Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Tattooverse 2.5: WOF builds

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Hammer & Anvil build #234

Postby Tattooedman » Mon Feb 14, 2011 8:12 am

Image
Hammer & Anvil:
PL: 10
[Hammer] Str 16 [32] (+3/+11) Dex 14 (+2) Con 16 (+3) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)
[Anvil] Str 14 [30] (+2/+10) Dex 16 (+3) Con 16 (+3) Int 14 (+2) Wis 14 (+2) Cha 12 (+1)

[Hammer] Skills: Drive 4 (+6), Intimidate 10 (+11), Knowledge (Streetwise) 6 (+7), Sense Motive 8 (+9), Stealth 6 (+8.)

[Anvil] Skills: Bluff 10 (+11), Disable Device 6 (+8.), Knowledge (Streetwise) 4 (+6), Search 8 (+10), Sense Motive 4 (+6), Stealth 6 (+9)

[Hammer] Feats: Attack Focus (Melee) 4, Dodge Focus 6, Improved Grab, Improved Initiative, Power Attack, Startle, Teamwork

[Anvil] Feats: Attack Focus (Melee) 4, Distract [Bluff], Fascinate [Bluff], Dodge Focus 6, Improved Initiative, Improved Throw, Set-Up, Taunt, Teamwork 2

Powers: Device [Energy Synthicon] 6 [hard to lose]
--Enhanced Feats 6 [Improved Trip, Tough 5]
--Enhanced Strength 16
--Super Strength 3 (Power Feats: Bracing, Groundstrike)

[Hammer] Saves: Toughness +8*/+3 [*Energy Synthicon Bonus]
Fort +5
Ref +4
Will +5

[Anvil] Saves: Toughness +8*/+3 [*Energy Synthicon Bonus]
Fort +4
Ref +4
Will +6

[Hammer] Combat: Attack +4/+8 (Melee)
Damage +11 (Unarmed)
Defense +12 (+3 flat-footed)
Initiative +6

[Anvil] Combat: Attack +4/+8 (Melee)
Damage +10 (Unarmed)
Defense +12 (+3 flat-footed)
Initiative +7


Costs: Attributes 48+ Skills 18+ Feats 34+ Powers 30+ Saves 14+ Combat 40= 184 pts.


:arrow: Continuing my love of stating up minor and obscure villains and working through my list of Marvel to-do builds brings me to Hammer & Anvil. A duo that had a very short criminal career before they were took down by the original Scourge of the Underworld and were unfortunate enough to go against the Hulk of all people in their early steps of super crime.

:arrow: I actually built them together as it made the most sense to me. Separate they’re nowhere near a challenge for any hero but the Energy Synthicon allow them to gather stray kinetic energy to boost their strength to the point that if they work together they just barely challenge the Hulk til he gets good & pissed off.

:arrow: As for Hammer & Anvil’s skills and feats I went with the idea that Hammer was more of a common street thug more used to using his fists to solve his problems and Anvil was more of a B&E kinda guy. So Hammer can do a bit more damage while Anvil tends to back him up using Teamwork and Set-Up feats. From a points view they’re a decent challenge to the Hulk but only barely, like I said once he gets mad then it’s over for them. Against other heroes Hammer & Anvil can be slightly more troublesome until the players get a handle on how these two fight. They’d be a nice little distraction for a small group but their lower Toughness compared to other Brick type characters makes them weak. If a player can somehow break the connection of their Energy Synthicon then these two are really in trouble.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Diablo build #235

Postby Tattooedman » Mon Feb 14, 2011 8:15 am

Image
Diablo:
PL: 11
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 20 (+5) Wis 18 (+4) Cha 16 (+3)

Skills: Bluff 10 (+13), Climb 2 (+3), Concentration 8 (+12), Craft (Chemical) 12 (+21), Diplomacy 8 (+11), Gather Information 8 (+11), Handle Animal 4 (+7), Intimidate 8 (+11), Knowledge (Physical Sciences) 12 (+17), Language (Base: Spanish; English), Notice 10 (+14), Ride 4 (+6), Search 8 (+13), Sense Motive 8 (+12), Sleight of Hand 8 (+10), Stealth 8 (+10), Swim 2 (+3)

Feats: Benefit 2 [Enigma x2], Challenges 3 [Conversational Paralysis, Dodge Focus 4, Durable Lie, Fast Work (Craft {Chemical})], Distract [Bluff], Endurance, Equipment 3, Master Plan, Mechanical Genius [Craft {Chemical}], Seize Initiative, Trance, Ultimate Effort 2 [Ultimate Knowledge {Physical Sciences} Skill, Ultimate Craft {Chemical} Skill]

Powers: Device [Alchemy Bag] [hard to lose]
--Transform 11 [inanimate into any inanimate]
-Alt. Power: Animate Objects 3 [Huge Constructs {3 max}]
-Alt. Power: Blast 11 (Extra: Area [Explosion]); (Power Feat: Variable Descriptor x2)
-Alt. Power: Dazzle 11 [visual]
-Alt. Power: Create Object 11 (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
-Alt. Power: Mind Control 11
-Alt. Power: Snare 11 (Extra: Independent)
-Alt. Power: Stun 11 (Extra: Ranged)
-Alt. Power: Summon Minion 10 [150 pp Elemental]

Saves: Toughness +5*/+2 [*Costume]
Fort +4
Ref +5
Will +8

Combat: Attack +5
Damage +11 (Blast/Snare/Stun)
Defense +14 (+5 flat-footed)
Initiative +2

Equipment: Costume: +3 Toughness; Subtle
Headquarters [Hidden Underground Cave Base {11 ep}]: Size: Huge; Toughness: 10; Features: Concealed, Laboratory, Library, Living Space, Security System 2 [DC 25], Workshop


Costs: Attributes 34+ Skills 31+ Feats 18+ Powers 63+ Saves 9+ Combat 30= 185 pts.


