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Tattooverse 2.5: WOF builds

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Re: Tattooverse 2.5: R2P builds

Postby Woodclaw » Thu Apr 26, 2012 10:29 am

First of all thanks for the compliments. I fear that my RtP builds will be a lot slower to come than yours. I have some ready, but I'm revising all of them.

Second, damn, Hawkeye was on my to-do list too. Nice work anyway. I have only one little doubt, why the basic arrow doesn't have the Mighty PF?
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Re: Tattooverse 2.5: R2P builds

Postby Tattooedman » Thu Apr 26, 2012 10:50 am

Woodclaw wrote:First of all thanks for the compliments. I fear that my RtP builds will be a lot slower to come than yours. I have some ready, but I'm revising all of them.


Not a problem, you do good builds and I'm looking forward to seeing what you do next for a next RtP build.

I'm lucky in the fact that my job allows me some various amounts of free time as I wait on the machine I operate to do it's job. So in the minutes that takes I work on builds, mostly just throwing ideas & such together and maybe doing a rough build of devices or power sets that way when I get home half the work is already done.

Second, damn, Hawkeye was on my to-do list too. Nice work anyway. I have only one little doubt, why the basic arrow doesn't have the Mighty PF?


Ah, sorry about that. Didn't mean to steal one of yours that's still in the works, but thanks for the kind words. As for the bow & arrows not having Mighty; to be fair I've tried that way of building it in the past and it just didn't sit well with me personally. A bow doesn't add in the strength of the person firing it to the damage it does, that's more from the strength of the drawstring/pulleys the bow uses to project the arrow.

So it's more of a personal choice in how to handle it than anything else.
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Re: Tattooverse 2.5: R2P builds

Postby catsi563 » Thu Apr 26, 2012 1:19 pm

We Demands Hawkeyes better half!! We demands Mocking Bird!! *hold up protest sign* :mrgreen:

some great builds though well designed. Only thing id add would be Hawks relationship to mockingbird, was neevr a fan of marvels fouling that up.
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Re: Tattooverse 2.5: R2P builds

Postby ClassDunce » Thu Apr 26, 2012 6:52 pm

catsi563 wrote:We Demands Hawkeyes better half!! We demands Mocking Bird!! *hold up protest sign* :mrgreen:

some great builds though well designed. Only thing id add would be Hawks relationship to mockingbird, was neevr a fan of marvels fouling that up.

The qiestion is though. Do you demand old school Mockingbird or the Mockingbird suped up on the hybrid super soldier/Infinity formula? Also a follow up question. Why do you prefer one over the other?
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Re: Tattooverse 2.5: R2P builds

Postby catsi563 » Thu Apr 26, 2012 7:17 pm

Actualy eithers fine, though I grant you I prefer the original Mockingbird. Bobbi was always neat to me because she had the spy vibe combined with the costumed adventurer. Like Hawkeye she didnt need the powers and was more then able to handle herself. The Hawkeye mini series where they first meet is still one of my favorite series. :mrgreen:

the interesting note is that neither version is trully that different from the other. Normal Bobbi is IMHO on the same level as Black Canary not as good a fighter but a better investigator and spy. While Super Soldier Bobbi doesnt lose any of the skills and gains the enhanced healing and pysical capabilities to put her easily on or above Dinahs level as a fighter. Not the same skill level mind you just phsycialy capable of keeping up with her.
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Re: Tattooverse 2.5: R2P builds

Postby Woodclaw » Fri Apr 27, 2012 12:21 am

ClassDunce wrote:
catsi563 wrote:We Demands Hawkeyes better half!! We demands Mocking Bird!! *hold up protest sign* :mrgreen:

some great builds though well designed. Only thing id add would be Hawks relationship to mockingbird, was neevr a fan of marvels fouling that up.

The qiestion is though. Do you demand old school Mockingbird or the Mockingbird suped up on the hybrid super soldier/Infinity formula? Also a follow up question. Why do you prefer one over the other?


Again like Clint, she's on my to-do list, in the classic version.
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Re: Tattooverse 2.5: R2P builds

Postby Tattooedman » Fri Apr 27, 2012 8:51 am

Woodclaw wrote:
ClassDunce wrote:
catsi563 wrote:We Demands Hawkeyes better half!! We demands Mocking Bird!! *hold up protest sign* :mrgreen:

some great builds though well designed. Only thing id add would be Hawks relationship to mockingbird, was neevr a fan of marvels fouling that up.

