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

Tattooverse 2.5: WOF builds

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

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

Doctor Shock build #641

Postby Tattooedman » Fri Mar 18, 2011 5:02 pm

Image
Dr. Shock:
PL: 11
Str 26 (+8.) Dex 14 (+2) Con 26 (+8.) Int 30 (+10) Wis 10 (+0) Cha 14 (+2)

Skills: Climb 2 (+10), Craft [Electronic] 8 (+18.), Craft [Mechanical] 8 (+18.), Drive 6 (+8.), Investigate 2 (+12), Knowledge [Life Sciences] 8 (+18.), Knowledge [Physical Sciences] 8 (+18.), Knowledge [Technology] 10 (+20), Medicine 4 (+14), Notice 6 (+6), Pilot 6 (+8.), Sense Motive 6 (+6), Swim 2 (+10)

Feats: Diehard, Eidetic Memory, Endurance, Equipment 10, Fearless, Inventor, Speed of Thought

Powers: Electrical Manipulation: Energy Aura 6 [electrical]
-Alt. Power: Blast 12 [electrical]
Immunity 10 [Electrical Effects]
Super-Senses 3 [Acute, Analytical Detect (Electricity)]

Container [Cybernetic Implants] 2
--Communication 5 [Radio]
--Super-Senses 5 [Direction Sense, Distance Sense, Extended Hearing, Infravision, Low-Light Vision]

Container [Dermal Armor & Skeletal Reinforcements] 2
--Protection 4 (Extra: Impervious)
--Super Strength 1

Container [Internal Expert Systems] 3
--Enhanced Attack Bonus 3
--Enhanced Defense Bonus 3
--Enhanced Feats 3 [Improved Feint, Improved Critical (Electrical Blast) 2]

Saves: Toughness +12* [*Impervious 4]
Fort +10
Reflex +8
Will +12

Combat: Attack +10
Damage +6 (Electrical Aura)/+12 (Electrical Blast)
Defense +10 (+5 flat-footed)
Initiative +10

Equipment: 50 pts worth for Headquarters & Vehicles


Real Name: Doctor Gordon Shockley
Height: 6’4”
Weight: 230 lbs
Hair: None
Eye Color: Hazel
Odd Features: Blue-Green skin color, scars covering body and other signs of surgeries and modifications done

Complications:
Motivation — Misguided: Doctor Shock was originally motivated by a desire to save his life, but his experiments have broken his mind, so he’s still looking for his “cure.”

Obsessed: Shock believes that he has only temporarily cured himself and that his answers lie in the abilities of some mystery superhuman, that it’s only a matter of time before he finds the right DNA or the right technological advancement in use in some costumed-type’s shiny toys. He’s wrong on both counts, but he’s incapable of seeing that on any level.

Quirk — Is Gordon Home?: Buried underneath layers of psychosis, the basic personality of Gordon Shockley lies dormant. On infrequent occasions, people can force that personality to the surface with the right triggered memories or other suitable persuasion.


Costs: Abilities 60+ Skills 19+ Feats 16+ Powers 73+ Saves 20+ Combat 28= 216 pts.


Background: To come later……
Last edited by Tattooedman on Tue Sep 25, 2012 6:51 am, edited 4 times in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Mindfire build #642

Postby Tattooedman » Fri Mar 18, 2011 5:14 pm

Image
Mindfire:
PL:
11
Str 10 (+0) Dex 16 (+3) Con 20 (+5) Int 10 (+0) Wis 18 (+4) Cha 14 (+2)

Skills: Bluff 12 (+14/+18), Concentration 8 (+12), Diplomacy 10 (+12/+16), Knowledge [Streetwise] 8 (+8.), Notice 10 (+14), Sense Motive 8 (+12)

Feats: Attack Spec. [Psionics Array] 4, Attractive, Connected, Taunt

Powers: Telekinetic Wings of Fire: Flight 8
Psi-Active: Super-Senses 5 [Acute, Extended, Ranged, Radius Mental Awareness]
Psychokinetic Aura: Force Field 8 (Extra: Impervious)

