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Tattooverse 2.5: WOF builds

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Byrd build #171

Postby Tattooedman » Mon Feb 07, 2011 9:05 am

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Byrd:
PL: 9
Str 16 (+3) Dex 20 (+5) Con 16 (+3) Int 12 (+1) Wis 14 (+2) Cha 16 (+3)

Skills: Acrobatics 8 (+13), Diplomacy 6 (+9/+13), Notice 6 (+8 ), Sense
Motive 6 (+8 ), Stealth 6 (+11)

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Attractive, Defensive
Attack, Defensive Roll 2, Dodge Focus 2, Equipment, Fast Overrun, Favored
Environment [Airborne] 3, Improved Initiative, Improved Overrun, Move-By
Action, Power Attack, Redirect, Set-Up, Teamwork

Powers: Flight 3 (Flaw: Winged)
Strike 5 (Power Feat: Mighty)
Super-Senses 4 (Extended Vision; Darkvision; Ultra-Vision)

Saves: Toughness +8**/+6*/+3 [**Uniform & Defensive Roll/*Uniform]
Fort +5
Ref +8
Will +5

Combat: Attack +4/+8 (melee)
Damage +3 (unarmed)/+8 (strike)
Defense +9/+12 [airborne] (+4/+6 [airborne] flat-footed)
Initiative +9

Equipment: Uniform: +3 Toughness; Subtle


:arrow: Honestly, I don’t really get Byrd. Basically he is the pretty-boy winged flyer who would distract foes and occasionally get in a good shot. That sounds like Warren Worthington III to me!! The biggest difference is that Byrd’s wings were ribcage-to-wrist instead of growing out of his shoulder blades.

:arrow: As far as his personality, Byrd was all whining about being labeled the pretty-boy who flapped around the fight. Most of the interesting stuff came out of his relationship with Dash, as they had a fair amount of fights (which mostly happened in front of the team).

:arrow: Towards the end, Byrd began to have secondary effects manifest. Much like the character he was based on they didn’t do much. The big thing they did was make him a better fighter but then he soon left the team from what I read. So basically they started to make him interesting only to get rid of him. Maybe Liefeld did have more to do with this series than I thought…..
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Kodiak build #172

Postby Tattooedman » Mon Feb 07, 2011 9:06 am

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Kodiak:
PL: 9
Str 6 [30] (-4/+10) Dex 6 [16] (-4/+3) Con 8 [28] (-2/+9) Int 12 (+1) Wis 10 (+0) Cha 12 (+1)

Skills: Bluff 4 (+5), Intimidate 0 (+10), Knowledge (Pop Culture) 4 (+5), Notice 4 (+4), Sense Motive 4 (+4)

Feats: Dodge Focus 4, Takedown Attack 2

Powers: Alternate Form {Bearman} 19
--Density 2 (+4 Str; +1 Toughness {Extra: Impervious})
--Growth 4 (+8 Str; +4 Con; Reach 10ft.; +5 carry capacity)
--Enhanced Strength 12
--Enhanced Dexterity 10
--Enhanced Constitution 16
--Impervious Toughness 9
--Immunity 1 (Cold Environments)
--Super-Senses 9 (Acute Hearing; Extended Sight; Darkvision; Ultravision; Acute Scent; Accurate Scent; Tracking Scent)
--Enhanced Feats 17 (All-Out Attack; Attack Focus (melee) 6; Attack Focus (ranged) 3; Chokehold; Improved Grab; Improved Grapple; Improved Initiative; Power Attack; Talented 5 {Intimidate x5})

Saves: Toughness +10* [*Impervious]
Fort +11
Ref +3
Will +5

Combat: Attack +2/+5 (ranged)/+8 (melee)
Damage +10 (unarmed)
Defense +8 (+2 flat-footed)
Initiative +9


:arrow: The strongman (beast?) of the New Men, Kodiak.

:arrow: Honestly of the issues I have, he was shown the least, more of a background character at those points so I didn’t have much information about any skills or such. Kodiak is actually a 13 year-old, thus physically he is under the norms when in his human form.

:arrow: Personality-wise Kodiak was your typical 90’s smart-alec who would pop up during the more “mature” (I know that’s a ridiculous statement when talking about a Image book, but bear with me) to interject the hip, cool funny comment. I basically liked the idea behind the character, but wasn’t too impressed with the way it was carried out. In a fight Kodiak does the typical bruiser type of fighting, taking out minions and occasionally getting in a good shot on the villain that helps out the team. Every once in awhile his other abilities of his animal form would be useful (enhanced senses).