:arrow: A villain sometimes seen facing off against the Fantastic Four, Diablo.

:arrow: Basically the guy is an immortal alchemist who challenges all of Reed’s modern technological know-how with some old school know-how. His mastery of alchemy is so developed that it almost looks like magic to those that don’t know any better, creating explosions, animating matter, creating elemental creatures to fight for him, mind controlling people into doing his bidding. Diablo is a pretty well rounded threat overall.

:arrow: Most of his attacks focus on Saves other than Toughness, which is good since a lot of the time he’s dealing with the Thing and Torch and between their Toughness or Defense (depending on which it is he’s dealing with) Diablo’s not gonna come close to touching them. Also he tends to create something to cause a massive fuss and then hide himself to take a few choice shots that give him the best angle possible. So Diablo is almost always fighting from behind his created minions.

:arrow: Very much a master planner kind of villain, Diablo’s plan have several different parts to them and most of the time the FF have little idea where they’re going to end up when facing him pretty much until he leads them there to take care of whatever is in his way of his final goal. Cause that’s something of his M.O., getting others to do his heavy work while he sits back and enjoys the show so to speak.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Melter build #236

Postby Tattooedman » Mon Feb 14, 2011 8:17 am

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

Skills: Bluff 8 (+8.), Climb 4 (+5), Craft (Electronic) 4 (+6), Diplomacy 4 (+4), Drive 2 (+4), Intimidate 8 (+8.), Knowledge (Business) 4 (+6), Knowledge (Physical Sciences) 6 (+8.), Knowledge (Technology) 6 (+8.), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 8 (+10), Swim 2 (+3)

Feats: Attack Spec. (Melting Ray) 3, Distract [Intimidate], Dodge Focus 2, Equipment, Improved Initiative, Power Attack, Precise Shot, Set-Up, Teamwork 2, Taunt

Powers: Device [Melting Ray V2] 7 [hard to lose] (Power Feat: Restricted 2)
--Disintegration 10 (Flaws: Limited [Variable Frequencies (Move Action to change) {flesh; metals; stone; wood}], Reduced Range)
-Alt. Power: Blast 10 (Extra: Area [Line]); (Power Feat: Improved Critical 3); (Flaw: Reduced Range)

Saves: Toughness +5*/+2 [*Costume]
Fort +4
Ref +4
Will +4

Combat: Attack +4/+10 (Melting Ray)
Damage +10 (Disintegration)/+10 (Line Blast-critical 17-20)
Defense +10 (+4 flat-footed)
Initiative +6

Equipment: Costume: +3 Toughness

Costs: Attributes 18+ Skills 17+ Feats 14+ Powers 35+ Saves 6+ Combat 24= 114 pts.


:arrow: Another early foe of Iron Man, the Melter. Honestly he had an interesting idea for a villain, take away the one thing that lets the hero be super and then he’s just a normal guy that’s easy to beat. Least that was the theory IMO. Too bad Stark was a mega genius and was able to most of the time be able to turn the tables on Melter and make his weapon work against him.

:arrow: All Melter had going for him was his Melting Ray, otherwise he’s just a guy in a bad outfit that had an axe to grind with Stark. He’s lumped into the crew of guys who used to be threats to Iron Man until he made some serious upgrades to his armors and thus more resistant to any kind of specialized attacks like the ones used by the Melter. Overall the Melter doesn’t even come close to his pp totals and it just barely enough of a threat all due to his exotic weapon. But he falls into that rare group of gimmick villains that strikes my fancy and I felt some kind of build for him was needed.

:arrow: The idea on the Flaw to the Melting Ray is that after the Melter forced Stark to redesign it the Melting Ray was able to affect a large amount of materials. Though each one had it’s own specific resonant frequencies that the Melting Ray had to be set on to be able to affect each material. So if the Melter has been fighting….let’s say Groot from the Guardians of the Galaxy and has been using the wood frequency and he then tries to blast ….oh let’s go with Drax, unless he spends a move action to switch the frequency to flesh then the Melting Ray will only give the Titan-hunter a bit of a sunburn. It’s not a big Flaw really but I felt it was worth adding into the build.

:arrow: I added the Restricted Power Feat since I’ve not seen anyone try to use any of the Melter’s old equipment in the years since his death at the hands of the O.G. Scourge. That says something to me about how the Melter must have kept the secrets of how the Melting Ray worked a secret more or less, or kept certain aspects of it to himself and nobody has been able to recreate it yet. I decided to toss in an Alternate Power Blast for the Melting Ray, mostly because I recall that he could use the alternate settings to inflict some decent damage on a target. Sure it didn’t melt but the frequencies used still managed to hurt fairly well as even getting part of you molecular structure messed with still would hurt a fair bit I’d imagine.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Black Knight II build #237

Postby Tattooedman » Mon Feb 14, 2011 8:20 am

Image
Black Knight II:
PL: 8
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 10 (+0)

Skills: Bluff 6 (+6), Craft (Electronics) 6 (+8.), Craft (Mechanical) 6 (+8.), Handle Animal 6 (+6), Intimidate 8 (+8.), Knowledge (Life Sciences) 6 (+10), Knowledge (Technology) 4 (+8.), Notice 6 (+8.), Ride 8 (+10), Sense Motive 6 (+8.), Stealth 6 (+8.)

