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Tattooverse 2.5: WOF builds

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Phobia build #261

Postby Tattooedman » Thu Feb 17, 2011 3:48 pm

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

Skills: Bluff 6 (+8 ), Concentration 8 (+10), Diplomacy 4 (+6), Gather Information 4 (+6), Intimidate 8 (+10), Knowledge (Behavioral Sciences) 4 (+5), Knowledge (Streetwise) 4 (+6), Notice 4 (+6), Sense Motive 4 (+6), Stealth 6 (+7)

Feats: Connected, Contacts, Defensive Attack, Defensive Roll 2, Distract [Intimidate], Dodge Focus 4, Equipment, Fascinate [Bluff], Improved Initiative 2, Luck 2, Seize Initiative, Set-Up, Startle, Taunt

Powers: Mind Reading 8 (Flaw: Limited to discovering subject's fears {-1})
Illusion 8 [all senses] (Extra: Damaging); (Power Feat: Selective); (Flaw:
Phantasm)

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

Combat: Attack +4
Damage +1 (unarmed)/+8 (illusions)
Defense +10 (+3 flat-footed)
Initiative +9

Equipment: Costume: +2 Toughness; Subtle; Comm-Link; GPS


Costs: Attributes 18+ Skills 13+ Feats 20+ Powers 55+ Saves 10+ Combat 20= 136 pts.


:arrow: Coming to the last couple members of the Brotherhood, we have Phobia.

:arrow: I’ve noticed that most of the original members (Houngan, Warp & Phobia) all tend to be better suited to fight from a distance than up close. That explains why the Titans tended to beat the dog snot outta them so quickly, since most of the Titans tend to be more suited towards melee combat.

:arrow: Phobia’s fear powers are well suited to dealing with foes, since her illusions can fool all of their senses. If they fail against her save, they become totally immersed in it seeing whatever it is that they fear. Phobia seems to get some kind of enjoyment from inflicting fear upon people, normally laughing it up as they scream in terror.

:arrow: Phobia’s illusions can also kill, with all injuries the victim suffers in the illusions feeling real to the victim and what ever their mind thinks is real it causes the body to react. In a fight Phobia will tend to pick a single target and will keep them occupied with dealing with whatever fears they hold.
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Plasmus build #262

Postby Tattooedman » Thu Feb 17, 2011 3:49 pm

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Plasmus:
PL: 10
Str 24 (+7) Dex 10 (+0) Con 24 (+7) Int 10 (+0) Wis 16 (+3) Cha 16 (+3)

Skills: Intimidate 6 (+11), Language (Base German; English), Knowledge (Streetwise) 4 (+4), Notice 6 (+9), Sense Motive 6 (+9), Stealth 6 (+8 )

Feats: All-Out Attack, Attack Focus (Melee) 6, Diehard, Dodge Focus 2, Improved Grab, Improved Grapple, Improved Initiative, Power Attack

Powers: Alternate Form {Protoplasm Body} 17 (Extra: Duration {Continuous}); (Flaw: Permanent)
Enhanced Feat 1 (Talented {Intimidate})
--Corrosion 10
--Enhanced Strength 10
--Enhanced Constitution 10
--Immunity 5 (Critical Hits; Disease; Poison; Starvation & Thirst)
--Insubstantial 2 [Protoplasm]
--Nauseate 8 [radiation aura] (Extra: Aura)

Saves: Toughness +7
Fort +8
Ref +3
Will +6

Combat: Attack +4/+10 (melee)
Damage +7 (unarmed)/+8 (radiation aura)/ (+10 (corrosion)
Defense +8 (+3 flat-footed)
Initiative +4


Costs: Attributes 20+ Skills 7+ Feats 13+ Powers 85+ Saves 5+ Combat 20= 150 pts.


:arrow: Bringing to a close on the Brotherhood of Evil we have the long-time only melee fighter they had until recently, Plasmus.

:arrow: This guy is all kinds of trouble in a fight with his corrosion, he can melt down pretty much anything he can lay his protoplasmic hands on. Plus with his body being made of protoplasm he is hard to hurt since physical attacks will go through him or worse, get stuck inside him and then get attacked even more by his corrosion Only very physically tough foes have a chance of fighting him in melee for a long time and coming out without some kind of injury.

:arrow: Plus Plasmus’ attitude is pretty much that of a victim lashing out at the world because of his pain. While he knows that the world isn’t a horrible place, he does know that there are bad people who do horrible things. He initially joined the Brotherhood mainly to get revenge on General Zahl, the man who experimented on Plasmus and turned him into what he is today and once he had gotten he stayed with the Brotherhood more out of a lack of somewhere else to go than loyalty.
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Killer Frost build #263

Postby Tattooedman » Thu Feb 17, 2011 3:50 pm

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Killer Frost:
PL: 10

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

Skills: Bluff 6 (+8/+12), Diplomacy 6 (+8/+12), Knowledge (Life Sciences) 4 (+6), Knowledge (Physical Sciences) 6 (+8 ), Knowledge (Streetwise) 4 (+6), Notice 6 (+8 ), Sense Motive 6 (+8 ), Stealth 6 (+9)

