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Tattooverse 2.5: WOF builds

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Geo-Force build #482

Postby Tattooedman » Thu Mar 03, 2011 12:18 pm

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Geo-Force:
PL: 10
Str 16 [34] (+3/+12) Dex 14 (+2) Con 30 (+10) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)

Skills: Concentration 8 (+10), Diplomacy 8 (+11), Intimidate 10 (+13), Knowledge (Civics) 8 (+10), Knowledge (Current Events) 6 (+8.), Notice 6 (+8.), Sense Motive 6 (+8.), Survival 4 (+6)

Feats: Benefit (Regent of Markovia), Diehard, Dodge Focus 2, Fearless, Power Attack, Stunning Attack

Powers: Enhanced Strength 18
Gravity Control 10
-Alt. Power: Blast 10 [heat-Lava Blast]
-Alt. Power: Strike 10 [heat-Lava Fists]
-Alt. Power: Flight 6

Impervious Toughness 10

Saves: Toughness +10* [*Impervious]
Fort +10
Ref +5
Will +7

Combat: Attack +8
Damage +12 (unarmed)/+10 (Lava Blast/Lava Fists)
Defense +8 (+3 flat-footed)
Initiative +2

Drawbacks: Weakness: When away from Earth [-1 Constitution every hour; potentially lethal] (-2 pts)


Costs: Attributes 44+ Skills 14+ Feats 7+ Powers 51+ Saves 8+ Combat 28- Drawbacks 2= 150 pts.


:arrow: The long-time powerhouse/secondary blaster for the Outsiders, Geo-Force has been with pretty much all versions of the team. Coming from a small European nation he is a member of the royal family and was granted his powers to help defend his country.

:arrow: He ended up joining Batman’s original team to better learn how to become a hero, this led to some serious clashes since Geo-Force was used to getting his own way most of the time. He struggled on the team until he learned that when on a team his own wants & needs were secondary to those of the team.

:arrow: After Batman’s departure from the Outsiders Geo-Force took over as leader and even got his country to fund the team until the Dr. Jace betrayed them to the Manhunters. Geo-Force was also around for the 90s version of the Outsiders, leading one of the two teams and then he, Katana & the Eradicator shared a kind of trinity leadership set up until the end of the team. Recently he’s been working with the latest version of the JLA and has also joined the reformed Outsiders led by Batman once again.
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Katana build #483

Postby Tattooedman » Thu Mar 03, 2011 12:19 pm

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

Skills: Acrobatics 4 (+8.), Bluff 6 (+7), Climb 4 (+6), Escape Artist 4 (+8.), Intimidate 8 (+9), Knowledge (Arcane Lore) 4 (+5), Knowledge (Streetwise) 6 (+7), Language (Base: Japanese; English), Medicine 2 (+4), Notice 8 (+10), Pilot 4 (+8.), Search 4 (+6), Sense Motive 8 (+10), Stealth 6 (+10), Survival 4 (+6), Swim 4 (+6)

Feats: All-Out Attack, Assessment, Attack Spec. (Katana), Blind-Fight, Cunning Fighter, Defensive Attack, Defensive Roll 3, Distract [Bluff], Dodge Focus 4, Evasion, Equipment 2, First Strike, Follow-Up Strike, Improved Block 2, Improved Disarm, Improved Initiative, Improved Sunder, Instant Up, Lionheart, Move-By Action, Power Attack, Prone Fighting, Quick Draw, Takedown Attack 2, Uncanny Dodge [visual], Weapon Bind, Weapon Break

Powers: Device [Soultaker Katana] 4 [easy to lose] (Power Feat: Indestructible)
-Strike 5 (Extra: Penetrating 10); (Power Feats: Improved Critical 3, Mighty)

Saves: Toughness +6*/+3 [*Defensive Roll]
Fort +5
Ref +9
Will +6

Combat: Attack +10/+12 (katana)
Damage +2 (unarmed)/+7 (Soultaker katana-critical 16-20)
Defense +12 (+4 flat-footed)
Initiative +8

Equipment: Semi-Samurai Arsenal: (8 ep)
Wakizashi: +2 Damage; Critical 19-20
-Shuriken: +1 Damage; Autofire
2 ep free as needed



Costs: Attributes 26+ Skills 20+ Feats 35+ Powers 20+ Saves 11+ Combat 36= 148 pts.


:arrow: Another long-time member of the Outsiders, Katana brings a fair amount of pure human skill to the team. She’s not Batman, but then again nobody is, Katana’s the one that can handle herself really well in melee and the Soultaker Katana allows her to damage those that would normally be resistant to damage due to it’s mystical enchantments.

:arrow: Basically Katana is your typical Weapons Master type of hero but I see her as more of a PL 9 that’s slightly over-pointed due to her adventuring. It was pretty easy to build her and I had to spend a few minutes looking over the DC wiki to make sure I got everything and played with a couple numbers to get her up where I wanted but it all plays well I think.

