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Tattooverse 2.5: WOF builds

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Hexenhammer build #1069

Postby Tattooedman » Tue May 22, 2012 11:46 am

Image
Hexenhammer:
PL:
11
Str 18 (+4) Dex 14 (+2) Con 22 (+6) Int 12 (+1) Wis 18 (+4) Cha 14 (+2)

Skills: Acrobatics 3 (+5), Climb 4 (+8.), Concentration 8 (+12), Intimidate 10 (+12), Investigate 5 (+6), Knowledge [Arcane Lore] 4 (+5), Knowledge [Life Sciences] 8 (+9), Languages [German; Latin], Notice 6 (+10), Perform [Oratory] 8 (+10), Sense Motive 6 (+10), Stealth 8 (+10), Swim 4 (+8.)

Feats: All-Out Attack, Attack Spec. [Hexenhammer] 2, Defensive Roll 2, Evasion, Favored Opponent [Mystics/Mages], Improved Critical [Hammer] 2, Improved Initiative, Improved Trip, Power Attack, Quick Draw, Skill Mastery [Intimidate, Investigate, Knowledge (Arcane Lore), Perform (Oratory)], Startle, Takedown Attack, Task Focus [Knowledge (Life Sciences): Torture], Weapon Bind, Weapon Break

Powers: Fanatical Fervor: Enhanced Feats 4 [Fascinate (Perform [Oratory]), Inspire 2, Leadership] (Flaw: Limited [Only usable on his followers])

Device [Hexenhammer] 11 [easy to lose] (Power Feat: Indestructible)
Anti-Magic Wards: Immunity 10 [Magical Effects]
Hammer Time!: Strike 6 (Extra: Penetrating 10); (Power Feats: Affects Insubstantial 2, Mighty) & Nullify 10 [Magic] (Extra: Sustained Duration); (Flaw: Touch Range)
-Heal Wielder: Regeneration 8 [Recovery Rate: Injured: 1/round; Staggered: 1/round] (Power Feat: Regrowth)
Soul Vessel: Feature 1 [hold the soul of wielder when not in a host body]
Witchfinder: Super-Senses 3 [Ranged, Tracking Detect (Mystics & Potential Mystics)]

Saves: Toughness +8*/+6 [*Defensive Roll]
Fort +10
Ref +10
Will +12

Combat: Attack +8/+12 (Hexenhammer)
Damage +4 (Unarmed)/+10 (Hexenhammer)
Defense +14 (+7 flat-footed)
Initiative +6


Costs: Attributes 38+ Skills 19+ Feats 19+ Powers 37+ Saves 20+ Combat 44= 177 pts.


Complications:
Hatred: Hexenhammer hates all magic-users, mystics, and occultist, believing them corrupt, godless, and evil.

Motivation ~Annihilation: Hexenhammer is on a holy crusade to destroy all magic, magical beings, supernatural creatures, and mystic objects. He will not rest until he achieves his goal.

Trapped Soul: Hexenhammer’s spirit is bound to his enchanted hammer and is trapped inside it whenever he is without a host body. His spirit cannot rest until he has purged humanity of mystics, sorcerers, and their descendants.



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Redwood build #1070

Postby Tattooedman » Tue May 22, 2012 11:49 am

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Redwood:
PL:
11
Str 16 [30/40] (+3/+10/+15) Dex 10 (+0) Con 18 [26/30] (+3/+8/+10) Int 10 (+0) Wis 18 (+4) Cha 14 (+2)

Skills: Knowledge [Earth Sciences] 12 (+12), Intimidate 8 (+10/+16), Notice 6 (+10), Sense Motive 6 (+10)

Feats: Accurate Attack, All-Out Attack, Favored Environment [Forest] 6, Favored Opponent [Polluters], Improved Grab, Improved Sunder, Plant Empathy

Powers: One With Nature: Super-Senses 8 [Direction Sense, Distance Sense, Environmental Awareness, Detect Environmental (Acute, Extended 2, Tracking)]
Power of the Earth: Regeneration 14 [Injured: 1/round; Staggered: 1/round; Disabled: 1/round] (Power Feat: Regrowth); (Flaw: Source [natural soil])

Size of a Sequoia:
Growth 12 [Gargantuan size; 60 ft tall: +24 Strength, +12 Constitution, +6 Intimidate, +12 Grapple, +15 Carry Capacity; -12 Stealth, -4 Attack/Defense]
Protection 6
-Strength of a Sequoia:
Enhanced Strength 14
Enhanced Constitution 12
Super Strength 6