Psionics Array:
Telekinetic Torture: Pain 11 (Dynamic)
-Telepathic Intrusion: Mind Reading 11 (Flaw: Misc [Painful to the target unless Mindfire imposes the Distracting]); (Dynamic)
-Burn Room: Stun 11 (Extra: Ranged); (Dynamic)
-Telekinetic Attack: Move Object 11 (Extra: Damaging); (Dynamic)
-Telekinetic Field: Move Object 11 (Extra: Area [Burst]); (Power Feats: Precise, Selective); (Dynamic)
-Telepathic Speech: Communication 11 [mental] (Flaw: [Painful to the target unless Mindfire imposes the Distracting]); (Dynamic)
-Telepathic Torture: Mental Blast 11 (Dynamic)

Saves: Toughness +13*/+5 [*Impervious Force Field 8]
Fort +8
Ref +9
Will +14

Combat: Attack +3/+11 (Psionics Array)
Damage +11 (Mental Blast/Move Object/Stun/Telekinetic Torture)
Defense +9 (+4 flat-footed)
Initiative +3


Real Name: Emma Jeffries
Height: 5’ 6”
Weight: 118 lbs
Hair: Red
Eye Color: Green

Complications:
Thrills & Safety: Mindfire had an abusive upbringing and she seeks to make herself safe from potential threats. She’s also a bit of an adrenaline junkie.

Sadist: Mindfire loves exerting her power over others and can get so wrapped up in it that she doesn’t pay attention to what’s happening around her.

Temper: Mindfire has a short fuse. She was abused during her childhood—and surrounded by even greater violence. She has a violent temper that often gets the best of her. She can go from calm to murderous in an instant, especially when she feels helpless, powerless, or belittled.


Costs: Abilities 28+ Skills 14+ Feats 7+ Powers 104+ Saves 19+ Combat 24= 196 pts.


Background: To come later………..
Last edited by Tattooedman on Sat Aug 27, 2011 11:34 am, edited 2 times in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Re: Tattooverse 2.5 [2E]

Postby ClassDunce » Fri Mar 18, 2011 6:36 pm

Enemy: Due to their recent interference in Dr. Sin’s operations, the new FORCE Ops team has become a group that Dragoneye has been instructed to deal with.


*Dovetail whistles innocently in the corner, it's a familiar tune something about the cheese standing alone...*
"When they ask how I died, tell them: still angry." - Quellcrist Falconer
User avatar
ClassDunce
Cosmic Entity
Cosmic Entity
 
Posts: 7201
Joined: Wed Sep 17, 2008 4:34 pm
Location: Texas

Fuji build #643

Postby Tattooedman » Sun Mar 20, 2011 10:13 am

Image
Fuji:
PL: 10
Str 10 [30] (+0/+10) Dex 10 (+0) Con -- Int 14 (+2) Wis 14 (+2) Cha 12 (+1)

Skills: Diplomacy 6 (+7), Intimidate 8 (+9), Knowledge (Theology & Philosophy) 8 (+10), Language 1 (Base: Japanese; English), Notice 6 (+8 ), Search 4 (+6), Sense Motive 8 (+10)

Feats: Attack Spec. (Unarmed) 2, Benefit 2 (U.N. Agent), Chokehold, Diehard, Equipment, Improved Grab, Improved Grapple, Improved Initiative 2, Improved Throw, Interpose, Power Attack, Seize Initiative, Teamwork 3, Trance

Powers: Alternate Form (Radioactive Energy) 17 (Extra: Duration {Continuous}; (Flaw: Permanent)
--Energy Aura 8 (Flaw: Uncontrolled); (Drawback: Full Power)
--Insubstantial 4
--Immunity 39 (Fortitude Effects; Life Support)

Device {Cybernetic Containment Suit} 8 (hard to lose)
--Enhanced Feats 3 (Improved Block 2, Weapon Bind)
--Enhanced Strength 12
--Growth 4 (+8 Str; -4 Stealth +2 Intimidate; +5 Carry Capacity)
--Super Strength 5 (Power Feats: Bracing, Groundstrike)
--Feature 1 (Negates Energy Aura Flaws & Drawbacks/ Insubstantial)

Saves: Toughness +14* [*Impervious]
Fort N/A
Ref +2
Will +8


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

Equipment: Comm-Link

Drawbacks: Disability (Unable to manipulate normal sized objects) (-4 pts)


Costs: Attributes 10+ Skills 11+ Feats 17+ Powers 117+ Saves 8+ Combat 24 - Drawbacks 5 = 182 pts.