:arrow: Towards the end of the series, Kodiak became stuck in his bearman form and also suffered from a mental regression that left him little more than a 10 ft tall pet for the team that wouldn’t panic during a fight and would focus on fighting a little more. Overall I thought it was a waste of a decent character idea.
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Exit build #173

Postby Tattooedman » Mon Feb 07, 2011 9:07 am

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Exit:
PL: 9
Str 12 (+1) Dex 18 (+4) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 14 (+2)

Skills: Bluff 8 (+10), Notice 6 (+7), Stealth 6 (+10)

Feats: Attack Focus (Melee) 4, Defensive Roll 3, Distract, Dodge Focus 3, Equipment 2, Improved Initiative, Luck 2, Sneak Attack 3, Taunt, Teamwork 2

Powers: Teleport 9 [anywhere on Earth] (Extras: Attack, Portal); (Power Feats: Change Direction, Change Velocity, Easy, Progression)
-Alt. Power: Teleport 9 (Power Feats: Change Direction, Change Velocity, Easy, Turnabout)
Enhanced Feats: 3 (Evasion 2, Uncanny Dodge [visual])

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

Combat: Attack +3/+7 (melee)
Damage +1 (unarmed)/+4 (knuckle-busters)/+5 (unarmed sneak attack)/+8 (knuckle-buster sneak attack)
Defense +9 (+3 flat-footed)
Initiative +8

Equipment: Uniform: +3 Toughness; Subtle
Knuckle-Busters: +3 Damage

:arrow: Exit was the team’s jokester and practical pranker. Using his powers to help him as much as often (warping falling water over peoples heads). He often had a Spider-Man like string of one-liners going in the middle of a fight often being told to get serious.

:arrow: As a teleporter, Exit filled the bill as short ranged team transport. Jumping the New Men from their ship to where the fight was, and then during the fight he would jump around the whole fight lending help where he could. Later on he was replaced by an alien who developed his powers into a more aggressive style, teleporting needed parts of vehicles away, weapons away from their owners, giant robot legs away, taking attacks jammed at him and porting them into his opponent.
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Dash build #174

Postby Tattooedman » Mon Feb 07, 2011 9:08 am

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Dash:
PL: 9
Str 12 (+1) Dex 22 (+6) Con 14 (+2) Int 14 (+2) Wis 12 (+1) Cha 14 (2)

Skills: Acrobatics 6 (+12), Bluff 6 (+12), Climb 6 (+7), Notice 6 (+7),
Sleight of Hand 6 (+16), Sense Motive 6 (+7)

Feats: Acrobatic Bluff, Attack Focus (melee) 6, Attractive, Beginner's
Luck, Defensive Roll 2, Endurance, Equipment, Jack of All Trades, Luck 2, Set-Up, Taunt, Teamwork 2

Powers: Superspeed 9 (Power Feats: Dodge Focus 6, Evasion 2, Fast Overrun,
Move-By Action, Rapid Attack, Water Run)

Saves: Toughness +7**/+4*/+2 [**Uniform & Defensive Roll/*Uniform]
Fort +5
Ref +9
Will +4

Combat: Attack +2/+8 (melee)
Damage +1 (unarmed)
Defense +12 (+3 flat-footed)
Initiative +42

Equipment: Uniform: +3 Toughness; Subtle


:arrow: Dash was the only female on the New Men for a long time, as well as the most normal member of the team. She was shown as the voice of reason, often point out (in superfastspeak) the moral problems the group faced.

:arrow: In the course of the series Dash was in a relationship with Byrd, and most of her personality was centered around that and how it affected the two of them and the team as well. As far as speedsters go, Dash never showed anything I thought of as new tricks or such. Most of the time she would help her teammates out (Set-Up & Teamwork feats), clear bystanders out of the way and sometimes grabbing odd items (meat skewers {?} funny when stuck into opponent‘s butt) from around the area to use as improvised weapons.
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Reign build #175

Postby Tattooedman » Mon Feb 07, 2011 9:09 am

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Reign:
PL: 9
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 16 (+3) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 8 (+10), Diplomacy 6 (+8 ), Knowledge (Tactics) 4 (+6),
Knowledge 8 (+10) (Theology & Philosophy), Notice 6 (+8 ), Sense Motive 8
(+10)

Feats: Attack Spec. (Mental Powers) 2, Defensive Roll 2, Dodge Focus 3,
Equipment, Improved Initiative, Inspire, Leadership, Luck,