Splinter Spray: Blast 10 (Power Feat: Accurate 3, Improved Critical 2)
-Branch Sweep: Strike 0 (Extra: Area [Cone]); (Power Feat: Mighty)

Tree-Like Mind: Immunity 30 [Mental Effects] (Flaw: Half Effective)
Wooden Hide: Impervious Toughness 8
Protection 4 (Extra: Impervious)

Saves: Toughness +12* (+16) [*Impervious]
Fort +12 [+]
Ref +7
Will +5

Combat: Attack +4/+10 (Melee [normal size)/+6 Melee [full size])/+10 (Splinter Spray)
Damage +10 (Unarmed [normal size])/+10 (Splinter Spray; critical 18-20)/+15 (Unarmed [full size])
Defense +8 [+4 full size] (+4 [+2 full size] flat-footed)
Initiative +0

Drawbacks: Vulnerable [Defoliants; +100% damage] (-5 pts)


Costs: Attributes 26+ Skills 8+ Feats 12+ Powers 88+ Saves 12+ Combat 24- Drawbacks 5= 165 pts.


Complications:
Motivation ~Avenge the Earth: Redwood is motivated by a desire to protect nature and avenge the harm done to the Earth.

Temper: Pollution and environmental harm drive Redwood into a fury; the worse the damage, the greater his rage.


Background: In the works....
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Re: Tattooverse 2.5: WOF builds

Postby catsi563 » Tue May 22, 2012 12:09 pm

Tattooedman wrote:Maybe, maybe not.

Eclipse isn't from the Threat Report book, he's from the old Palladium Books Villains Unlimited with some tweaks by me. For some reason I can't find my old, worn out copy of it now and the build is from what I can recall of the character but I saw where Crinos covered all those characters and there are a few of them I like and thought I'd add them to my WOF setting. So you'll be seeing a couple more of them in one form or another here in the next week or so but since I can't locate the book I'll have to make use of my search-fu for images to use for their builds.

And for those wondering who I'll being doing builds of from that book, here's a list.

Black Scorpion
Cremator
Soundwave
Voltiac
the Masters of Speed (Hellbent, Fullbore, Blur, Cheetah, Slo-Mo, Whiplash, & Whirligig)

But those will be coming later on (or sooner as time permits) so for now I'll go back to posting the 2e conversions of some of the Threat Report characters that have caught my eyes.


Sweet you should throw the Usurper in there too I imagine hed make a great villain for the league to smack around.

Interesting I thought I recognized the basic power sets and character name the art work was different though. hell a good chunk of the gramercy crew, and VU and century city crews all show up in Heros Unlimited.
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Re: Tattooverse 2.5: WOF builds

Postby Tattooedman » Wed May 23, 2012 7:48 am

catsi563 wrote:Sweet you should throw the Usurper in there too I imagine hed make a great villain for the league to smack around.


I've been debating on whether or not I should take a try at coming up with a powered armor wearing, contry ruling villain to throw into the setting.

A few problems keep coming up.
1) A good name for the country.
2) A good name for said villain (I mean come on, I've already got like 5 or so villains with 'Doctor' in their name and a few NPCs. And let's be honest, a villain that rules his own country has got to be a bit different than the 'normal' villains in name)

That said, Upsurper would fit in pretty well but I don't recall too much about him and since I can't locate my copy of VU I'm at a bit of a loss.

catsi563 wrote:Interesting I thought I recognized the basic power sets and character name the art work was different though. hell a good chunk of the gramercy crew, and VU and century city crews all show up in Heros Unlimited.


Yeah, I'd caught that when that game started. It was one of the selling points for me applying to that game. :wink:

The Syndicate of Seven in my setting are based on the Slaughterhouse 7 from Gramercy. I like that book (& Century City, it's companion book) but boy are most the characters Iron Age in theme (at least that's my take on them).

I'd also been debating on pulling some races from Aliens Unlimited & info from the Galaxy Guide to add to the space setting but I'm of the mind lately that I don't want to add things into the setting that I'm not going to get a chance to really use.
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Re: Tattooverse 2.5: WOF builds

Postby Shock » Wed May 23, 2012 8:01 am

Tattooedman wrote:I'd also been debating on pulling some races from Aliens Unlimited & info from the Galaxy Guide to add to the space setting but I'm of the mind lately that I don't want to add things into the setting that I'm not going to get a chance to really use.

