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Tattooverse 2.5: WOF builds

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Dr. Jacob Hood build #33

Postby Tattooedman » Tue Feb 01, 2011 11:10 am

Image
Dr. Jacob Hood:
PL: 3
Str 10 (+0) Dex 12 (+1) Con 12 (+1) Int 18 (+4) Wis 16 (+3) Cha 10 (+0)

Skills: Bluff 2 (+6), Craft (Chemicals) 6 (+10), Diplomacy 2 (+6), Knowledge (Life Sciences) 4 (+8.), Knowledge (Physical Sciences) 6 (+10), Knowledge (Technology) 4 (+8.), Medicine 4 (+8.), Notice 6 (+9), Sense Motive 6 (+9)

Feats: Benefit 2 (F.B.I. credentials; Intellectual Charm {use Intelligence modifier for interaction skills), Fascinate [Diplomacy], Improvised Tools, Second Chance [Notice Checks], Skill Mastery [Knowledge {Life Sciences}; Knowledge {Physical Sciences}; Medicine: Notice)

Saves: Toughness +1 Fort +2 Ref +2 Will +5

Combat: Attack +0, Damage +0 (unarmed), Defense +2 (+1 flat-footed), Initiative +1


Costs: Attributes 18+ Skills 10+ Feats 6+ Saves 4+ Combat 4= 42 pts.


:arrow: Well after doing all those comic based builds I got the urge to take another try at a TV themed build. Right now my current favorite show is Eleventh Hour, a nice little show about how science can be abused and misused and when that happens this is the guy called in to figure it all out. Dr. Jacob Hood.

:arrow: Dr. Hood is a brilliant biochemist that has the title of Special Science Advisor and if he’s called in then the situation is really bad. Dr. Hood is only called in when there are no other options left and nobody can figure it out. I may have to go ahead and do a build for his handler from the F.B.I. Special Agent Rachel Young since when ever Dr. Hood is sent out she’s always with him.

:arrow: Dr. Hood fits in as a PL 3 really well, he comes in only 3 pts under the limit. I wondered about his stats but a +4 Intelligence modifier worked pretty well for the build and put together with his skill ranks he’s definitely going to be one of the best around.
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Christopher Chance build #34

Postby Tattooedman » Tue Feb 01, 2011 11:11 am

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Christopher Chance:
PL: 7
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 20 (+5) Cha 14 (+2)

Skills: Bluff 8 (+10), Climb 4 (+6), Diplomacy 8 (+10), Drive 6 (+8.), Escape Artist 8 (+10), Intimidate 8 (+10), Knowledge (Streetwise) 4 (+6), Notice 8 (+13), Pilot 6 (+8.), Ride 4 (+6), Search 6 (+8.), Sense Motive 8 (+13), Sleight of Hand 8 (+10), Survival 4 (+9), Swim 4 (+6)

Feats: Attack Focus (Melee), Beginner’s Luck, Challenge [Durable Lie], Defensive Attack, Dodge Focus 3, Equipment 4, Jack-of-all-Trades, Improved Block, Improved Critical (Unarmed) 2, Improved Disarm, Improved Feint, Improved Initiative, Improvised Weapons, Luck 2, Martial Strike, Power Attack, Precise Shot, Prone Fighting, Quick Draw, Stunning Attack, Weapon Bind

Saves: Toughness +5*/+2 [*Undercover Vest]
Fort +5
Ref +5
Will +7

Combat: Attack +5/+6 (Melee)
Damage +3 (Unarmed)/+4 (Heavy Pistol)
Defense +6 (+1 flat-footed)
Initiative +6

Equipment: Undercover Vest: +3 Toughness; Subtle
Easy to Hide Arsenal: (9 ep)
Heavy Pistol: +4 Damage; Range: 40 ft
-Knife: +1 Damage; Critical 19-20


Cell Phone, Multi-Tool
-5 ep free as needed


Costs: Attributes 28+ Skills 25+ Feats 28+ Saves 8+ Combat 16= 105 pts.


:arrow: So like the comic geek I am, I sat down Sunday night and watched the pilot episode of Human Target. Gotta admit I was hesitant when I heard about the show but I figured there was a chance it could be given a good treatment and I should at least give it a couple watches to be fair. Well I’m impressed so far, we’ll see how it goes. It has a good balance of action and stays within the idea of the character it seems, even with the modernizing of it. Course it was the 1st episode so that could change but it was a good start.

:arrow: So I got it stuck in my head to take a try at doing a build of the lead character, Christopher Chance. Basically he’s a super-spy type that works to protect his clients by inserting himself into their lives to get the threat to the client to reveal themselves so he can deal with them. Making himself a Human Target. (cheesy, I know. But they make it work pretty well).

:arrow: About the build though, Chance is a skill monkey without a doubt in a real world kind of setting. So I thought I’d be different and make him a PL 7 (which is where I’d set the PL for a Agents of Freedom style game, where he’d fit right in). He doesn’t hit all his caps but he’s in the top percentile, he knows how to handle himself. Chance is all about making the Notice & Sense Motive Checks to figure things out and then pummeling them. He’s got a couple friends to help him out on getting all the information he needs for a job (Winston & Guerrero, who may both get builds later on if the show keeps my interest). Chance is the muscle basically but he is a very observant man who uses his wits to help deal with any problem that comes up.
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Memphis Raines build #35

Postby Tattooedman » Tue Feb 01, 2011 11:13 am

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Randall "Memphis" Raines:
"Wanna go for a ride?"
PL: 5
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)

Skills: Bluff 4 (+9), Climb 4 (+5), Craft (Mechanical) 2 (+4), Diplomacy 4 (+9), Disable Device 4 (+6), Drive 8 (+10), Gather Information 6 (+9), Knowledge (Pop Culture) 4 (+6), Knowledge (Streetwise) 4 (+), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 4 (+6)

Feats: Attack Focus (Melee) 2, Challenges 2 (One Hand on the Wheel; Read Situation), Contacts, Defensive Roll 2, Dodge Focus 3, Equipment, Fascinate 2 [Bluff/Diplomacy], Improved Block, Power Attack, Seize Initiative, Skill Mastery [Bluff; Diplomacy; Drive; Disable Device], Talented [Bluff/Diplomacy], Weapon Bind

Saves: Toughness +4*/+2 Fort +3 Ref +5 Will +5
*Defensive Roll

Combat: Attack +2/+4 (melee), Damage +1 (unarmed), Defense +6 (+1 flat-footed), Initiative +2

Equipment: Cell Phone
Comm-Link
Car Boosting kit [lock popper; slim jim; screwdriver; wire cutters]
Lock picks


Costs: Attributes 24+ Skills 14+ Feats 19+ Saves 6+ Combat 10= 73 pts.