Feats: Attack Spec. (Power Lance) 2, Defensive Attack, Dodge Focus 4, Favored Environment [Airborne] 4 [+2 attack/+2 defense], Improved Block, Improved Initiative, Improved Sunder, Minion [Aragorn] 5, Move-By Action, Power Attack, Startle, Talented [Knowledge {Life Sciences}/Knowledge {Technology}], Weapon Bind

Powers: Device [Alloy Chain Mail] 3 [hard to lose]
--Immunity 5 (Electrical Damage)
--Protection 5 (Extra: Impervious)

Device [Power Lance] 7 [easy to lose]
--Blast 10 [Thermal Beam] (Extra: Penetrating)
-Alt. Power: Blast 10 [Electrical Blast]
-Alt. Power: Blast 10 [Force Blast] (Extra: Explosion)
-Alt. Power: Blast 10 [Ballistic]
-Alt. Power: Snare 7 [Bolo Cables] (Extra: Independent, Ranged)
-Alt. Power: Strike 8 (Power Feats: Extended Reach 2, Improved Critical 2, Mighty)

Aragorn:
ST 24 (+7) DEX 16 (+3) CON 22 (+6) INT 2 (-4) WIS 12 (+1) CHA 6 (-2)

Skills:
Intimidate 6 (+4)
Notice 6 (+7)
Sense Motive 2 (+3)
Survival 2 (+3)

Feats:
Attack Focus (Melee) 4, Attractive, Endurance, Environmental Adaptation (High Altitudes), Fast Overrun, Improved Critical (Hoof), Power Attack

Powers:
Super-Senses 3 (Extended Vision, Low-light Vision, Radius Sight) [3]
Speed 3 [3]
Protection 2 [2]
Flight 4 (Drawbacks: Winged) [7]
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]

Saves:
Toughness +8, Fortitude +8, Reflex +5, Will +3

Combat:
Attack +5 (+9 Melee, +8 Size), Damage +7, Defense +9 (+8 Size), Initiative +3

Drawbacks:
No Hands [-4]
Mute [-4]

Costs: Abilities: 10 / Skills: 16--4 / Feats: 9 / Powers: 24 / Saves: 6 / Combat: 28 / Drawbacks: -8 (73)


Saves: Toughness +7*/+2 [*Alloy Chain Mail]
Fort +5
Ref +7
Will +5

Combat: Attack +4/+8 (Power Lance) [+10-airborne]
Damage +10 (Power Lance Strikes-critical 18-20)/+10 (Power Lance energies)
Defense +8 [+10-airborne] (+2 [+4-airborne] flat-footed)
Initiative +6


Costs: Attributes 20+ Skills 17+ Feats 24+ Powers 40+ Saves 11+ Combat 16= 128 pts.


:arrow: Now to reach back into the wayback machine and pull out a few old schooler mooks. To start us off here’s the criminal Black Knight, a long time foe of the likes of Iron Man and Hank Pym.

:arrow: Basically without his gear he’s not even worth most heroes’ passing glance, but with it he’s able to challenge most average heroes. Though he’s nowhere near coming close to his point totals, and in the end he’ll end up losing after making some good shots and generally pissing off the heroes with his cheap one liners and bad jokes at their expense.

:arrow: Though it should be noted that he was a decent enough scientist to be able to cause specific genetic mutations in animals. I don’t know if it was only limited to horses or not but the way it was talked about it sounded like he could create whatever physical changes he wanted given enough time. That and the Knight even managed to build his own specialized weapons and they were good enough to damage the likes of Iron Man’s armor (back in the day. Nowadays? Tough to say really).
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Will O‘ the Wisp build #238

Postby Tattooedman » Mon Feb 14, 2011 8:23 am

Image
Will O‘ the Wisp:
PL: 8
Str 10 [22] (+0/+6) Dex 14 (+2) Con 14 (+2) Int 16 (+3) Wis 12 (+1) Cha 12 (+1)

Skills: Bluff 4 (+5), Computers 6 (+9), Craft (Electronic) 6 (+9), Craft (Mechanical) 6 (+9), Intimidate 4 (+5), Knowledge (Physical Sciences) 6 (+9), Knowledge (Technology) 4 (+7), Notice 6 (+7), Sense Motive 6 (+7), Stealth 4 (+6)

Feats: Attack Focus (Melee) 4, Dodge Focus 4, Improved Initiative, Power Attack, Seize Initiative, Startle

Powers: Alternate Form [Wisp Form] 6
--Insubstantial 4 (Extra: Continuous); (Power Feat: Selective); (Flaw: Permanent); (Drawback: Noticeable)
-Alt. Power: Density 6 [+12 Strength; +3 Protection {Extra: Impervious}; +2 Super Strength]
--Flight 3 (Flaw: Limited [Only while Insubstantial])
--Mind Control 4 [Hypnotizing lights] (Extra: Area [Burst]); (Flaws: Limited [Only while Insubstantial], Sense Dependent [visual])

Saves: Toughness +5*/+2 [*Full Density]
Fort +4
Ref +5
Will +7

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


Costs: Attributes 18+ Skills 13+ Feats 12+ Powers 30+ Saves 11+ Combat 16= 100 pts.