:arrow: Fuji tended to be the voice of calm in StormWatch, often playing the friendly ear for his teammates to use whenever they had a personal problem. He has a unique way of seeing both sides of problems and is able to share it with whoever he is talking to. That didn’t stop him from kicking his share of rear ends in a fight, far from it. Before his powers fully manifested, Fuji was a sumo wrestler that was moving up through the ranks at a fairly quick pace. So he had no problems handling himself in a fight, in fact he seemed to enjoy it to a certain degree.

:arrow: Fuji was bothered by his physical state, living as a energy being and only able to function if he wore his containment suit, as well as not kill anyone around him when not wearing it. He would sometimes be depressed about it but his work in StormWatch helped him to deal with it. When Hellstrike’s containment suit was broken and was considering letting himself die, Fuji came to him and talked to him and managed to convince him that his life was worth living even with the hardships it had. As for Fuji’s point totals, well he goes way over limits. I’m not too wild about it since I’m trying to keep the members of StormWatch at PL 10/150 points but with his powers & his containment suit I just couldn’t help it. I only gave him what I had seen him do in the series consistently and what was said his energy form was able to do when the containment suit was ruptured.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Diva build #644

Postby Tattooedman » Sun Mar 20, 2011 10:14 am

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

Skills: Aerobatics 6 (+9), Climb 4 (+5), Concentration 6 (+8 ), Diplomacy 6 (+8/+12), Intimidate 4 (+6), Knowledge (Music) 6 (+7), Knowledge (Civics) 8 (+9), Knowledge (Current Events) 8 (+9), Knowledge (Tactics) 4 (+5), Language (Base: Italian; English), Notice 6 (+8 ), Perform 8 (+10), Sense Motive 6 (+8 ), Stealth 6 (+9), Survival 2 (+4), Swim 4 (+5)

Feats: Assessment, Attack Spec. (Blast) 2, Attractive, Benefit 2 (U.N. Agent), Challenge (Quick Assessment), Defensive Roll 3, Dodge Focus 6, Equipment, Fascinate (Perform), Improved Initiative, Inspire, Leadership, Luck, Master Plan, Move-By Action, Power Attack, Set-Up, Teamwork 2, Uncanny Dodge [visual]

Powers: Blast 12 [sonic]
-Alt. Power: Blast 8 [sonic] (Extra: Explosive)
-Alt. Power: Blast 8 [sonic] (Extra: Area {Burst})
-Alt. Power: Move Object 10 (Flaw: Concentration Check Required)

Flight 5

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

Combat: Attack +6/+10 (sonic blast)
Damage +1 (unarmed)/+10 (sonic blast)
Defense +12 (+3 flat-footed)
Initiative +7

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


Costs: Attributes 24+ Skills 22+ Feats 29+ Powers 27+ Saves 11+ Combat 24 = 137 pts.


:arrow: Diva is a fairly decent blaster, able to fly above targets & rain down sonic blasts as well as area effects. She also has some decent leader feats but her point totals just don’t really cut it, showing that in the long run she needs a little more time before she is truly ready for field leadership. That didn’t stop the Weatherman from putting her in charge though, since at that time she was the best qualified out of all the other field operatives to lead. She ended up dying fighting against Despot and his Warguard, one of the first of many of the members of StormWatch to die in the field.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Flashpoint build #645

