seriously Tattoo you just made my day ! :D

P.S. That Ookla picture is pretty badass. 8)



Glad I could do that for you luke.

And yeah, the art for Ookla is my favorite of all three since he looks pretty fricking nasty & scary in it. I knew it was the one I wanted the moment I found it on google.
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Re: Tattooverse 2.5: Odds & In Builds

Postby Thrincold » Sun Dec 11, 2011 6:16 am

Awesome Thundarr builds oh Inked one, now my question, do we get the rest of the Thundarrians or do I pine away for the less human members?
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Re: Tattooverse 2.5: Odds & In Builds

Postby Horsenhero » Sun Dec 11, 2011 7:05 pm

Hah! I'm just waiting for TM to build the Herculoids. :twisted:
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Re: Tattooverse 2.5: Odds & In Builds

Postby Tattooedman » Sun Dec 11, 2011 10:01 pm

Thrincold wrote:Awesome Thundarr builds oh Inked one, now my question, do we get the rest of the Thundarrians or do I pine away for the less human members?



You mean like Gemini or those one episode appearing head bad guys who met some bad ending at the end of their only appearance?

Horsenhero wrote:Hah! I'm just waiting for TM to build the Herculoids. :twisted:


Now that you mention them, I have been debating on working them up..... :twisted:
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Nickel build #1160

Postby Tattooedman » Mon Dec 12, 2011 12:14 pm

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Nickel:
PL:
10
Str 14 (+2) Dex 20 (+5) Con -- Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills: Acrobatics 6 (+11), Bluff 10 (+10), Knowledge [Pop Culture] 6 (+6), Notice 8 (+8.), Sense Motive 8 (+8.), Stealth 6 (+11)

Feats: Acrobatic Bluff, Attack Spec. [Snare Array], Distract [Bluff], Dodge Focus 4, Improved Initiative 2, Luck, Move-By Action, Seize Initiative, Set-Up, Taunt, Takedown Attack 2, Teamwork 2

Powers: Robot Traits:
-Immunity 32 [Critical Hits, Fortitude Effects]
-Protection 10

Magno-Meter Enhanced Body:
-Elongation 6
-Snare 10 (Power Feats: Reversible, Tether); (Flaw: Touch Range)
-Alt. Power: Strike 8 (Power Feat: Mighty)
-Super-Movement 1 [Slithering]

Saves: Toughness +10
Fort n/a
Ref +10
Will +5

Combat: Attack +8/+10 (Snare Array)
Damage +2 (Unarmed)/+10 (Strike)
Defense +10 (+3 flat-footed)
Initiative +13

Drawbacks: Vulnerable [Magnetic Attacks; +100% Damage] (-3 pts)


Costs: Attributes 4+ Skills 11+ Feats 18+ Powers 54+ Saves 10+ Combat 28- Drawbacks 3= 122 pts.

Complications:
Secret Identity: Magneto has created the human identity of Lance Vale for Nickel to use.

Responsibility ~Protect mutants & humans: Nickel, like all the other Magnetic Men, value mutant and human life and feel they were created to protect both groups from any and all threats.


:arrow: The first of a new set of builds I’ve been working on, Nickel of the Magnetic Men from the Amalgam setting. They’re supposed to be a mix of the Metal Men & The Brotherhood of Mutants but I’ve found that idea to be stretched a bit thin. It’s said that Nickel is able to move at superhuman speeds, since he’s based partly on Quicksilver, but it wasn’t really shown in the comics and he instead seems to be more like Mercury for the most part with how he fights and moves about, elongating his limbs to cover ground between himself and foes.

:arrow: He’s more Quicksilver-like in his personality IMO, grumbling & complaining about everything happing around him (though there’s an argument that’s more Mercury) but his looks are definitely based on Quicksilver.