The obvious solution there is to start up a space based game :twisted:
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Re: Tattooverse 2.5: WOF builds

Postby Arkrite » Wed May 23, 2012 9:24 am

Tattooedman wrote:1) A good name for the country.


Iridaeza

Tattooedman wrote:2) A good name for said villain


Fredrick Zane.

Err, I mean...

The Utopian.

I got nothing ;~)
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Re: Tattooverse 2.5: WOF builds

Postby Tattooedman » Wed May 23, 2012 9:54 am

Shock wrote:
Tattooedman wrote:I'd also been debating on pulling some races from Aliens Unlimited & info from the Galaxy Guide to add to the space setting but I'm of the mind lately that I don't want to add things into the setting that I'm not going to get a chance to really use.

The obvious solution there is to start up a space based game :twisted:


No thanks. I've got my hands full enough with the 4 games I'm already running. :P
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Re: Tattooverse 2.5: WOF builds

Postby Tattooedman » Wed May 23, 2012 9:55 am

Arkrite wrote:
Tattooedman wrote:2) A good name for said villain


Fredrick Zane.

Err, I mean...


I know, that one is hard to top.
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Ground Zero build #1071

Postby Tattooedman » Wed May 23, 2012 11:44 am

Image
Ground Zero:
PL:
13
Str 26 [36] (+8/+13) Dex 16 (+3) Con 26 (+8.) Int 16 (+3) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 8 (+10), Climb 4 (+12), Drive 4 (+7), Intimidate 10 (+12), Knowledge [Tactics] 8 (+11), Knowledge [Technology] 5 (+8.), Medicine 2 (+5), Notice 6 (+9), Profession [Army Officer] 8 (+11), Sense Motive 8 (+11), Stealth 5 (+8.)

Feats: Attack Focus [Melee] 4, Diehard, Fearless, Endurance, Improved Initiative, Power Attack, Startle, Teamwork

Powers: BOOM!: Strike 13 (Extra: Area [Burst])
-Explosive Discharge: Strike 13 (Extra: Area [Explosive])

Energy Conversion:
Boost 10 [Healing 5 (Extra: Total); (Flaw: Limited [Self Only])] (Power Feats: Slow Fade, Triggered [when hit with energy/kinetic attack])
-Alt. Power: Boost 10 [Enhanced Strength 10] (Power Feats: Slow Fade, Triggered [when hit with energy/kinetic attack])
Immunity 45 [Nonlethal Energy Damage, Lethal Energy Damage, Kinetic Damage] (Flaw: Limited [Half Effective])

Inhuman Form:
Immunity 6 [Disease, Environmental Cold, Environmental Heat, Poison, Pressure, Radiation]
Leaping 4
Protection 2

Saves: Toughness +10
Fort +12
Ref +6
Will +11

Combat: Attack +9/+13 (Melee)
Damage +8 [+13] (Unarmed [boosted])/+13 (BOOM!/Explosive Discharge)
Defense +10 (+5 flat-footed)
Initiative +7

Costs: Attributes 54+ Skills 17+ Feats 11+ Powers 75+ Saves 15+ Combat 38= 210 pts.


Real Name: Paul Beauchamp
Height: 6’ 3”
Weight: 230 lbs
Hair: Black
Eye Color: Yellow



Complications:
Motivation ~Revenge and Destruction: Ground Zero is highly driven to seek out military installations and raze them as payback for his transformation.

Quirk ~Power Reset: Any “fueled”-levels of Enhanced Regeneration and Enhanced Strength fall back to zero ranks immediately if Ground Zero uses his BOOM! power.

Quirk ~ Connected Minds: Psychic connection to and gradual feedback when in presence of other Project: Hyperion survivors.

Quirk ~Traumatic Flashbacks: When Ground Zero makes use of his BOOM! power, he is forced to relive the events of his empowerment.

Temper: Ground Zero can become enraged with little provocation.