Postby Tattooedman » Sun Mar 20, 2011 10:16 am

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

Skills: Bluff 6 (+8.), Climb 4 (+7), Drive 4 (+6), Gather Information 6 (+8.), Intimidate 8 (+10), Investigate 6 (+6), Knowledge (Tactics) 4 (+4), Knowledge (Streetwise) 6 (+6), Notice 6 (+8.), Search 6 (+6), Sense Motive 6 (+8.), Stealth 4 (+6), Survival 6 (+8.), Swim 4 (+7)

Feats: Attack Spec. (Sword), Attack Focus (Melee) 3, Benefit 2 (U.N. Agent), Defensive Attack, Defensive Roll 4, Distract 2 [Bluff; Intimidate], Dodge Focus 4, Equipment 2, Improved Aim, Improved Critical (Sword) 2, Improved Initiative, Improved Ranged Disarm, Improved Sunder, Luck 2, Precise Shot, Power Attack, Seize Initiative, Startle, Takedown Attack 3, Track, Ultimate Effort (Ultimate Aim)

Powers: Blast 10 (Extra: Penetrating); (Power Feats: Improved Critical 2, Indirect 2, Homing 2, Precise)

Saves: Toughness +10**/+6*/+3 [**Uniform & Defensive Roll/*Uniform]
Fort +8
Ref +7
Will +9

Combat: Attack +4/+7 (melee)/+9 (sword)/+10 (blast)
Damage +3 (unarmed)/+6 (sword; critical 17-20)/+10 (blast)
Defense +10 (+3 flat-footed)
Initiative +6

Equipment: Uniform: +3 Toughness; Comm-Link; Subtle
Sword: +3 Damage; Critical 19-20


Costs: Abilities 24+ Skills 18+ Feats 36+ Powers 37+ Saves 15+ Combat 20= 150 pts.


:arrow: To me Flashpoint is what you would get if you took Cyclops and gave him Wolverine’s attitude and a bit more control over his optic blasts. Sounds like a possible character for me to play in the future at some point!! I thought his points would come up a bit higher than it did, but he still can do everything I’ve ever read him being able to do. From shooting around corners to cutting a weapon in half in it’s owner’s hands to a precision shot through the bad guy’s hand holding the bomb detonator, Flashpoint is a pin-point accurate shot.

:arrow: His attitude makes Wolverine look like a well adjusted, team player. If he wasn’t arguing with the current team leader as to how they should be doing the current operation, to insulting the women on the team with his derogatory slams on where a woman’s place is, to openly disrespecting the Weatherman. It just came down to his thinking that he should have been in charge of the Stormwatch teams, and his over-active machoness.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Winter build #646

Postby Tattooedman » Sun Mar 20, 2011 10:17 am

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

Skills: Acrobatics 4 (+6), Bluff 6 (+6), Drive 6 (+8 ), Gather Information 6 (+6), Intimidate 6 (+6), Knowledge (Streetwise) 6 (+7), Knowledge (Tactics) 6 (+7), Notice 8 (+10), Pilot 6 (+8 ), Sense Motive 8 (+10), Stealth 6 (+8 )

Feats: Accurate Attack, Assessment, Attack Focus (Range) 2, Benefit 2 (U.N. Agent), Defensive Roll 2, Dodge Focus 4, Equipment, Improved Aim, Improved Initiative, Leadership, Luck 2, Master Plan, Move-By Action, Power Attack, Precise Shot, Quick Draw 2, Uncanny Dodge [visual]

Powers: Absorption 10 [boost blast] (Extras: Energy Storage)
-Alt. Power: Absorption 10 [boost healing]
-Alt. Power: Absorption 10 [boost strength & constitution]

Super-Senses 2 (Energy Awareness; Tracking {Awareness})

Device {Blaster} 4 (easy to lose)
--Blast 8 (Extra: Autofire)

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

Combat: Attack +8/+10 (ranged)
Damage +2 (unarmed)/+10 (blast)
Defense +10 (+4 flat-footed)
Initiative +6

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


Costs: Attributes 20+ Skills 17+ Feats 25+ Powers 36+ Saves 13+ Combat 32 = 147 pts.