Powers: Mind Shield 5
Telepathy 5 [10]
-Alt. Power: Telelocation 10
-Alt. Power: Mental Blast 2 [5]
-Alt. Power: Stun 5 [10]

Telekinesis 5 [10] (Extra: Perception) (Power Feat: Precise)

Device {Mind Gem} 5 (hard to lose) (Power Feat: Restricted-to those with
mental powers)
--Power Reserve 10 [Telepathy & Telekinesis] (Power Feat: Subtle)

Saves: Toughness +7**/+5*/+2 [**Uniform & Defensive Roll/*Uniform]
Fort +5
Ref +5
Will +8 [13 against mental powers]

Combat: Attack +4/+8 (mental powers), Damage +1 (unarmed)/+10
(telekinesis)/+5 (mental blast), Defense +10 (+4 flat-footed), Initiative
+6

Equipment: Uniform: +3 Toughness; Subtle


:arrow: The resident mentalist of the New Men, Reign. Overall he was fairly well-written character, who was shown as being a fairly religious man. He suffered from a series of power problems, at first having his powers enhanced by a Mind Gem, but then it was shown to have a mind of it’s own that would take control of him to further it’s own means (mind controlling a teammate to having a child with him that would allow the gem to get free of having to be dependent upon others). After he got rid of it, it took him a fair amount of time to improve his powers to levels that were equal to what he had with the Mind Gem. His actions under control of the Gem led to some tension with his teammates for awhile, but again I haven’t read much of the series so my knowledge of all that is somewhat limited.
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Bootleg build #176

Postby Tattooedman » Mon Feb 07, 2011 9:10 am

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Bootleg:
PL: 8
Str 10 (+0) Dex 12 (+1) Con 12 (+1) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 4 (+6/10), Diplomacy 4 (+6/10), Knowledge (Pop Culture) 4 (+4), Notice 4 (+6), Sense Motive 4 (+6), Stealth 4 (+5)

Feats: All-Out Attack, Attractive, Attack Focus (Melee) 4, Defensive Roll 2, Distract [Bluff], Dodge Focus 4, Equipment, Improved Initiative, Luck, Power Attack, Seize Initiative, Set-Up, Taunt, Teamwork 2

Powers: Mimic 8 [attributes/powers only] (Extra: Perception); (Flaws: Fades, Limited {Perception range is only 20 ft.})

Saves: Toughness +6**/+4*/+1 [**Uniform & Defensive Roll/*Uniform]
Fort +4
Ref +4
Will +6

Combat: Attack +2/+6 (melee)
Damage +? (mimicked powers)
Defense +8 (+2 flat-footed)
Initiative +5

Equipment: Uniform: +3 Toughness; Subtle

Costs: Attributes 12+ Skills 6+ Feats 22 Powers 32+ Saves 10+ Combat 12= 94ts.


:arrow: Rounding out the New Men builds is one of the latter members, Bootleg.

:arrow: Bootleg was something of a mystery as for a while they left her powers a secret for the readers to figure out with some hints that were left. In the end it was revealed that she was able to copy the abilities of a person for a short period of time. It didn’t matter if the person mimicked was a Nu-Gene (mutant) or not, when her powers first manifested she mimicked the strength of a football player and K.O.ed him in one shot.

:arrow: Personality wise she was used to show how odd the New Men’s life was, and to show how difficult it was for a newly manifested Nu-Gene positive in the world. As far as Bootleg’s version of mimic goes she can copy anybody she wants; humans, aliens, even mutants. The only limits to it is that she can only use it on one person at a time though and only for a limited amount of time, to reflect the limited amount of time she copied powers I used the Fades drawback, but I modified it to where Bootleg loses a rank from her Mimic power per round unless she recopies the person again instead of losing one point per round.

:arrow: More often than not Bootleg would mimic Kodiak for his strength and toughness in a fight. Even tag-teaming with him against targets, which surprised a few foes at first considering how strong Kodiak could be as Bootleg would have almost his level of strength. Who expects the little valley girl to be able to rip-off the leg of a 20 ft tall Star Wars knock-off battle walker?