Background: In the works....
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Meltdown build #1072

Postby Tattooedman » Wed May 23, 2012 11:46 am

Image
Meltdown:
PL:
13
Str 22 (+6) Dex 14 (+2) Con 22 (+6) Int 14 (+2) Wis 16 (+3) Cha 10 (+0)

Skills: Bluff 4 (+6), Climb 8 (+14), Drive 4 (+6), Knowledge [Tactics] 8 (+10), Notice 6 (+9), Profession [Marine Corps Officer] 8 (+11), Survival 8 (+11), Stealth 6 (+8.), Swim 8 (+14)

Feats: Attack Spec. [Thermal Venting] 2, Diehard, Endurance, Improved Initiative

Powers: Everything’s Red: Super-Senses 1 [Infravision]
Radiation Reinforced Body: Immunity 15 [Fatigue, Life Support, Starvation & Thirst]
Protection 8 (Extra: Impervious 11)
The Meltdown Effect: Strike 13 (Extra: Area [Burst])
Thermal Venting: Strike 13 (Extra: Area [Cone])
-Alt. Power: Strike 13 (Extra: Area [Line])

Saves: Toughness +14
Fort +12
Ref +9
Will +10

Combat: Attack +9/+13 (Thermal Venting)
Damage +6 (Unarmed)/+13 (Meltdown Effect/Thermal Venting)
Defense +12 (+6 flat-footed)
Initiative +6


Costs: Attributes 38+ Skills 15+ Feats 5+ Powers 88+ Saves 20+ Combat 42= 208 pts.


Real Name: Stephen Hoskins
Height: 6’
Weight: 182 lbs
Hair: Red
Eye Color: Green



Complications:
Motivation ~Revenge and Destruction: Fallout is highly driven to seek out military installations and raze them as payback for his transformation
Quirk ~Disability: Can only see in Infrared part of visual spectrum.

Quirk ~Raging Power: Powers are uncontrolled without protective suit (Meltdown Effect becomes permanent without suit).

Quirk ~No Soft Touch: Protective suit covers fingers like mittens, limiting fine use of
hands.

Quirk ~Connected Minds: Psychic connection to and gradual feedback when in presence of other Project: Hyperion survivors.



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Half-Life build #1073

Postby Tattooedman » Wed May 23, 2012 11:48 am

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Half-Life:
PL:
12
Str 22 (+6) Dex 18 (+4) Con 24 (+7) Int 18 (+4) Wis 18 (+4) Cha 14 (+2)

Skills: Acrobatics 4 (+8.), Bluff 10 (+12), Climb 4 (+10), Concentration 8 (+12), Diplomacy 6 (+8.), Intimidate 6 (+8.), Investigate 6 (+10), Knowledge [Technology] 4 (+8.), Notice 10 (+14), Profession [Army Officer] 6 (+10), Profession [Spy Catcher] 8 (+12), Sense Motive 8 (+12), Stealth 8 (+14), Swim 4 (+10)

Feats: Attack Focus [Melee] 5, Evasion 2, Fearless, Improved Initiative 2, Instant Up, Move-By Action, Taunt

Powers: Broad Spectrum Input: Super-Senses 4 [Vison Counters Concealment, Vision Counters Illusion] (Power Feat: Dimensional 3)
Dimensional Focus: Affects Corporeal on Strength 6
Affects Corporeal on Molecular Disruption Aura 12
Molecular Disruption Aura: Corrosion 12 (Extras: Aura, Continuous Duration); (Flaw: Permanent)
Out of Synch:
Flight 3 (Extra: Continuous Duration); (Flaw: Permanent)
Impervious Will 12
Insubstantial 4 (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
Radiation Ghost:
Healing 8 (Extra: Total); (Flaws: Limited [Self-Only], Limited [must have contact with Radiation Sources])
Immunity 12 [Critical Hits, Life Support, Starvation & Thirst]

Saves: Toughness +7
Fort +9
Ref +8
Will +12* [*Impervious]

Combat: Attack +8/+13 (Melee)
Damage +6 (Unarmed)/+12 (Molecular Disruption Aura)
Defense +12 (+6 flat-footed)
Initiative +12


Costs: Attributes 50+ Skills 23+ Feats 13+ Powers 132+ Saves 14+ Combat 40= 272 pts.


Real Name: Evan Keeler
Height: 5’ 10”
Weight: 174 lbs
Hair: None (formerly Blonde)
Eye Color: Glowing Green (formerly Blue)



Complications:
Motivation ~Revenge and Destruction: Half-Life is highly driven to seek out military installations and raze them as payback for his transformation

Quirk ~Easy to Track: Half-Life emits distinctive and easily traced radiation signature.

Quirk ~In his own World: Half-Life is delusional and psychotic with limited grasp on reality.