Feats: Attractive, Attack Spec. (Thermal Control Array) 2, Defensive Roll 4, Distract [Bluff], Dodge Focus 5, Environmental Adaptation (extreme cold), Fascinate [Diplomacy], Improved Initiative, Move-By Action, Power Attack, Precise Shot

Powers: Absorption 8 [energy-boost Thermal Control Array] (Extra: Power Magnet); (Flaw: Heat Energy only)
-Alt. Power: Drain [Constitution] 8 (Extra: Aura)
-Alt. Power: Drain [Toughness] 8 (Extra: Aura); (Power Feat: Improved Sunder)

Thermal Control 10 [boosted-12] [extreme cold] (Dynamic)
-Alt. Power: Blast 8 [boosted-10] [ice shards] (Dynamic)
-Alt. Power: Create Objects 8 [boosted-10] [ice shapes] (Extra: Independent); (Power Feat: Innate)
-Alt. Power: Environmental Control 8 [boosted-10] [hamper movement {1-quarter speed}-icey surfaces] (Extra: Independent)
-Alt. Power: Snare 6 [boosted-8] (Extra: Independent)

Super-Movement 4 (Sure-Footed 4); (Flaws: Limited-Only on icey surfaces)

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

Combat: Attack +4/+8 (thermal control array)
Damage +10/+12 (thermal control/boosted)/+8/+10 (ice shards/boosted)/+6/+8 (snare/boosted)/+8 (drain {Constitution/Toughness})
Defense +10 (+2 flat-footed)
Initiative +7


Costs: Attributes 24+ Skills 11+ Feats 19+ Powers 59+ Saves 9+ Combat 18 = 150 pts.


:arrow: Killer Frost is a villain that's been around for a quite a few years and to be honest I've only read two of her appearances, the one in the early Superboy series and when she fought Green Arrow. Even though Frost tends to be used as muscle in a group of villains she does make a good stand alone villain when you look at what she can do. Her absorption allows her to draw all of the heat from anyone or anything, thus making it super-cold and in the case of objects very brittle. Then throw in her thermal powers that allow her to make like Mrs. Iceman and she can attack at range as well as throw up all kinds of roadblocks for a hero to overcome.

:arrow: That doesn't really include her technical background as a scientist so with a small reach of imagination she could possibily come up with some type of device if she really needed it. It looks to me like here recently DC has started to toss Frost into some of the more powerful circles of villains like the newest version of the Injustice League. So in future builds some possible add-ons would be feats like Set-Up and Teamwork as alot of her powers make her good for that with being able to encase foes in blocks of ice or inside ice creations.
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Shadow Thief build #264

Postby Tattooedman » Thu Feb 17, 2011 3:51 pm

Shadow Thief:

Image
PL: 10

Str 16 (+3) Dex 18 (+4) Con 16 (+3) Int 10 (+0) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 6 (+8 ), Climb 4 (+7), Escape Artist 4 (+8 ), Gather Information 4 (+4), Intimidate 6 (+8/+10), Knowledge (Streetwise) 4 (+4), Language (Base: English; Japanese), Notice 6 (+9 ), Search 8 (+9), Sense Motive 6 (+9), Sleight of Hand 4 (+8 ), Stealth 4 (+8/+10), Swim 4 (+7)

Feats: Attack Focus (Melee) 4, Attack Spec. (Swords), Chokehold, Contacts, Defensive Attack, Defensive Roll 4, Distract [Bluff], Dodge Focus 5, Elusive Target, Equipment, Grappling Finesse, Improved Block 2, Improved Critical (Sword), Improved Disarm, Improved Grapple, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Move-By Action, Power Attack, Quick Draw, Startle, Taunt, Uncanny Dodge [visual]

Powers:
Device {Dimensiometer} 9 (hard to lose)
--Alternate Form {2-D Man of Shadows} 9
--Concealment 2 [visual] (Flaw: Limited-only one side)
--Concealment 2 [visual] (Flaw: Limited-only in areas of darkness)
--Enhanced Feats 2 (Intimidate; Talented {Stealth})
--Immunity 2 (Suffocation)
--Insubstantial 4
--Speed 2
--Strike 2 (Extra: Penetrating); (Power Feat: Mighty)
--Super-Movement 4 (Air-Walking 2; Wall-Crawling 2)

Saves: Toughness +7*/+3 Fort +7 Ref +9 Will +5
*Defensive Roll

Combat: Attack +6/+10 (melee)/+12 (swords), Damage +3 (unarmed)//+5 (shadow form unarmed)/+6 (katana)/+8 (shadow form katana), Defense +10 (+2 flat-footed), Initiative +8

Equipment: Katana: +3 Damage; Improved Critical 18-20


Costs: Attributes 30+ Skills 15+ Feats 36+ Powers 36+ Saves 11+ Combat 22= 150 pts.


:arrow: One of the better sneaks in DC, Shadow Thief. Like alot of the villains in DC Shadow Thief has been given something of a push, making him kinda popular again. Plus with a reworking of his foe Hawkman you know that Shadow Thief gets reworked as well to make him challenging to the winged wonder.