:arrow: I decided that Bootleg would be a level lower than the rest of the New Men, to better show her lack of experience in the world of super-humans. Even still she doesn’t come close to her point totals, showing that she had lots of room to grow and expand. Bootleg was shown to be fairly good at dealing with people, so in that regard she was a bonus to the New Men since most of them have no real people skills at all. She also gave Dash a female to talk with and help to expand her character a bit, as well as someone who would hang out with Kodiak when not shopping with Dash. It seemed to me that the writer was building towards the idea that teenaged Kodiak was suffering from a crush on the new girl on the team. Pity they reverted his personality to little more than team pet, it would have been interesting to see how that would have went.
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Sundance build #177

Postby Tattooedman » Mon Feb 07, 2011 9:11 am

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Sundance:
PL: 9
Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 14 (+2)

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

Feats: Attack Focus (Ranged) 6, Defensive Roll 2, Dodge Focus 3, Equipment, Improved Initiative, Power Attack

Powers: Alternate Form {Plasma Form} 6
--Flight 4
--Shield 4
--Strike 9 (Extra: Aura)

Plasma Control 9
-Alt. Power: Blast 6 (Extra: Area {Burst}
-Alt. Power: Create Objects 9 [plasma shapes]
-Alt. Power: Melt [Drain Toughness] 9

Immunity 8 (Fire Damage; Cold Environments; Hot Environments; Vacuum)
Super-Senses 1 (Infravision)

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

Combat: Attack +3/+9 (ranged)
Damage +6 (plasma burst)/+9 (plasma blast/melt/dazzle)
Defense +11 (+2 flat-footed)
Initiative +6

Equipment: Uniform: +3 Toughness; Subtle

Abilities: Attributes 14 + Skills 6+ Feats 14+ Powers 61+ Saves 11+ Combat 10= 116 pts

:arrow: Sundance was a first for me, in the fact that I know pretty much nothing at all about her. In the New Men books I own she is only in one of them and is only talking, so pretty much everything here is based on what little I could read about her on Wikipedia (gotta love that place!!).

:arrow: It was said there that she was basically like Frankie Raye from the Fantastic Four before she became Nova, herald of Galactus. So Sundance got a treatment similar to what I would give to the Human Torch after looking at how others here have done Johnny, except I changed the fire/heat to plasma just to change things up a little bit. I know that points-wise, Sundance is a decent bit below the other New Men, but I thought I hit the idea of the character so I can live with it. I kept her at PL 9 to let her keep up with them in combat, as it had been said she held her own against the others from the start, but her skills and feats are lacking a bit. Who knows? I may eventually get my hands on some issues and learn some more and make some changes to her.
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Pilot build #178

Postby Tattooedman » Mon Feb 07, 2011 9:12 am

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Pilot:
PL: 9
Str 16 (+3) Dex 14 (+2) Con 16 (+3) Int 10 (+0) Wis 16 (+3) Cha 12 (+1)

Skills: Bluff 6 (+7), Climb 4 (+7), Drive 4 (+6), Intimidate 6 (+7), Investigate 4 (+4), Knowledge (History) 4 (+4), Notice 6 (+9), Pilot 4 (+6), Sense Motive 6 (+9), Stealth 4 (+6), Survival 4 (+7), Swim 4 (+7)

Feats: Attack Focus (melee) 5, Attack Focus (ranged) 5, Defensive Roll 5, Dodge Focus 4, Equipment, Improved Aim, Improved Critical 2 (swords), Improved Initiative, Luck, Power Attack, Precise Shot, Seize Initiative, Teamwork, Uncanny Dodge [visual]

Powers: Blast 9

Saves: Toughness +8*/+3 [*Defensive Roll ]
Fort +6
Ref +5
Will +7

Combat: Attack +4/+9 (melee)/+9 (ranged)
Damage +6 (sword)/+9 (blast)
Defense +10 (+3 flat-footed)
Initiative +6

Equipment: Sword: +3 Damage {Critical 17-20}; (Power Feats: Mighty)

Abilities: Attributes 24+ Skills 14+ Feats 30+ Powers 18+ Saves 10+ Combat 20= 116 pts.


:arrow: The main blaster for the New Men, Pilot. This guy is the biggest rip-off I’ve ever seen in comics honestly. Come on! A energy blasting man from the future come back to warn the group of a threat to them. Hello Bishop! No!! Wait!!! I mean …… awwwww forget it, you know what I mean. Again I’m suffering from a lack of information here, so a Pilot gets a low point total at PL 9. I did hit the high points as I have read them, but he is pretty much a PL 8 except for his combat skills, and his amount of feats.
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Proctor build #179

Postby Tattooedman » Mon Feb 07, 2011 9:14 am

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Proctor:
PL: 12
Str 14 (+2) Dex 14 (+2) Con 16 (+3) Int 18 (+4) Wis 18 (+4) Cha 16 (+3)