Quirk ~Connected Minds: Psychic connection to and gradual feedback when in presence of the other Project: Hyperion survivors.



Background: In the works.....
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Huntmaster build #1074

Postby Tattooedman » Wed May 23, 2012 11:53 am

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Huntmaster:
PL:
13
Str 23 [28/36] (+5/+9/+13) Dex 16 (+3) Con 20 [24] (+5/+7) Int 12 (+1) Wis 16 (+3) Cha 14 (+2)

Skills: Climb 2 (+15), Drive 8 (+11), Intimidate 8 (+10/+14), Investigation 8 (+9), Knowledge [Physical Sciences] 8 (+9), Knowledge [Technology] 4 (+5), Medicine 4 (+5), Notice 10 (+13), Pilot 8 (+11), Sense Motive 10 (+13), Stealth 8 (+), Survival 12 (+15), Swim 2 (+15)

Feats: Accurate Attack, Attack Spec. [Unarmed] 3, Attack Spec. [Plasma Spears] 3, Equipment 7, Improved Critical [Plasma Spears] 2, Improved Grab, Improved Initiative, Second Chance [Tracking Checks], Seize Initiative, Startle, Takedown Attack, Tracking

Powers: Device [Huntmaster Armor] 26 [hard to lose]
Armor Plating: Protection 8 (Extra: Impervious 12)
Energized Hull: Strike 10 (Extras: Aura); (Power Feat: Triggered [when grabbed])
Large Frame: Growth 4 [Large size; 10 ft tall: +8 Strength, +4 Constitution, +2 Intimidate, +4 Grapple, +5 Carry Capacity; -4 Stealth, -1 Attack/Defense] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
Leg Actuators:
Leaping 8
Speed 4
Plasma Spears: Blast 13 (Power Feat: Homing 2)
Sealed Systems: Immunity 9 [Life Support]
Sensor Suite: Super-Senses 11 [Scent (Acute, Tracking), Darkvision, Direction Sense, Distance Sense, Extended Vision, Infravision (Tracking), Radio, Communication Link w/Warhounds]
Servo-Bundles: Enhanced Strength 5
Translator: Comprehend 2 [speak & understand all Languages]

Wormhole Generator: Summon Warhounds 10 (Extras: Heroic, Horde); (Power Feat: Progression 3 [5 total])
Super-Movement 3 [Dimensional Travel (any dimension)] (Extras: Affects Others, Area [Burst], Selective)

Saves: Toughness +15
Fort +14
Ref +11
Will 13

Combat: Attack +7/+13 (Plasma Spears/Unarmed)
Damage +13 (Plasma Spears/Unarmed)
Defense +11 (+5 flat-footed)
Initiative +7

Equipment: Headquarters [the Hunting Lodge (20 ep); Size: Huge; Toughness: 15] Features: Combat Simulator, Communications, Computer, Concealed 2 [DC 15], Defense System, Dimensional Portal, Holding Cells, Infirmary, Isolated, Living Space, Personnel [robotic servants], Power System, Sealed [Dimensional Travel], Self-Repairing


Vehicle [Sky-Chariot (15 ep); Size: Huge; Strength: 30; Speed: 5; Defense: 6; Toughness: 12; Features: Remote Control]

robotic minions wrote:Warhounds:
PL:
10
Str 26 (+8.) Dex 16 (+3) Con -- Int -- Wis 20 (+5) Cha 10 (+0)

Skills: Acrobatics 6 (+9), Climb 4 (+12), Intimidate 10 (+10), Notice 8 (+13), Swim 8 (+12)

Feats: Attack Focus [Melee] 10, Teamwork 2

Powers: Large, Armored, Mechanical Beasts:
Growth 4 [Large Size: 8 ft tall; +8 Strength, +4 Protection, +2 Intimidate, +4 Grapple, +5 Carry Capacity; -4 Stealth, -1 Attack/Defense] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
Immunity 60 [Fortitude Effects, Mental Effects]
Protection 6
Leg Actuators: Speed 4
Razor Sharp Claws & Teeth: Strike 2 (Extra: Penetrating 10); (Power Feat: Mighty)
Self-Repairing: Regeneration 19 [Recovery Bonus: +5; Recovery Rate: Injured: 1/round; Staggered: 1/round; Disabled: 1/round] (Power Feat: Regrowth)
Sensors: Super-Senses 8 [Scent (Acute, Tracking), Darkvision, Extended Vision, Infravision, Direction Sense, Communication Link w/Huntmaster]

Saves: Toughness +8
Fort N/A
Ref +6
Will N/A

Combat: Attack +0/+10 (Melee)
Damage +10 (Claws & Teeth)
Defense +8 (+4 flat-footed)
Initiative +3

Drawbacks: Disability [No Hands] (-4 pts)
Disability [No Language] (-4 pts)

Costs: Attributes 4+ Skills 9+ Feats 12+ Powers 114+ Saves 3+ Combat 16 - Drawbacks 8= 150 pts.