:arrow: I didn’t include anything about the other powers of the Soultaker Katana since Katana herself feels that using them is wrong. But if you’re doing a story where the villain wants her sword I’d say it’s ability to bring forth & control the souls of the people it’s been used to kill would be along the lines of Summon Minion with the souls being 75 pt minions bringing out about 5 minions at a time.
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Halo build #484

Postby Tattooedman » Thu Mar 03, 2011 12:20 pm

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Halo:
PL: 10
Str 10 (+0) Dex 16 (+3) Con 16 (+3) Int 12 (+1) Wis 12 (+1) Cha 16 (+3)

Skills: Aerobatics 6 (+9), Diplomacy 4 (+7), Notice 6 (+7), Sense Motive 4 (+5), Stealth 4 (+7)

Feats: Aerobatic Bluff, Attack Spec. (Halo Array) 3, Defensive Roll 2, Dodge Focus 6, Eidetic Memory, Improved Initiative, Power Attack, Precise Shot, Set-Up, Teamwork 2

Powers: Flight 3
Halo Array
Paralyze 10 [green halo-stasis beam] (Extra: Ranged)
-Alt. Power: Blast 10 [red halo-heat beam] (Extra: Penetrating)
-Alt. Power: Blast 10 [orange halo-force beam]
-Alt. Power: Dazzle 10 {visual} [yellow halo-sunburst effect] (Extra: Area {Burst})
-Alt. Power: Environmental Control {distraction-DC 10} [blue halo-light distortion effect]
-Alt. Power: Move Object 10 [indigo halo-tractor beam] (Flaw: Only towards her or away from her)

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

Combat: Attack +4/+10 (halo array), Damage +10 (halo array), Defense +12 (+3 flat-footed), Initiative +7


Costs: Attributes 22+ Skills 6+ Feats 19+ Powers 43+ Saves 13+ Combat 20= 123 pts.


:arrow: Another of the original members of the Outsiders brings us to Halo. Without a doubt she has a unique history, even considering some of her teammates. She is the merging of a being of pure energy and a human, the result is a unique personality that shares parts of both in mentality & abilities. Of course all the powers come from the alien part while the majority of the skills & feats are from the human part. Though some of the feats have been devloped by the fused personality

:arrow: Halo took the name Gabrielle "Gabby" Doe as a suggestion from Batman and has never looked back since. She's been the heart of the team IMO, often acting as the cheerleader for her friends when they're having tough times. Amongst the rest of the team Halo is closest with Katana as the two of them have a Mother/Daughter-like relationship. During the 90s run this relationship was stressed as Halo got the hots for bad-boy Faust, but in the end once he showed Katana he was willing to sacrifice himself to keep Halo safe their realtionship went back to normal.

:arrow: In combat Halo is your typical glass cannon, though she does have a couple other choices aside from simply shooting at a foe. Her paralyze power or dazzle are great to help set up friends by distracting the bad guys, but she needs to keep herself at range. If she gets into hand to hand she is gonna get hurt pretty quick as her Toughness is based more on her being able to get outta the way of damaging attacks.
Last edited by Tattooedman on Thu Mar 03, 2011 12:21 pm, edited 1 time in total.
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Metamorpho build #485

Postby Tattooedman » Thu Mar 03, 2011 12:20 pm

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Metamorpho:
PL: 11
Str 24 (+7) Dex 14 (+2) Con 24 (+7) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 6 (+8.), Concentration 4 (+7), Knowledge (Earth Sciences) 6 (+8.), Notice 4 (+7), Sense Motive 4 (+7), Stealth 4 (+6)

Feats: Diehard, Improved Initiative, Power Attack

Powers: Immunity 1 (Aging)
Impervious Toughness 7
Shapeshift 8

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

Combat: Attack +8
Damage +7 (unarmed)
Defense +8 (+ flat-footed)
Initiative +6

Drawbacks: Weakness: Exposure to the Orb of Ra/Fragments of the Orb of Ra [-1 Constitution per round, potentially lethal] (-6 pts)


Costs: Attributes 46+ Skills 7+ Feats 3+ Powers 72+ Saves 11+ Combat 32- Drawbacks 6= 165 pts.


:arrow: Continuing through my Outsider builds comes one of the most used heroes IMO. Rex Mason, otherwise known as Metamorpho the Element Man.

:arrow: I like Rex honestly, his catankerous personality really suits him. He's had a rough life as a hero (dying a couple times, the issues with his kid, a couple of dead lovers, boy that's kinda alot for a guy to deal with....)& not everyone is gonna be able to handle it & be all smiles when it's the end of the day, so to me Rex interjects a bit of realism. Rex's powers allow him to do alot, but it all works into a PL 11 pretty well, though there are a couple other skills I wanted to give him but they were mostly from his time before he got his powers.
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Looker build #486

Postby Tattooedman » Thu Mar 03, 2011 12:21 pm

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Looker:
PL: 10
Str 16 [24] (+3/+7) Dex 18 (+4) Con -- Int 14 (+2) Wis 16 (+3) Cha 18 (+4)

Skills: Bluff 4 (+8/+12), Concentration 8 (+11), Diplomacy 4 (+8/+12), Intimidate 4 (+8.), Knowledge (Pop Culture) 6 (+8.), Notice 6 (+8.), Search 4 (+6), Sense Motive 6 (+9), Stealth 6 (+10)