Skills: Bluff 10 (+13), Craft (Electrical) 8 (+12), Craft (Mechanical) 8 (+12), Diplomacy 10 (+13),Gather Information 6 (+9), Investigate 4 (+8 ), Knowledge (Current Events) 6 (10), Knowledge 8 (+12) (Life Sciences), Knowledge 6 (+10) (Tactics), Knowledge 8 (+12) (Technology), Notice 10 (+13), Pilot 8 (+10), Sense Motive 8 (+12), Stealth 4 (+6)

Feats: Assessment, Attack Spec. (Energy Weapons) 3, Connected, Contacts, Defensive Roll 4, Dodge Focus 2, Equipment 21, Fascinate 2 [bluff/diplomacy], Improved Aim, Improved Initiative, Inventor, Luck 3, Master Plan, Power Attack, Precise Shot, Quick Draw, Second Chance 2 [Bluff/Diplomacy Checks], Seize Initiative, Set-Up, Skill Mastery [Bluff; Craft Electrical; Craft Mechanical; Diplomacy] Teamwork 2, Well-Informed

Powers: Healing 12 (Power Feats: Stabilize, Persistent)

Saves: Toughness +10**/+6*/+3 [**Uniform & Defensive Roll/*Uniform]
Fort +7
Ref +5
Will +10

Combat: Attack +5/+11 (energy weapons)
Damage +2 (unarmed)/+5 (Energy Pistol)/+8 (Energy Rifle)
Defense +10 (+4 flat-footed)
Initiative +6

Equipment: Uniform: +3 Toughness; Subtle
Energy Blaster: +5 Damage
Energy Rifle: +8 Damage

New Jet: Strength 40; Speed 7; Defense 6; Toughness 11; Size Large

Headquarters: Size: Huge; Toughness: 10; Communications, Computer, Defense System, Fire Prevention System, Garage, Gym, Hangar, Isolated, Laboratory, Library, Living Space, Power System, Workshop


:arrow: The founder of the New Men, John Proctor. An interesting mix of the Chief from the Doom Patrol and Prof. X. from the X-Men. Supposedly he was a member of the original New Men and the only survivor massacre and was dedicated to helping the Nu-Genes of the world. In reality though he was working for the aliens (The Keep) that created the Nu-Gene, and was supposed to be building a strike team for the Keep to make use of once they came back to Earth.

:arrow: Before he betrayed the team, Proctor was their source of funding, tech-support, medic as well as stern father figure. At some points I was reminded of early X-Men when reading his parts, as he was forced to deal with the 5 late teen, early 20’s aged members of the team. In a fight Proctor would stay towards the back and shout orders to everyone, taking a shot every now and then when he thought he had one. His tactical skills are what made him a big part of the team.

:arrow: Again in the issues I have he was more of a background character who had little to do with the story being done at that time. So a lot of his skills and such are more what I thought he would have to be the man in-charge/behind the scenes. Point-wise, Proctor is right about 2 power levels worth of points above the New Men, which made sense to me as he was the one bankrolling their equipment, base and living situation. In the end when his real reason for forming the New Men was reveled, Reign killed him with a Mental Blast. Pretty unfair way to go, but it seemed quick and fairly painless.
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Savage Dragon build 180

Postby Tattooedman » Mon Feb 07, 2011 9:18 am

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The Savage Dragon:
PL: 10
Str 30 (+10) Dex 18 (+4) Con 30 (+10) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 6 (+8.), Climb 2 (+12), Intimidate 6 (+10), Knowledge (Pop Culture) 4 (+7), Notice 6 (+8.), Profession (Police Officer/S.O.S. Operative) 4 (+5), Sense Motive 6 (+8.), Stealth 4 (+8.), Swim 2 (+12)

Feats: All-Out Attack, Assessment, Attack Focus (Ranged) 2, Attack Spec. (Unarmed) 2, Crushing Pin, Dodge Focus 4, Endurance, Improved Grab, Improved Grapple, Improved Initiative, Power Attack, Precise Shot, Prone Fighting, Seize Initiative, Stunning Attack, Talented (Intimidate/Knowledge {Pop Culture}), Taunt

Powers: Immunity 5 (Fire Damage) (Flaw: Half Effective)
Impervious Toughness 5
Mind Shield 2
Regeneration 10 [Recovery Rate: Bruised: 1/after a round; Injured: 1/5 minutes; Staggered: 1/5 minutes; Disabled: 1/hour] (Power Feats: Diehard, Persistent, Regrowth)
Super Strength 4 (Dynamic)
-Alt. Power: Leaping 8 (Dynamic)

Saves: Toughness +10* [*Impervious 5]
Fort +12
Ref +6
Will +8 [+10 vs. Mental Effects]

Combat: Attack +6/+8 (ranged)/+10 (unarmed)
Damage +10 (unarmed)
Defense +10 (+3 flat-footed)
Initiative +8
Grapple +24


Costs: Attributes 58+ Skills 10+ Feats 22+ Powers 26+ Saves 10+ Combat 24= 150 pts.


