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Tattooverse 2.5: WOF builds

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Re: Tattooverse 2.5: R2P builds

Postby catsi563 » Sat Apr 28, 2012 1:23 am

Taunt and improved feint were where i was headed though i grant you Bobbis been known to be tricky as well. :mrgreen:

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Re: Tattooverse 2.5: R2P builds

Postby Tattooedman » Sat Apr 28, 2012 7:11 am

I've not read all that much of anything involving Mockingbird, aside from her showing up in that Hawkeye limited you mentioned where they dealt with Crossfire and a bit of the WCA, and in those I didn't really get the idea she used bantering as a means to distract anyone she fought, which would be Taunt (like Spider-Man, who I always think of when it comes to examples of Taunt). It was more the way she used the way she moved and presented herself in a fight to get them to make a mistake she could take advantage of, which would lean her more towards Improved Trick in my opinion.

Just saying. :wink:
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R2P Hawkman build #1041

Postby Tattooedman » Sat Apr 28, 2012 7:24 am

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

Str 18 [26] (+4/+8.) Dex 18 (+4) Con 18 [26] (+4/+8.) Int 16 (+3) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 6 (+10), Craft [Mechanical] 4 (+7), Knowledge [History] 4 (+7), Knowledge [Tactics] 4 (+7), Knowledge [Technology] 4 (+7), Notice 8 (+10), Search 6 (+9), Sense Motive 8 (+10), Stealth 4 (+8.), Survival 4 (+6)

Feats: Beginner’s Luck, Cunning Fighter, Eidetic Memory, Environmental Adaptation [High Altitude], Evasion, Favored Environment 4 [Airborne: +2 Attack/+2 Dodge], Improved Feint, Improved Initiative, Improved Overrun, Jack-of-all-Trades, Luck 2, Move-By Action, Power Attack, Precise Shot, Takedown Attack, Task Focus [Knowledge (History): Past Lives], Uncanny Dodge [visual]

Powers: Immortal Soul: Regeneration 2 [Recovery Rate: Resurrection: 1/day] (Extra: True Resurrection); (Power Feat: Resurrection); (Flaw: Uncontrolled Reincarnation)

Device [Nth Metal Wing Harness] 6 [hard to lose] (Power Feat: Restricted [Thanagarian Warriors])
--Enhanced Strength 8
--Enhanced Constitution 8
--Flight 3 (Flaw: Winged)
--Immunity 3 [Environmental Cold, Environmental Heat, Pressure]
--Regeneration 6 [Recovery Rate: Bruised: 1/standard action; Injured: 1/5 minutes; Disabled: 1/hour] (Power Feats: Regrowth)
--Super Strength 2

Device [Thanagarian Mace] 3 [easy to lose]
--Strike 2 (Power Feat: Penetrating 10); (Power Feats: Improved Critical, Mighty, Thrown)

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

Combat: Attack +8 [+10 Airborne]
Defense +8 [+10 Airborne] (+4 [+5 Airborne] flat-footed)
Initiative +8

Costs: Attributes 36+ Skills 12+ Feats 19+ Powers 37+ Saves 12+ Combat 32= 150 pts.


Complications:
Enemies throughout the Ages: Many of Hawkman’s regular foes seem to have connections to his past lives in some way, shape or form, and often use their knowledge of their past lives against him and those close to him.

Responsibility ~JSA: As one of the founding members of the Justice Society, Hawkman will always respond to calls from the current version for help in any matter.

Responsibility ~Thanagar: Hawkman has ties to this foreign world since his original life as Khufu.

True Love: Hawkman has been in a relationship with Hawkgirl in multiple past lives, they always find one another every time.

Temper: Hawkman has long been known for his quick temper, willing even in the Golden Age of Heroes, to blow up a villain’s lair with the villain inside to deal with him.


:arrow: Hawkman can be a bit of a pain to whittle down to a PL 10/150 pp character with all the skills and feats he’s now supposed to have but it was doable but a player needs to make sure to use some of Hawkman’s feats in certain situations for the best use of him overall.

:arrow: Take notice of how he’s a better fighter in the air than grounded, thanks to his Favored Environment feat, it show his experience using the Nth Metal while fighting. With Move-By Action he can get around a fight with ease and don’t be afraid to use Improved Overrun to ram into a foe and then be out of reach afterwards. Plus be sure to use the Cunning Fighter feat to bluff opponents for attacks by using Improved Feint as a move action so you can bash them with the mace.