:arrow: Winter was more of a highly skilled background character that seemed to be a very dependable guy to have on the team. Later on in the series he was the leader of one of the StormWatch teams (with Hellstrike & Fuji), but since I didn’t read much of the series by that point I heard that Winter was a decent leader. Winter had been an Olympic Gymnast who became a Special Forces operative and then when his powers manifested he joined StormWatch. His powers allowed him to make use the energy attacks that most of the Wildstorm people tended to have pretty often by turning it into what was called Zero Energy and blasting them to hell and back.

:arrow: Like my Warblade build, I gave Winter a couple ranks in Luck to allow for power stunts since he seemed to be able to come up with something special every now and then when it was really needed. He also gets a couple of the normal leader-type skills & feats as well (Master Plan & Leadership and Knowledge {tactics}).
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Hellstrike build #647

Postby Tattooedman » Sun Mar 20, 2011 10:18 am

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

Skills: Bluff 6 (+8 ), Diplomacy 4 (+6), Disable Device 6 (+8 ), Gather Information 6 (+8 ), Intimidate 8 (+10), Investigate 8 (+10), Knowledge (Civics) 6 (+8 ), Knowledge (Current Events) 4 (+6), Knowledge (Streetwise) 6 (+8 ), Search 6 (+8 ), Sense Motive 6 (+9), Stealth 6 (+8 ), Survival 4 (+7)

Feats: Attack Spec. (Firearms), Attack Spec. (Plasma Powers), All-Out Attack, Benefit 2 (U.N. Agent), Connected, Contacts, Defensive Roll 3, Diehard, Dodge Focus 4, Equipment, Improved Initiative, Move-By Action, Power Attack, Startle, Teamwork 2

Powers: Alternate Form 12 (Plasma Body) (Extra: Duration {Continuous}); (Flaw: Permanent)
--Blast 12 [plasma]
-Alt. Power: Blast 8 (Extra: Area {Burst})
-Alt. Power: Melt 12
--Energy Aura 4 [plasma] (Linked to Force Field)
--Flight 5
--Force Field 4 (Linked to Energy Aura)
--Immunity 10 (Mental Descriptors)

Saves: Toughness +10**/+7*/+3 [**Force Field & Defensive Roll/*Force Field]
Fort +7
Ref +5
Will +6

Combat: Attack +6/+8 (firearms & plasma powers)
Damage +12 (plasma powers)
Defense +10 (+3 flat-footed),
Initiative +6

Equipment: Leather Jacket; Comm-Link


Costs: Attributes 28+ Skills 19+ Feats 22+ Powers 60+ Saves 10+ Combat 24= 163 pts.


:arrow: Honestly Hellstrike was one of the most normal people in StormWatch. He was down to Earth, easy to laugh, and always had a good one-liner for the moment. On the flip side, when he was serious, boy was he trouble! Able to generate amounts of plasma that could melt most things he could quickly end a fight as long as collateral damage wasn’t a problem then Hellstrike could handle most fights.

:arrow: When collateral damage was a problem then he would often help the team by taking carefully placed shots or having them knock the target to a place where he could face them alone and keep the area damage relatively restricted. Eventually Hellstrike ended up having issues with his containment suit and almost died as a result. It took some serious talking with Fuji, the other resident “gaseous sentient posthuman entity”, and Hellstrike was able to pull himself together and maintain his form on his own without any serious mechanical aid.

:arrow: Hellstrike also brought a good amount of smarts to StormWatch as well as power. Before he joined, Hellstrike was a member of Scotland Yard and was something of a rising star there. Hellstrike also has had large amounts of counter-terrorism training, but honestly I’m not too sure what that means exactly skill-wise or feats (aside from bonuses with guns). I like how Hellstrike turned out, I think this build hits all the high points of his character. My only problem is that to get everything that covers his alternate form, feats & skills his point total is 13 over the limit. I'm almost tempted to make him a PL 11 just because honestly his costs justify it. Attack & Damage-wise he would be under caps but Hellstrike isn't just about combat.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Cannon build #648