Feats: Attack Focus (Melee) 4, Attractive, Diehard, Distract [Bluff], Dodge Focus 2, Fascinate [Diplomacy], Improved Grab, Improved Initiative, Move-By Action, Precise Shot, Set-Up, Teamwork

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

Telepathy 10
-Alt. Power: ESP 6 [audio & visual]
-Alt. Power: Mental Blast 5
-Alt. Power: Mind Control 10
-Alt. Power: Super-Senses 6 [psychometry] (Postcognition; Precognition) (Flaw: Required to touch subject)

Vampire Template:
Drain Constitution 3 [blood drain] (Flaw: Requires Grapple)
Enhanced Strength 8
Immunity 31 (Aging; Fortitude Effects)
Insubstantial 2 [mist] (Flaw: Limited-Only during night time)
Protection 8
Regeneration 5 [Recovery Rate: Resurrection] (Flaw: Limited-When not staked or beheaded, Source [blood])
Super-Senses 6 (Accurate, Extended Hearing; Ultravision; Darkvision)
Super Strength 1

Saves: Toughness +8
Fort N/A
Ref +6
Will +10

Combat: Attack +4/+8 (melee)
Damage +7 (unarmed)/+5 (mental blast)
Defense +9 (+3 flat-footed)
Initiative +8

Drawbacks: Weakness: Dependence on blood (-2 pts)


Costs: Attributes 22+ Skills 12+ Feats 16+ Powers 119+ Saves 9+ Combat 22- Drawbacks 2= 198 pts.


:arrow: Boy did Looker come waayyyy more expensive than I originally thought she would. Honestly though she's only a PL 8 in cost before you add in the frickin' vampire template, that's what shoots her cost up around the 200 mark.

:arrow: What's really the kick in the shorts too me is that she hadn't ever shown if she had all the classic powers or not. The ones I listed above are the ones she used often or she talked about alot, what didn't help was that Looker isn't your normal vampire either. Something about her Metagene interfered with the full transformation process, so Looker ended up becoming a Daywalker only suffering from the vampire thirst.

:arrow: On top of all those powers Looker was a pretty decent psionic type to begin with. During the series run she was consistently at the front of most of the team's fights, relying on her undead status to save her from most injuries. Toss in her mental blast & t.k. abilities on top of that and she can hold her own in most fights.
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Eradicator build #487

Postby Tattooedman » Thu Mar 03, 2011 12:22 pm

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Eradicator:
PL: 11
Str 38 (+14) Dex 12 (+1) Con 30 (+10) Int 12 (+1) Wis 12 (+1) Cha 10 (+0)

Skills: Intimidate 12 (+12), Knowledge (Physical Sciences) 8 (+9), Knowledge (Technology) 8 (+9), Notice 4 (+5), Sense Motive 4 (+5), Stealth 4 (+5)

Feats: All-Out Attack, Diehard, Dodge Focus 2, Fearless, Improved Initiative, Power Attack, Rage [+4 Strength; +2 Fortitude/Will Saves; -2 Defense]

Powers: Cosmic Energy Control 12 (Extra: Penetrating); (Dynamic)
-Alt. Power: Blast 9 (Extras: Area {Burst}, Selective); (Dynamic)
-Alt. Power: Disintegration 9 (Dynamic)
-Alt. Power: Flight 8 (Dynamic)
-Alt. Power: Super Strength 7 (Power Feats: Bracing, Counter Punch); (Dynamic)
Immunity 9 (Life Support)
Impervious Toughness 10
Protection 3 (Extra: Impervious)
Super-Senses 5 (Accurate Ranged Detect {Energy}; Tracking {Detect})

Saves: Toughness +13* [*Impervious]
Fort +12
Ref +1
Will +7

Combat: Attack +8
Damage +9 (disintegration)/+12 (cosmic energy control)/+14 (unarmed)
Defense +8 (+3 flat-footed)
Initiative +5

Drawbacks: Disability: Extreme Light Sensativity [cut attack rolls in half without visor] (-3 pts)
Power Loss: When exposed to Krytonite (-5 pts)
Weakness: Kryptonite Poisoning [-1 Constitution per minute] (-5 pts)


Costs: Attributes 54+ Skills 10+ Feats 8+ Powers 75+ Saves 8+ Combat 28- Drawbacks 13= 165 pts.


:arrow: The Eradicator made for an interesting addition to the Outsiders, he brought in a crap-load of power to the team that they've never really had (I mean jeez! this guy stood in for Superman for awhile), the only problem really was how he would sometimes fly off the handle and destroy pretty much everything around him while enraged.