Costs: Attributes 41+ Skills 23+ Feats 23+ Powers 162+ Saves 25+ Combat 36= 310 pts.


Real Name: Rol-An-Dye
Height: 9' (in armor/unknown out of it)
Weight: Unknown
Hair: Unknown
Eye Color: Yellow


Complications:
Code of the Hunter: Huntmaster believes in what he considers a fair contest with his prey: they must be free and able to run or fight back (at least initially), he will not attack with any allies other than his Warhounds, and if his prey can win the fight, the Huntmaster will let them go.

Lives for the Hunt: Huntmaster is obsessed with the thrill and challenge of the hunt and ignores anything that interferes with his focus.


Background: In the works.....
Last edited by Tattooedman on Wed May 23, 2012 6:16 pm, edited 1 time in total.
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Dakuwanga build #1075

Postby Tattooedman » Wed May 23, 2012 11:55 am

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Dakuwanga:
PL:
14
Str 42 (+16) Dex 10 (+0) Con 42 (+16) Int 8 (-1) Wis 12 (+1) Cha 14 (+2)

Skills: Climb 4 (+20), Intimidate 12 (+18.), Notice 5 (+6), Sense Motive 5 (+6), Stealth 10 (+2), Swim 4 (+20)

Feats: All-Out Attack, Attack Focus [Melee] 8, Attack Spec. [Thrown Objects] 4, Distract [Intimidate], Favored Environment [Aquatic], Favored Opponent [Aquatic Beings], Improved Critical [Bite] 2, Move-By Action, Power Attack, Takedown Attack 2

Powers: Aquatic Monster:
Enhanced Feat 2 [Endurance, Environmental Adaptation (Aquatic)]
Immunity 6 [Aging, Drowning, Environmental Cold, Environmental Heat, Pressure, Radiation]
Super-Senses 5 [Acute Scent, Tracking Scent, Darkvision, Low-Light Vision]
Swimming 8

Armored Hide:
Immunity 30 [Bludgeoning Descriptor, Cutting Descriptor, Piercing Descriptor] (Flaw: Half Effective)

Massive Beast:
Enhanced Feat 8 [Fearsome Presence 8 (DC 18; 40 ft radius)]
Growth 8 [Huge size: 30 ft tall; +16 Strength, +8 Constitution, +8 Grapple, +4 Intimidate, +10 Carry Capacity; -8 Stealth, -2 Attack/Defense] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)

Warbeast:
Enhanced Feat 1 [Diehard]
Immortality
Immunity 30 [Will Effects] (Flaw: Half Effective)
Regeneration 3 [Recovery Rate: Injured: 1/20 minutes; Staggered: 1/20 minutes; Disabled: 1/5 hours]

Saves: Toughness +16
Fort +16
Ref +10
Will +6

Combat: Attack +4/+10 (Melee/Thrown Objects)
Damage +16 (Bite; critical 18-20/Unarmed)
Defense +10 (+5 flat-footed)
Initiative +0

Costs: Attributes 44+ Skills 10+ Feats 22+ Powers 93+ Saves 15+ Combat 32= 216 pts.


Height: 30'
Weight: Unknown
Hair: None
Eye Color: Red



Complications:
Motivation ~Annihilation: Dakuwanga is an engine of destruction, it lives to devour and destroy. It cares for little else.

Hatred: Lemurians and Atlanteans.

Prejudice: Dakuwanga is a giant, scary monster.


Background: In the works…..
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Re: Tattooverse 2.5: WOF builds

Postby catsi563 » Wed May 23, 2012 12:53 pm

Ooooooo scawy stuff. neato too =^_^=
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Re: Tattooverse 2.5: WOF builds

Postby Arkrite » Wed May 23, 2012 1:20 pm

Another situation where you have to hope those are for the Freedom League to deal with, because any one of them could probably eat both the Albright crew and the Knights at the same time. ;~)
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