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Tattooverse 2.5: WOF builds

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Mathemanic build #402

Postby Tattooedman » Sat Feb 26, 2011 9:23 pm

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

Skills: Concentration 12 (+12), Diplomacy 4 (+5), Knowledge (Physical Sciences) 10 (+14), Knowledge (Pop Culture) 6 (+10), Sense Motive 4 (+4)

Feats: Attack Spec. (Math Telepathy) 4, Defensive Attack, Diehard, Dodge Focus 6, Improved Initiative, Power Attack, Precise Shot

Powers: Container {Math Telepathy} 8
--Gravity Control 10
-Alt. Power: Blast 8 [random item projectiles] (Extra: Penetrating); (Flaw: Medium)
-Alt. Power: Force Field 10 (Extra: Impervious)
--Stun 8 [Spatial Equations] (Extras: Alternate Save {Will}, Ranged)

Saves: Toughness +10*/+0 [*Impervious Force Field]
Fort +6
Ref +4
Will +6

Combat: Attack +2/+8 (math telepathy)
Damage +8 (spatial equations)/+8 (item projectiles)
Defense +10 (+2 flat-footed)
Initiative +6


Costs: Attributes 14+ Skills 9+ Feats 15+ Powers 40+ Saves 14+ Combat 12= 104 pts.


:arrow: Mathemanic, what to say? Well he’s not worth much in a fist fight that’s for sure. He’s best suited for ranged combat or from attacking from hidden parts, taking advantage of cover to take his best shot at a safe difference. At first he could only use his stun, which consisted of projecting various mathematical equations into a foe’s mind. The one time he used it he forced Firestar to perceive interstellar distances which made it impossible for her to see smaller distances leaving her unable to respond to anything around her.

:arrow: Later on he focused his powers inward which allowed him to make amazing calculations that let him perform feats that seemed to defy physics. Mainly this manifests as a form of gravity control mainly. With it he can create force fields or hurl objects with gravity waves that are strong enough to go through solid stone objects, which gave him some combat ability for the rematch between the Warriors & Psionex though he still ended up getting beaten up by Nova.
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Coronary build #403

Postby Tattooedman » Sat Feb 26, 2011 9:24 pm

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Coronary:
PL: 10
Str 22 (+6) Dex 18 (+4) Con 20 (+5) Int 14 (+2) Wis 14 (+2) Cha 10 (+0)

Skills: Concentration 8 (+10), Intimidate 6 (+6), Knowledge (Life Science) 8 (+10), Medicine 8 (+10), Notice 4 (+6), Sense Motive 4 (+6), Stealth 6 (+10)

Feats: All-Out Attack, Attack Spec. (Unarmed) 3, Defensive Roll 4, Dodge Focus 4, Improved Initiative, Move-By Action, Startle, Stunning Attack

Powers: Alternate Form {Glass Body} 8 (Extra: Continuous); (Flaw: Permanent)
--Elongation 4
--Enhanced Feat 1 (Diehard)
--Immunity 9 (Life Support)
--Insubstantial 4
--Regeneration 4 [Recovery Bonus: +3; Resurrection 1/week]

Pain 8 [biological manipulation] (Extra: Alternate Save {Fortitude})

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

Combat: Attack +3/+9 (unarmed)
Damage +6 (unarmed)/+8 (biological manipulation)
Defense +9 (+2 flat-footed)
Initiative +8


Costs: Attributes 38+ Skills 11+ Feats 16+ Powers 80+ Saves 4+ Combat 16= 165 pts.


:arrow: Coronary was an interesting idea for a character when he first came out. He was able to manipulate the physiology of foes add in the fact that he was a medical student he had a very natural understanding of the effects of his powers from the start.

:arrow: What really screwed him over was that for some unknown reason when he got his powers his body transformed into some type of glass-like substance, that he quickly found out was as breakable as real glass was. So at the end of Psionex’s first fight with the Warriors Coronary took a 30 ft or so drop & promptly shattered and was thought to be done for, then about 15 issues later it was shown that his body reformed itself and Coronary focused more on developing the abilities of his new form.