:arrow: So far I’ve found that the Magnetic Men are coming in under the 150 pp cost, but a lot of that is from they’ve only had two comic appearances ever plus I always got the idea that they didn’t operate at their best without Magneto around for some reason (comments were made in both books to that point) so I don’t feel too bad about it overall.
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Cobalt build #1161

Postby Tattooedman » Mon Dec 12, 2011 12:15 pm

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Cobalt:
PL:
10
Str 12 (+1) Dex 14 (+2) Con -- Int 12 (+1) Wis 10 (+0) Cha 10 (+0)

Skills: Acrobatics 6 (+8.), Notice 8 (+8.), Sense Motive 7 (+7), Stealth 7 (+7)

Feats: Attack Focus [Melee] 2, Attack Spec. [Blast] 2, Dodge Focus 2, Luck, Move-By Action, Precise Shot, Teamwork

Powers: Robot Traits:
-Immunity 32 [Critical Hits, Fortitude Saves]
-Protection 10

Magno-Meter Enhanced Body:
-Flight 8
-Blast 10

Saves: Toughness +10
Fort n/a
Ref +7
Will +7

Combat: Attack +6/+8 (Melee)/+10 (Blast)
Damage +1 (Unarmed)/+10 (Blast)
Defense +10 (+4 flat-footed)
Initiative +2

Drawbacks: Vulnerable [Magnetic Attacks; +100% Damage] (-3 pts)


Costs: Attributes 2+ Skills 7+ Feats 10+ Powers 78+ Saves 13+ Combat 28- Drawbacks 3= 135 pts.


Complications:
Secret Identity: Magneto has created the human identity of Lucius Richmond for Cobalt to use.

Responsibility ~Protect mutants & humans: Cobalt, like all the other Magnetic Men, value mutant and human life and feel they were created to protect both groups from any and all threats.


:arrow: Cobalt is the ‘leader’ of the Magnetic Men, but I never really got that feel from what he did in the books. He’s a blaster and one of the more expensive members I’ve done so far but he’s nothing like the two characters he’s supposed to be a mix of (Gold of the Metal Men & Mastermind of the Brotherhood).

:arrow: But hey, every team needs a flyer & a blaster and Cobalt fills that niche out pretty well overall.
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Iron build #1162

Postby Tattooedman » Mon Dec 12, 2011 12:16 pm

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Iron:
PL:
10
Str 30 (+10) Dex 10 (+0) Con -- Int 10 (+0) Wis 10 (+0) Cha 4 (+14)

Skills: Intimdate 6 (+8/+16), Notice 6 (+6), Sense Motive 8 (+8.)

Feats: Benefit [Bruiser], Improved Critical [Unarmed] 2, Interpose, Luck, Withstand Damage

Powers: Robot Traits:
-Immunity 32 [Critical Hits, Fortitude Saves]
-Protection 12 (Extra: Impervious 10)

Magno-Meter Enhanced Body:
-Super Strength 5 (Power Feats: Bracing, Groundstrike)
-Alt. Power: Leaping 5

Saves: Toughness +12* (*Impervious 10)
Fort n/a
Ref +3
Will +6

Combat: Attack +10
Damage +12 (Unarmed; critical 18-20)
Defense +8 (+ flat-footed)
Initiative +0

Drawbacks: Vulnerable [Magnetic Attacks; +100% Damage] (-3 pts)


Costs: Attributes 10+ Skills 5+ Feats 6+ Powers 67+ Saves 9+ Combat 36- Drawbacks 3= 130 pts.

Complications:
Secret Identity: Magneto has created the human identity of John Henry Steel for Iron to use.

Responsibility ~Protect mutants & humans: Iron, like all the other Magnetic Men, value mutant and human life and feel they were created to protect both groups from any and all threats.


:arrow: The strongman of the Magnetic Men, Iron is a first class bruiser that loves to get right into the thick of melee combat. He’s always trash talking a bit and is supposed to be a mix of Iron (of the Metal Men) & Unus (from the Brotherhood). I don’t really see it but it works overall I guess.
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Bismuth build #1163

Postby Tattooedman » Tue Dec 13, 2011 11:14 am

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Bismuth:
PL:
10
Str 14 (+2) Dex 20 (+5) Con -- Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills: Acrobatics 8 (+13), Knowledge [Pop Culture] 6 (+6), Notice 6 (+6), Sense Motive 8 (+8.), Stealth 8 (+8.)

Feats: Acrobatic Bluff, Attack Focus [Melee] 2, Dodge Focus 2, Luck, Move-By Action, Power Attack, Teamwork

Powers: Robot Traits:
-Immunity 32 [Critical Hits, Fortitude Effects]
-Protection 10

Magno-Meter Enhanced Body:
-Immunity 10 [Magnetic Effects]
-Leaping 6
-Corrosion 10 [Acid]
-Strike 6 [Leg Kick] (Power Feat: Mighty)

Saves: Toughness +10
Fort n/a
Ref +9
Will +5

Combat: Attack +8/+10 (Melee)
Damage +2 (Unarmed)/+8 (Leg Kick)/+10 (Acid)
Defense +10 (+3 flat-footed)
Initiative +5


Costs: Attributes 4+ Skills 9+ Feats 9+ Powers 95+ Saves 9+ Combat 28= 154 pts.