:arrow: That didn't do much to help the team's image, let alone the fact that basically the Eradicator was the leader of his splintered version of the team with Looker, Wylde, Faust & Halo. So yeah they fit right in with the feel of the Iron Age, a vampire trying to do good, a man-beast with them because he has nowhere else to go, a mage with questionable morals & well, Halo wasn't so much Iron Age but she was stuck with 'em all.
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Faust build #488

Postby Tattooedman » Thu Mar 03, 2011 12:23 pm

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

Skills: Bluff 8 (+11), Climb 4 (+5), Concentration 8 (+10), Diplomacy 8 (+11), Disable Device 4 (+8.), Escape Artist 4 (+6), Knowledge (Arcane Lore) 8 (+12), Knowledge (Streetwise) 2 (+6), Notice 4 (+6), Search 4 (+8.), Sense Motive 8 (+10), Sleight of Hand 6 (+8.), Stealth 4 (+6)

Feats: Attack Spec. (Magic Array) 2, Defensive Roll 2, Distract [Bluff], Dodge Focus 6, Equipment, Fascinate [Bluff], Improved Initiative, Luck 4, Ritualist, Set-Up, Taunt

Powers: Magic 12 (Extra: Area {Shapeable}); (Flaw: Side-Effect)
-Alt. Power: Blast 12
-Alt. Power: ESP 7 [audio & visual]
-Alt. Power: Probability Control 7
-Alt. Power: Teleport 7

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

Combat: Attack +4/+8 (magic array)
Damage +1 (unarmed)/+10 (magic array)
Defense +12 (+3 flat-footed)
Initiative +6

Equipment: Spell Component Belt (5 ep)

Drawbacks: Power Loss: Magic Array [if unable to access items form Spell Component Belt & Gesture] (-2 pts)


Costs: Attributes 28+ Skills 17+ Feats 21+ Powers 28+ Saves 12+ Combat 20-Drawbacks 2= 124 pts.


:arrow: Faust was an unusual member in the Outsiders, he didn’t really want to be a member after their first adventure. He liked hanging out with them mostly, and he felt bad about turning Wylde into the Bear-Man thing he was and was trying to figure out how to change him back, but over all Faust was all about using his magical abilities to scam and con people so he could live the easy life. This was the guy that the team tracked down to a Casino in Vegas using his magic to cheat at Blackjack.

:arrow: Basically he was blackmailed into staying on the team, not that he was much use in a fight, he would stay in the background as much as possible to keep himself from getting hurt since he didn’t wear any kind of protection or use his magic for force fields and such. He was mostly used for transporting the team around and locating things, in a fight he could handle himself enough to not get hit as long as he didn’t screw up his rolls basically but he knew it and tried to stay out of those kind of situations if he could.

:arrow: Otherwise Faust served as the face-man for the team, able to bluff like no one else (course when the rest of your team is a vampire, a bear-man, the Eradicator & a alien from another dimension who doesn’t understand Earth culture anyone off the street could be the face man, but Faust was actually pretty good at it), which helped from time to time when the team needed things smoothed over and were trying to be nice about it.

:arrow: After his time on the team Faust has pretty much fell off the face of the Earth, he showed up once or twice among gathered mages for various mystical crisis but that’s pretty much it.
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Wylde build #489

Postby Tattooedman » Thu Mar 03, 2011 12:24 pm

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Wylde:
PL: 10
Str 14 [28] (+2/+9) Dex 12 (+1) Con 14 [30] (+2/+10) Int 10 (+0) Wis 12 (+1) Cha 12 (+1)

Skills: Intimidate 12 (+13), Notice 6 (+7), Pilot 6 (+7), Stealth 4 (+5), Swim 4 (+13)

Feats: Attack Focus (Melee) 4, Fascinate [Intimidate], Improved Grab, Improved Grapple, Power Attack, Rage [+4 Strength; +2 Fort/Will Saves; -2 Defense], Startle

Powers: Alternate Form {Bear-Man} 12 (Extra: Continuous); (Power Feat: Innate); (Flaw: Permanent)
-Enhanced Strength 14
-Enhanced Constitution 16
-Enhanced Feats 2 (Diehard; Endurance)
-Impervious Toughness 10
-Speed 2
-Strike 1 [claws] (Power Feats: Improved Critical 2, Mighty)
-Super-Senses 4 (Low-Light Vision; Scent; Tracking Scent; Ultra-Hearing)
-Super Strength 3 (Power Feat: Bracing)

Saves: Toughness +10* [*Impervious]
Fort +12
Ref +4
Will +6

Combat: Attack +6/+10 (melee)
Damage +9 (unarmed)/13 (raging unarmed)+10 (claws-critical 18-20)/+14 (raging claws-critical 18-20)
Defense +8 (+4 flat-footed)
Initiative +1


Costs: Attributes 14+ Skills 8+ Feats 10+ Powers 60+ Saves 10+ Combat 28= 130 pts.


:arrow: Another of the new members in the 90s, Wylde filled the man-beast requirement for the Outsiders. He started off as the bodyguard for Technocrat I believe and ended up lost in the woods of Markovia with him when they ran into Faust who was dealing with a bear. Faust had been attempting to use his magic when Wylde intervined and as a result he & the bear were merged together.

:arrow: That led him to joining the team since he couldn’t really go anywhere else, waiting on Faust to figure out a way to turn him back to human. Along the way Wylde became attracted to Looker and when he finally told her how he felt she rejected him as nicely as possible, but it still broke Wylde’s heart. So much so that he betrayed the team to Felix Faust for the promise of having Looker for himself once Felix took over the world. In the end once the team defeated Felix Wylde ended up turned fully into bear and left at a public zoo with a mentality of a common animal. I’ve seen worse endings for Iron Age heroes…. :roll:
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Techocrat build #490

Postby Tattooedman » Thu Mar 03, 2011 12:25 pm

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

Skills: Aerobatics 6 (+9), Computers 8 (+11), Craft (Electronics) 8 (+11), Craft (Mechanics) 8 (+11), Disable Device 6 (+9), Knowledge (Business) 4 (+7), Knowledge (Current Events) 6 (+9), Knowledge (Technology) 8 (+11), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+8.)