:arrow: Now sporting a assassin turned industrial spy background, Shadow Thief is loads more deadly in a fight than he use to be, just look at all the combat based feats he's got! His B&E skills are still pretty good, so while he's not the best in the world he still knows his job well and can make the best of a given situation. That's Shadow Thief's real talent, being able to work on the fly and come up with ways of dealing with new problems when they arise.

:arrow: I've been told that his sword becomes as thin as he does so I decided to modifiy the Strike on his 2-D form so that it works with the sword as well as his punches giving him a pretty damaging attack overall plus it's penetrating. Shadow Thief is a skill and feat kinda character overall, though his Dimensiometer is still what makes him able to challenge the likes of Hawkman.
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Merlyn build #265

Postby Tattooedman » Thu Feb 17, 2011 4:37 pm

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Merlyn:
PL: 10
Str 14 (+2) Dex 18 (+4) Con 16 (+3) Int 14 (+2) Wis 16 (+3) Cha 12 (+1)

Skills: Acrobatics 4 (+8.), Bluff 10 (+11), Climb 4 (+6), Craft (Mechanical) 4 (+6), Disable Device 6 (+8.), Escape Artist 6 (+10), Gather Information 8 (+10), Intimidate 6 (+9), Knowledge (Streetwise) 8 (+9), Notice 6 (+9), Profession [Mercenary] 8 (+10), Search 6 (+7), Sense Motive 6 (+9), Sleight of Hand 6 (+10), Stealth 8 (+12), Survival 4 (+7), Swim 4 (+6)

Feats: Ambidexterity, Attack Spec. (Bow) 2, Defensive Attack, Defensive Roll 2, Dodge Focus 6, Equipment 2, Improved Aim, Improved Critical (Bow) 3, Improved Initiative, Improved Ranged Disarm, Luck, Precise Shot 2, Quick Draw 2, Ranged Pin, Seize Initiative, Set-Up, Talented (Gather Information; Intimidate), Taunt, Well-Informed

Powers: Device {Bow} 6 (easy to lose)
--Blast 8 (Extra: Autofire)
-Alt. Power: Blast 8 [C4 Arrow] (Extra: Area {Explosive})
-Alt. Power: Blast 8 [Assorted Arrows] (Power Feat: Variable Descriptor)
-Alt. Power: Dazzle 8 {visual} [Flare Arrow] (Extra: Area {Burst})
-Alt. Power: Dazzle 8 {audio} [Screamer Arrow] (Extra: Area {Burst})
-Alt. Power: Obscure 8 {visual} [Smoke Arrow] (Extra: Independent)
-Alt. Power: Snare 8 [Net Arrow]
-Alt. Power: Super-Movement 1 [Swing-line Arrow] (Swinging)
-Alt. Power: Trip 8 [Bolo Arrow]

Device {Jet Pack} 1 (hard to lose)
--Flight 2

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

Combat: Attack +8/+12 (bow)
Damage +2 (unarmed)/+2 (knife)/+8 (arrows-critical 17-20)
Defense +14 (+4 flat-footed)
Initiative +8

Equipment: Costume: +3 Toughness; Subtle
Knife: +1 Damage; Critical 19-20

Costs: Attributes 30+ Skills 26+ Feats 31+ Powers 22+ Saves 9+ Combat 32= 150 pts.

:arrow: The evil answer to Green Arrow, Merlyn the mercenary archer.

:arrow: Merlyn’s fought pretty much only G.A., though there have been a couple of tussles with Batman and lesser members of the League but mainly Merlyn goes after Ollie since their M.O. is so similar. To Merlyn only one of them can be the best and he’s out to prove it’s him, plus he'll normally try to set the situation up to where it favors him.

:arrow: Merlyn is an assassin who takes out whoever he’s paid to take out, and he’ll do it with a little bit of flare. Just for that personal touch and to show how good of an archer he really is.

:arrow: To me the main differences between Merlyn & Green Arrow are that Ollie’s got some serious money again, the members of “Team Arrow”, and his intensified hand to hand skills that he’s developed since OYL. Other than those few things Merlyn is an exact copy of Ollie, just with less morals.
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Persuader II build #266

Postby Tattooedman » Thu Feb 17, 2011 4:39 pm

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

Skills: Bluff 6 (+7), Climb 4 (+5), Intimidate 8 (+9), Knowledge (Streetwise) 6 (+6), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 4 (+8.), Swim 4 (+5)

Feats: All-Out Attack, Attack Focus (Melee), Attack Spec. (Atomic Axe), Defensive Roll 3, Distract [Intimidate], Dodge Focus 4, Improved Disarm, Improved Initiative, Power Attack, Set-Up, Startle, Taunt, Takedown Attack, Teamwork, Uncanny Dodge [visual]

Powers: Device {Atomic Axe} 7 (easy to lose)
--Corrosion 10 (Extra: Penetrating); (Power Feats: Extended Reach, Improved Critical 2, Improved Sunder, Weapon Break)

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

Combat: Attack +5/+6 (melee)/+8 (atomic axe)
Damage +1 (unarmed)/+10 (atomic axe)
Defense +10 (+3 flat-footed)
Initiative +8

Equipment: Costume: +3 Toughness; Subtle; Comm-Link; GPS


Costs: Attributes 20+ Skills 11+ Feats 20+ Powers 21+ Saves 10+ Combat 26= 108 pts.