:arrow: That led to him discovering that he could manipulate the his body’s density to a point where he could become ghost-like as well as stretch is limbs at will. That allowed Coronary to be more of a challenge in Psionex’s 2nd fight with the Warriors where he actually seemed to hold his own against Namorita for the majority of the fight. That is until Terrax reformed himself and the two teams teamed up (kinda) to stop him.
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Pretty Persuasions build #404

Postby Tattooedman » Sat Feb 26, 2011 9:25 pm

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

Skills: Bluff 4 (+6/+10), Diplomacy 4 (+6/+10), Knowledge (Streetwise) 4 (+4), Notice 4 (+5), Perform (Dancing) 6 (+8.), Sense Motive 6 (+7), Stealth 4 (+6)

Feats: Attack Spec. (Psi-Whip) 3, Attractive, Defensive Roll 4, Dodge Focus 6, Improved Initiative, Power Attack, Taunt

Powers: Emotion Control 8 (Flaw: Limited-Love Only)
Mental Blast 10 [Psi-Whip] (Flaw: Mental Weapon)
-Alt. Power: Strike 10 [Psi-Whip] (Power Feat: Chokehold, Extended Reach 3, Improved Grab, Improved Trip)

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

Combat: Attack +2/+8 (psi-whip)
Damage +10 (psi-whip)
Defense +10 (+2 flat-footed)
Initiative +6


Costs: Attributes 16+ Skills 8+ Feats 17+ Powers 35+ Saves 9+ Combat 12= 88 pts.


:arrow: Pretty Persuasions filled the role of trash-talking, smutty girl on Psionex. Her powers allowed her to seduce most men, which just played more into her dirty girl concept. She could also manifest her impulses as psionic weapons, though she preferred to make a whip (go figure) and with it she could light up a foe’s pain centers of their brain or use it like a normal whip to simply beat on a person.

:arrow: Pretty Persuasions stayed around for the rematch between Psionex & the Warriors, and it if I recall correctly she fought Speedball and it looked like she kept him busy for most of it until he & Nova teamed up against her & Mathemanic by Nova punching Speedball as hard as he could which caused Speedball to rebound off her and into Mathemanic.

:arrow: Later on Nova took Marvel Boy out at one point to “check up” on Pretty Persuasions they went to the local gentlemen’s clubs (of course) and they spent a whole page letting her know that they would be keeping tabs on her from time to time. To which Pretty Persuasions responded with a series of words that I can’t really try to guess at or attempt to use here if I would like to continue to post here.

:arrow: I was kinda surprised at how low her point total came out, but then once again a Marvel villain with only 2 or 3 appearances with mainly only their powers being shown and then it makes way more sense to me.
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Impulse build #405

Postby Tattooedman » Sat Feb 26, 2011 9:26 pm

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Impulse:
PL: 8
Str 14 [20] (+2/+5) Dex 12 [18] (+1/+4) Con 12 [20] (+1/+5) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Skills: Bluff 4 (+4), Climb 2 (+7), Intimidate 6 (+6), Knowledge (Streetwise) 4 (+4), Notice 4 (+6), Sense Motive 4 (+6), Stealth 4 (+8 )

Feats: Attack Focus (Melee) 3, Dodge Focus 2, Improved Overrun, Move-By Action, Power Attack, Taunt

Powers: Container {Quickest Punk Around} 12
--Enhanced Strength 6
--Enhanced Constitution 8
--Enhanced Dexterity 6
--Enhanced Reflex Save 4
--Enhanced Feats (Dodge Focus 2; Improved Initative 5)
--Regeneration 4 [Recovery Bonus: +3] (Power Feat: Diehard)
-- Speed 8
--Strike 8 (Extra: Autofire)
-Alt. Power: Rapid Attack 8 (40 ft area)