Complications:
Secret Identity: Magneto has created the human identity Snapper Jones of for Bismuth to use.

Responsibility ~Protect mutants & humans: Bismuth, like all the other Magnetic Men, value mutant and human life and feel they were created to protect both groups from any and all threats.

Quirk ~Stutter: Bismuth gets nervous about his ability to contribute to the team and this often manifests as a stuttering pattern to his speech.


:arrow: One of the odder members of the Magnetic Men, Bismuth was interesting as kind of a downer character that always questioned his contributions to the group or if they should bother trying to protect people (though he’d jump into any fight without any hesitation). He basically jumps around a lot and used his internal acid to weaken foes for the other, obviously stronger, members of the team to deal the finishing blow.

:arrow: Bismuth is a diamagnetic and not affected by magnetic attacks like Iron, Nickel and Cobalt are. Magneto did this to ensure that the entire team couldn’t be taken out by a simple magnetic themed attack by their foes.
Last edited by Tattooedman on Tue Dec 13, 2011 12:54 pm, edited 1 time in total.
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Antimony build #1164

Postby Tattooedman » Tue Dec 13, 2011 11:14 am

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

Skills: Bluff 8 (+10), Diplomacy 8 (+10), Notice 10 (+12), Sense Motive 10 (+12), Stealth 8 (+11)

Feats: Attack Focus [Melee] 2, Distract [Bluff], Dodge Focus 2, Improved Feint, Set-Up, Teamwork

Powers: Robot Traits:
-Immunity 32 [Critical Hits, Fortitude Effects]
-Protection 10

Magno-Meter Enhanced Body:
-Immunity 10 [Magnetic Effects]
-Strike 10 (Extra: Penetrating)

Saves: Toughness +10
Fort n/a
Ref +8
Will +7

Combat: Attack +8/+10 (Melee)
Damage +10 (Strike)
Defense +10 (+4 flat-footed)
Initiative +3


Costs: Attributes 0+ Skills 11+ Feats 8+ Powers 72+ Saves 10+ Combat 32= 133 pts.


Complications:
Secret Identity: Magneto has created the human identity Debbie Walker of for Antimony to use.

Responsibility ~Protect mutants & humans: Antimony, like all the other Magnetic Men, value mutant and human life and feel they were created to protect both groups from any and all threats.


:arrow: The quiet rebel among the Magnetic Men, Antimony seemed to always question Magneto’s orders when she had the chance. Mostly over moral issues of the purpose of her and the other Magnetic Men in the world and how they should attempt to go on with their lives. Magneto looked to tolerate it as he talked of how she so reminded him of the girl she was created in image of, the Scarlet Witch.

:arrow: Antimony doesn’t really bring anything new to combat for the Magnetic Men, I’d only seen her make blade-arms or wedge-like weapons to fight with, so she’s pretty cheap when it comes to powers. Where she makes up for it is in her attributes & feats which play to helping the others with their fights.

:arrow: Like Bismuth, Antimony is a diamagnetic and not affected by magnetic attacks like Nickel, Iron & Cobalt are. Which was done by Magnus on purpose, since he didn’t want the entire team to be dealt with in that manner.
Last edited by Tattooedman on Tue Dec 13, 2011 12:55 pm, edited 1 time in total.
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Re: Tattooverse 2.5: Odds & In Builds

Postby Arthur Eld » Tue Dec 13, 2011 12:47 pm

Shouldn't Antimony and Bismuth have Immunity to Magnetic Effects?

Also, its a much less important issue, but you could make Bismuth's Strike Mighty and 1 rank less and still have it be more effective.
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Re: Tattooverse 2.5: Odds & In Builds

Postby Tattooedman » Tue Dec 13, 2011 12:57 pm

Arthur Eld wrote:Shouldn't Antimony and Bismuth have Immunity to Magnetic Effects?


Good point, I hadn't thought of that.

Also, its a much less important issue, but you could make Bismuth's Strike Mighty and 1 rank less and still have it be more effective.


Another good point, I was going with the idea that any foe Bismuth used the Strike on would have been subjected to a couple rounds worth of Corrosion first but it's only a slight change.

Both ideas have been added, thanks Eld.
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