:arrow: So I thought I’d start with the new Persuader, and she’s seems to be the bloodthirsty one of the Terror Titans (I mean really? Cutting the shrinking guy in half?). I couldn’t find too much info on her aside from some nice pics & a line or two about her using the Atomic Axe that the Legion’s foe the Persuader uses.

:arrow: So as a result this version of Persuader comes in under pointed by a good bit. So when I find out something new about her I’ll add here, but till then she’s basically a melee fighter that does some serious damage.
Last edited by Tattooedman on Fri Feb 18, 2011 12:31 am, edited 1 time in total.
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Dreadbolt bulid #267

Postby Tattooedman » Thu Feb 17, 2011 4:44 pm

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Dreadbolt:
PL: 9
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Aerobatics 6 (+8 ), Bluff 6 (+8 ), Craft (Electronic) 6 (+8 ), Craft (Mechanical) 6 (+8 ), Intimidate 6 (+8 ), Knowledge (Streetwise) 4 (+6), Knowledge (Technology) 6 (+8 ), Notice 6 (+8 ), Search 4 (+6), Sleight of Hand 4 (+6), Stealth 4 (+6)

Feats: Aerobatic Bluff, All-Out Attack, Attack Spec. (Suit Powers) 2, Distract [Intimidate], Dodge Focus 2, Equipment, Evasion 2, Favored Environment [airborne] (+1 defense), Improved Initiative, Inventor, Luck, Move-By Action, Power Attack, Precise Shot, Seize Initiative, Set-Up, Taunt, Teamwork, Uncanny Dodge [visual]

Powers:
Device {Dreadbolt Suit} 10 (hard to lose)
--Blast 10 [electrical]
--Flight 3
--Protection 7 (Extra: Impervious)
--Teleport 4 (Extra: Accurate); (Power Feat: Change Direction, Easy); (Flaw: Short-Range)

Saves: Toughness +9*/+2 [*Suit's Protection (Impervious 7)]
Fort +5
Ref +8
Will +6

Combat: Attack +4/+8 (suit powers)
Damage +2 (unarmed)/+10 (electric blast)
Defense +9 [airborne]/+8 [grounded] (+3 [airborne]/+2 [grounded] flat-footed)
Initiative +6

Equipment: Comm-Link; GPS


Costs: Attributes 24+ Skills 16+ Feats 22+ Powers 40+ Saves 13+ Combat 18= 123 pts.

:arrow: Here we have another member of the new generation of criminals in DC, Dreadbolt.

:arrow: From what I’ve read so far Dreadbolt is the son of mercenary criminal Bolt and he is more than willing to follow in Dad’s footsteps. The big difference is that Dreadbolt is able to work within a team better than his Dad and is even the field leader of the Terror Titians.

:arrow: Dreadbolt has modified the looks of Bolt’s suit to his tastes and that’s about it, otherwise it’s the same old song and dance power-wise. Though he seems better at using it that Bolt is, though that could be simply from his growing up watching Bolt rework it and rebuild it. Basically Dreadbolt is a flying blaster with some interaction skills and feats as well as some team working feats on top of it all. A nice and simple build honestly, again due to the newness of the character and lack of in-depth information I’m somewhat slightly under points used for this build.
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Guardian build #268

Postby Tattooedman » Thu Feb 17, 2011 4:45 pm

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Guardian:
PL: 10
Str 22 (+6) Dex 22 (+6) Con 22 (+6) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 6 (+12), Bluff 6 (+8.), Climb 0 (+6), Diplomacy 6 (+8.), Escape Artist 4 (+10), Gather Information 4 (+6), Investigate 6 (+8.), Knowledge (Streetwise) 4 (+6), Knowledge (Tactics) 4 (+6), Notice 8 (+11), Sense Motive 8 (+11), Stealth 4 (+10), Swim 0 (+6)

Feats: Assessment, Attack Focus (Melee), Attack Spec. (Shield Attacks), Benefit 2 (Credentials: Cadmus Agent; Improved Feint), Connected, Contacts, Defensive Attack, Defensive Roll, Dodge Focus 4, Equipment, Evasion, Improved Initiative, Luck, Power Attack, Takedown Attack 2, Uncanny Dodge [visual]

Powers: Regeneration 5 [Recovery Rate: Injured: 1/20 minutes; Staggered: 1/20 minutes; Disabled: 1/hour] (Power Feat: Diehard)
Device {Shield} 5 (easy to lose) (Power Feat: Indestructible)
--Shield 3
--Strike 3 (Extra: Penetrating 9); (Power Feats: Improved Block, Improved Critical 3, Improved Defense, Mighty, Weapon Break)

Saves: Toughness +7*/+6 [*Defensive Roll]
Fort +10
Ref +8
Will +8

Combat: Attack +7/+8 (melee)+10 (shield attacks)
Damage +6 (unarmed)/+9 (shield strike)
Defense +13 (+3 flat-footed)
Initiative +10

Equipment: Comm-Link


Costs: Attributes 50+ Skills 14+ Feats 22+ Powers 30+ Saves 11+ Combat 26= 153 pts.