:arrow: At first look, many of Hawkman’s skills seem under ranked but with Beginner’s Luck he can add another 4 ranks to them to make them more effective (plus this reflects how he normally doesn’t seem all that skilled but then suddenly is an expert in select areas of knowledge), while he won’t be the smartest man in the room Hawkman could technically help out the likes of Mister Terrific with an aid action based of his improved skills. Add in his Jack-of-all-Trades and there aren’t many skills that Hawkman doesn’t have a respectable amount of rank in.
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R2P Wonder Man build #1042

Postby Tattooedman » Mon Apr 30, 2012 8:02 am

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Wonder Man:
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 [34] (+0/+12) Dex 14 (+2) Con 10 [34] (+0/+12) Int 14 (+2) Wis 12 (+1) Cha 12 (+1)

Skills: Bluff 4 (+5/+9), Climb 0 (+12), Diplomacy 6 (+7/+11), Intimidate 0 (+12), Knowledge [Physical Sciences] 5 (+7), Knowledge [Technology] 5 (+7), Notice 4 (+5), Perform [Acting] 4 (+5), Sense Motive 4 (+5), Swim 0 (+12)

Feats: All-Out Attack, Attack Focus [Melee] 2, Attractive, Benefit [Bruiser (use Strength for Intimidate)], Improved Grab, Improved Grapple, Improved Initiative, Interpose, Power Attack, Stunning Attack, Takedown Attack 2

Powers: Ionic Charged Body:
Enhanced Strength 24
Enhanced Constitution 24
Immunity 9 [Life Support]
Impervious Toughness 10
Super Strength 4 (Power Feats: Bracing, Groundstrike)
-Alt. Power: Leaping 4

Device [Jet Belt] 1 [hard to lose]
--Flight 2 (Power Feat: Move-By Action)

Saves: Toughness +12* [*Impervious 10]
Fort +14
Ref +3
Will +6

Combat: Attack +6/+8 (Melee)
Damage +12 (unarmed)
Defense +6 (+3 flat-footed)
Initiative +6


Costs: Attributes 12+ Skills 8+ Feats 13+ Powers 81+ Saves 8+ Combat 28= 150 pts.


Complications:
Motivation ~Past Failures: Wonder Man is driven to make up for failures he made in his life before becoming a super hero as well as being manipulated by the likes of Baron Zemo early in his heroic career.

Public Identity: Wonder Man has let his real identity as Simon Williams become public knowledge.

Strange Life: Wonder Man is teammates with the Vision, an artificial man whose brain patterns are based on Wonder Man’s before his first ‘death’, and both of them are attracted to fellow teammate Scarlet Witch. It can make things between them (and the team) awkward at times.


:arrow: Personally I preferred Wonder Man as a typical Powerhouse than the Paragon he’s been turned into over the years thanks to the slow power creep Marvel’s done with him. So this build is based more on his earlier years than current. Like most Powerhouses Wonder Man is able to hit harder than most heroes and can take most attacks better thanks to his higher than normal Constitution and ranks of Impervious Toughness. Granted he doesn’t have a huge list of tricks in his super-powered arsenal but the ones he has are straight-forward enough: hit whatever/whoever until they can’t do anything.

:arrow: Wonder Man is a bit different compared to the run-of-the-mill Powerhouses with having a respectable selection of interaction skills (all of them actually) and he can make use of them during a fight (with a hero point spent so he could have feats like Distract and such). Otherwise he can use Bluff, Diplomacy & Intimidate to try and get information from NPCs who are less than willing to share what they know.

:arrow: Wonder Man’s tech skills are pretty limited, especially compared to the likes of Iron Man or Hank Pym, but he does have them and could make aid checks to help out if the group he’s a part of are dealing with things that might wall within his realm of knowledge, weapons design and creation, which could cover some surprising areas with a creative player using him (remember that it‘s all comic book science here so it simply has to sound plausible, at least that‘s how I normally handle super-sciences personally).
Last edited by Tattooedman on Mon Apr 30, 2012 7:51 pm, edited 1 time in total.
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Re: Tattooverse 2.5: R2P builds

Postby kenseido » Mon Apr 30, 2012 8:20 am

First, T-Man, if I haven't said it before - love your R2P builds.

Second, totally agree with you on Simon, He was much better as a Powerhouse with a jet belt than all that extra ionic nonsense that came later. Its also why I'm not a fan of the character in A:EMH. There, he's just a Blaster, though there is some potential character development, they keep dropping it. And now with talk of there not being a Season 3 in favor of the Ultimate Spiderman format, well no telling.
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Re: Tattooverse 2.5: R2P builds

Postby Tattooedman » Mon Apr 30, 2012 11:23 am

kenseido wrote:First, T-Man, if I haven't said it before - love your R2P builds.