The qiestion is though. Do you demand old school Mockingbird or the Mockingbird suped up on the hybrid super soldier/Infinity formula? Also a follow up question. Why do you prefer one over the other?


Again like Clint, she's on my to-do list, in the classic version.



Opps, sorry Woodclaw. I've got a build of Mockingbird ready here too, maybe we should share our Ready to Play build lists so we don't have any more overlap.
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Re: Tattooverse 2.5: R2P builds

Postby Woodclaw » Fri Apr 27, 2012 9:45 am

Tattooedman wrote:
Woodclaw wrote:Again like Clint, she's on my to-do list, in the classic version.



Opps, sorry Woodclaw. I've got a build of Mockingbird ready here too, maybe we should share our Ready to Play build lists so we don't have any more overlap.
[/quote]

I don't mind some overlapping (I was going to re-do some of BGIII builds anyway), just post them anyway I'll work on something else in the meantime.

BtW you should rework you template, I can't understand the level of player/GM difficulty of your builds.
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Re: Tattooverse 2.5: R2P builds

Postby Tattooedman » Fri Apr 27, 2012 9:59 am

Woodclaw wrote:
Tattooedman wrote:
Woodclaw wrote:Again like Clint, she's on my to-do list, in the classic version.



Opps, sorry Woodclaw. I've got a build of Mockingbird ready here too, maybe we should share our Ready to Play build lists so we don't have any more overlap.


I don't mind some overlapping (I was going to re-do some of BGIII builds anyway), just post them anyway I'll work on something else in the meantime.


Ok, just thought I'd offer.

BtW you should rework you template, I can't understand the level of player/GM difficulty of your builds.


I'm not entirely sure I get what you mean by that. Is it the wording I'm using that is confusing? How about this instead?

Degree of Player Difficulty (Novice/Experienced/Advanced)
Degree of GM Difficulty (Novice/Experienced/Advanced)
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R2P Mockingbird build #1038

Postby Tattooedman » Fri Apr 27, 2012 10:06 am

Image
Mockingbird:
PL:
10 [150 pp]
M&M Ready to Play
Degree of Player Difficulty (Novice/Experienced/Advanced)
Degree of GM Difficulty (Novice/Experienced/Advanced)

Str 14 (+2) Dex 18 (+4) Con 14 (+2) Int 16 (+3) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 6 (+10), Bluff 8 (+10), Climb 4 (+6), Computers 7 (+10), Craft [Chemical] 6 (+9), Diplomacy 6 (+8.), Disable Device 7 (+10), Drive 4 (+8.), Escape Artist 6 (+10), Gather Information 8 (+10), Investigate 5 (+8.), Knowledge [Life Sciences] 7 (+10), Knowledge [Tactics] 5 (+8.), Medicine 4 (+7), Notice 8 (+10), Pilot 4 (+8.), Search 7 (+10), Sense Motive 8 (+10), Sleight of Hand 6 (+10), Stealth 8 (+12), Survival 4 (+6), Swim 4 (+6)

Feats: Acrobatic Bluff, Ambidexterity, Attack Spec. [Bo Staff/Batons] 2, Contacts, Defensive Roll 2, Dodge Focus 5, Elusive Target, Evasion 2, Equipment 3, Follow-Up Strike, Improved Block, Improved Critical [Bo Staff/Batons] 2, Improved Disarm, Improved Feint, Improved Initiative, Improved Trick, Instant Up, Luck, Move-By Action, Power Attack, Redirect, Takedown Attack 2, Teamwork, Uncanny Dodge [audio], Up the Walls, Well-Informed

Saves: Toughness +7*/+5**/+3 [*Costume & Defensive Roll/**Costume]
Fort +7
Ref +8
Will +7

Combat: Attack +10/+14 (Quarter Staff/Battle Staves)
Defense +13 (+4 flat-footed)
Initiative +8

Equipment: Costume [+2 Toughness; Subtle; Commlink]
Mask [Darkvision]
Rebreather
Combat Batons [+2 Strike; Improved Block, Improved Critical, Mighty, Split Attack, Thrown]
-Bo Staff [+2 Strike; Extended Reach, Improved Block, Improved Critical, Mighty, Pole Vault (Leaping 1)]



Costs: Attributes 30+ Skills 33+ Feats 37+ Saves 14+ Combat 36= 150 pts.