:arrow: Since I couldn't go see Watchmen this weekend I decided to pass the time watching a long time favorite movie of mine, Gone in 60 Seconds. A classic without a doubt. I'm sure by this point most everyone knows what the movie is about so I'll skip that & talk more about the build for a change.

:arrow: In the setting of the movie, Memphis Raines is possibly the best car booster in Long Beach CA, until he reitired several years ago. Despite his time "off the clock" he still knows how to get into most any car he sets his eyes on, let alone how he drives it once he's behind the wheel. Basically to me, the others in Memphis' old crew (Sway, Sphinx, Donnie) are PL 4 that maybe only a point or three over 60 pts. Otto meanwhile is a solid PL 4 and may actually be closer in cost to a PL 5, especially with his going straight several years before hand and building a successful business while keeping all of his old contacts from back in the day. As for Memphis' younger brother, Kip & his crew of junior boosters who are all PL 3 with maybe Kip himself being a couple points over 45 pts.

:arrow: As I see it most of your basic criminal low-lifes in a "real world" themed movies come in at about a PL 3-4, depending more on if they carry a gun and know how to use it decently. After that comes the likes of fences, secondary gang leaders (mostly the background "named" characters) and most criminals that have made a name for themselves at PL 4, though their point totals could maybe go over 60 a little. Then you have the leaders of mobs, higher ranking cops and guys like Memphis Raines who sit at & around PL 5.


:arrow: Course this is how I see most the villains being equal to the good guys and scaling down from PL 5 to PL 3 as fitting to best challenge the heroes as it were.
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Matthew Quigely build #36

Postby Tattooedman » Tue Feb 01, 2011 11:15 am

Image
Matthew Quigely:
PL: 6
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 20 (+5) Cha 12 (+1)

Skills: Climb 4 (+6), Concentration 8 (+13), Diplomacy 4 (+5), Gather Information 8 (+9), Handle Animal 4 (+5), Intimidate 6 (+7), Literacy & Write [English], Knowledge (Current Events) 6 (+7), Knowledge (Physical Sciences) 8 (+9), Notice 8 (+13), Ride 6 (+8.), Search 8 (+13), Sense Motive 8 (+13), Stealth 8 (+10), Survival 4 (+9), Swim 2 (+4)

Feats: Attack Focus (Ranged) 2, Attack Spec. (Sharps Rifle), Challenges 2 [Cunning Eye (use Wisdom Modifier for Search Checks), Slip Between Cover], Defensive Roll, Dodge Focus 4, Eagle Eyes, Endurance, Equipment 2, Improved Aim, Improved Initiative, Precise Shot, Quick Draw 2, Seize Initiative, Task Focus [Knowledge (Physical Sciences): Ballistics], Tough, Track, Ultimate Effort [Ultimate Aim]

Powers: Device [Sharps Rifle] 2 [easy to lose]
--Blast 4 (Power Feats: Improved Critical 3, Improved Sunder, Precise Shot); (Flaw: Limited [small amount of custom rounds])
-Alt. Power: Strike 3 (Power Feats: Improved Block, Improved Trip, Mighty)

Saves: Toughness +4*/+3 [*Defensive Roll]
Fort +5
Ref +5
Will +8

Combat: Attack +4/+6 (Ranged)/+8 (Sharps Rifle)
Damage +2 (Unarmed)/+5 (Sharps Rifle as club)/+4 (Sharps Rifle-critical 17-20)
Defense +8 (+2 flat-footed)
Initiative +6

Equipment: Knife: +1 Damage; Critical 19-20
Saddle Bags, Rope, Flint


Costs: Attributes 26+ Skills 25+ Feats 24+ Powers 6+ Saves 9+ Combat 16= 106 pts.


:arrow: I’ve said it before and I’ll say it again: I love me some Western Movies! I’m just kinda old school like that I guess. It’s something about the attitude, the look, the guns, the history of it all. Something.

:arrow: That said I recently watched one of the better done Westerns of the last few decades, Quigley Down Under. A good movie involving Tom Selleck as the lead role (Matthew Quigley) and Alan Rickman as the lead heel (Elliot Marston) of the film. It’s all about Rickman’s character wanting to hire a long range shooter to help him get rid of his native infestation in Australia, of course it goes against Quigley’s moral code and he sets himself against Marston and his men. I won’t spoil the movie any more than that for those who haven’t seen it but it’s a different kind of Western that’s well done.

:arrow: Anyways Matthew Quigley is made out to be one of the best long range sharpshooters in the world. And with his custom made Sharps Rifle, the custom rounds he uses in it, and the special sight he just might be. Lots of the time the movie shows Quigley making all kinds of impossible shots throughout all the gun fighting scenes. So Quigley is just your typical cowboy with a serious focus on gun fighting, long range as well. Not that he’s too shabby a shot with any other kind of firearm either, but he’s best with his Sharps Rifle. I built him on the idea of a PL 6 but with total pp costs he’s a PL 7, but it all fits with what I saw in the movie.
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Batman Beyond build#37

Postby Tattooedman » Wed Feb 02, 2011 10:53 am

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Batman Beyond:
PL: 11
Str 14 [26] (+2/+8.) Dex 18 (+4) Con 16 (+3) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 8 (+12), Bluff 6 (+10), Climb 4 (+6), Computers 4 (+5), Disable Device 6 (+7), Intimidate 4 (+8.), Knowledge (Pop Culture) 6 (+7), Knowledge (Streetwise) 6 (+7), Notice 8 (+10), Pilot 6 (+10), Search 6 (+7), Sense Motive 8 (+10), Stealth 8 (+12), Swim 4(+6)

Feats: Acrobatic Bluff, Attack Focus (Ranged) 2, Attack Spec. (Unarmed) 2, Defensive Roll, Diehard, Dodge Focus 7, Elusive Target, Evasion, Improved Block, Improved Disarm, Improved Initiative, Improved Ranged Disarm, Improved Trip, Luck, Move-By Action, Power Attack, Ranged Pin, Stunning Attack, Takedown Attack 2, Talented [Bluff/Intimidate], Taunt