:arrow: I’ve always liked Guardian, besides the fact he’s more of a street version of Captain America. His background as a Golden Age hero brought into the modern age was unique and his attitude was always enjoyable since the writers would often make use of the “man out of his time” angle with him.

:arrow: After seeing that bit of Guardian in Thorp’s Science Police pic I got the urge to stat him up, couldn’t help myself. It’s a pretty straight forward build without too much fluff really, aside from his being only a few points over the limit. That mostly comes from his being shown as very reliable & highly skilled hero that is often used as a background character with some appearances where he takes center stage.

:arrow: I did this build more in mind with Guardian's time in the 90s Superboy comics, so he's probably more in tune with Cap at this point. Hopefully with his promotion into the Science Police now he’ll get some more in-depth writing and I can have an excuse to bump him up to a PL 11 and put some more differences in besides his clone status and the regeneration.
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Harbinger build #269

Postby Tattooedman » Thu Feb 17, 2011 4:47 pm

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Harbinger:
PL: 12
Str 10 [30] (+0/+10) Dex 10 [20] (+0/+5) Con 10 [26] (+0/+8.) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)

Skills: Acrobatics 4 (+9), Diplomacy 8 (+11), Gather Information 8 (+11), Knowledge (Current Events) 8 (+10), Knowledge (History) 8 (+10), Knowledge (Pop Culture) 8 (+10), Notice 6 (+8.), Sense Motive 4 (+6), Stealth 6 (+11)

Feats: Attack Spec. (Cosmic Energy Control) 3, Attack Focus (Melee) 4, Connected, Contacts, Dodge Focus 6, Eidetic Memory, Fascinate [Diplomacy], Improved Grab, Improved Flank, Improved Initiative, Equipment, Skill Mastery [All Knowledge Skills/Gather Information], Teamwork 2, Well-Informed

Powers: Duplication 10 (Extras: Heroic, Horde); (Power Feats: Mental Link, Progression 4 [x20 dupes max]); (Flaws: Feedback, Real)
Cosmic Energy Control 10
-Alt. Power: Enhanced Strength 20
Enhanced Constitution 16
Enhanced Dexterity 10
Flight 5
Super Strength 2

Saves: Toughness +10*/+8 [*Armored Costume]
Fort +8
Ref +6
Will +8

Combat: Attack +4/+8 (melee)/+10 (cosmic energy control)
Damage +10 (cosmic energy control/unarmed)
Defense +14 (+4 flat-footed)
Initiative +9

Equipment: Armored Costume: +2 Toughness


Costs: Attributes 13+ Skills 15+ Feats 25+ Powers +86 Saves 7+ Combat 24= 170 pts.


:arrow: An oldie but a goodie, Harbinger made her debut in the original Crisis and then like most characters introduced in a huge company-wide event she faded away into comic book limbo. Fairly powerful overall Harbinger was able to use Cosmic Energy for blasting, was superhumanly strong & tough as well as being able to create an infinite amount of duplicates. Though she wouldn’t make more than 20 duplicates since any further dupes would be to physically weak to be effectively useful, so I didn’t stat her Duplication power past that as she wouldn’t push it unless it was a dire situation. Though I made her a PL 12 I didn’t think she rates a full point stating since when the chips were down Harbinger would get taken down, so she’s just about 10 points under the limit.

:arrow: From there Harbinger went on to become the historian for the Amazons and met her end when Darkseid sent in his cloned Doomsday forces to Themyscira. Kind of a shame really she would have been great member of a team with her wide variety of powers. Basically the Monitor gave Harbinger her powers to make her more useful to him in gathering together heroes to help him fight the Anti-Monitor and she was his main helper, so I gave her a bit of decent knowledge skills to show her depth of knowledge on how things in the world. Combined with her having to be able to convince people to work with her and keep all that information straight in her mind I tossed in a couple feats that would help like Fascinate & Eidetic Memory.
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Damage build #270

Postby Tattooedman » Thu Feb 17, 2011 4:51 pm

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Damage:
PL: 10
Str 18 [30] (+4/+10) Dex 18 (+4) Con 18 [30] (+4/+10) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills: Concentration 4 (+4), Notice 4 (+4)

Feats: All-Out Attack, Attack Focus (Melee) 4, Diehard, Dodge Focus 4, Power Attack

Powers: Absorption 12 [Energy-Boost Strike 12 [explosion field] (Extra: Area [Explosion])] (Extra: Energy Storage); (Flaw: Full Power)
-Alt. Power: Boost-Enhanced Strength 12 & Enhanced Constitution 12

Enhanced Strength 8
Enhanced Constitution 8
Enhanced Dexterity 8
Super Strength 3

Saves: Toughness +10
Fort +8 [+14]
Ref +8
Will +4


Combat: Attack +4/+8 (melee)
Damage +12 (explosion field)
Defense +8 (+2 flat-footed)
Initiative +4


Costs: Attributes 0+ Skills 2+ Feats 11+ Powers 79+ Saves 12+ Combat 16= 120 pts.