Second, totally agree with you on Simon, He was much better as a Powerhouse with a jet belt than all that extra ionic nonsense that came later. Its also why I'm not a fan of the character in A:EMH. There, he's just a Blaster, though there is some potential character development, they keep dropping it. And now with talk of there not being a Season 3 in favor of the Ultimate Spiderman format, well no telling.


Thanks for the kind words kenseido.

As for Simon and A:EMH, I'm not too wild about how he was done on that personally. I realize they need to keep the story interesting for the target audience and all but he's really a paragon in that. Able to fly, throw out energy blasts, grow in size and throw down with Thor. Plus the look they're using for him is what's probably my least favorite on to date.

Story-wise there's a lot they could do with him but haven't, maybe with the new season they'll get to it. 50/50 odds at best though.
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Re: Tattooverse 2.5: R2P builds

Postby Thorpacolypse » Mon Apr 30, 2012 7:36 pm

I doubt they handle Simon right. It's sad, but I like him best now as a kinda villain.

Also, you have a typo on his skill level, it says Notive instead of Novice. I do like these RTPs and I also wanted to let you know how much ripping off, er, modeling of my 3E builds of Youngblood, WildCATS and Dynamo 5 that I did after your 2E versions. :wink:
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Re: Tattooverse 2.5: R2P builds

Postby Woodclaw » Tue May 01, 2012 12:51 am

About Simon I'm on the fence. I agree that he probably works better as a powerhouse, but I never liked his old look. The whole ionic empowerment affair had at least the advantage of making him more visually unique among the Avengers.

Tattooedman wrote:
kenseido wrote:First, T-Man, if I haven't said it before - love your R2P builds.

Second, totally agree with you on Simon, He was much better as a Powerhouse with a jet belt than all that extra ionic nonsense that came later. Its also why I'm not a fan of the character in A:EMH. There, he's just a Blaster, though there is some potential character development, they keep dropping it. And now with talk of there not being a Season 3 in favor of the Ultimate Spiderman format, well no telling.


Thanks for the kind words kenseido.

As for Simon and A:EMH, I'm not too wild about how he was done on that personally. I realize they need to keep the story interesting for the target audience and all but he's really a paragon in that. Able to fly, throw out energy blasts, grow in size and throw down with Thor. Plus the look they're using for him is what's probably my least favorite on to date.

Story-wise there's a lot they could do with him but haven't, maybe with the new season they'll get to it. 50/50 odds at best though.


On the whole EMH affair, I think that the authors are/were trying to delived a more invoolved story for Wonder Man, which might ultimatly backfire due to the decision to quit the current format and develop a new one closer to movie continuity.
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Re: Tattooverse 2.5: R2P builds

Postby Tattooedman » Tue May 01, 2012 7:56 am

Thorpacolypse wrote:Also, you have a typo on his skill level, it says Notive instead of Novice. I do like these RTPs and I also wanted to let you know how much ripping off, er, modeling of my 3E builds of Youngblood, WildCATS and Dynamo 5 that I did after your 2E versions. :wink:


Ah, thanks Thorp. Got that fixed now.

Glad I could help you work out some of your latest builds, which look pretty cool btw. 3E isn't really my thing but I understand the basics of character building in it and several of your builds have been spot on imo.
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Re: Tattooverse 2.5: R2P builds

Postby Tattooedman » Tue May 01, 2012 7:58 am

Woodclaw wrote:On the whole EMH affair, I think that the authors are/were trying to delived a more invoolved story for Wonder Man, which might ultimatly backfire due to the decision to quit the current format and develop a new one closer to movie continuity.


I agree with you on what the writers were trying for, I do get that feel from those episodes. I just wish they'd have pushed the story along more and developed it maybe a bit faster, especially with the new format coming. Who knows how they're going to handle things?
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R2P Bloodwynd build #1043

Postby Tattooedman » Tue May 01, 2012 8:05 am

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Bloodwynd:
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 10 (+0) Con 14 (+2) Int 14 (+2) Wis 18 (+4) Cha 10 (+0)

Skills: Diplomacy 8 (+8.), Concentration 8 (+12), Intimidate 10 (+10), Knowledge [Arcane Lore] 8 (+10), Knowledge [Life Sciences] 8 (+10), Medicine 8 (+10), Notice 6 (+10), Sense Motive 8 (+12), Stealth 8 (+8.)