Powers: Device {Cyber-Batsuit} 11 (hard to lose) (Power Feat: Restricted)
--Blast 8 [batarangs] (Extra: Autofire)
-Alt. Power: Enhanced Strength 12
--Concealment 2 [visual] (Extra: Close Range); (Flaw: Blending)
--Flight 3
-Alt. Power: Leaping 3
--Protection 5
--Super-Movement 2 (Wall-Crawling 2)
--Super-Senses 4 (Communication Link [w/Batcave], Darkvision, Radio)
--Super Strength 2

Saves: Toughness +9*/+8**/+3 [*Defensive Roll & Cyber-Batsuit/**Cyber-Batsuit]
Fort +8
Ref +9
Will +8

Combat: Attack +8/+10 (ranged)/+12 (unarmed)
Damage +8 (batarangs/unarmed)
Defense +13 (+3 flat-footed)
Initiative +8

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


Costs: Attributes 28+ Skills 21+ Feats 30+ Powers 55+ Saves 16+ Combat 30- Drawbacks 4= 176 pts.

:arrow: Well I’d been taking a short break from builds here the last couple days and then I saw a request for a Batman Beyond build. The idea wasn’t anything new granted but I haven’t seen too many of those as I recall and off I went.

:arrow: I tried to keep the costs down but it’s Batman! That’s not really gonna happen to easily, so he ended up coming in 11 points over, well really he costs like a PL 12 but with his drawback it’s dropped down a bit.

:arrow: I didn’t include the cave or the Batmobile since to me those belonged more to Bruce and he let Terry use them. Yeah I know the same can be said for the suit, but Terry didn’t use the Batmobile too much and only used the cave for medical, training, head shedding with Bruce and occasional place to sleep. To me that makes the Cave more Bruce’s than Terry’s.

:arrow: I think I managed to hit all the high points for Terry, it can be slightly confusing to do a build of him and remember he’s Batman. In several ways Terry is kinda a fusion of Batman & Spider-Man, at least to me. That is one thing that made him cost so much, mixing in the various acrobatic and interaction skills and such that Bruce doesn’t have or use that much compared to Terry.

:arrow: Anyways if I were Gming a game with only a player or two I’d allow this build in it since it would be such a small group and wouldn’t be that overpowering. It’d be no worse than letting a couple players take a go at running a Spider-Man game with a couple characters.

:arrow: hhhmmmm, that gives me an idea to maybe run one of those classical hero vs. hero fights with Terry here and my Spider-Man build. It’d be interesting, they’re almost equal within a point or two and have a similar style of fighting…….ideas, ideas, ideas.
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Bam Margera&CKY build#38

Postby Tattooedman » Wed Feb 02, 2011 10:55 am

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Bam Margera:
PL: 3
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)

Skills: Acrobatics 4 (+6), Bluff 4 (+5), Climb 2 (+3), Diplomacy 2 (+5), Notice 4 (+5), Perform (Acting) 2 (+3), Sense Motive 4 (+5), Stealth 4 (+6), Swim 2 (+3)

Feats: Endurance, Connected, Contacts, Equipment, Fascinate [Bluff], Gifted (Diplomacy), Improved Initiative, Improved Overrun, Inspire, Leadership, Luck, Minions 4[CKY Crew-see below] Move-By Action, Taunt, Ultimate Effort (Ultimate Fortitude Save)

Saves: Toughness +2
Fort +5
Ref +5
Will +4

Combat: Attack +0
Damage +1 (unarmed)
Defense +2 (+1 flat-footed)
Initiative +6

Equipment: Cell Phone
Video Camera
Skateboard: Speed 1


Costs: Attributes 16+ Skills 7+ Feats 18+ Saves 9+ Combat 4= 54 pts.


CKY Crew wrote:These are the guys that have been friends with Bam over the years, they’re also the ones who are just goofy enough to go along with his wild ideas and do what he’s talking about. Especially since they get a paycheck outta it all.

I figure all the members of the CKY Crew are PL 2, but each has shown an area that they know better than the rest of the group. So by using the Bystander Template and adding the custom skills and increasing the constitution by a point or two will give any of the members.

Image
Ryan Dunn: The car guy of the group. Though he can’t really drive, it’s been mentioned several times in the show that he’s wrecked every car he’s ever owned. But if it’s got an engine or is a mechanical contraption of some kind then Dunn can work on it.

Image
Raab Himself: Something of the “dirty” worker. Raab will do pretty much any nutty stunt Bam will aside from something involving skating, except Raab’s stunts tend to involve lots of dirt, mud, poo, and other unclean things.

Image
Brandon DiCamillo (a.ka. Dico): The other main idea guy in CKY, Dico often comes up with ideas along with Bam. Dico is also the master of disguise and actor of the team. Name an accent and he can do it. Plus he’s pretty good at conning people as well.

Image
Rake Yohn: Well, Rake seems to be the whuppin’ boy of CKY. They all have taken the time to pull pranks on him that have ranged from getting attacked by a full hive of bees, to getting pummeled by a firehose. Though Rake is a scientist of some kind having helped Don Vito one time by making Vito Masks (trust me, that’s a long story). So make sure he has some Knowledge (Physical Sciences) 2 at least.



:arrow: Another show that I’ve lost count on how many hours I’ve lost to watching, Viva La Bam. A spin-off from the show Jackass, it focused more on Bam Margera & his friends as they pulled off various hijinks & capers revolving around pranks pulled on his parents & uncle (Don Vito). Bam’s easily one of the more entertaining people I’ve seen in a long time, especially since his ADD powered mind never lets him have a quite moment & he’s got the money to fund all of his wacky, outside the box ideas.

:arrow: Civil War reenactment in his 14 acre yard? Done it. Trash a total of something like 11 cars that belonged to Don Vito? That was how most the shows started. Build a Treetop Casino and tear down how many trees just to celebrate Arbor Day? He had semi-pro wrestlers show up to help with the grand opening of the casino. Set up a home-made mini-golf course in same 14 acre yard? That’s how Don Vito got him to finally leave his cars alone, face off on mini-golf.