Device {Bladed Guantlets} 3 (hard to lose)
--Strike 3 (Power Feat: Improved Critical 2) (Linked to Drain)
--Drain Constitution 8 [k.o. poison] (Flaw: Limited-Must make contact with bloodstream); (Linked to Strike)

Saves: Toughness +5
Fort +5
Ref +10
Will +3

Combat: Attack +5/+8 (melee)
Damage +5 (unarmed)/ +8 (bladed guantlets-critical 18-20)/+8 (k.o. poison)
Defense +8 (+2 flat-footed)
Initiative +29


Costs: Attributes 12+ Skills 7+ Feats 19+ Powers 72+ Saves 7+ Combat 18= 125 pts.


:arrow: The one member of Psionex that without a doubt connected them to the Iron Age, Impluse. While his name doesn't really sound all that Iron Age, his look & attitude more than make up for it IMHO. Vindictive, laughing at serious injuries of others, homicidal tendencies & something like almost foot long blades on his costume. Yep, sounds like Iron Age to me.

:arrow: Impulse loved to use his speed to race around foes and try to cut them up with his gauntlet blades & let his poison take them out. Too bad he ended up facing off against Night Thrasher whose armored costume let him not worry too much about the poison, and what edge Impluse had over other low-level heroes was lost against Thrasher since he is all about hand-to-hand fighting.

:arrow: In the big team-up between Psionex & the Warriors against Terrax Impluse was just crazy enough to try using his poison on Terrax which got him seriously hurt, a broken back no less. It took awhile for him to heal, but eventually it was shown that his metabolism was enhanced enough that it had healed the damage done to him and he was still able to use his powers too. Psionex then tried to go legit, but it didn't work out and then they were forced into working in the Thunderbolt army Zemo put together but what happened to them after that is unknown.
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Trapster build #406

Postby Tattooedman » Sat Feb 26, 2011 9:27 pm

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

Skills: Bluff 6 (+6), Craft (Chemical) 8 (+10), Escape Artist 6 (+8 ), Gather Information 6 (+6), Intimidate 6 (+6), Knowledge (Physical Sciences) 8 (+10), Knowledge (Streetwise) 6 (+9), Notice 6 (+9), Search 4 (+6), Sense Motive 6 (+9), Stealth 6 (+8 )

Feats: Attack Focus (Melee) 4, Attack Spec. (Glue Gun) 2, Defensive Attack, Defensive Roll 2, Dodge Focus 4, Improved Aim, Improved Initiative, Improved Ranged Disarm, Inventor, Move-By Action, Power Attack, Precise Shot, Quick Draw, Ranged Pin, Set-Up, Taunt, Teamwork 2, Uncanny Dodge [audio]

Powers: Device {Paste Shooters} 9 (hard to lose)
--Snare 12 (Power Feat: Reversible)
-Alt. Power: Blast 12 [hardened glue wads]
-Alt. Power: Create Object 12 [glue shapes] (Extra: Independent); (Flaw:
Limited-walls only)
-Alt. Power: Environmental Control Hamper Movement [slippery surfaces: one quarter movement]
-Alt. Power: Snare 8 (Extra: Area {Cone}); (Power Feat: Reversible)
-Alt. Power: Super-Movement 1 (Swinging)

Device {Trapster Costume} 2 (hard to lose)
--Immunity 1 (own snare effects)
--Protection 4 (Power Feat: Subtle)
--Super-Movement 2 (Wall-Crawling 2)

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

Combat: Attack +4/+8 (melee)/+8 (paste shooters)
Damage +12 [glue wads]
Defense +10 (+3 flat-footed)
Initiative +6


Costs: Attributes 22+ Skills 17+ Feats 27+ Powers 44+ Saves 10+ Combat 20= 140 pts.