Complications:
Relationship ~Hawkeye: Mockingbird has had a long and eventful relationship with Hawkeye, despite being married and divorced and back together as a couple (still unmarried) there is little doubt that they deeply care for one another.

Secrets~There’s a lot of them!: Before taking on the identity of Mockingbird, she worked first as a researcher for SHIELD then became a field agent and it is very possible those former occupations could come back to haunt her in the present day.


:arrow: Mockingbird is another skill driven character really, built like a spy in spandex (which is the version I'm most familar with, so no super solider/infinity formula add ons for this build). She’s all about figuring things out and getting into places she thinks has more clues for her to locate and she‘s got an interesting mix of skills that one wouldn‘t expect from a spy/detective outright.

:arrow: Plus it helps that she’s not a total slouch in a fight, Mockingbird can handle herself in melee better than ranged and that’s important to remember when playing her. She’s built as an acrobatic/feinting styled fighter, constantly on the move and tricking her opponents into making mistakes she can capitalize on to put them down. Another thing to take notice of is the subtle differences between her quarter staff & battles staves, they mostly have the same kind of effects on them but the quarter staff allows her a bit of range if she’d have to deal with someone who might have an aura effect in play and getting up close isn’t the best option to deal with them.

:arrow: Team her up with Hawkeye and they should make short work of most foes they face between his ranged ability & her up close skill plus with both of them having teamwork they can trade off helping one another during a fight to keep the bad guys off balance.
Last edited by Tattooedman on Fri Apr 27, 2012 4:03 pm, edited 2 times in total.
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R2P Yellowjacket build #1039

Postby Tattooedman » Fri Apr 27, 2012 10:13 am

Image
Yellowjacket:
PL:
10 [150 pp]
M&M Ready to Play
Degree of Player Difficulty ([Novice/Experienced/Advanced)
Degree of GM Difficulty (Novice/Experienced/Advanced)

Str 10 (+0) Dex 16 (+3) Con 10 (+0) Int 24 (+7) Wis 14 (+2) Cha 10 (+0)

Skills: Acrobatics 6 (+9), Computers 12 (+19), Craft [Chemical] 14 (+21), Craft [Electronic] 14 (+21), Craft [Mechanical] 14 (+21), Disable Device 8 (+15), Knowledge [Life Sciences] 14 (+21), Knowledge [Physical Sciences] 14 (+21), Knowledge [Technology] 14 (+21), Notice 6 (+9), Search 6 (+13), Sense Motive 6 (+9), Stealth 0 (+0/+16)

Feats: Elusive Target, Evasion, Inventor, Luck, Sidekick 20 [Wasp], Quick Change, Skill Mastery [Craft (Chemical), Knowledge (Life Sciences), Knowledge (Physical Sciences), Knowledge (Technology)], Speed of Thought

Powers: The Incredible Shrinking Scientist!: Shrinking 16 [fine sized (5 inches tall); +8 Attack/Defense; +16 Stealth; -16 Grapple; -8 Intimidate] (Extras: Normal Toughness)

Device [Yellowjacket Costume] 6 [hard to lose]
Stinger Blasters: Blast 8
Flight Harness: Flight 3
Flex-Mesh Weave: Protection 5

Saves: Toughness +5*/+0 [*Yellowjacket Costume]
Fort +6
Ref +6
Will +6

Combat: Attack +2 [+10 shrunken]
Defense +5 [+13 shrunken] (+2 [+6 shrunken] flat-footed)
Initiative +7


Costs: Attributes 24+ Skills 32+ Feats 27+ Powers 40+ Saves 13+ Combat 14= 150 pts.


Complications:
Quirk ~Science!: Yellowjacket is a scientist at heart and can get wrapped up in figuring out the latest problem he comes across as a hero, almost to the point that he ends up ignoring what is going on around him. Sometimes this bites him in the tiny but.