:arrow: So basically the show appeals to those of us with short attention spans who think physical comedy is great & that the 3 Stooges didn’t go far enough. But this was a fun, quick little build though. No combat skills, feats, or any serious attribute hyping, just a fairly average skater who supports himself on skating, knows all kinds of minor celebrities and does what most people with too much money does, waste on silly things that passes time & pay fines.
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Don Vito build #39

Postby Tattooedman » Wed Feb 02, 2011 10:58 am

Image
Don Vito:
“Why youse gotta play games and make me looks like an idit?!?”
--or--
“YO!”
--or--
"Wide yugonnaripme outo woodin the Helen yuhgot mandah makin!"
PL: 2
Str 16 (+3) Dex 8 (-2) Con 10 (+0) Int 10 (+0) Wis 12 (+1) Cha 12 (+1)

Skills: Climb 0 (+3), Intimidate 6 (+7), Swim 2 (+5)

Feats: Attack Focus (Melee) 2, Chokehold, Contacts (he says he's got 'em), Equipment, Improved Grab, Improved Grapple, Improved Overrun, Power Attack, Seize Initiative, Tough 2, Ultimate Effort (Ultimate Fortitude Save)

Powers: Stun 2 [Vitogibberish] (Extra: Area {Burst}); (Flaw: Action {Full Round}, Sense Dependent [hearing])

Saves: Toughness +4 Fort +5 Ref -2 Will +2

Combat: Attack +0/+2 (melee), Damage +3 (unarmed), Defense +0 (+0 flat-footed), Initiative -2

Equipment: Cell Phone
4 ep free

Costs: Attributes 5+ Skills 2+ Feats 13+ Powers 2+ Saves 6+ Combat 0= 28 pts.


:arrow: Well since Thorp requested it & honestly it wouldn't have been fair to not have him. Here's Don Vito.

:arrow: What to say about him that his family hasn't..........well he's well known for having a manner of speech that not even the show's producers can understand after something like 4 years as there were times that the subtext they added for him (which was often) was nothing but a line of ???????????. Aside from that Vito's pretty slow (physically & mentally from the look of it), foul-mouthed, willing to eat anything (and I do mean anyting!) like a sardine milkshake (eeeeeeewwwww) and is pretty much a huge bully. So apparently that's why Bam & Crew mess with him. That & his freakouts are pretty hilarious to watch honestly....

:arrow: As for his build, Vito’s biggest thing is that he can pretty much handle any damage the CKY Crew can dish out & he can eat anything he wants to so I put in the Ultimate Fort Save feat. Let’s not forget Vito’s love of trying to choke out any and all the members of CKY at one point or another, so Improved Grab & Grapple, some Chokehold & that’s covered. Now as for his Stun power, when Vito has one of his incoherent ramblings it seems that everyone around him stops whatever it is they're doing and tries to figure out what it was he just yelled about. Since they spend a few seconds doing that I felt Stun suited it best.
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Dog the Bounty Hunter build #40

Postby Tattooedman » Wed Feb 02, 2011 11:39 am

Now for something a little different, since I had some extra free time tonight and got the core members of the Six done & had some more time left to kill I figured I'd do another one of my TV/Movie builds just to change things up.

So cue the music, here we go......
There's fear & darkness all around you. The criminals are on the run, no use in hiding in the dark. I'll hunt you down cause I'm the DOG.

Image
Dog the Bounty Hunter:
PL: 4
Str 14 (+2) Dex 12 (+1) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 4 (+8.), Climb 2 (+4), Diplomacy 4 (+6), Gather Information 4 (+6), Intimidate 4 (+6), Knowledge (Behavioral Sciences) 4 (+5), Knowledge (Pop Culture) 2 (+3), Knowledge (Streetwise) 4 (+5), Knowledge (Tactics) 4 (+5), Swim 2 (+4), Survival 2 (+4)

Feats: Attack Focus (Melee), Attack Spec. (Mace), Contacts, Equipment 7, Improved Grab, Improved Initiative, Improved Pin, Master Plan, Power Attack, Taunt, Teamwork, Track

Saves: Toughness +5*/+1 [*Tactical Vest]
Fort +3
Ref +2
Will +4

Combat: Attack +1/+2 (melee)/+3 (pepper spray)
Damage +2 (unarmed)/+3 (punch gloves)/+5 (pepper spray [dazzle {visual}/stun}]
Defense +3 (+1 flat-footed)
Initiative +4

Equipment: Tactical Vest: +4 Toughness
Pepper Spray: Dazzle 5 [visual]/Stun 5
Punch Gloves: +1 Damage
Binoculars
Cell Phone
Handcuffs x2
Multi-Channel Radio
Black SUV [Strength 35; Speed 5; Defense 8; Toughness 9; Size Huge]

Costs: Attributes 15+ Skills 9+ Feats 18+ Saves 4+ Combat 8= 54 pts.


:arrow: I can't deny it, I like the show. It's a little over the top, somewhat cheesy, but in the end they try to give a positive message and that's cool. Besides how can not like this guy? He's funny, plus he all about taking care of his family. Gotta respect that IMO, besides if it wasn't for guys like him alot of criminal types wouldn't show up for court.

:arrow: Dog is basically a street level kinda guy, he's good at knowing what's happening on the streets and if not he can find out pretty quick. His bluff isn't monsterous but against the typical mook he can outright lie to them no problem.

:arrow: For when he has to go out and grab a jumper, Dog is the strongman of the gorup. He's all about being able to overpower them and I tried to show that with some of his feats [attack focus {melee}, improved pin, improved grab & power attack], but he's smart enough to realize that he may need the help of his team so a dash of teamwork as well.

:arrow: Dog's also been working in bounty hunting long enough that he knows pretty well what most bail jumpers are going to do so he knows what to expect and what works against them so Dog also gets Master Plan. For when things get a little out of hand Dog and the team all carry a canister of pepper spray to help "discourage" the bail jumper from resisting, so attack spec. for that.
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Youngblood Chapman build #41

Postby Tattooedman » Wed Feb 02, 2011 11:40 am

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Tim "Youngblood" Chapman:
PL: 4
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)

Skills: Bluff 2 (+3), Climb 2 (+3), Diplomacy 2 (+3), Drive 4 (+6), Gather Information 4 (+6), Intimidate 2 (+5), Knowledge (Behavioral Sciences) 4 (+5), Knowledge (Pop Culture) 2 (+3), Knowledge (Streetwise) 4 (+5), Knowledge (Tactics) 4 (+5), Swim 2 (+4)