:arrow: Another of what I like to call my back in the day builds, Damage has been around since the Zero Hour crossover in the 90s. Boy has he been slightly screwed slowly over the years! Randomly developing his powers Damage basically went on the run from the start of his career it seems. From there he bounced around on a couple of Titans teams and even managed to try out for the JLA along with Hitman (not that he made the cut of course). Along the way his powers weren’t really that well defined and he was an unusual brick/blaster kind of mix from what I read. This was more from his showings in other titles & crossovers, though it was finally said that he had pretty much the possibility of most of the powers of the JSA depending on how much energy he absorbed and channeled.

:arrow: From there Damage joined the latest Freedom Fighters and got probably one of the most serious screw overs by getting his hind end kicked severely by Zoom of all people. From there Damage ended up joining the JSA though I haven’t read much of it yet, but it’s on my pull list at the local comic book store so I’ll probably work up a modern version of him after I get a better feel for him. For now I thought a build based on his earlier years would be a fun little distraction for me to do.
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Access build #271

Postby Tattooedman » Fri Feb 18, 2011 9:45 am

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

Skills: Bluff 6 (+10), Climb 4 (+5), Diplomacy 6 (+10), Gather Information 4 (+6), Knowledge (Pop Culture) 6 (+8.), Notice 6 (+8.), Search 6 (+8.), Sense Motive 4 (+6), Stealth 6 (+7), Swim 4 (+5)

Feats: Benefit (Enigma), Challenges 5 (Combat Diplomacy; Conversational Paralysis; Durable Lie; Improved Distract; Read Situation), Contacts, Defensive Roll, Diehard, Distract [Bluff], Dodge Focus 4, Fascinate 2 [Bluff/Diplomacy], Improved Initiative, Master Plan, Inspire 2, Quick Change 2, Luck 2, Speed of Thought, Talented (Bluff/Diplomacy)

Powers: Super-Senses 5 (Cosmic Awareness; Detect {Displaced beings from their native universe} Ranged; Tracking {Detect})

Teleport 10 (Extras: Accurate, Portal); (Power Feat: Change Direction)
-Alt. Power: Super-Movement 2 (Dimensional Movement [Brother‘s Universes]) (Progression 3)
-Alt. Power: Super-Movement 3 Temporal Movement [any point in time]) (Power Feat: Progression 3)

Device {Kirby Armor} 1 (hard to lose)
--Protection 5

Saves: Toughness +7*/+2 [*Kirby Armor]
Fort +4
Ref +5
Will +10

Combat: Attack +3
Damage +1 (unarmed)
Defense +8 (+2 flat-footed)
Initiative +6


Costs: Attributes 20+ Skills 13+ Feats 26+ Powers 68+ Saves 14+ Combat 14= 155 pts.


:arrow: Well after taking a couple days off from building I figured I’d come back & do one of the main character of the famous Marvel/DC Amalgam, Access. All boiled down to his basics Access is a teleporting guy who can also travel dimensions, with the added ability to sense when members of either universe appears in the other. It’s his job to send them back where they belong to keep universal harmony and prevent both worlds form destroying each other.

:arrow: This has led to Access teaming up with the all the big guns of both Marvel & DC (the JLA, X-Men, Avengers, Teen Titans) to stop various plots to remerge the two universes by Dr. Strangefate, Darkseid and even an evil version of himself. That’s a whole bunch of responsibility for a pretty much everyday guy to handle but Access has seemed to handle it pretty well.

:arrow: Access isn’t a combat expert by any means, normally when a fight starts Access is ducking for cover. That’s normally why he’ll bring along a few friends of whatever universe he’s in to help out (when you can bring Hal Jordan, Black Canary & Batman with you to a fight you can let them handle the fight ) while he looks to find & deal with the cause of the whole fight.

:arrow: Access is more about being able to deal with people through his interaction skills and he’s pretty good with ‘em as well. His blatant honestly combined with his ability to interact well with others makes him one of the better negotiators of both Marvel & DC. Access has been able to gain the trust of the likes of Batman with only a few sentences which speaks volumes about his ability.
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Canary build #272

Postby Tattooedman » Fri Feb 18, 2011 9:47 am

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Canary:
PL: 10
Str 14 (+2) Dex 20 (+5) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)

Skills: Acrobatics 4 (+9), Bluff 6 (+9), Climb 2 (+4), Computers 2 (+4), Concentration 8 (+10), Diplomacy 4 (+7), Disable Device 6 (+8.), Drive 2 (+7), Escape Artist 4 (+9), Gather Information 6 (+9), Investigate 4 (+6), Knowledge (Life Sciences) 4 (+6), Knowledge (Streetwise) 4 (+6), Notice 6 (+8.), Pilot 2 (+7), Sense Motive 6 (+8.), Stealth 6 (+11), Survival 2 (+4), Swim 2 (+4)

Feats: Accurate Attack, Acrobatic Bluff, Assessment, Attack Focus (Melee) 2, Attack Spec. (Battle Staves), Contacts, Defensive Attack, Defensive Roll 3, Dodge Focus 5, Evasion, Improved Block, Improved Critical (Battle Staves) 2, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Set-Up, Takedown Attack 2, Teamwork 2

Powers: Sonic Control 10 (Extras: Area {Cone}, Duration {Concentration}); (Flaw: Reduced Range-range is only half of total rank)
Blast 10 [sonic-canary cry] (Extras: Area {Cone}, Duration {Concentration}); (Flaw: Reduced Range-range is only half of total rank)
-Alt. Power: Stun 10 [canary cry] (Extras: Area {Cone}, Duration {Concentration}); (Flaw: Reduced Range-range is only half of total rank)