Feats: Accurate Attack, Attack Spec. (Techsuit Weapons) 2, Benefit 2 (Wealth x2 ), Dodge Focus 4, Improved Initiative, Inventor, Move-By Action, Power Attack, Skill Mastery [Craft {Electronics}; Craft {Mechanics}; Disable Device; Knowledge {Technology}]

Powers: Device {Techsuit} 11 (hard to lose)
--Blast 12 [force blast]
-Alt. Power: 8 [ballistic] (Extra: Autofire)
-Alt. Power: 8 [laser] (Extra: Penetrating)
-Alt. Power: 8 [explosive rounds] (Extra: Area {Explosion})
--Flight 4
--Force Field 4
--Immunity 9 (Life Support)
--Protection 8 (Extra: Impervious)
--Super-Senses 4 (Radio; Sonar)

Saves: Toughness +12*/+8** [*Armor & Force Field/**Armor]
Fort +4
Ref +6
Will +5

Combat: Attack +4/+8 (Techsuit weapons)
Damage +1 (unarmed)/+8 (ballistic rounds/laser/explosive rounds)/+12 (force blast)
Defense +8 (+2 flat-footed)
Initiative +7

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


Costs: Attributes 20+ Skills 18+ Feats 14+ Powers 55+ Saves 10+ Combat 16-Drawbacks 4= 129 pts.


:arrow: The last of the new members from the 90s, Technocrat is just basically your average Battlesuit guy on the team. Kinda like a Tony Stark super-lite really, he owned his own business that developed weapons and sold them across the globe. Technocrat ended up having to wear his latest creation to protect himself in Markovia and from there he had to join the Outsiders to clear his name. Along the way his wife was killed and Halo’s alien part took over his body which led to some tense moments between him & Katana that never were really dealt with.

:arrow: As for fighting, Technocrat needs to stay in the air and away from foes since his suit mainly is built to be able to fire various types of projectiles and keep him from getting hurt. His suit will keep most things from hitting him but when he really needs to stay safe he has to activate the low-end force field to meet his full Toughness cap. Technocrat really needed to develop some team working skills to be really useful but other than that he basically just helped to fund the team and act as gadget guy for them.
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Windfall build #491

Postby Tattooedman » Thu Mar 03, 2011 12:27 pm

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

Skills: Aerobatics 6 (+9), Concentration 8 (+9), Diplomacy 6 (+7), Notice 6 (+7), Sense Motive 4 (+5), Stealth 6 (+9)

Feats: Aerobatic Bluff, Attack Spec. (Air Control Array) 2, Beginner's Luck, Defensive Roll 3, Dodge Focus 4, Favored Environment [airborne] 4 (+4 defense), Improved Initiative, Luck 2, Power Attack, Precise Shot, Sneak Attack [+2 damage], Teamwork 2

Powers: Air Control 10
-Alt. Power: Blast 10
-Alt. Power: Deflect 10 [slow & fast projectiles]
-Alt. Power: Force Field 10 (Extra: Affects Others)
-Alt. Power: Move Object 10
-Alt. Power: Suffocate 6 (Extra: Ranged)
-Alt. Power: Trip 6 (Extra: Area {Burst}, Knockback)

Flight 3 (Linked to Air Control)

Saves: Toughness +4*/+1 [*Defensive Roll]
Fort +3
Ref +6
Will +5

Combat: Attack +4/+8 (air control array)
Damage +10 (Air Control Array)
Defense +12 [airborne]/+8 [grounded] (+4 [airborne]/+2 [grounded] flat-footed)
Initiative +7


Costs: Attributes 12+ Skills 9+ Feats 23+ Powers 32+ Saves 10+ Combat 24= 110 pts.


:arrow: Windfall seems to be the cheapest member of the Outsiders, course most of that comes from the fact that almost nothing about her was ever revealed aside from her powers. Windfall started off part of the Masters of Disaster, a team of element themed crooks who fought the Outsiders a couple of times. During those fights she would go against Halo I believe and eventually Halo's pleas got the better of Windfall's good nature and she left the Masters & joined the Outsiders.

:arrow: Windfall is another one of those glass cannon types who needs to stay at a distance to be most effective, her air control gives her lots of choices in a fight and most of the time she tends to work with someone from the team to make the most of her powers and teamwork feats.
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Creeper build #492

Postby Tattooedman » Thu Mar 03, 2011 12:28 pm

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Creeper:
PL: 10
Str 12 [24] (+1/+7) Dex 10 [26] (+0/+8.) Con 10 [20] (+0/+5) Int 12 (+1) Wis 10 (+0) Cha 10 (+0)

Skills: Acrobatics 8 (+16), Bluff 8 (+8.), Climb 4 (+11), Escape Artist 0 (+8.), Intimidate 8 (+8.), Knowledge (Current Events) 4 (+5), Knowledge (Pop Culture) 4 (+5), Knowledge (Streetwise) 6 (+7), Sense Motive 8 (+8.), Stealth 4 (+12), Swim 2 (+9)