Relationship ~Wasp: Yellowjacket is in love with the Wasp but hasn’t managed to work up the nerve to admit his feelings to her. He feels that he isn’t the right man for her but if she is seriously injured then Yellowjacket will lay into whoever is responsible without hesitation.


the sidekick wrote:Wasp:
PL:
8
Str 10 (+0) Dex 14 (+2) Con 10 (+0) Int 14 (+2) Wis 16 (+3) Cha 18 (+4)

Skills: Acrobatics 8 (+10), Bluff 4 (+8/+12), Craft [Artistic] 6 (+8.), Diplomacy 4 (+8/+12), Knowledge [Business] 6 (+8.), Knowledge [Pop Culture] 6 (+8.), Notice 5 (+8.), Profession [Fashion Designer] 8 (+11), Search 4 (+6), Sense Motive 5 (+8.), Stealth 0 (+2/+18.)

Feats: Acrobatic Bluff, Attractive, Benefit 3 [Wealth (x3)], Distract [Bluff], Elusive Target, Evasion, Improved Initiative, Move-By Action, Quick Change, Set-Up, Taunt, Teamwork 2

Powers: Alternate Form [Wasp Form] 7
Wasp’s Sting: Blast 8
Wasp’s Wings: Flight 3 (Flaw: Winged)
Size of a Wasp: Shrinking 16 [fine sized (4 inches tall); +8 Attack/Defense; +16 Stealth; -16 Grapple; -8 Intimidate] (Extras: Normal Toughness)

Device [Wasp Costume] 1 [hard to lose]
Flex-Mesh Weave: Protection 5

Saves: Toughness +5*/+0 [*Wasp Costume]
Fort +3
Ref +7
Will +5

Combat: Attack +0 [+8 shrunken]
Defense +0 [+8 shrunken] (+0 [+4 shrunken] flat-footed)
Initiative +6

Costs: Attributes 22+ Skills 14+ Feats 15+ Powers 39+ Saves 10+ Combat 0= 100 pts.


Complications:
Motivation ~Thrills: Wasp loves being a super hero and being in the public eye. Mixing it up with super villains is just another thing on her to-do list for the day and she always has a smile on her face something funny to say to them as she’s fighting them.

Relationship ~Yellowjacket: Wasp is in love with Yellowjacket and realizes that he is too but is still waiting on him to admit it openly. She will always be the one to get him out of the lab so he can enjoy life, the parts of it not confined to a lab or ongoing experiment.



:arrow: Thought I’d take a try and mixing two frustrating things in M&M 2E: the Shrinking power & the Sidekick feat. So here’s Yellowjacket & the Wasp! I did this build based on the idea of Pym coming up with the Yellowjacket identity as his first heroic effort, so no Giant Man/Goliath powers here. I see it as kind of like how Ant-Man was done in Avengers: Earth’s Mightiest Heroes, just an genius scientist turned superhero.

:arrow: Yellowjacket’s not really meant to be all that much of a fighter, though with Wasp helping him out he can get the job done. Yellowjacket’s really in it for all his tech skills, figuring things out and coming up with the hi-tech angles on stopping the bad guy’s latest plot device. His Skill Mastery is the big trick to this plan and players should feel free to make use of it any chance they get, Hank’s got a big brain don’t be shy in using it.

:arrow: The thing to watch is how both Yellowjacket & Wasp have traded off their Toughness for Defense, the trick is in trying to not to get hit because when that happens 9 outta 10 times they’re gonna take some damage.

:arrow: Wasp is basically the helping hand for Yellowjacket in a fight, with her ability to distract opponents and then use her Set-Up & Teamwork feats to aid Yellowjacket is where she’ll shine. The biggest thing with this pair is to remember to play up Pym’s calculating nature compared to Wasp’s thrill seeking, motor-mouthing personalities. They’re an odd couple in that regard but often times she’s the one motivating him into putting on the costumes and going out on patrol.
Last edited by Tattooedman on Fri Apr 27, 2012 12:29 pm, edited 1 time in total.
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R2P Karate Kid build #1040

Postby Tattooedman » Fri Apr 27, 2012 10:16 am

Image
Karate Kid:
PL:
10 [150 pp]
M&M Ready to Play
Degree of Player Difficulty (Novice/Experienced/Advanced)
Degree of GM Difficulty (Novice/Experienced/Advanced)

Str 20 (+5) Dex 20 (+5) Con 20 (+5) Int 10 (+0) Wis 18 (+4) Cha 12 (+1)