Device {Battle Staves} 3 (easy to lose)
--Strike 2 [Double Staves] (Extra: Autofire); (Feats: Mighty, Split Attack)
-Alt. Power: Strike 3 [Bo Staff] (Feats: Extended Reach 2 [10 ft.], Mighty)
-Alt. Power: Blast 4 [Thrown Staves] (Flaws: Limited- One Use Only)
-Alt. Power: Leaping 2 [Pole-vaulting]

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

Combat: Attack +6/+8 (melee)
Damage +2 (unarmed)/+4 (double staves)/+4 (thrown battle staves)/+5 (bo staff)/+10 (canary cry)
Defense +13 (+4 flat-footed)
Initiative +9

Equipment: Costume: +2 Toughness; Subtle; Comm-Link



Costs: Attributes 32+ Skills 20+ Feats 29+ Powers 43+ Saves 9+ Combat 28= 161 pts.


:arrow: The Canary is obviously a mixture of Black Canary & Mockingbird. She seemed interesting to me simply because she was the only female shown in the first appearance of the JLA (Judgement League Avengers). I would have honestly liked to see that team get their own 1 shot book but it wasn’t meant to be apparently, but it still would’ve been cool to see. Canary seemed to favor Mockingbird just a bit since she was willing to play back up to Hawkey and Goliath in their fights, cause Black Canary is more likely to go & handle her own business and lend a hand when she can during a fight.

:arrow: Not too much info was given on Canary since it wasn’t a JLA book so I decided to take some liberties with the build and add a few things into it in the spirit of Amalgam. Like even though Canary wasn’t shown using the Canary Cry or Battle Staves in the fight with the JLX but I thought it was a really cool idea to use them since that would give her some a real wide range of choices in a fight.

:arrow: Oh yeah, almost forgot but I wanna give thanks to Thorpacolypse & Jabroniville since I based this build off of their fine 2E builds of Black Canary & Mockingbird.
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Angelhawk build #273

Postby Tattooedman » Fri Feb 18, 2011 9:48 am

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Angelhawk:
PL: 10
Str 20 (+5) Dex 22 (+6) Con 20 (+5) Int 16 (+3) Wis 16 (+3) Cha 14 (+2)

Skills: Aerobatics 6 (+12), Climb 2 (+7), Diplomacy 4 (+6), Intimidate 6 (+8.), Knowledge (Arcane Lore) 4 (+7), Knowledge (History) 6 (+9), Knowledge (Physical Sciences) 4 (+7), Notice 6 (+9), Search 6 (+9), Sense Motive 6 (+9), Stealth 4 (+10), Survival 4 (+7), Swim 2 (+7)

Feats: All-Out Attack, Attack Spec. (Mace), Dodge Focus 4, Environmental Adaptation [high altitudes], Equipment 2, Evasion, Fast Overrun, Favored Environment [airborne] 4 (+2 attack/+2 defense), Improved Defense, Improved Initiative, Move-By Action, Power Attack, Quick Draw, Takedown Attack

Powers: Flight 5 (Flaw: Winged)
Regeneration 1 [Resurrection 1/day] (Power Feat: Reincarnation); (Flaw: Uncontrolled Reincarnation)
Super-Senses 4 (Extended Sight; Darkvision; Ultravision)
Super Strength 1

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

Combat: Attack +8/+10 (grounded mace)/+12 (airborne mace)
Damage +5 (unarmed)/+8 (mace)
Defense +12 [airborne]/+10 [grounded] (+4 [airborne]/+3 [grounded] flat-footed)
Initiative +10

Drawbacks: Power Loss: Flight-when wings are immobilized (-1 pt)

Equipment: Costume: +2 Toughness; Subtle; Comm-Link
Spiked Mace: +3 Damage


Costs: Attributes 48+ Skills 15+ Feats 21+ Powers 11+ Saves 7+ Combat 28 - Drawbacks 1= 129 pts.


:arrow: Well with Angelhawk do I really have to point out who got merged together to make him? I like how this build came out really, it tones down some of the brutishness of Hawkman while adding in some of the aerial skill of Angel. He keeps the focus on using weapons to fight but it’s limited to the mace mainly but it works.

:arrow: In the Amalgam setting Angelhawk was a meta-mutant who had managed to keep that a secret letting the public think that his wings were a technological creation he used. During the JLA’s fight with the JLX Angelhawk was in telepathic contact with Mr. X to help them get away so that Mr. X wouldn’t reveal his secret, though the mentally added pain he was given didn’t help Angelhawk get along any better with Mr. X it did help his act of being hurt more believable and caused the JLA to withdraw so that they could get him medical attention.

:arrow: While he still comes out about some-teen points under the PL/point balance I like how it works out. Angelhawk is at his best when fighting from the air, not that he can’t handle himself when grounded but he’s better when flying overhead his foes.