Feats: Attack Spec. [Blood Gem Magic] 2, Challenges 2 [Forceful Intimidation, Mass Intimidation], Improved Initiative 2, Luck 2, Ritualist, Task Focus [Knowledge (Arcane Lore): Necromancy]

Powers: Sensitive to Magic: Super-Senses 3 [Analytical Mystical Awareness]

Device [Blood Gem] 12 [hard to lose]
Carried by the Dead: Flight 4
Guarded by the Dead: Protection 8
Travel to the Dimension of the Bloodstone: Super-Movement 1 [Bloodstone Dimension] (Power Feat: Progression 4)
Hidden Dimension: Dimensional Pocket 10 (Extras: Ranged); (Power Feat: Furnished 2)
-Bane of Ghosts: Banish 10 [ghosts]
-Hands of the Dead: Snare 10 (Power Feat: Reversible, Tether)
-Judged by the Dead: Mental Blast 10 (Flaws: Sense Dependent [sight], Touch Range)
-Necromantic Energies: Blast 10 (Extra: Penetrating)
-Sacraments of the Dead: Expel 10 [undead]
-Finding the Places of Death: Super-Senses 6 [Accurate, Extended, Radius, Ranged, Tracking Detect (mental: places where a death has happened)]

Saves: Toughness +10
Fort +8
Ref +6
Will +11

Combat: Attack +6/+10 (Blood Gem Magic)
Defense +10 (+3 flat-footed)
Initiative +8


Costs: Attributes 20+ Skills 18+ Feats 10+ Powers 51+ Saves 19+ Combat 32= 150 pts.


Complications:
His Own Code: Bloodwynd follows a personal code that follows ‘the natural way of things’. What exactly this means isn’t clear but in the past he’s not fought against certain villains because of this set of beliefs.

Responsibility ~Sentinel of Magic: Bloodwynd works to protect the general public from mystical threats.

Responsibility ~the Blood Gem: An artifact of impressive mystical power, the Blood Gem has been handed down several generations of Bloodwynd’s family to keep it from falling into the hands of someone who might misuse it’s abilities.


:arrow: Most of the time players make a magic-using character with the Magic power, but that doesn’t have to be the way to go. Bloodwynd is a good example of that with a respectable stable of powers and alternate effects, they all have the magical descriptor and would mess with any character that might have drawbacks that relate to magic. Plus lets not forget that he can power stunt various effects off his array like other characters can do but with his descriptor of Magic there is a much wider selection of powers to choose from, something the GM will have to keep an eye on as this can be abused by min/max players.

:arrow: Overall a character like Bloodwynd won’t stand out too much in a game aside from the personality the player might highlight in RP, but toss Bloodwynd into a mystic-themed adventure and he’ll shine with Knowledge [Arcane Lore], Task Focus [Necromancy] and of course the Ritualist feat. I’ve played this style of character in the past and they can help the group in surprising ways; the group my character (a transmuting mage with the Ritualist feat, no ranks in the Magic power at all) was a part of was dealing with a space vampire and while on the way to his location I came up with a ritual that would protect the other members of the group from the effects of a vampire’s bite. Nothing huge right? I mean who wants to have to blast a former teammate suddenly transformed into a bloodsucker right? Well it turned out this space vampire could mimic the powers of those he fed upon and during the big fight the space suck-head managed to sink his fangs into the groups most powerful member, intending on copying her powers and turning her against the group. Well doom on him thanks to my character’s ritual, not only did he not turn her the space vamp didn’t get any of her powers either (which had been a big part of the GM’s plan for the villain’s fight against us). Granted the GM could have decided the ritual wouldn’t have covered that particular part of the bite’s effect and the fight would have been much more difficult but due to how he’d built the power structure he ruled the ritual did cover it and seriously altered the way the fight probably would have went.
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R2P Iron Man build #1044

Postby Tattooedman » Tue May 01, 2012 8:12 am

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Iron Man:
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 [30] (+0/+10) Dex 10 (+0) Con 10 (+0) Int 24 (+7) Wis 13 (+1) Cha 14 (+2)

Skills: Bluff 8 (+10/+14), Computers 10 (+17), Craft [Electronics] 14 (+21), Craft [Mechanical] 14 (+21), Diplomacy 8 (+10/+14), Disable Device 10 (+17), Knowledge [Business] 6 (+13), Knowledge [Technology] 14 (+21), Notice 6 (+8.), Sense Motive 6 (+8.)