Feats: Attack Focus (Melee), Attack Spec. (Mace), Contacts, Equipment 7, Gifted (Intimidate), Improved Grab, Improved Initiative, Improved Pin, Set-Up, Startle, Teamwork

Powers: Speed 1

Saves: Toughness +5*/+1 [*Tactical Vest]
Fort +2
Ref +3
Will +2

Combat: Attack +1/+2 (melee)/+3 (pepper spray), Damage +1 (unarmed)/+2 (punch gloves)/+5 (pepper spray [dazzle {visual}/stun}], Defense +3 (+1 flat-footed), Initiative +6

Equipment: Tactical Vest: +4 Toughness
Pepper Spray: Dazzle 5 [visual]/Stun 5
Punch Gloves: +1 Damage
Binoculars
Cell Phone
Handcuffs x2
Multi-Channel Radio
Black SUV [Strength 35; Speed 5; Defense 8; Toughness 9; Size Huge]

Costs: Attributes 16+ Skills 8+ Feats 16+ Powers 1+ Saves 2+ Combat 8= 51 pts.


:arrow: Dog's #1 partner and buddy, Tim "Youngblood" Chapman (no relation). Tim comes across as the sidekick to me, while he has pretty much the same amount of experience that Dog does Tim gets his results slightly different. Tim's more the "wiry" guy, able to keep up with people pretty easy and can run like nobody else. He knows that he can hold his own most times with a bail jumper, but he also knows that sometimes it's good to work with someone. Tim's more than willing to back Dog up since he's good at being the muscle, and Tim simply lends a hand using his Set-Up and Teamwork feats to help out.

:arrow: Plus I've heard him yell at jumpers a fair amount, and honestly he sounds pretty scary even to me. That's bad, since I know that he's gonna do it no less. To help round out the team though Tim does have some skills that Dog doesn't seem to have, mainly Tim's driving skill since I've not really seen Dog drive anytime while the team is out on a hunt for a jumper.
Last edited by Tattooedman on Wed Feb 02, 2011 11:41 am, edited 1 time in total.
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Leland Chapman build #42

Postby Tattooedman » Wed Feb 02, 2011 11:40 am

Image
Leland Chapman:
PL: 3
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)

Skills: Climb 2 (+3), Drive 2 (+4), Gather Information 2 (+3), Intimidate 2 (+3), Knowledge (Behavioral Sciences) 2 (+3), Knowledge (Pop Culture) 4 (+5), Knowledge (Streetwise) 4 (+5),Language (Base: English; Hawaiian), Swim 2 (+3)

Feats: Attack Spec. (Unarmed), Attack Spec. (Mace), Dodge Focus, Equipment 7, Improved Grab, Improved Critical (Unarmed), Improved Initiative, Set-Up

Powers: Speed 1

Saves: Toughness +*/+ Fort +3 Ref +4 Will +2
*Tactical Vest

Combat: Attack +1/+3 (unarmed-critical 19-20)/+3 (pepper spray), Damage +1 (unarmed)/+2 (punch gloves)/+5 (pepper spray [dazzle {visual}/stun}], Defense +3 (+1 flat-footed), Initiative +6

Equipment: Tactical Vest: +4 Toughness
Pepper Spray: Dazzle 5 [visual]/Stun 5
Punch Gloves: +1 Damage
Binoculars
Cell Phone
Handcuffs x2
Multi-Channel Radio
Black SUV [Strength 35; Speed 5; Defense 8; Toughness 9; Size Huge]

Costs: Attributes 16+ Skills 8+ Feats 14+ Powers 1+ Saves 4+ Combat 6= 49 pts.


:arrow: Another of my "Dog the Bounty Hunter builds", just trying to get all of the family done. Leland is more like "Youngblood" than his actual dad, Dog. Not that he's a pushover in a fight, he's got a couple years worth of MMA training from his younger years. But Leland prefers to go with a fast & quick style personally.

:arrow: Leland's not quite the people person Dog is, nor does he have the contacts or experience. So that's why I put him at one level lower to show that while he's close to the older members of the team he's not yet on their level.
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He-Man build #43

Postby Tattooedman » Wed Feb 02, 2011 6:29 pm

Image
He-Man:
PL:
11
Str 14 [30] (+2/+10) Dex 14 [20] (+2/+5) Con 14 [30] (+2/+10) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Athletics 4 (+14), Climb 4 (+14), Diplomacy 6 (+8.), Intimidate 4 (+6/+14), Knowledge (Civics) 6 (+8.), Knowledge (Current Events) 6 (+8.), Medicine 2 (+4), Notice 6 (+8.), Ride 4 (+9), Search 4 (+6), Sense Motive 6 (+8.), Stealth 6 (+11), Survival 6 (+8.), Swim 4 (+14)

Feats: Athletic Bluff,Attack Spec. (Sword) 2, Benefit (Bruiser-can use Strength modifier for Intimidate), Challenge (Mass Intimidation), Cunning Fighter, Dodge Focus 5, Improved Block, Improved Critical (Swords) 2, Improved Disarm, Improved Initiative, Luck, Minion 7 [Battle-Cat], Move-By Action, Power Attack, Tough 2

Powers: Enhanced Strength 16
Enhanced Constitution 16
Enhanced Dexterity 6
Impervious Toughness 8
Super Strength 5 (Power Feats: Bracing, Counter-Punch, Groundstrike, Shockwave)

Device [Sword of Greyskull] 2 (easy to lose) (Power Feats: Indestructible, Restricted [chosen wielders])
--Strike 2 (Power Feats: Improved Critical 2, Mighty)
--Super-Senses 1 (Communication Link [Sorceress of Greyskull])

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

Combat: Attack +8/+12 (swords), Damage +10 (unarmed)/+12 (sword of Greyskull), Defense +10 (+2 flat-footed), Initiative +9

Drawbacks: Normal Identity [Prince Adam-full round action] (-4 pts)
One-Way Transformation [needs the Sword of Greyskull to change back] (-4 pts)

Battle-Cat: (Giant Cat)

Image
PL: 10 (91) [Minion Rank 7]
STR 32 (+11) DEX 16 (+3) CON 22 (+6) INT 2 (-4) WIS 12 (+1) CHA 9 (-1)

Skills: Intimidate 6 (+5), Notice 6 (+7), Stealth 4 (+7), Survival 4 (+5)

Feats: Attack Focus (Melee) 3, Endurance, Environmental Adaptation (Winter), Improved Critical (Bite), Improved Grab, Improved Pin, Power Attack, Rage, Set-Up, Teamwork

Powers: Super-Senses 3 (Low-light Vision, Track, Scent) [3]
Speed 2 [2]
"Teeth & Claws" Strike 2 (Feats: Mighty) [3]
Protection 5 [5]
Blending (Flaws: Forested Terrain Only) [1]

Growth 8 (Feats: Innate) (Flaws: Permanent) [17]

Saves: Toughness +11 Fort +10 Ref +5 Will +6


Combat: Attack +6 (+9 Melee, +7 Size), Damage +11 (+13 Bite), Defense +10 (+8 Size), Initiative +3

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

Abilities 8+ Skills 5+ Feats: 12+ Powers 31+ Saves 11+ Combat 32+ Drawbacks -8 =91 pts.