:arrow: Well I can’t help it but I like the Dragon, despite his connection to the Image Universe. Dragon mainly kept within his own setting, though he has managed to work with the likes of the TMNTs, Hellboy, as well as other members of the Image teams like Badrock, and fought against the first Shadowhawk. All that on top of his dealings with the Vicious Circle and all their nutty super criminals like Cutthroat, Brain Ape, Mako, Cyberface, Powerhouse and the Rumble Brothers.

:arrow: Dragon is a super strong and able to regenerate from almost any kind of damage. His regeneration is so strong that at one point most of his bones were broken and his regeneration kicked in and while it healed the damage it didn’t correct the damage to his body making all of his bones misshaped and required Mighty Man to re-break Dragon’s bones (under medical supervision) so they could be set correctly.

:arrow: Dragon is also something of a Clint Eastwood type of character in the idea that he can be very easy going yet have moments where he is deadly serious, confident in his abilities but not to the point that he’s closed minded. Dragon could be considered to be an action movie hero since he is cool under fire, phenomenal reflexes, excellent hand-eye coordination, in short he is a butt-kicker.

:arrow: His personal life on the other hand……well I don’t think that I’ve got enough space here to cover it all. I’ll just say that it’s really unique and yet somehow well thought out in a strangely entertaining way. Check out http://www.writeups.org/index.html to get a bit of information on him and the members of the Vicious Circle to get the majority of the story.
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Fairchild build #181

Postby Tattooedman » Mon Feb 07, 2011 11:29 am

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Fairchild:
PL: 9
Str 10 [30] (+0/+10) Dex 14 (+2) Con 14 (+2) Int 18 (+4) Wis 16 (+3) Cha 16 (+3)

Skills: Bluff 4 (+7/+11), Climb 4 (+14), Computers 6 (+10), Craft (Electronics) 4 (+8 ), Diplomacy 4 (+7/+11), Knowledge (Technology) 6 (+10), Notice 6 (+9), Sense Motive 4 (+7), Stealth 6 (+8 ), Swim 4 (+14)

Feats: Attractive, All-Out Attack, Attack Spec. (Unarmed) 2, Dodge Focus 2, Improved Grab, Improved Grapple, Improved Initiative, Improved Sunder, Improved Trip, Inspire, Leadership, Power Attack, Set-Up, Takedown Attack

Powers: Enhanced Strength 20
Immovable 3
Protection 8 (Extra: Impervious 10)
Super-Senses 2 (Mental Link {Siblings}; Tracking {Mental Link})
Super Strength 3

Saves: Toughness +10*/+2 [*Impervious]
Fort +7
Ref +4
Will +6

Combat: Attack +4/+8 (unarmed), Damage +10 (unarmed), Defense +8 (+3 flat-footed), Initiative +6


Costs: Attributes 28+ Skills 12+ Feats 16+ Powers 47+ Saves 12+ Combat 20= 135 pts.


:arrow: Fairchild is the leader of Gen 13 and resident hotty of the team who has no clue how hot she truly is. Overall I like how Density covers Fairchild’s powers. Super Strong? Check. Difficult to injure? Check. Hard to move if she didn’t want to? Check. Sounds like that covers 99% of her powers to me.

:arrow: Fairchild had something of a natural talent for fighting so I made sure to give her some feats that would allow her to hold her own in hand-to-hand (Improved Grab, Improved Grapple, Improved Throw, Improved Trip, & Power Attack) since she was shown to be able to go one-on-one with several of the big guns in Wildstorm. As leaders go Fairchild wasn’t bad, with Leadership, & some Inspire she can do some good helping the team in a fight. Having Set-Up & Takedown Attack allow her to help out when the group works together, especially since they were constantly outnumbered in most fights.
Last edited by Tattooedman on Mon Feb 07, 2011 12:17 pm, edited 1 time in total.
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Burnout build #182

Postby Tattooedman » Mon Feb 07, 2011 11:30 am

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Burnout:
PL: 9
Str 12 (+1) Dex 16 (+3) Con 16 (+3) Int 10 (+0) Wis 14 (+2) Cha 16 (+3)