Feats: Acrobatic Bluff, Attack Focus (Melee) 6, Attack Spec. (Unarmed), Challenge (Accelerated Acrobatics), Defensive Roll, Dodge Focus 6, Evasion, Improved Grab, Improved Pin, Improved Throw, Improved Trip, Move-By Action, Power Attack, Sneak Attack [+2 damage], Takedown Attack 2, Taunt, Uncanny Dodge [visual]

Powers: Alternate Form {Creeper} 15
-Enhanced Strength 12
-Enhanced Constitution 10
-Enhanced Dexterity 16
-Enhanced Feat 1 (Tough)
-Leaping 2
-Nauseate 8 [Creeper Laugh] (Extra: Ranged); (Flaw: Sense Dependent
{Hearing})
-Regeneration 17 [Recovery Bonus: +3; Recovery Rate: Bruised: 1/round no rest; Injured: 1/round; Staggered: 1/minute; Disabled: 1/hour;
Resurrection: 1/week] (Power Feats: Diehard, Persistent, Regrowth)

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

Combat: Attack +2/+8 (melee)/+10 (unarmed)
Damage +7 (unarmed)
Defense +12 (+3 flat-footed)
Initiative +8[/b]


Costs: Attributes 4+ Skills 14+ Feats 28+ Powers 75+ Saves 13+ Combat 16= 150 pts.


:arrow: The newest member of the Outsiders, the Creeper in all his glory! I've always had a fondness for Creeper, I have no idea why but this guy always gets my interest. Now why a yellow-skinned guy jumping around in a fur stole on steroids, laughing like a madman that keeps my interest for some reason is an issue I should get checked out I think....

:arrow: Anyways, Creeper is one of those low-level powered heroes that work so well at a street level which is what the Outsiders have always kinda struck me as. Well, not the strict street level heroes but they tend to deal with villains that threaten the world just a few pegs under the likes of Luthor & Ra's Al Ghul and do it fairly well.

:arrow: Creeper makes a good addition to the team with his stealth skill being the highest of most members and then there's his ability to take a hit like nobody else. Then toss in his newest version of his Creeper Laugh and he's got a semi-ranged attack that can deal with mooks really quickly.
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Atomic Knight build #493

Postby Tattooedman » Thu Mar 03, 2011 12:29 pm

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Atomic Knight:
PL: 10
Str 14 [24] (+2/+7) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)

Skills: Aerobatics 8 (+10), Climb 4 (+6), Craft (Electronic) 6 (+7), Craft (Mechanical) 6 (+7), Diplomacy 6 (+7), Intimidate 8 (+9), Knowledge (Technology) 6 (+6), Notice 6 (+8.), Search 6 (+7), Sense Motive 6 (+8.), Stealth 6 (+8.)

Feats: Accurate Attack, Attack Focus (Melee) 2, Defensive Attack, Dodge Focus 2, Eidetic Memory, Equipment, Improved Initiative, Interpose, Luck, Move-By Action, Power Attack, Set-Up, Teamwork

Powers: Super-Senses 4 (Precognition)
Device {Atomic Armor} 15 (hard to lose)
--Blast 10
-Alt. Power: Strike 10 [Energy Blade] (Extra: Penetrating)
--Enhanced Strength 10
--Flight 6
-Alt. Power: Space Flight 6
--Immunity 10 (Life Support)
--Protection 10 (Extra: Impervious)
--Super-Senses 6 (Detect {Life} Acute, Ranged; Radio [Subtle, Two-Way])
--Super Strength 1
--Equipment (On-board Computer; Digital Audio Recorder; Video Camera; Mini-Tracers; Tool Kit)

Saves: Toughness +12*/+2 [*Impervious Protection 10]
Fort +5
Ref +6
Will +6

Combat: Attack +8/+10 (melee)
Damage +7 (unarmed)/+10 (blast/energy sword)
Defense +8 (+3 flat-footed)
Initiative +6

Drawbacks: Normal Identity [full round action] (-4 pts)


Costs: Attributes 20+ Skills 17+ Feats 14+ Powers 64+ Saves 11+ Combat 28- Drawbacks 4= 150 pts.


:arrow: Well I’ve actually managed to get the vast majority of my to-do list done & after spending most of last night thinking it over I managed to add some characters that are sometimes considered to be almost non-teams in some ways. I even managed to get one of those new builds done as well and figured I should go ahead and post him up.

:arrow: Atomic Knight is one of those guys who fills the basic requirements of a Battlesuit and that’s kinda it. Where he gets interesting is his precog flashes that he gets and lets him make use of future happenings, but honestly I like how his last suit looked design-wise plus his attitude was pretty much straightforward & simple. Stomp the bad guys and go home and relax. His military background helps a bit and his self-taught skill at building his armor from pieces of equipment he could find at S.T.A.R. Labs makes him something slightly different from some of the other armor wearing heroes. If his suit gets broken I have no idea how he gets his hands on replacement parts but I’m sure it would make for some interesting roleplaying in game.