:arrow: Pretty much a jobber for Spidey, Will O’ the Wisp is an odd villain. He’s really hard for Spidey to hit but he lacks any real ability to back in a serious way. Toss in the normal for the time, he’s a scientist with some decent tech skills and knowledge, and he can get creative with uses for his powers as he has a good understanding of what he can do with his electromagnetic field. That’s how he’s managed to figure out his hypnotize trick, by manipulating his body density and playing with the accompanying lights that go along with it. He can mesmerize lesser willed people with little trouble.

:arrow: Maybe part of my liking of him comes from the fact my name is part of his, or maybe it’s the straightforward manner I’ve read him having. He’s a real get in, show whoever he’s after they can’t really do anything to him, shift to dense form and smash their stuff and takes what he wants kinda guy.

:arrow: Either way here he is in all his under-pointed PL 8 glory. He only hits certain parts of his caps but not all and he’s such a one trick pony that he can’t even really fill the full 120 pp. Cause I’d forgotten about him in my original Spidey villain run awhile ago and since I’m on a villain kick here lately, and like I’ve said before not every bad guy can be a major league threat to the world. Someone’s gotta be the jerk that just robs the bank or has some odd personal vendetta to deal with for a local hero to interfere in.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Doc Samson build #239

Postby Tattooedman » Mon Feb 14, 2011 8:25 am

Image
Doc Samson:
PL: 10
Str 10 [34] (+0/+12) Dex 10 [18] (+0/+4) Con 10 [34] (+0/+12) Int 16 (+3) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 4 (+8.), Climb 0 (+12), Diplomacy 8 (+12), Knowledge (Behavioral Sciences) 8 (+11), Knowledge (Current Events) 6 (+9), Knowledge (Pop Culture) 6 (+9), Notice 6 (+8 ), Profession (Psychiatrist) 4 (+7), Sense Motive 8 (+11), Stealth 6 (+10), Swim 0 (+12)

Feats: All-Out Attack, Attack Spec. (Unarmed) 2, Attack Focus (ranged) 3, Defensive Attack, Diehard, Distract [Bluff], Dodge Focus 4, Endurance, Fascinate [Diplomacy], Improved Grab, Improved Grapple, Improved Initiative, Interpose, Luck, Power Attack, Stunning Attack, Talented (Bluff/Diplomacy)

Powers: Enhanced Strength 24
Enhanced Constitution 24
Enhanced Dexterity 8
Impervious Toughness 9
Super-Strength 4 (Power Feat: Bracing)
-Alt. Power: Leaping 8

Saves: Toughness +12* [*Impervious 9]
Fort +13
Ref +6
Will +8

Combat: Attack +4/+7 (ranged)/+8 (unarmed)
Damage +12 (unarmed)
Defense +8 (+2 flat-footed)
Initiative +8


Costs: Attributes 14+ Skills 14+ Feats 23+ Powers 75+ Saves 8+ Combat 16= 150 pts.


:arrow: Samson is Hulk-Ultra Lite, but can still hold his own without breaking a sweat. His strength and toughness are pretty much top end of a PL 10 when the other members of the gamma brotherhood go into higher levels.

:arrow: Because Samson tends to fight against people that are able to hold their own against the Hulk and at some times even the Hulk himself, Samson tends to be something of a “dirty” fighter by making use of his All-out Attack, Defensive Attack & Power Attack to adjust his attacks. But hey, whatever it takes to keep the Hulk from ripping your head off and doing bad things with it. On top of all that, Samson has managed to retain his intelligence and wits. He is a world-renowned psychiatrist who has become a super-human specialist and he uses that knowledge to help himself during a fight as well.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Blizzard build #240

Postby Tattooedman » Mon Feb 14, 2011 8:27 am

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

Skills: Acrobatics 6 (+8 ), Bluff 4 (+6), Craft (Electronic) 4 (+4), Escape Artist 4 (+6), Intimidate 6 (+8 ), Knowledge (Streetwise) 6 (+8 ), Knowledge (Technology) 4 (+4), Notice 4 (+6), Sense Motive 4 (+6), Stealth 6 (+8 )

Feats: Attack Spec. (Cold Control Array) 2, Defensive Roll 3, Dodge Focus 4, Fast Overrun, Improved Initiative, Move-By Action, Set-Up, Taunt, Teamwork 2

Powers:
Device {Blizzard Suit} 10 (hard to lose)
--Cold Control 12 (Power Feat: Precise); (Dynamic)
-Alt. Power: Blast 10 (Dynamic)
-Alt. Power Blast 6 (Extra: Autofire); (Dynamic)
-Alt. Power: Create Objects 10 [ice shapes] (Dynamic)
-Alt. Power: Flight 2 (Flaw: Platform); (Dynamic)
-Alt. Power: Obscure 10 [visual-snow] (Dynamic)
-Alt. Power: Snare 10 (Dynamic)
--Immunity 10 (Cold Effects)
--Protection 3

Saves: Toughness +8**/+5*/+2 [**Suit Protection& Defensive Roll/*Suit Protection]
Fort +6
Ref +7
Will +5

Combat: Attack +4/+8 (cold control array)
Damage +10 (cold control array)
Defense +8 (+2 flat-footed)
Initiative +6

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


Costs: Attributes 18+ Skills 11+ Feats 16+ Powers 50+ Saves 12+ Combat 16- Drawbacks 4= 120 pts.


:arrow: A classic powered mook for hire, that sums up Blizzard. Most famous for being one of the most long run employees of Justin Hammer, and unable to step out from his shadow and establish himself on his own.