:arrow: Trapster is one of those villains that has been around for a long time but just never really seems to get a break. He's been a member of every version of the Frightful Four up until he was betrayed by the Wizard and got stuck in a time loop. Trapster has even had a decent solo career, facing off against the likes of Spider-Man though he seems drawn to getting revenge on the members of the Fantastic Four while they are off on their own adventures mainly the Thing & Human Torch.

:arrow: Overall though Trapster tends to work best as part of a team, his ability to come up with traps and his skill in using them make him a great set-up man allowing his teammates to take advantage of when the heroes are busy trying to freeing themselves from whatever Trapster has dreamed up to use against them.
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Wizard build #407

Postby Tattooedman » Sat Feb 26, 2011 9:28 pm

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Wizard:
PL: 11
Str 12 [22] (+1/+6) Dex 16 (+3) Con 14 (+2) Int 24 (+7) Wis 18 (+4) Cha 16 (+3)

Skills: Aerobatics 6 (+9), Bluff 8 (+11), Craft (Electronic) 8 (+15), Craft (Mechanical) 8 (+15), Disable Device 6 (+13), Diplomacy 6 (+9), Escape Artist 6 (+9), Gather Information 8 (+11), Intimidate 8 (+11), Investigate 4 (+11), Knowledge (Current Events) 6 (+13), Knowledge (Physical Sciences) 8 (+15), Knowledge (Pop Culture) 6 (+13), Knowledge (Streetwise) 6 (+13), Knowledge (Technology) 8 (+15), Notice 6 (+10), Sleight of Hand 6 (+9), Sense Motive 6 (+10), Stealth 8 (+11)

Feats: Aerobatic Bluff, Assessment, Attack Focus (Melee) 4, Attack Spec. (Power Glove Blast) 2, Challenges 3 (Discrete Inquiry; Durable Lie; Powerful Intimidation), Defensive Attack, Dodge Focus 2, Favored Environment [airborne] 2 (+2 defense), Eidetic Memory, Evasion, Improved Defense, Improved Initiative, Improved Overrun, Inspire 2, Inventor, Luck 2, Master Plan, Move-By Action, Power Attack, Precise Shot, Seize Initiative, Set-Up, Skill Mastery [Disable Device; Escape Artist; Knowledge {Physical Sciences}; Knowledge {Technology}], Teamwork 2, Taunt, Well-Informed

Powers:
Device {Wizard Battlesuit} 6 (hard to lose)
--Flight 5
--Force Field 5 (Extra: Impervious)
--Protection 5 (Extra: Impervious)

Device {Power Gloves} 6 (hard to lose)
--Blast 12
-Alt. Power: Typhoon Sphere 12 [Air Control-Tornado]
--Enhanced Feats 3 (Chokehold; Improved Grab; Improved Grapple)
--Enhanced Strength 10
--Super Strength 2

Device {Flying Discs} 4 (easy to lose)
--Gravity Control 10

Saves: Toughness +12*/+7*/+2 [*Battle suit & Force Field (Impervious)/*Battlesuit (Impervious)]
Fort +4
Ref +7
Will +9

Combat: Attack +4/+8 (melee)/+8 (power glove blast)
Damage +6 (unarmed)/+12 (blast/typhoon sphere)
Defense +9 [airborne]/+7 [grounded] (+3 [airborne]/+2 [grounded] flat-footed)
Initiative +7

Drawbacks: Normal Identity (-4 pts)


Costs: Attributes 40+ Skills 32+ Feats 37+ Powers 60+ Saves 11+ Combat 18-Drawbacks 4= 194 pts.


:arrow: The brains behind the Frightful Four, the Wizard. Something of a genius himself he decided to take on a life of crime because he was bored and he thought it would be something to take on the Human Torch. Since then the Wizard has only really fought against the FF and nine times outta ten he has formed one version or another of the Frightful Four to help him beat them.