Costs: Attributes 24+ Skills 17+ Feats 28+ Powers 68+ Saves 10+ Combat 26- Drawbacks 8= 165 pts.


:arrow: Well I’ve been enjoying myself on a small vacation here this week and really haven’t been doing too much with myself (aaahhhhhh, the simple joys of wearing pjs all day long) and have been somewhat lazy about working on my list of to-do builds.

:arrow: So as I wind down my too-short vacation and gear up for the holiday I figured I should get to work before my thread drops to page 2. Since W&W has just recently come out I decided to totally ignore my list and do a build somewhat in honor of that release. I also thought it would be interesting to make use of some of the excellent extras that my fellow builders have created here on the ATT & after some shopping around various threads I’ve got to admit that we’ve got a nice little creative group here.

:arrow: So first lemme say thanks to a couple people here:

-Props to JoshuaDunlow for some of He-Man’s skills & feats, they made lots of sense to me now that I really read through them in-depth. Very nice sir, very nice indeed.

-Props to Thorpacolypse for sharing the new feat from Warriors & Warlocks, Cunning Fighter. It made loads of sense for He-Man to have this feat since his main weapon is the Sword of Greyskull.

-Props once again to Jabroniville since I made use (once again, but they’re so darn kool!) of another one of his animal/fantasy creature builds.

:arrow: Now, on about the build.

:arrow: To me He-Man is a Powerhouse type with some options in a fight. He’s got the Sword of Greyskull, Battle-Cat and all the other masters of the Universe, that’s a decent amount of options I’d say. He’s kinda like Conan on some serious steroids and with loads more magical goodness mixed in, with the Sorceress backing him up there’s not too much he can’t handle. That’s good to have though considering what all Skeletor can bring to a fight with all his cronies and while old skull-face hasn’t got a prayer of matching He-Man physically, he’s got magical skill all his own that tends to keep them semi evened out since most of that allows him to blast away at range where He-Man is at his worst.

:arrow: But then that’s why He-Man has got all the options he’s got, to help him out when Skeletor gets a little too much for him to handle. Well that and why his point total is equal to one level higher than he actually is, but again he's the top hero of Eternia. So I figure everyone else is either a straight on PL 10/150 pt character or a PL 9 basically.

:arrow: Plus I can’t count how many hours of my childhood were spent watching the old cartoon and then reenacting them with the figures in my backyard.
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Generator Rex build #44

Postby Tattooedman » Wed Feb 02, 2011 6:30 pm

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

Skills: Acrobatics 6 (+8.), Bluff 8 (+9), Knowledge (Pop Culture) 6 (+7), Notice 6 (+7), Search 4 (+5), Sense Motive 6 (+7)

Feats: Attack Focus (Melee) 2, Benefit [Security Clearance-Agent of Providence], Defensive Roll 4, Distract [Bluff], Dodge Focus 4, Equipment, Improved Initiative, Luck 2, Move-By Action, Power Attack, Precise Shot, Taunt

Powers: Datalink 8 [mental] (Flaw: Touch Range)
-Alt. Power: Machine Control 8 (Flaw: Touch Range)

Shapeshift 8 [40 pt pool] (Flaw: Limited [Machines only])

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

Combat: Attack +8/+10 (Melee)
Damage {varies via Shapeshift}
Defense +12 (+4 flat-footed)
Initiative +6

Equipment: Jacket: +2 Toughness; Subtle
Goggles [treat as flash goggles]


Costs: Attributes 16+ Skills 9+ Feats 20+ Powers 56+ Saves 17+ Combat 32= 150 pts.


:arrow: Couldn’t help myself after watching the show’s 1st episode last night, Generator Rex ain’t too horrible a show so I thought I’d take a try at doing a build for him. Basically the setting is easy enough; 5 years ago the world was infected with Nanites. Everything, everyone, everywhere. It’s that simple really and from time to time some poor person’s Nanites go rogue and turn them into what’s called an Evo. Basically a freakish monster that’s mostly focused on trashing everything around them. Rex is different in that he controls his Nanites. So he was picked up by a Government group called Providence to fight the other Evos and they’re supposed to be helping him with his amnesia.

:arrow: Rex’s Shapeshift gives him tons of choices in combat, though he tends to favor melee combat [giant swords, spinning blades, giant metallic/extending fists] from what I’ve seen but he does at least one or two ranged attacks and a couple different methods of getting around [super-bike lower body for ground and VTL wings for flight].

:arrow: I didn’t list Rex’s other big power: his ability to remove harmful Nanites from other Evos and return them to normal. I see it as more of a power stunt off his Datalink power since he’s got to touch them and I wouldn’t really call it a Nullify effect but that would be the best way to classify it. Though honestly the whole deal is more of a once a game kind of deal the way I see it and doesn’t really call for a defined power, simply let the player drop the HP for the stunt and be done with it. As for his occasional power-outs, that’s a complication IMO. Toss the kid an HP and be done with it then allow him to recover within a round or two to let drama build and then turn him loose.