Skills: Acrobatics 4 (+7), Bluff 6 (+9), Diplomacy 6 (+9), Notice 6 (+8 ), Knowledge (Pop Culture) 6 (+6), Notice 4 (+6), Perform (Guitar) 6 (+9), Sense Motive 6 (+8 ), Stealth 4 (+7)

Feats: Attack Spec. (Blast) 3, Distract [Bluff], Dodge Focus 4, Improved Initiative, Move-By Action, Power Attack, Set-Up, Taunt, Teamwork

Powers: Blast 10 [plasma] (Extra: Penetrating)
Flight 4
Force Field 4 (Extra: Impervious) [Linked to Energy Aura]
Energy Aura 4 [Linked to Force Field]

Saves: Toughness +7*/+3 [*Impervious Force Field]
Fort +5
Ref +7
Will +5

Combat: Attack +2/+8 (blast)
Damage +4 (energy aura)/+10 (blast)
Defense +10 (+3 flat-footed)
Initiative +7

Costs: Attributes 24+ Skills 11+ Feats 14+ Powers 62+ Saves 9+ Combat 16= 134 pts.


:arrow: Burnout played the part of primary blaster & the only flyer in Gen 13, as well as slumming buddy of teammate Grunge & lover of heavy metal music.

:arrow: Overall Burnout didn’t have any combat skills without his powers, so nullify his powers and he’s just another angry young twenty something with a rebellious attitude. Though he did have a laid back part to him as well, he was very non-judging of his teammates often making him the one they would go to when they needed a friendly ear. This led to Burnout becoming the “face man” of the team in a way, his developed social skills allowed him to work people a bit outside of combat and he started to do so during a fight as well. I wanted to use Plasma Control for Burnout’s powers since that was what I had read them described as being in the books. Unfortunately though, the costs for making the flight, force field, and energy aura dynamic alternate powers too expensive for the PL 9 limit I’m trying to keep Gen 13 at. So I went with the plain & simple powers above.
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Rainmaker build #183

Postby Tattooedman » Mon Feb 07, 2011 11:31 am

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Rainmaker:
PL: 9
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 16 (+3)

Skills: Bluff 4 (+7), Climb 4 (+5), Concentration 6 (+9), Knowledge (Arcane Lore) 5 (+6), Knowledge (Current Events) 6 (+7), Knowledge (History) 5 (+6), Notice 6 (+9), Search 5 (+6), Sense Motive 6 (+9), Survival 5 (+8 ), Swim 4 (+5)

Feats: Attack Spec. (Blast) 2, Attack Focus (Melee) 3, Defensive Roll 6, Dodge Focus 2, Equipment, Improved Critical (knife) 2, Improved Initiative, Improved Throw, Improved Trip, Move-By Action, Power Attack, Teamwork 2, Uncanny Dodge [visual]

Powers: Weather Control 10
-Distraction {rain}
-Hamper Movement {wet surfaces}
-Reduce Visibility {rain}
-Alt. Power: Dazzle 10 [visual] {lightning}
-Alt. Power: Water Control 10

Blast 4 [Electrical]

Device {Ampi-Bands} 1 (hard to lose)
--Boost 5 [blast {electrical}]

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

Combat: Attack +5/+8 (melee)/+9 (blast)
Damage +1 (unarmed)/+2 (knife)/+9 (blast)/+10 (weather powers)
Defense +10 (+4 flat-footed)
Initiative +6

Equipment: Knife: +1 Damage; Critical {17-20}

Costs: Attributes 24+ Skills 14+ Feats 18+ Powers 32+ Saves 9+ Combat 26= 123 pts.


:arrow: Again, I haven't read too much of Gen 13 so my knowledge is somewhat limited. That ends up with me making Rainmaker slightly under the PL 9 limits I'm using for the team, so once again if someone knows of something I'm missing then feel free to let me know. Rainmaker makes for a good set up artist, her weather control lets her have a couple different options (distraction/hamper movement/reduced visibility) and then there's he ability to control water and she can even function as a secondary blaster. Though without her Ampi-Bands it's not that strong so she doesn't use it that much.