:arrow: Not that it’s done him any good, but he keeps trying, most versions of the Frightful Four include Sandman and the Trapster and a new fourth member, but most of the time the new member is the one that screws them over and allows the FF to win. Which is kinda crappy for them since it seems that up until the betrayal the Frightful Four are winning the fight.

:arrow: Ironically Wizard’s latest attempt with the Frightful Four was something of a dark mirror version of the FF as he recruited his ex-wife Salamandra who was some kind of dragon-woman, their daughter Cole, who could manipulate gravity and Hydro-Man (another long-time member who has been used in place of Sandman since the two of them can’t seem to get along). Once again though his new member, Cole, betrayed him once she found out he only wanted her on the team once he discovered her powers.

:arrow: Seems like as smart as he is, the Wizard will never learn. :roll: Basically Wizard is a inventor type whose powers all come from his gear, and it’s all pretty powerful stuff. That together with his amount of skills and feats make him fairly expensive, but when working on villains the point/PL ratio is kinda optional so I don’t feel bad about it too much. Besides he's supposed to be able to challenge a couple members of the FF all on his own so it helps to have lots of skills & feats!
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Hydro-Man build #408

Postby Tattooedman » Sat Feb 26, 2011 9:30 pm

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Hydro-Man:
PL: 10
Str 20 (+5) Dex 16 (+3) Con 20 (+5) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 6 (+8 ), Intimidate 6 (+8 ), Gather Information 4 (+6), Knowledge (Streetwise) 6 (+6), Notice 4 (+6), Search 6 (+6), Sense Motive 6 (+8 ), Stealth 8 (+11), Swim 2 (+7)

Feats: Attack Spec. (water powers) 2, Defensive Roll 3, Diehard, Dodge Focus 2, Improved Grab, Improved Grapple, Improved Initiative, Startle, Taunt, Teamwork 2

Powers:
Alternate Form {Water Body} 12 (Extra: Duration {Continuous}); (Flaw: Permanent)
--Water Blast 10
--Concealment 2 {Visual} (Flaw: Only in water)
--Elongation 6
--Insubstantial 1
--Suffocate 10
-Alt. Power: Strike 5 (Power Feat: Mighty)
--Swim 5

Saves: Toughness +8*/+5 [*Defensive Roll]
Fort +9
Ref +7
Will +6

Combat: Attack +6/+10 (water powers)
Damage +10 (water blast/strike/suffocate)
Defense +8 (+3 flat-footed)
Initiative +7

Drawbacks: Involuntary Transformation (Into steam when hit by a rank 8 heat/fire attack) (-4pts)
One Way Transformation (Steam) (-3pts)

Costs: Attributes 34+ Skills 12+ Feats 15+ Powers 60+ Saves 12+ Combat 24- Drawbacks 7= 150 pts.


:arrow: As I work through my other Frightful Four builds I've finally managed to get Hydro-Man done. Honestly he was a harder villain to figure out, aside from being able to turn his body into water and shoot off high-pressure water blasts I've not seen too many other powers for him. So alot of this is stuff in this build are things that seemed to make sense to me. Honestly I've always thought H.M. would be good to use as a B&E kinda guy with his liquid form and being able to flow through the cracks & such of buildings. Though from what I've read of him he's never thought of trying to steal that way either.... :roll:

:arrow: Personality-wise Hydro-Man is of the opinion that it's just another day in the life of. Being that he's got super-powers then of course he should be teaming up with other villains to commit big crimes and enjoying all the loot they steal & enjoying the fights with heroes a little bit. It's all a part of the lifestyle is all, just go with it.