:arrow: Over the years Blizzard has faced pretty much all of the big named heroes Marvel has, and has been beaten by them all. Blizzard normally works in groups of other super-mook PL 8s trying to use the teamwork option as best as they can. It still doesn’t help them in the long run, but they try. Blizzard has grown more skilled with the suit as the years have gone on, at first he was almost afraid to mix it up at all. Nowadays he tends to hang back and play the role of blaster in the group, using his teamwork and set-up to aid the others on his team.

:arrow: As I see it Blizzard has been using the suit for so long that he has started to figure out some of it’s inner workings so I gave him a few ranks in craft & knowledge skills that would let him make some minor repairs, but for any kind of major damage and he’ll have to find a inventor type to fix it right. Honestly, when & if I ever get around to running a Thunderbolt themed game Blizzard is definitely in my list of members. He’s got some nice basic skills and powers that let him make use of himself fairly well most of the time.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Bliss build #241

Postby Tattooedman » Mon Feb 14, 2011 8:52 am

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

Skills: Bluff 6 (+8/+16), Climb 4 (+4), Computers 4 (+6), Concentratin 8 (+11), Diplomacy 6 (+8/+16), Gather Information 6 (+8 ), Intimidate 6 (+8 ), Knowledge (Behavioral Sciences) 6 (+8 ), Knowledge (Current Events) 4 (+6), Knowledge (Pop Culture) 6 (+8 ), Language 3 (Base: English; Italian; 2 other of choice), Notice 4 (+7), Sense Motive 4 (+7), Stealth 8 (+11)

Feats: Assessment, Attractive, Connected, Contacts, Defensive Roll 4, Distract [Bluff], Dodge Focus 4, Fascinate 2 [Bluff/Diplomacy], Inspire 2, Luck 4, Seize Initiative, Set-Up, Taunt, Ultimate Effort (Diplomacy Checks)

Powers: Mental Blast 5
-Alt. Power: Emotion Control 9 (Power Feat: Attractive); (Flaw: Love Only)
-Alt. Power: Stun 6 (Extra: Alt. Save [Will], Ranged)
-Alt. Power: Telepathy 9

Saves: Toughness +7*/+3 [*Defensive Roll]
Fort +4
Ref +4
Will +8

Combat: Attack +4
Damage +5 (mental blast)/+6 (stun)
Defense +9 (+2 flat-footed)
Initiative +3


Costs: Attributes 26+ Skills 21+ Feats 25+ Powers 25+ Saves 7+ Combat 18= 122 pts.


:arrow: Bliss, well she just backs up this theory I heard somewhere;

"Evil always has good cleavage."

:arrow: I'll tell ya what, if more evil people looked like Bliss I think there would be alot more guys would be willing to become a bad guy! :twisted:

:arrow: Anyways, Bliss is all about manipulating people straight & simple. Her powers just make it wwaaayyyyy easier for her, even without being able to mind blast people or toy with the pleasure/pain centers of their brains her looks and knowledge of how to use them make her dangerous. She normally will just manipulate one of her male teamates into doing her dirty work and stands back giving help to them. If that boy toy goes down then Bliss either tries to manipulate her foe into becoming her new boy toy or she gets outta sight until she can manipulate someone new.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Copycat build #242

Postby Tattooedman » Mon Feb 14, 2011 8:55 am

Image
Copycat:
PL: 8
Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 4 (+6), Climb 4 (+4), Notice 2 (+4), Sense Motive 4 (+6), Stealth 6 (+8 ), Swim 4 (+4)

Feats: Attack Focus (Ranged), Attack Focus (Melee), Beginner's Luck, Defensive Roll 4, Dodge Focus 4, Equipment 2, Improved Initiative, Luck 5, Jack-Of-All-Trades, Set-Up, Taunt, Teamwork 2

Powers: Mind Control 8 (Flaw: Limited-Perception is only 30 ft; Limited-Must physically mimic actions she wants target to do)

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

Combat: Attack +5/+6 (melee/ranged)
Damage +0
Defense +8 (+2 flat-footed)
Initiative +5

Equipment: Depending on the personality in charge, Copycat could be carrying anything from lockpicks to pistols. She has 10 ep to spend on whatever gear the dominate personality wants to use.

Drawbacks: Disability: Multiple Personalities [4 other personalities] (Must make a DC 15 Will Save or a new personality takes control in a high stress situation) (-5 pts)

Copycat's other Personalities and their skills & feats:
Soldier: she is confident, authoritarian, following orders to the letter. Skills & Feats: Intimidate +7, Survival +7; trade Taunt for Fearless, Set-Up for Power Attack, Teamwork 2 for Attack Spec. (Gun) 2
Spy: she is cunning, scheming and observant. Skills & Feats: Stealth +4, Disable Device +9; trade Set-Up for Sneak Attack, Taunt & Improved Initiative for Talented 2 (Disable Device x2)
Detective: she is analytic. Skills & Feats: Detective +9; Set-Up & Taunt for Talented 2 (Investigate x2)
Little Gemma: she is a 7 year old little girl, shy and seeking biggies protection. Skills & Feats: No trade offs.


Costs: Attributes 14+ Skills 6+ Feats 24+ Powers 8+ Saves 9+ Combat 14= 75 pts.


:arrow: Working through my DV8 builds, brings me to Copycat. Overall, she shouldn't be anywhere near a fight, let alone in a fight with some SPBs! She has no real combat ability aside from her Mind Control, and early on she could only control 1 person at a time.

:arrow: Her deal was to hide out until she had a good target of opportunity to use her powers on and then use them to help out.