Skills: Acrobatics 10 (+15), Concentration 8 (+12), Knowledge [Theology & Philosophy] 8 (+8.), Notice 6 (+10), Sense Motive 6 (+10), Stealth 6 (+11)

Feats: Acrobatic Bluff, Attack Focus [Melee] 8, Attack Spec. [Unarmed], Blind-Fight, Defensive Roll 3, Dodge Focus 4, Elusive Target, Evasion 2, Follow-Up Strike, Improved Critical [Unarmed] 3, Improved Defense 2, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Stunning Attack, Sweeping Strike, Takedown Attack 2, Trance, Unbalancing Strike, Uncanny Dodge [auditory]

Powers: Find the Weak Point: Super-Senses 4 [Acute, Analytical, Ranged Detect Weakness (visual)] (Power Feat: Assessment, Innate)

Rend Metals with Bare Hands: Corrosion 8 (Power Feat: Innate); (Flaw: Full Round Action)

Saves: Toughness +8*/+5 [*Defensive Roll]
Fort +8
Ref +9
Will +9

Combat: Attack +5/+13 (Melee)/+15 (Unarmed)
Defense +12 (+4 flat-footed)
Initiative +9

Costs: Attributes 40+ Skills 11+ Feats 38+ Powers 23+ Saves 12+ Combat 26= 150 pts.


Complications:
Honor: Karate Kid will always keep his given word.

Motivation ~Challenge Himself: Karate Kid strives to prove that as a highly skilled human he can do as well as any other hero who has innate powers. As a result he is constantly training himself and pushing to better his skills and abilities.

Quirk~Always there for his Friends: Karate Kid grew up alone on one of the more hostile worlds known, now that he has gained close friends he views them like an extended family that he would do anything for.


:arrow: And now for the martial artist. I decided to go with Karate Kid since he best exemplifies the idea of super hero martial artist, mostly human but with a few choice abilities related to the training he’s spent his life to. He’s kind of like a melee version of Hawkeye in many respects forgoing raw power for accuracy but with Power Attack he can alter that easily enough and combined with his skill at finding weak points can be devastating.

:arrow: Most of the time Karate Kid will be the one dealing with mooks, by the dozens more than likely and he should be just fine doing it. But when faced with a serious threat Karate Kid can go on the defensive, thanks to Improved Defense 2, and have a good chance of weathering whatever attack is sent his way which keeps the bad guy busy while the rest of his team is working on putting them down.

:arrow: Unfortunately though Karate Kid is pretty much focused solely on combat and has little else to offer to a group when it comes to skills and feats. He’s meant to keep opponents busy so the heavy hitters can ready their big attack or give the big brains the time they need to finish making on the spot modifications to either some of their gear or undoing the master villains device of terror. In the end Karate Kid is all about fighting pretty much so have fun referencing all the kung-fu movies you like for how he fights. That’s the joy of this kind of character.
Last edited by Tattooedman on Fri Apr 27, 2012 12:30 pm, edited 1 time in total.
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Re: Tattooverse 2.5: R2P builds

Postby Shock » Fri Apr 27, 2012 11:20 am

Tattooedman wrote:I'm not entirely sure I get what you mean by that. Is it the wording I'm using that is confusing? How about this instead?

Degree of Player Difficulty (Novice/Experienced/Advanced)
Degree of GM Difficulty (Novice/Experienced/Advanced)

I believe what he means is that for Hawkeye, Martian Manhunter and Nova, he can't tell which one is highlighted/bolded. Which I can't either.
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Re: Tattooverse 2.5: R2P builds

Postby Woodclaw » Fri Apr 27, 2012 11:29 am

Shock wrote:
Tattooedman wrote:I'm not entirely sure I get what you mean by that. Is it the wording I'm using that is confusing? How about this instead?

Degree of Player Difficulty (Novice/Experienced/Advanced)
Degree of GM Difficulty (Novice/Experienced/Advanced)

I believe what he means is that for Hawkeye, Martian Manhunter and Nova, he can't tell which one is highlighted/bolded. Which I can't either.


Exactly, same with Yellowjacket
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Re: Tattooverse 2.5: R2P builds

Postby Shock » Fri Apr 27, 2012 11:31 am

I can see that Yellowjacket is highlighted as Advanced but it is hard to see.
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