:arrow: Other than that simple outlook Hydro-Man is mainly interested in getting his cut of the loot and celebrating with the ladies after a job is done, and he is loyal to the few friends he has but he will leave them behind if it would save himself.
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Titania build #409

Postby Tattooedman » Sat Feb 26, 2011 9:31 pm

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Titania:
PL: 10
Str 10 [34] (+0/+12) Dex 12 (+1) Con 10 [34] (+0/+12) Int: 10 (+0) Wis 14 (+2) Cha 12 (+1)

Skills: Bluff 4 (+6), Climb 0 (+14), Gather Information 4 (+6), Intimidate 8 (+10), Knowledge (Streetwise) 6 (+8 ), Knowledge (Pop Culture) 4 (+4), Notice 4 (+6), Sense Motive 4 (+6), Stealth 6 (+7), Swim 0 (+14)

Feats: All-out Attack, Attack Specialization [Unarmed], Chokehold, Dodge Focus 2, Endurance, Improved Initiative, Power Attack, Startle

Powers: Enhanced Strength 24
Enhanced Constitution 24
Impervious Toughness 10
Super Strength 4 (Power Feats: Bracing, Counter-Punch, Groundstrike)

Saves: Toughness + 12* [*Impervious 10]
Fort +14
Ref +4
Will +5

Combat: Attack +6/+8 (melee)
Damage +12 (unarmed)
Defense +8 (+3 flat-footed)
Initiative +5


Costs: Attributes 8+ Skills 10+ Feats 9+ Powers 69+ Saves 8+ Combat 24= 128 pts.


:arrow: What to say about Titania? Well she’s almost a jobber villain to me, but she has bounced around mainly in the big leagues of heroes instead of facing pretty much any hero. From her favorite foe She-Hulk to the Fantastic Four to working with her hubby the Absorbing Man Titania’s even fought Spider-Man, and lost of course.

:arrow: Power-wise Titania has been said to be the equal of She-Hulk and basically their fights turn into super-cat fights (YEAH!!! LOVE CATFIGHTS!!!), which tend to get somewhat funny. Basically though I like her as part of the Frightful Four, playing the role of muscle in the group. It’s been pretty much the main gig she’s done with her criminal career that’s separate from her long-standing grudge with She-Hulk & her working with Absorbing Man. But it seems to suit her pretty well, and they never really seem to be able to find anyone else to fill that infamous 4th slot that’s worth much or won’t betray them.

:arrow: Once again, her points are below the 150 total that I’m finding that most villains tend to fall under since they don’t get as much attention to details that the heroes they face do. I tried to slip Titania a few skills that would make sense for her to have for being a villain as long as she has (since the Secret Wars no less!), but still she falls short.
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Thunderbolt build #410

Postby Tattooedman » Sat Feb 26, 2011 9:33 pm

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

Skills: Bluff 8 (+9), Notice 8 (+9), Search 6 (+7), Sense Motive 6 (+7)

Feats: Defensive Roll 3, Dodge Focus 5, Elusive Target, Evasion 2, Fast Overrun, Instant Up, Move-By Action, Redirect

Powers: Superspeed 9 [5,000 mph] (Power Feats: Wall Run, Water Run)
-Alt. Power: Rapid Attack [45 ft area]
-Alt. Power: Strike 9
-Alt. Power: Stun 9

Device [Visor] 3 (hard to lose)
--Dazzle 7 {visual}

Saves: Toughness +5*/+2 [*Defensive Roll]
Fort +5
Ref +10
Will +5

Combat: Attack +8
Damage +1 (unarmed)/+9 (strike/stun)
Defense +15 (+5 flat-footed)
Initiative +40

Costs: Attributes 18+ Skills 7+ Feats 15+ Powers 61+ Saves 13+ Combat 36=150 pts


:arrow: One of the first speedsters I ever read about, Thunderbolt gained his powers from a radical treatment that was given to him to help him recover from a nearly fatal gunshot wound he’d taken fighting with a gang banger at his brother‘s funeral. At first he used them to fight against the rest of the gang and found out his brother’s death had been the result of his work with the D.A.’s office to put most of the gang in jail. It was around that time that he discovered the super-aging side-effects and realized he needed to make sure the gang was stopped before he ran out of time.