:arrow: About her other personalities, man that was the rough part of this build. Now since I've done Xi'an from X-Men 2099 it didn't bother that much to try it again with Copycat. Then I saw how few skills and feats I had to trade off, so that's why I gave her so many ranks of the Luck feat as well as Beginner's Luck and Jack-Of-All-Trades. With those feats Copycat can cover the skills of her other personalities and with the listed skill trades the basics of her other personalities can be done. That's the only reason those feats should be used at all.

:arrow: I'm not really sure if I should have worked it up like that, but it seems to work as long as whoever is using her follows that rule otherwise I'm at something of a loss on how to do the other personalitites. :P
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Powerhaus build #243

Postby Tattooedman » Mon Feb 14, 2011 8:56 am

Image
Powerhaus:
PL: 9
Str 12 [30] (+1/+30) Dex 12 (+1) Con 12 [26](+1/+8 ) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Climb 4 (+5), Diplomacy 4 (+6), Intimidate 4 (+6/+8 ), Knowledge (Streetwise) 8 (+8 ), Language (Base: English; Spanish), Notice 6 (+8 ), Sense Motive 4 (+6), Stealth 6 (+7), Swim 4 (+5)

Feats: Attack Spec. (Unarmed) 2, Chokehold, Defensive Attack, Distract [Intimidate], Dodge Focus 4, Improved Grab, Improved Grapple, Improved Initiative, Interpose, Power Attack, Set-Up, Takedown Attack, Teamwork

Powers: Growth 4 [+8 Strength; +4 Constitution; -1 attack/defense; -4 Stealth; +4 Grapple; +2 Intimidate; Space/Reach 10 ft;+5 Carry Capacity] (Linked to Boost & Super Strength)

Boost 10 [Strength & Constitution] (Power Feat: Total Fade); (Drawback: Personal); (Linked to Growth & Super Strength)

Super Strength 4 (Linked to Growth & Boost)

Comprehend 2 [Speak & Understand Spirits]
Super-Senses 5 (Spirit Sight)
Super-Senses 3 (Detect [Emotions] Ranged; Tracking [detect emotions])

Saves: Toughness +8
Fort +4 [+11]
Ref +4
Will +6

Combat: Attack +4/+8 (melee)
Damage +10 (unarmed)
Defense +8 (+2 flat-footed)
Initiative +5
Grapple +26

Equipment: Costume: Comm-Link; Subtle; Feature [Immune to wearer's powers]


Costs: Attributes 14+ Skills 11+ Feats 17+ Powers 52+ Saves 10+ Combat 16= 120 pts.


:arrow: So here's the team strongman of DV8, Powerhaus. Again I've never read the DV8 series, so most of this build is wiki based, so I may have missed something somewhere in the build. So let me know if I do need to add something.

:arrow: Basically Powerhaus is supposed to be able to tap the emotions of others or even himself to increase his size and strength. Now with that said I never really saw a point where somebody negated that fuel for his power so I built him without anything about since it seemed such a minor detail, more like a different way to explain how he does it from other people who grow & get stronger.

:arrow: Powerhaus could also see and speak to spirits, though it was only shown once in a story and he was even able to tap the emotions of the spirit to fuel his other powers to bring the spirit's killer to justice. Other than that I gave Powerhaus some skills & feats that made sense with what I've seen him do in fights or made sense with his life style as Ivanna's enforcer. Overall a pretty basic build, he even comes at PL 8 cost-wise, even though he operates as a PL 9.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Evo build #244

Postby Tattooedman » Mon Feb 14, 2011 8:58 am

Image
Evo:
PL: 8
Str 12 (+1) Dex 12 (+1) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 6 (+8 ), Climb 4 (+5), Intimidate 6 (+8 ), Knowledge (Pop Culture) 4 (+5), Knowledge (Streetwise) 6 (+7), Notice 6 (+8 ), Search 4 (+5), Sense Motive 6 (+8 ), Stealth 6 (+7), Swim 4 (+5)

Feats: All-Out Attack, Attack Focus (Melee) 4, Ambidexterity, Blind-Fight, Dodge Focus 2, Elusive Target, Evasion, Improved Initiative 2, Improved Overrun, Improved Trip, Move-By Action, Power Attack, Takedown Attack 2

Powers: Regeneration 18 [Recovery Bonus: Bruised 1/round no rest; Injured 1/standard action; Staggered 1/standard action; Disabled 1/minute] (Power Feat: Diehard)

Alternate Form (Wolfboy) 8
--Enhanced Strength 10 [22 transformed]
--Enhanced Constitution 10 [24 transformed]
--Enhanced Feats 4 (Endurance; Talented {Stealth x2}; Talented {Notice})
--Speed 2
--Strike 2 (Power Feats: Improved Critical 2, Mighty)
--Super-Senses 4 (Acute Scent; Tracking Scent; Ultra-Hearing; Ultravision)
-Alt. Power: Alternate Form (Boy-Bat) 7
--Enhanced Strength 8 [20 transformed]
--Enhanced Dexterity 4 [16 transformed]
--Enhanced Constitution 6 [20 transformed]
--Enhanced Feats 3 (Endurance; Talented {Stealth x2})
--Flight 2 (Flaw: Winged)
--Strike 2 (Power Feat: Mighty)
--Super-Senses 3 (Sonar)
-Alt. Power: Alternate Form (Lizard-boy) 8
--Additional Limb 1 [Tail]
--Enhanced Strength 12 [24 transformed]
--Enhanced Constitiution 12 [26 transformed]
--Enhanced Feats 4 (Endurance; Environmental Adaptation {Underwater}; Talented 2
{Stealth x2})
--Impervious Toughness 4
--Swimming 3

Saves: Toughness +5 [bat]/+7 [wolf]/+8 [lizard]
Fort +7 [bat]/+9 [wolf]/+11 [lizard]
Ref +9 [bat]/+7 [wolf/lizard]
Will +5 [no matter what form!!]