:arrow: Overall Rex is a pretty straight-forward kind of build and a list of common powers to use would make things go much faster come combat time. I’d have some fun playing with him in a game.
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Chad build #45

Postby Tattooedman » Wed Feb 02, 2011 6:31 pm

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Chad Yasutora:
PL:
10
Str 20 (+5) Dex 14 (+2) Con 26 (+8.) Int 14 (+2) Wis 14 (+2) Cha 10 (+0)

Skills: Concentration 4 (+6), Diplomacy 4 (+4), Intimidate 8 (+8.), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 4 (+6)

Feats: Accurate Attack, Attack Focus (Melee) 4, Attack Spec. (Spirital Energy Blast) 2, Defensive Attack, Diehard, Dodge Focus 4, Endurance, Improved Block, Improved Initiative, Interpose, Power Attack, Takedown Attack

Powers: Impervious Toughness 5 (Power Feat: Innate)
Super-Senses 4 (Extended Spiritual Awareness; Counters Concealment [Spiritual Concealment])
Super Strength 2 (Power Feats: Bracing, Innate)

Container: [Right Arm of the Giant] 8
--Blast 12 [Spiritual Energy] (Extra: Penetrating); (Flaw: Tiring)
-Alt. Power: Strike 5 [Fist of the Giant] (Extra: Penetrating 10); (Power Feats: Mighty)
--Enhanced Feats 2 (Improved Defense, Improved Block)
--Impervious Toughness 3
--Protection 2 (Extra: Impervious)
--Super Strength 1 (Power Feat: Counter Punch)

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

Combat: Attack +4/+8 (melee/spiritual energy blast)
Damage +5 (unarmed)/+10 (fist of the giant)/+12 (spiritual energy blast)
Defense +10 (+3 flat-footed)
Initiative +6


Costs: Attributes 38+ Skills 8+ Feats 19+ Powers 56+ Saves 11+ Combat 18= 150 pts.


:arrow: A favorite of mine in the anime show Bleach, Chad Yasutora. Basically he's Ichigo's best buddy in the mortal world, they both have a deep respect for one another and are always willing to back the other no matter what. As far as personalities go though I'd think it's safe to say they're about as different as night & day. Chad is quiet and introspective, letting his actions speak for him. Like Ichigo Chad's main concern is protecting the weak from people who would take advantage of them but he is a more level-headed fighter, willing to fight in a defensive style until he can take his shot.

:arrow: And what a shot he can give, man that Fist of the Giant attack is pretty serious. I mean it has been shown to put Hollows down in one shot. Then there's his beam attack that's no joke either, it's went through walls with little effort. The only problem with it is that right now he can basically only do it once and he can't use it again without k.o.ing himself. But I know that here soon Chad's gonna get some in-depth training with his powers and that won't be a problem, so I'm looking forward to seeing how far they take his power level.
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Ichigo build #46

Postby Tattooedman » Wed Feb 02, 2011 6:34 pm

Image
Ichigo Kurosaki:
PL:
12
Str 22 (+6) Dex 18 (+4) Con 26 (+8.) Int 14 (+2) Wis 14 (+2) Cha 10 (+0)

Skills: Acrobatics 4 (+8.), Concentration 8 (+10), Intimidate 12 (+12), Knowledge (Arcane Lore) 2 (+4), Knowledge (History) 2 (+4), Notice 4 (+5), Sense Motive 4 (+5), Stealth 4 (+8.)

Feats: All-Out Attack, Assessment, Attack Focus (Melee) 2, Attack Spec. (Zangetsu), Benefit [Substitute Soul Reaper Status], Cunning Fighter, Defensive Attack, Distract [Intimidate], Dodge Focus 2, Improved Block 3, Improved Critical (Zangetsu), Improved Initiative, Instant Up, Interpose, Luck, Move-By Action, Power Attack, Startle, Takedown Attack 2, Tough 4, Ultimate Effort (Ultimate Toughness Save)

Powers: Container: [Soul Reaper] 10
--Concealment 10 [all senses] (Extra: Continuous Duration); (Flaws: Limited-only in the human world; Limited-only against spiritually blind; Permanent)
--Super-Movement 2 (Air Walking 2 [full speed])
--Super-Senses 6 (Extended {x2} Spiritual Awareness; Counters Concealment [Spiritual Concealment]; Tracking {Awareness})
--Super-Speed 4 [Flash Step] (Power Feat: Dodge Focus 4)
-Alt. Power: Rapid Attack [20 ft area]
--Super Strength 2 (Power Feats: Bracing, Counter Punch)

Container: [Hollow Self] 1
--Enhanced Feat 1 (Diehard)
--Immunity 2 (Critical Hits)

Device [Zangetsu] 5 (easy to lose)
--Enhanced Feats 2 (Improved Block, Improved Sunder)
--Strike 6 (Extra: Penetrating 12); (Power Feats: Extended Reach, Improved Critical 2, Mighty)
-Alt. Power: Blast 10 [Getsuga Tenshou] (Extra: Area {Cone}); (Flaw: Concentration check required)

Saves: Toughness +12
Fort +10
Ref +8
Will +8

Combat: Attack +8/+10 (melee/Getsuga Tenshou)/+12 (Zangetsu-melee)
Damage +6 (unarmed)/+10 (Getsuga Tenshou)/+12 (Zangetsu-critical 17-20)
Defense +10 (+2 flat-footed)
Initiative +24

Drawbacks: Holding Back [Bankai-uncommon & moderate; Inert] (-2 pts)

Costs: Attributes 44+ Skills 10+ Feats 27+ Powers 80+ Saves 12+ Combat 24- Drawbacks 2= 195 pts.


supercrazyoverpoweredform wrote:Ichigo Kurosaki~Bankai Form:

Image
PL: 16
Str 26 (+8.) Dex 18 (+4) Con 30 (+10) Int 14 (+2) Wis 14 (+2) Cha 10 (+0)

Skills: Acrobatics 4 (+8.), Concentration 8 (+10), Intimidate 12 (+12), Knowledge (Arcane Lore) 2 (+4), Knowledge (History) 2 (+4), Notice 4 (+5), Sense Motive 4 (+5), Stealth 4 (+8.)