:arrow: In the end it took Thunderbolt teaming up with Iron Fist and Luke Cage to get the job done but they managed to pull it off and Thunderbolt succumbed to advanced age knowing he’d avenged his brother’s death.
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Re: Tattooverse 2.5 [2E]

Postby ClassDunce » Sat Feb 26, 2011 9:43 pm

I like Titania but I have a soft spot in my heart for Female Paragons and Powerhouses that aren't shaped like Supergirl.
"When they ask how I died, tell them: still angry." - Quellcrist Falconer
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Re: Tattooverse 2.5 [2E]

Postby Horsenhero » Sat Feb 26, 2011 9:52 pm

'Specially when they're named Skeeter. :)

And Thunderbolt! Wow. Way to dig deep T-man. That particular character died off over 20 years ago. I used to have that comic. I'm truly impressed. Now...give me a build of Grotesk or Lunatik. :twisted:
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Mon Feb 28, 2011 9:10 am

Well thanks HH, I don't know about those two fellows you named but how about these guys instead......
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Captain Carrot build #411

Postby Tattooedman » Mon Feb 28, 2011 9:11 am

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Captain Carrot:
PL: 10
Str 10 [30] (+0/+10) Dex 12 [22] (+1/+6) Con 10 [30] (+0/+10) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)

Skills: Bluff 4 (+7), Craft (Artistic) 4 (+), Diplomacy 8 (+11), Knowledge (Current Events) 4 (+6), Notice 8 (+11), Search 4 (+6), Sense Motive 8 (+10), Stealth 4 (+10)

Feats: Attack Focus (Melee) 2, Dodge Focus 4, Improved Overrun, Improved Grab, Inspire 2, Interpose, Leadership, Luck, Power Attack

Powers: Container {Cosmic Carrots} 16 (Flaw: Uncontrolled)
--Enhanced Strength 20
--Enhanced Constitution 20
--Enhanced Dexterity 10
--Enhanced Feats 3 (Endurance; Improved Initiative; Move-By Action)
--Flight 3
--Impervious Toughness 10
--Super-Senses 7 (Accurate Hearing; Extended Hearing x2; Ultra Hearing; Extended Vision x2)
--Super Strength 2

Saves: Toughness +10* [*Impervious]
Fort +11
Ref +8
Will +8

Combat: Attack +8/+10 (melee)
Damage +10 (Unarmed)
Defense +8 (+2 flat-footed)
Initiative +10


Costs: Attributes 16+ Skills 11+ Feats 14+ Powers 64+ Saves 9+ Combat 24= 138 pts.


:arrow: Captain Carrot, the leader of the Zoo Crew & most famous member of said team.

:arrow: An interesting idea for a Superman-like power level character with an GL kinda twist. After 24 hours Captain Carrot had to eat one of his Cosmic Carrots to maintain his powers, or in case of extreme use of his powers. Which was the main idea behind the Uncontrolled flaw on the Container. I'd go with the idea that if Captain Carrot does any kind of pushing with his powers then he'll need a recharge of his powers, which is why he always carries a couple with him on his belt.

:arrow: Otherwise, play Captain Carrot as a giant fuzzy bunny version of Superman. Which was how he was written and it was fun to read. :wink:
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Alley-Kat-Abra build 412

Postby Tattooedman » Mon Feb 28, 2011 9:12 am

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Alley-Kat-Abra:
PL: 10
Str 14 (+2) Dex 20 (+5) Con 16 (+3) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+9), Bluff 6 (+8.), Climb 6 (+8.), Concentration 10 (+12), Escape Artist 2 (+7), Profession (Kat-Fu Instructor) 4 (+6), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 8 (+13)

Feats: Acrobatic Bluff, Attack Spec. (Magic Wanda) 2, Defensive Attack, Defensive Roll 3, Distract [Bluff], Dodge Focus 6, Improved Initiative, Set-Up, Taunt, Teamwork, Fighting Style: Kat-Fu [Attack Focus (Melee) 2, Attack Spec. (Unarmed), Improved Block, Improved Critical (Unarmed), Improved Disarm, Redirect, Uncanny Dodge {audio}]