Combat: Attack +4/+8 (melee)
Damage +5 (unarmed-bat)/+7(unarmed-lizard)/+8 (wolf form claws-critical 18-20)
Defense +8 (+3 flat-footed)
Initiative +9


Costs: Attributes 16+ Skills 13+ Feats 19+ Powers 36+ Saves 14+ Combat 16= 114 pts.

:arrow: Evo pretty much filled the spot of way out there psycho in DV8, which does kinda say something when you consider that the rest of the team was pretty much a collection of freaks and seriously flawed anti-heroes.

:arrow: That said, Evo does have a soft spot for people that had a hard life, and would do little things to help them out. He also preferred to stay in his wolf form given the choice as it was fairly versatile but would shift to his other forms as needed, but he would go back to wolf form fairly quickly. He also indulged in the habits of a wolf, things like howling or pissing on “his” territory to mark it. Somewhat funny in that metal kinda way (like giggling when you break a window). Like the rest of this run of DV8 Evo is slightly below his point totals, as most of their focus tended to be on combat and their vastly out-there personalities.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Threshold build #245

Postby Tattooedman » Mon Feb 14, 2011 8:59 am

Image
Threshold:
PL: 10
Str 14 (+2) Dex 14 (+2) Con 16 (+3) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 6 (+8 ), Drive 4 (+6), Intimidate 6 (+8 ), Knowledge (Streetwise) 4 (+6), Knowledge (Tactics) 6 (+8 ), Notice 8 (+10), Pilot 4 (+6), Sense Motive 8 (+10), Stealth 6 (+8 ), Survival 4 (+6)

Feats: Assessment, Attack Focus (Ranged) 4, Attack Spec. (Unarmed) 2, Distract 2 [Bluff/Intimidate], Dodge Focus 2, Improved Initiative 2, Improved Throw, Improved Trip, Master Plan, Move-By Action, Power Attack, Startle, Taunt

Powers: Mental Blast 8 (Dynamic)
-Alt. Power: Telepathy 10 (Dynamic)

Telekinesis 10 (Dynamic)
-Alt. Power: Flight 2 (Dynamic)
-Alt. Power: Force Field 8 (Dynamic)

Saves: Toughness +11*/+3 [*Force Field]
Fort +6
Ref +6
Will +9

Combat: Attack +4/+8 (unarmed/ranged)
Damage +8 (mental blast)
Defense +9 (+3 flat-footed)
Initiative +10


Costs: Attributes 26+ Skills 14+ Feats 20+ Powers 60+ Saves 12+ Combat 22= 153 pts.


:arrow: In the world of DV8 Threshold is one of the most physically powerful members and that’s how he leads, by using his powers. If someone spoke up against him, he has no problem using his mental blast on them to fry their brain or his t.k. to do a bad Vader impersonation to lift them up and choke them out. As a leader he can come up with plans but that’s pretty much it and he gets by acting as a bully for the rest, intimidating his team into following him.

:arrow: Threshold was manipulated most of his life by Ivanna, who used a combo of her female wiles and chemical treatments to keep him slavishly loyal to her until it broke him. Course when that happened he attack the rest of DV8 and almost destroyed them all.

:arrow: Threshold is all about using his t.k. to stay above a fight and use his mental blast to brain fry foes and telepathy to issue his orders to his team. On top of that Threshold has also been trained in various forms of martial arts so he’s not a complete pushover if grounded and forced to fight hand-to-hand, but he tends to favor his powers over his martial skills.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Frostbite build #246

Postby Tattooedman » Mon Feb 14, 2011 9:00 am

Image
Frostbite:
PL: 8
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 8 (+10), Climb 4 (+6), Concentration 6 (+8 ), Diplomacy 6 (+8 ), Knowledge (Streetwise) 6 (+8 ), Notice 6 (+8 ), Sense Motive 6 (+8 ), Stealth 6 (+8 ), Survival 4 (+6), Swim 4 (+6)

Feats: Attack Focus (Heat Blast) 3, Defensive Roll 3, Distract [Bluff], Dodge Focus 2, Endurance, Equipment, Improved Initiative, Inspire, Leadership, Luck 2, Set-Up, Taunt, Teamwork 2

Powers: Thermal Control 10 [extreme cold]
-Alt. Power: Blast 10 [heat]
-Alt. Power: Environmental Control 10 (hamper movement: one quarter speed])

Saves: Toughness +8**/+5*/+2 [**Uniform & Defensive Roll/*Uniform]
Fort +6
Ref +4
Will +7

Combat: Attack +3/+6 (heat blast)
Damage +2 (unarmed)/+10 (thermal powers)
Defense +8 (+3 flat-footed)
Initiative +6

Equipment: Uniform: +3 Toughness; Subtle; Comm-Link


Costs: Attributes 20+ Skills 14+ Feats 20+ Powers 22+ Saves 11+ Combat 18= 105 pts.


:arrow: Upfront I’ll say that I’ve never read the DV8 series, everything I’ve read about them was in the Gen 13 books. So I’m sure there are some points I’m not using that could be useful in some way (feel free to let me know if something big is missing). Frostbite’s powers in effect are basically cold manipulating but in truth he drains the heat from targets, leaving them frozen and making his blasts heat based instead of cold. So I thought Thermal Control made a way better choice here instead of Cold Control, since it allows the change out between heat & cold.