Feats: All-Out Attack, Assessment, Attack Focus (Melee) 6, Attack Spec. (Zangetsu), Benefit [Substitute Soul Reaper Status], Cunning Fighter, Distract [Intimidate], Dodge Focus 2, Improved Block 2, Improved Critical (Zangetsu), Interpose, Luck, Move-By Action, Power Attack, Startle, Takedown Attack 2, Tough 8, Ultimate Effort (Ultimate Toughness Save)

Powers: Container {Soul Reaper} 14
--Concealment 10 [all senses] (Extra: Continuous Duration); (Flaws: Limited-only in the human world; Limited-only against spiritually blind; Permanent)
--Super-Movement 2 (Air Walking 2 [full speed])
--Super-Senses 6 (Extended {x2} Spiritual Awareness; Counters Concealment [Spiritual Concealment]; Tracking {Awareness})
--Super-Speed 6 [Flash Step] (Power Feat: Dodge Focus 8, Seize Initiative)
-Alt. Power: Rapid Attack [30 ft. area]
-Alt. Power: Takeaway [30 ft. area]
--Super Strength 4 (Power Feats: Bracing, Counter Punch)

Container (Hollow Self) 1
--Enhanced Feat 1 (Diehard)
--Immunity 2 (Critical Hits)

Device {Zangetsu} 7 (easy to lose)
--Enhanced Feats 4 (Improved Block 3, Improved Sunder)
--Strike 8 (Extra: Penetrating 16); (Power Feats: Extended Reach, Improved Critical 4, Mighty)
-Alt. Power: Blast 14 [Getsuga Tenshou] (Extra: Area {Cone}); (Flaw: Concentration check required)

Saves: Toughness +16
Fort +10
Ref +8
Will +8

Combat: Attack +8/+14 (melee/Getsuga Tenshou)/+16 (Zangetsu-melee)
Damage +6 (unarmed)/+14 (Getsuga Tenshou)/+16 (Zangetsu-critical 15-20)
Defense +14 (+2 flat-footed)
Initiative +28

Drawbacks: Holding Back [Bankai-uncommon & moderate; Inert] (-2 pts)

Costs: Attributes 52+ Skills 10+ Feats 34+ Powers 106+ Saves 12+ Combat 24 - Drawbacks 2= 236 pts.



:arrow: I can’t help it I’m a total mark for the anime Bleach. It’s got everything I like for a show, big swords, chicks like Rangiku & Orihime, great fight scenes, Rangiku & Orihime, big swords, bad attitudes, Rangiku & Orihime, guys like Renji & Chad, Rangiku & Orihime, big swords, freakishly cool martial powers with equally cool names and looks, big swords and Rangiku & Orihime. What’s not to like about it?!?

:arrow: Anyways I’ll skip the historical stuff I normally do so I don’t ruin anything for anyone, but this is my take on Ichigo without any of the enhancements of his bankai form. I thought that would be better done as a separate build, so this is how Ichigo is for most of the time. I based it more or less on where I thought he’s at currently in the show according to Cartoon Network.

:arrow: He’s a pretty well rounded fighter overall, specializing in melee combat with his Zanpakuto, Zangetsu (I love the various names of the weapons in this show!). Not that he doesn’t have a ranged attack or two, but mostly he’s a melee kind of guy. Despite most of his short comings in interaction, Ichigo can handle himself well in a fight, add in the fact that most of the times he has a small stack of hero points built up from all kinds of issues that come up during the story so that in the big fight he’s definitely got some serious tricks to pull off as he needs to win.

:arrow: Ichigo’s fighting style, to me that is, seems to be more of being able to deal out some serious damage while being able to survive whatever his opponents throw at him. I like it! Blunt, to the point and normally loads of cool attacks involved, Ichigo is all kinds of kick-butt IMO.

:idea: EDIT: 6/3/09 Well after a short talk with Thorp & MDSnowman (thanks by the way Snowman) I figured out a way to include the Bankai form for Ichigo. My only problem is that as much as I tried I couldn't shake off 1 point difference for the Holding Back drawback, so for this build it costs a huge 41 points instead of the normal 40 points. I thought that the medium level fit best for where Ichigo was at in my mind. He'd totally have the the highest level of the drawback once he merges his Hollow Self with his Soul Reaper nature.
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Jay & Silent Bob buile #47

Postby Tattooedman » Wed Feb 02, 2011 6:35 pm

Well I spent the last 3 nights watching all the Jerseyverse Kevin Smith movies so of course I have to build 2 of my favorite characters.....


Jay & Silent Bob:
Image

-------------------------------------------------------------------------------------------------------------------------------
To Me these two are the secret stars of most of Kevin Smith’s movies. From Clerk’s & Clerk’s II to Mallrats, to Dogma to even their own movie, Jay & Silent Bob Strike Back. These two have supplied the low-brow comedy that makes most guys ages 16-30something laughing cause at some point in our life we’ve known a pair of guys that are strangely similar to them.

-------------------------------------------------------------------------------------------------------------------------------

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

Skills: Bluff 4 (+7), Climb 2 (+2), Drive 2 (+4), Knowledge (Pop Culture) 4 (+2), Knowledge (Streetwise) 2 (+), Notice 4 (+2), Perform (Rapping) 2 (+5), Stealth 4 (+6)

Feats: Distract [Bluff], Dodge Focus, Equipment, Luck, Sneak Attack [+2 damage], Talented (Bluff/Perform), Taunt, Teamwork

Saves: Toughness +1*/+0 Fort +1 Ref +3 Will -1
*Jacket

Combat: Attack +1, Damage +2 (club)/+4 (club sneak attacks), Defense +3 (+1 flat-footed), Initiative +2

Equipment: Jacket: +1 Toughness
Random Club: +2 Damage

Drawback: Struggling [half Wealth rating] (-1 pt)


Costs: Attributes 4+ Skills 6+ Feats 8+ Saves 2+ Combat 4- Drawbacks 1= 23 pts.

----------------------------------------------------------------------------------------------------------------------------


Image
Silent Bob:
PL: 3
Str 10 (+0) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

Skills: Climb 4 (+4), Diplomacy 4 (+4), Escape Artist 2 (+3), Knowledge
(Pop Culture) 2 (+3), Notice 4 (+6), Perform (Dance) 2 (+2), Sense Motive 6 (+8.), Stealth

Feats: Beginner's Luck, Equipment 2, Improved Initiative, Jack of All Trades, Luck , Set-Up, Sneak Attack [+2 damage], Teamwork, Ultimate Effort (Ultimate Acrobatics Skill)

Equipment: Coat: +1 Toughness
Utility Belt: (8 ep)
Masterwork Boomerang: +2 Damage; 20 ft range
-grapple line
-lock release gun


Saves: Toughness +2*/+1 Fort +1 Ref +1 Will +3
*Coat

Combat: Attack +3, Damage +2 (boomerang/unarmed sneak attack)/+4 (boomerang sneak attack), Defense +4 (+2 flat-footed), Initiative +5

Drawback: Struggling [half Wealth rating] (-1pt)


Costs: Attributes 10+ Skills 6+ Feats 10+ Saves 1+ Combat 8- Drawbacks 1= 34 pts.
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