:arrow: In a fight Atomic Knight will fly around keeping foes busy with his energy blasts and if those don’t have much effect then he’ll get up close and use his energy sword to carve them into little pieces. Atomic Knight is realistic enough to know his own limits and will often work with other people on the team to take down the big villains but he’s more than willing to play moving target while the others come up with something of a plan since aside from Geo-Force and maybe Metamorpho he‘s one of the physically tougher members of the Outsiders.
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Adam Warlock build #494

Postby Tattooedman » Fri Mar 04, 2011 12:22 am

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Adam Warlock:
PL: 10
Str 24 (+7) Dex 24 (+7) Con 26 {+8} Int 22 (+6) Wis 22 (+6) Cha 20 (+5)

Skills: Acrobatics 4 (+11), Bluff 8 (+13), Diplomacy 8 (+13), Escape Artist 4 (+11), Gather Information 8 (+13), Intimidate 8 (+13), Knowledge {Arcane Lore} 6 (+12), Notice 6 (+12), Sense Motive 8 (+14), Stealth 8 (+15), Survival 4 (+10)

Feats: Accurate Attack, All-Out Attack, Assessment, Attack Focus (melee) 5, Attack Focus (ranged) 5, Blind-Fight 2, Connected, Contacts, Defensive Attack, Diehard, Distract, Eidetic Memory, Elusive Target, Evasion, Fascinate 2 (Bluff/Diplomacy), Fearless, Improved Throw, Improved Trip, Inspire 4, Leadership, Luck 4, Master Plan, Move-By Action, Power Attack, Precise Shot, Second Chance (Will Saves), Trance, Taunt, Well-Informed

Powers: Alternate Form 7 “Cocoon” (Drawback: Temporary Disability [immobile])
Cocoon Form:
Boost 4 (all powers at once; Flaws: Action [Full; -1], Personal [-1]; Drawback: Action [20 minutes; -3pp])
Protection 8 (Extra: Impervious [+1])
Regeneration 12 {Recovery Rate: Bruised 3, Injured 3, Disabled 3, Ability Damage 3} (Extra: Duration [Sustained; +0]); (Power Feats: Persistent, Regrowth)


Immunity 15 (Interation Skills; Life Support; Precognition)
Flight 6
Regeneration 1 [Resurrection 1] (Extra: True Resurrection)
Super-Senses 2 (Cosmic Awareness {mental})
Super Strength 4

Device {Soul Gem} 12 (hard to lose) (Power Feat: Indestructible)
Comprehend 3 (speak & understand languages)
Supermovement 1 (Dimensional Travel {Soul World})
Blast 10 (Extra: Alternate Save--Will)
-Alt. Power: Blast 10
Mind Reading 10 (Flaw: Limited to those inside Soul World)
Mimic 4 (skills only) (Flaw: Limited to those inside Soul World)

Device {Karmic Staff} 2 (easy to lose) (Power Feats: Indestructible, Restricted 2 {Warlock only})
Strike 3 (Power Feats: Improved Critical 2, Mighty)
Enhanced Feats 3 (Improved Block, Improved Disarm, Weapon Bind)

Saves: Toughness +8
Fort +9
Ref +13
Will +12

Combat: Attack +5/+10 (melee)/+10 (ranged)
Damage +7 (unarmed)/+10 (karmic staff)/+10 (soul gem blasts)
Defense +12 (+6 flat-footed)
Initiative +7


Costs: Abilities 78 + Skills 18 + Feats 45 + Powers 124 + Saves 13 Combat +34 =312 pts


:arrow: Ahh, to be a semi-comsically powered being in Marvel.....Anyhoo, my take on Adam Warlock during his time as the "leader" of the Infinity Watch. When Adam wasn't busy following the odd-off plot hooks of the writers he would come bail the rest of the Watch outta whatever jam they had gotten themselves into. Honestly though, most of their problems stemmed from Warlock himself, either from other beings who wanted the power of Infinity Gems or someother odd item being held by Adam or his landlord, the Mole Man. That also was another of the team's problems, their living on Monster Island. For some reason that fact really didn't sit to well with the governments of the world. Don't get me started on the Infinity War & Crusade, my blood pressure can't take the strain....

:arrow: Mainly how I see Adam at this point is around the same power level as when he defeated the Man-Beast in the 70's with the only difference being that Adam has learned how to be a better planner and manipulator. Basically becoming a super-powered Mastermind having developed a monster amount of skills and feats. They are what helped him the most as several of his foes tended to actually be vastly more powerful than Adam was. Then when he faced off against the heroes of Marvel it seemed almost a bother for him to use his powers against them since his misdirection skills kept him out of most combat

:arrow: I've gotta admit that I really liked Taliesin's idea on how to treat Adam's healing cocoon. Making it an Alternate Form is perfect!! So I "borrowed" the idea (I think I've be hanging out at J-Mart too much maybe....).
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Drax the Destroyer build #495

Postby Tattooedman » Fri Mar 04, 2011 12:23 am

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Drax the Destroyer:
PL: 12
Str 38 (+14) Dex 8 (-2) Con 38 (+14) Int 6 (-2) Wis 6 (-2) Cha 10 (+0)

Skills: Intimidate 10 (+0), Notice 6 (+4), Sense Motive 6 (+4), Swim 2 (+16)