Powers: Telepathy 4
-Alt. Power: Super-Senses 4 (Precognition) (Flaw: Uncontrolled)

Device {Magic Wanda} 10 (easy to lose)
--Transform 6 [inanimate objects into anything]
-Alt. Power: Blast 10
-Alt. Power: Telepathy 6 [boost Alley's]
-Alt. Power: Telekinesis 10 (Flaw: Limited-Can only move items/targets up or down)
-Alt. Power: Teleport 10 (Power Feats: Change Direction, Easy)

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

Combat: Attack +4/+6 (melee)/+8 (Magic Wanda/unarmed), Damage +2 (unarmed-critical 19-20)/+10 (Magic Wanda's blast), Defense +12 (+3 flat-footed), Initiative +9

Costs: Attributes 32+ Skills 13+ Feats 26+ Powers 49+ Saves 9+ Combat 20= 149 pts.


:arrow: Ironically Alley was the most powerful member of the entire Zoo Crew from a points perspective, coming in just one point under 150. That's mainly due to her wide collection of powers that include things like teleport & transform. All in all making her high costing kinda with being able to fill in as a blaster for the Zoo Crew too.

:arrow: For her build I went with the idea that most of her power comes from her Magic Wanda while Alley has only a few minor powers. I mean she's already a pretty good character with her martial arts skills in Kat-Fu, so adding in the powers of Magic Wanda just put her at the top of the crew. Though if she loses he hold on it she'll simply be a mean martial artist type until she gets ahold of it again.
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Tattooedman
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Fastback build #413

Postby Tattooedman » Mon Feb 28, 2011 9:19 am

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

Skills: Acrobatics 4 (+7), Bluff 4 (+6), Craft (Mechanical) 4 (+4), Notice 6 (+7), Search 6 (+6), Sense Motive 6 (+7), Swim 6 (+7)

Feats: Attack Focus (Melee) 4, Defensive Roll 2, Dodge Focus 3, Fast Overrun, Improved Feint, Improved Overrun, Interpose, Move-By Action, Power Attack

Powers: Container {The Terrapin Torpedo} 12
--Air Control 8
-Alt. Power: Rapid Attack 8 [40 ft. radius]
-Alt. Power: Strike 8
--Enhanced Dodge Focus 3
--Enhanced Feat 5 (Improved Initiative x5)
--Enhanced Reflex Save 2
--Quickness 8
--Speed 8
--Protection 5 (Extra: Impervious)
--Super-Movement 3 (Wall-Crawling 2, Water Walking) (Flaw: Limited-Only while running)

Saves: Toughness +10* [*Impervious 5]
Fort +8
Ref +10
Will +4

Combat: Attack +4/+8 (melee)
Damage +1 (unarmed)/+8 (speed punch)
Defense +10 (+2 flat-footed)
Initiative +23


Costs: Attributes 20+ Skills 9+ Feats 15+ Powers 60+ Saves 13+ Combat 16= 133 pts.


:arrow: Here’s Fastback the speedster/Flash character for the Zoo Crew. While no where as fast as Barry or Wally, Fastback is gonna blow the stolen loot right off the crooks with no problem. He’s only developed a couple of the normal speedster tricks (creating mini tornados, speed punches, & being able to attack large areas in the blink of an eye). Still though, that’s enough to make him very useful to the team.

:arrow: As for his personality, Fastback was written mostly as a slightly naïve, country bumpkin type who while not totally grasping the intricacies of big city life, he wasn’t easy to fool. He understood the basics of his powers and how best to apply them to most situations. Always the team player Fastback often teamed up with Rubber Duck on crowd control/goon handling duty. This led to some fairly entertaining bantering between the two as Rubber Duck was a big Hollywood star and was all about big city life, leaving Fastback confused at times as to what his teammate was talking about.
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Tattooedman
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