:arrow: Rainmaker's upbringing gives her a wide varity of skills that the others don't have. Survival, Knowledge skills & her fighting skill in specific, which makes her slightly better off in some situations compared to the others of Gen 13.
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Freefall build #184

Postby Tattooedman » Mon Feb 07, 2011 11:33 am

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Freefall:
PL: 9
Str 10 (+0) Dex 16 (+3) Con 14 (+2) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 6 (+10), Climb 4 (+4), Concentration 6 (+8 ), Diplomacy 4 (+6), Handle Animal 4 (+6), Knowledge (Pop culture) 6 (+6), Knowledge (Streetwise) 4 (+4), Notice 6 (+8 ), Search 6 (+6), Sense Motive 6 (+8 ), Stealth 4 (+7), Swim 4 (+4)

Feats: Attack Focus (Melee) 2, Defensive Roll 3, Distract [Bluff], Dodge Focus 6, Improved Defense, Improved Initiative, Luck, Set-Up, Sneak Attack, Talented (Bluff), Taunt, Teamwork 2, Uncanny Dodge [visual]

Powers: Gravity Control 12 (Dynamic)
-Dynamic Alt. Power: Environmental Control {Distraction-DC 10} [floating debris]
-Dynamic Alt. Power: Flight 2
-Dynamic Alt. Power: Deflect 10 [fast & slow projectiles]
-Dynamic Alt. Power: Trip 6 (Extra: Knockback) (Power Feat: Improved Trip)

Super-Senses 2 (Mental Link {Siblings}; Tracking {Mental Link})


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

Combat: Attack +3/+5 (melee)
Damage +6 (trip)
Defense + 12 (+3 flat-footed)
Initiative +7


Costs: Attributes 18+ Skills 15+ Feats 22+ Powers 36+ Saves 9+ Combat 18= 118 pts.

:arrow: Freefall was somewhat hard to write up, most of her power uses weren’t attack roll centered. They seemed to be more of an area based effect to me, which to me is something a little different but hey who doesn’t want someone on their team holding the bad guys down so they can beat on them? :roll: As a result Freefall comes in way under the PL 9 I was using, her Defense is the highest of all Gen 13 but she was the one who flew around the whole fight lending a hand where she could. So she became something of a support character in my mind for fighting, which isn’t a bad thing just a little bit of a head scratchier when trying to figure out her combat ability.

:arrow: I know she had Queelocke as a type of pet, but I haven’t read anything about what he does though I’ve heard something about being some type of teleporter of some kind. So I didn’t include him, but I’m thinking that if I did include him the ranks of Minion would probably make up the difference I’m missing on Freefall’s point total.
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Grunge build #185

Postby Tattooedman » Mon Feb 07, 2011 11:34 am

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Grunge:
PL: 9
Str 14 (+2) Dex 14 (+2) Con 16 (+3) Int 14 (+2) Wis 12 (+1) Cha 16 (+3)

Skills: Acrobatics 4 (+6), Bluff 6 (+9), Climb 4 (+6), Knowledge (Pop Culture) 4 (+5), Sense Motive 2 (+3), Stealth 4 (+2)

Feats: Attack Focus (Melee) 3, Beginner’s Luck, Defensive Roll 4, Dodge Focus 4, Eidetic Memory, Improved Initiative 2, Jack of All Trades, Luck 2, Power Attack, Taunt

Powers: Object Mimicry 8
Regeneration 3 [Recovery Rate: Bruised 1/round; Injured 1/5 minutes] (Power Feats: Persistent, Regrowth) (Flaw: Only Useable while Object Mimicry is in use)

Saves: Toughness +7*/+3 [*Defensive Roll]
Fort +6
Ref +7
Will +8

Combat: Attack +3/+6 (melee)
Damage +2 (unarmed)/+? (object mimicry)
Defense +8 (+2 flat-footed)
Initiative +10

Costs: Attributes 26+ Skills 6+ Feats 20+ Powers 52+ Saves 15+ Combat 14= 133 pts.

:arrow: Probably one of the most realistic characters in comic books for his time, the ultimate slacker, Grunge. Basically Grunge was the most normal character I’ve ever read, I mean I know people who act almost identical to him (scary I know..). I mean he spent all his time trying to score with his hotty female teammates, sleeping in till noon, skateboarding at the local park & munching all the junk food he could lay his hands on. In the 90’s I’d say that pretty much covers someone in their early 20’s, at least in my experience.

:arrow: As for Grunge’s powers, he is an molecular duplicator. That means he can make his body like whatever object he is touching (steel, concrete, sand in his boot…). I figured most of the tricks I’d seen him do in the books could be covered as power stunts since I didn’t see them done very often aside from the one or two times he first displayed them. Skills & feats….. Well Grunge has a fair mix of both, honestly I had to take a few minutes and re-read things to refresh my memory to see what he had been shown doing. Basically most of his skills come from his hobbies and interests and his feats mostly reflect his incredible luckiness in general, his martial arts training, and his photographic memory.
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