Feats: All-Out Attack, Attack Focus (Melee) 2, Crushing Pin, Dodge Focus 4, Fearless, Improved Grab, Improved Grapple, Improved Initiative, Interpose, Power Attack, Startle, Takedown Attack 2, Ultimate Effort [Ultimate Toughness Save]

Powers: Blast 12 [cosmic force]
Flight 7
-Alt. Power: Space Flight: 7

Immunity 11 (Critical Hits; Life Support)
Impervious Toughness 12

Saves: Toughness +14* [*Impervious 12]
Fort +16
Ref +3
Will +2

Combat: Attack +8/+10 (melee)
Damage +12 (force blast)/+14 (unarmed)
Defense +8 (+2 flat-footed)
Initiative +2


Costs: Attributes 46+ Skills 6+ Feats 18+ Powers 62+ Saves 11+ Combat 24= 167 pts.


:arrow: Well I figured I should do a “Back in the Day” build for Drax, seeing as he’s so vastly different today than he was back when he was a member of the Infinity Watch.

:arrow: Back then Drax suffered from a serious lack of intelligence & wisdom as he was brain damaged in that incarnation. It was a result of his daughter, Moondragon killing him with a mental blast years before Cronos brought Drax back to hunt down Thanos. Adam Warlock choose Drax to be the holder of the Power Gem, since Drax could keep it safe while not really tapping into the powers it could give aside from the occasional tapping of it’s boosting effect to increase his strength. Besides, Drax thought it was a jellybean and ate it. Since his body wasn’t built like a human’s Drax’s body wouldn’t expel it so it was safe in his belly.

:arrow: Drax’s biggest problem was his lack of brain power, as a result he is highly easy to feint, bluff, or otherwise distract during a fight. I can’t even start to list all the ways he was fooled during a fight, but let me just say my personal favorite was when he was knocked into the ocean and saw dolphins swimming and wasn’t seen again for the rest of the issue. Another problem presented was that Drax’s idea of a strategy was fly up & beat on a foe. Most of the time he didn’t even use his energy blast unless someone told him to use it. Then he’d go “Oh, yeah.” and blast away.

:arrow: Definitely not how the Drax of today operates now.

:arrow: Oh yeah. I realize that I didn’t include anything about the Power Gem in his stats, but since Drax never really made any use of it aside from the odd use as a plot device. So no Power Gem stats for Drax!
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Gamora build #496

Postby Tattooedman » Fri Mar 04, 2011 12:24 am

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Gamora:
PL: 10
Str 20 (+5) Dex 24 (+7) Con 24 (+7) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)

Skills: Acrobatics 4 (+11), Bluff 6 (+9), Climb 4 (+9), Disable Device 8 (+10), Escape Artist 4 (+11), Gather Information 6 (+9), Intimidate 6 (+9), Knowledge (Streetwise) 8 (+10), Knowledge (Tactics) 6 (+8.), Notice 6 (+8.), Pilot 2 (+9), Search 6 (+8.), Sense Motive 6 (+8.), Stealth 8 (+15), Survival 4 (+6), Swim 4 (+11)

Feats: Ambidexterity, Assessment, Attack Focus (Melee) 2, Attack Spec. (Unarmed), Blind-Fight, Challenges 2 (Fast Assessment; Combat Clarity), Cunning Fighter, Defensive Attack, Defensive Roll, Dodge Focus 6, Equipment, Elusive Target, Evasion, Improved Block, Improved Disarm, Improved Initiative, Improved Throw, Improved Trip, Move-By Action, Power Attack, Quick Draw, Stunning Attack, Takedown Attack 4, Tough 4, Uncanny Dodge [hearing], Weapon Bind

Powers: Strike 5 [Martial Strikes/Nerve Point Attacks] (Power Feats: Improved Critical 2, Mighty)
Super Strength 1

Device {Time Gem} 2 [hard to lose] (Power Feats: Indestructible, Restricted [those with a +9 Will])
--Super-Senses 4 (Precognition)

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

Combat: Attack +10/+12 (melee)/+14 (unarmed)
Damage +5 (unarmed-critical 18-20)/+6 (knives-critical 18-20)
Defense +12 (+3 flat-footed)
Initiative +11

Equipment: Knives: +1 Damage; Critical 19-20


Costs: Attributes 52+ Skills 22+ Feats 39+ Powers 18+ Saves 11+ Combat 32= 174 pts.


:arrow: Gamora is expensive!! Plus this is the old version of her, but it covers her well I think. She’s known as the Most Dangerous Woman in the Galaxies, and she was. She could hold her own against the likes of Thanos (and win!!), though she did admit that it some work on her part.

:arrow: Pretty much a ultimate terror to mooks anwhere in the galaxy, Gamora can dish out some serious pain and suffering at will. Who am I kidding? She's a terror almost for most characters out there given her wide amount of combat skill and ability.

:arrow: I’m not wild about her costs but given her limited ability to access the Time Gem (she only used the future vision and then it was unintentional at that) and her shown super strength and her martial strikes stacked with her monstrous selection of skills and feats she is seriously expensive. I felt like I couldn’t short change her build, I would be even more unhappy with it than I am with the cost of this one. So I guess I’ll have to live with it overall since that’s my only problem with it.
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