:arrow: Frostbite played leader of DV8 for a short bit so I made sure to toss in a couple feats that would help him keep the team going (Inspire, Leadership and some Luck ranks). I see most of the members of DV8 as PL 8s, except for Threshold & Bliss they would be PL 10. I was surprised that Frostbite came out to 105 points, I thought it would have been closer to the 120 mark, but hey numbers don’t lie. I may come back later and tweak Frostbite and use up some of those free points for something that strikes my fancy.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Sublime build #247

Postby Tattooedman » Mon Feb 14, 2011 9:02 am

Image
Sublime:
PL: 8
Str 14 [26] (+2/+8 ) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 4 (+6/+10), Climb 4 (+6), Concentration 6 (+8 ), Diplomacy 4 (+6/+10), Language 1 (Russian), Notice 6 (+9), Sense Motive 6 (+9), Stealth 6 (+8 ), Survival 4 (+7), Swim 4 (+6)

Feats: Attack Focus (Melee) 3, Attack Spec. (3 Section-Staff) 2, Attractive, Equipment, Defensive Roll 3, Dodge Focus 2, Master Plan, Teamwork {Fightng Style [Jeet Kune Do]: Acrobatic Bluff, All-Out Attack, Defensive Attack, Elusive Target, Improved Block, Improved Critical (Unarmed), Improved Grab, Improved Initiative, Improved Trip, Instant Up, Power Attack}

Powers: Insubstantial 4
-Alt. Power: Density 6 [Bonuses: +12 Str +3 Toughness 2 Immovable 2 Super Strength; mass x5] (Linked to Immunity)
Immunity 2 [Suffocation] (Linked to Density)

Saves: Toughness +8**/+5*/+2 [**Full Density Bonus & Defensive Roll/*Full Density Bonus]
Fort +6
Ref +6
Will +6

Combat: Attack +3/+6 (melee)
Damage +2 (unarmed {normal})/+4 (3 section-staff {normal})/+8 (unarmed {enhanced})/+10 (3 section-staff {enhanced})
Defense +8 (+3 flat-footed)
Initiative +6

Equipment: 3 Section-Staff: +2 Damage


Costs: Attributes 26+ Skills 12+ Feats 25+ Powers 23+ Saves 13+ Combat 18= 117 pts.


:arrow: Keeping on with working on my Wildstorm characters, here’ Sublime. Basically she is the one to sneak up on someone and clock them from behind with her 3 section-staff while at full density. Or to come right up to a foe’s face, while staying insubstantial for the most part and hitting them right on the face-button while all the person’s attacks pass right through her.

:arrow: Still my DV8 builds are still suffering from a lack serious reading on my part, I’ve only read their appearances in Gen 13 and Wildstorm crossovers. If anyone sees that I’m missing something feel free to let me know so that I can add it in. I know that Sublime did lead the DV8 for a bit after Frostbite left the team so I made sure to toss in some feats that would help her out with that.
Last edited by Tattooedman on Wed May 04, 2011 10:50 pm, edited 1 time in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Pitt build #248

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

Image
Pitt:
PL: 10
Str 28 (+9) Dex 10 (+0) Con 26 (+8.) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Climb 0 (+9), Intimidate 10 (+12), Notice 6 (+8.), Search 4 (+6), Sense Motive 8 (+10), Stealth 8 (+4), Swim 0 (+9)

Feats: All-Out Attack, Attack Focus (Melee) 4, Distract [Intimidate], Improved Initiative, Interpose, Power Attack, Startle, Takedown Attack 3

Powers: Growth 4 (Extra: Duration {Continuous}); (Power Feat: Innate); (Flaw: Permanent) [-1 Attack; -1 Defense; +4 Grapple; -4 Stealth; +2 Intimidation; Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5]
Immunity 4 (Environmental Cold, Environmental Heat, High Pressure, Hunger & Thirst)
Mind Reading 7
-Alt. Power: Super-Senses 4 (Detect [foes aggression] Free Action, Ranged; Tracking [Detect])

Protection 6 (Extra: Impervious)
Regeneration 12 [Bruised 1/standard action; Injured 1/round; Disabled 1/20 minutes; Staggered 1/minute]
Strike 1 [claws] (Power Feats: Improved Critical 5, Mighty)
Super Strength 3
-Alt. Power: Leaping 6

Saves: Toughness +14* [*Impervious 6]
Fort +10
Ref +4
Will +7

Combat: Attack +6 /+10 (melee)
Damage +9 (unarmed)/+10 (claws-critical 15-20)
Defense +6 (+3 flat-footed)
Initiative +4


Costs: Attributes 46+ Skills 10+ Feats 13+ Powers 56+ Saves 11+ Combat 24= 160 pts.


:arrow: Now to be honest I haven't read any of Pitt’s series and the only thing I have read of him is his guest appearance in the Gen 13 series (the 1st one). So this build is pure Wiki based, and even that was real bare-bones amount of information so I looked at various Hulk builds since it seems that Pitt was based off him to a point and went from there. So if anyone has read that series and can correct something I did wrong feel free to let me know.

:arrow: Overall I like the build, he's got some good attack ability and damaging power as well with some basic feats that allow for some play on his attacking options and a small amount of useful skills. I may have went too much on his regeneration, but I thought it was best to have too much than not enough. I also may have made his Toughness too high, but without reading anything from his series I simply dialed down what the Hulk's Toughness was and went from there.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Clockwork Bard, HarperRedMage and 7 guests