Feats: Attack Focus [Melee] 2, Attractive, Benefit 4 [Wealth (x4)], Inventor, Skill Mastery [Computers, Craft (Electronics), Craft (Mechanical), Knowledge (Technology)], Speed of Thought

Powers: Device [Iron Man Armor] 14 [hard to lose] (Power Feat: Restricted 2 [Tony Stark DNA])
Reinforced Frame: Enhanced Strength 20 & Super Strength 1
-Replusors: Blast 10 (Power Feat: Accurate 2)
-Pulse Bolts: Blast 10 (Extra: Autofire); (Power Feat: Accurate 2); (Flaw: Full Round Action)
-Uni-Beam: Blast 10 (Extras: Area [Line], Penetrating); (Power Feat: Accurate 2); (Flaw: Distracting, Full Round Action)
Flex-Metal Plates: Protection 10
Combat Computer: Enhanced Feats 8 [Dodge Focus 4, Improved Aim, Move-By Action, Power Attack, Precise Shot]
Enhanced Skill 2 [Acrobatics +8]
Life Support Systems: Immunity 9 [Life Support]
Thruster System: Flight 6
Sensors: Super-Senses 4 [Direction Sense, Infravision, Radar, Radio]

Saves: Toughness +10*/+0 [*Iron Man Armor]
Fort +5
Ref +5
Will +8

Combat: Attack +6/+8 (Melee)/+10 (Repulsor Array)
Defense +10 (+3 flat-fotoed)
Initiative +7

Drawbacks: Normal Identity [Full Round Action] (-4 pts)


Costs: Attributes 21+ Skills 24+ Feats 10+ Powers 58+ Saves 17+ Combat 24- Drawbacks 4= 150 pts.


Complications:
Addiction ~Alcohol (recovering at this point): In the past Tony has abused alcohol to the point where he almost lost not only his company but his life as well. For now he has it under control but it is something he deals with every day.

Public Identity: It’s no secret that Tony Stark is Iron Man.

Reputation ~Playboy: Tony Stark is known for being a carefree playboy who is always on the lookout for attractive women to spend some quality time with.

Responsibility ~CEO of Stark Enterprises: He feels that it is he must provide all of his employees with steady work.


:arrow: Battlesuit characters can be a handful sometimes, especially when they’ve got the tech skills that built their suit. The suit normally lets them keep up with the team blaster and the powerhouse of the team while their skill set sets them apart, being able to analyze whatever technology the group runs into. And lets not forget being able to power stunt pretty much any other power via extra effort, the technological descriptor covers a lot of powers. Something GMs should be mindful of when dealing with this kind of character.

:arrow: With the Inventor feat, a tech-skilled Battlesuit character can whip up pretty much any one-time use device with little trouble and the GM needs to keep an eye on what the player is trying to build. Be it something to counter the plot device of the villain’s current plan or something to help the group survive a certain situation so that the group can reach said plot device.

:arrow: Plus with the Skill Mastery feat, there isn’t much that a player couldn’t be able to build or figure out in short order, something else the GM needs to keep in mind when dealing with this kind of character.
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Re: Tattooverse 2.5: R2P builds

Postby JoshuaDunlow » Tue May 01, 2012 8:25 am

Kudo's on doing a PL 10 Iron man.. I doubt I could do much better. Though I have tried. lol
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Re: Tattooverse 2.5: R2P builds

Postby Woodclaw » Tue May 01, 2012 8:55 am

Good thing you did a RtP Iron Man. I was going for a battlesuit in the next few days, but I was thinking of doing War Machine instead.

PS: who the hell is Bloodwynd? Given the name I can tell he was from the 90s, but I don't recall him. The costume is familiar though
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Re: Tattooverse 2.5: R2P builds

Postby Tattooedman » Tue May 01, 2012 9:02 am

JoshuaDunlow wrote:Kudo's on doing a PL 10 Iron man.. I doubt I could do much better. Though I have tried. lol


Thanks JD, he was a bit of a struggle to fit into PL 10/150 pp but I managed it. Not as bad as Martian Manhunter was but I spent a bit of time figuring out certain details.

Woodclaw wrote:Good thing you did a RtP Iron Man. I was going for a battlesuit in the next few days, but I was thinking of doing War Machine instead.


Yeah, I had a couple other choices for the Battlesuit but Tony is pretty much the basis for that archetype so I figured it'd be a bit more of a challenge to do him as a PL 10. Though I did him old school just because I don't really like the dermis armor idea.

Woodclaw wrote:PS: who the hell is Bloodwynd? Given the name I can tell he was from the 90s, but I don't recall him. The costume is familiar though



Bloodwynd's a bit of an obscure character, from the 90s JLA, but I wanted to do a magic user that didn't have the Magic power outright. I'll still prolly do a traditional styled Magic character later on but I'm not sure if I'm going to do Dr. Strange or a non-Nabu Dr. Fate.
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