:arrow: Again I wanna say thanks to Thorpacolypse since I based this build off of his 2E builds of Angel & Hawkman.
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Captain Marvel build #274

Postby Tattooedman » Fri Feb 18, 2011 9:49 am

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Captain Marvel:
PL: 10
Str 10 [32] (+0/+11) Dex 14 (+2) Con 10 [28] (+0/+9) Int 14 (+2) Wis 18 (+4) Cha 14 (+2)

Skills: Knowledge (Tactics) 10 (+12), Intimidate 6 (+8.), Languages 2 (Base: Kree; English; Skrull), Notice 8 (+12), Pilot 8 (+10), Sense Motive 8 (+12), Stealth 4 (+6)

Feats: Dodge Focus, Equipment

Powers: Enhanced Strength 22
Enhanced Constitution 18
Enhanced Feats 11 (Attack Focus 6; Dodge Focus; Fearless; Improved Initiative; Power Attack; Ultimate Effort [Ultimate Fortitude Save])
Immunity (Life Support; Starvation & Thirst) 10
Protection 5 (Extra: Impervious)
Flight 7 (Dynamic Array)
-Alt. Power: Speed 7 and Quickness 7
-Alt. Power: Super-Strength 6 (Power Feat: Countering Punch, Super-Breath)

Saves: Toughness +14* [*Impervious 5]
Fort +11
Ref +5
Will +8

Combat: Attack +3/+9 (melee)
Damage +11 (unarmed)
Defense +6 (+2 flat-footed)
Initiative +6

Equipment: Comm-Link

Drawbacks: Normal Identity: Billy Jones (must be able to speak and say the word "Kree" to change) (-4 pts)


Costs: Attributes 20+ Skills 13+ Feats 2+ Powers 99+ Saves 9+ Combat 14- Drawbacks 4= 153 pts.


:arrow: The Kree warrior who got stuck in the Phantom-Negative Zone and was bonded to young Billy Jones as an agent of Justice, we have Captain Marvel. In the Amalgam Universe he’s a plain & simple Paragon. From what was shown he’s got a militant attitude and issues with Skrulls, since he clearly doesn’t like them or even meta-mutants for that matter.

:arrow: Captain Marvel is all about the hand-to-hand fighting, he got nothing for a type of ranged attack. The closest he could come up with probably was to either grab some random item and throw it (which wouldn’t probably hit due to his way low ranged attack) or use his own body as a ram and charge in, which is probably what he would do with his Toughness being what it is.

:arrow: Again many thanks to Thorpacolypse as I used his 2E Captain Marvel (DC version) to mash with my Captain Mar-vell to get this build done. 8)
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Goliath build #275

Postby Tattooedman » Fri Feb 18, 2011 9:50 am

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Goliath:
PL: 10
Str 12 [30] (+1/+10) Dex 12 (+1) Con 13 [22] (+1/+6) Int 20 (+5) Wis 14 (+2) Cha 14 (+2)

Skills: Computers 6 (+11), Craft (Chemical) 8 (+13), Craft (Mechanical) 8 (+13), Disable Device 8 (+13), Investigate 4 (+9), Knowledge (Life Sciences) 4 (+9), Knowledge (Physical Sciences) 8 (+13), Knowledge (Technology) 6 (+11), Notice 6 (+8.), Sense Motive 6 (+8.)

Feats: Attack Spec. (Unarmed), Dodge Focus 2, Eidetic Memory, Equipment, Improved Initiative, Improved Pin, Inventor, Move-By Action, Power Attack, Skill Mastery [Craft {Chemical}; Craft {Mechanical}; Knowledge {Physical Sciences}; Knowledge {Technology}], Startle

Powers: Growth 9 {20 ft. tall [huge size]} [+18 Str; +9 Con; +8 Grapple; +4 Intimidate; +10 Carry Capacity; Space 15 ft; Reach 10 ft; -8 Stealth; -2 attack/defense] (Extra: Duration {Continuous); (Power Feat: Growth Strike); (Drawbacks: Action: requires a move action to change size [-1 pt])

Protection 2 (Flaw: Limited-1 rank per 4 ranks of Growth used)
Super Strength 1 (Power Feat: Bracing, Groundstrike, Shockwave); (Flaw: Limited-only useable when 4 ranks of Growth or more are used)

Saves: Toughness +1/+8 [full size]
Fort +4 [+10 full size]
Ref +4
Will +5

Combat: Attack +6/+8 (unarmed)
Damage +10 (full size unarmed)
Defense +8 (+3 flat-footed)
Initiative +5

Equipment: Comm-Link; Multi-Tool; PDA;



Costs: Attributes 25+ Skills 16+ Feats 12+ Powers 40+ Saves 9+ Combat 36-Drawbacks 1= 138 pts.


:arrow: Oliver Queen was a scientist that worked with Project: Cadmus’ Macro-Atomic Specialist Dr. Hank Pym and he developed the growth serum he used to become Goliath. He was one of the founding members of the JLA assembled by Dr. Strangefate to deal with an secret threat, though it has speculated that it was the Skulk on a rampage. After that they remained together and found the body of Super-Soldier frozen in ice and were able to thaw him out safely.

:arrow: During the main fight between the JLA & the JLX Goliath fought against Runaway and was quickly taken out by her draining attack. I’m assuming that he was taken with the rest of the JLA when they withdrew from the fight, if not he’s gonna be in for a long swim home.
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