Postby Tattooedman » Sun Mar 20, 2011 10:19 am

Image
Cannon:
PL: 8
Str 14 (+2) Dex 14 (+2) Con 16 (+3) Int 10 (+0) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 4 (+6), Climb 4 (+6), Intimidate 6 (+7), Notice 4 (+6), Sense Motive 4 (+6), Survival 2 (+4), Swim 4 (+6)

Feats: All-Out Attack, Attack Focus (Melee) 2, Attack Spec. (Plasma Powers) 2, Benefit 2 (U.S. Agent), Defensive Roll 2, Distract [Intimidate], Dodge Focus 4, Equipment, Improved Initiative, Move-By Action, Power Attack

Powers: Plasma Control 10
Flight 5

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

Combat: Attack +4/+6 (melee)/+8 (plasma powers)
Damage +2 (unarmed)/+10 (plasma powers)
Defense +8 (+2 flat-footed)
Initiative +6

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


Costs: Attributes 20+ Skills 8+ Feats 20+ Powers 30+ Saves 10+ Combat 16= 104 pts.


:arrow: Another among the blasters of StormWatch, Cannon. Or as I like to call him, Flashpoint Jr. Cannon was a member of the 2nd string StormWatch team, waiting as reserve in case the active team ran into serious troubles. Which did little to help his headstrong pride, he was shown a couple different times trying to angle his team into a situation where, as he thought, they would be able to show how good they really were.

:arrow: The only problem was that when his team got their shot half of them died during the mission. As the series went on, Cannon was always in the background as a support character. Later on he started a relationship with Diva that ended when she was chosen over him to lead StormWatch in the field after Battalion died. By the time the Fire From Heaven story happened, Cannon had been promoted to part of the field team, but still not as leader. He had seemed to accept it to a point, but would often speak up with Flashpoint’s disagreements backing him up. As a result the two were paired together often as most of the team didn’t want to work with either of them. Most of the time though, both of them would get their backsides kicked despite the literal firepower they had between them. As far as his powers go, I had never seen Cannon do anything beyond shoot blasts and fly, and so a quick trip to Wikipedia to find out what type of energy he used. Guess he never tried to improve his actual powers. Figures, if he had that might have been the thing to have moved up in the ranks of StormWatch. Ah well, maybe Cannon will get brought back in the new Wildstorm Universe.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Fahrenheit build #649

Postby Tattooedman » Sun Mar 20, 2011 10:20 am

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

Skills: Aerobatics 6 (+9), Bluff 4 (+6), Climb 4 (+6), Notice 6 (+8 ), Sense Motive 6 (+8 ), Survival 2 (+4), Stealth 4 (+7), Swim 4 (+6)

Feats: Attack Spec. (Blast Array) 2, Benefit 2 (U.N. Agent), Defensive Attack 2, Dodge Focus 2, Distract [Bluff], Equipment, Improved Aim, Improved Initiative, Precise Shot, Power Attack, Teamwork 2

Powers: Blast [fire] 10
-Alt. Power: Melt 10

Flight 5
Immunity 10 (Fire Effects)

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

Combat: Attack +6/+10 (blast array)
Damage +10 (blast array)
Defense +12 (+5 flat-footed)
Initiative +7

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


Costs: Attributes 24+ Skills 9+ Feats 16+ Powers 41+ Saves 11+ Combat 32= 133 pts.


:arrow: Fahrenheit was one of the other members of the secondary StormWatch teams, along with Cannon (who would constantly get on her nerves). Like him Fahrenheit was brought into the main team when several members were injured and were off. During that time Fahrenheit showed that she was able to handle herself in the field as well as work well with the other members. This earned her a spot on the main teams when the Weatherman create multiple teams of operatives for different situations. Throughout the series Fahrenheit was shown as something of a background character, though she had moments when she would be a part of the main story (like when Battalion discovered that her & Hellstrike were having a relationship despite rules against it).

:arrow: Her points show that she is still growing in her development, being a fairly basic blaster at this point with a nice trick or 2 and some good control over finer aspects of her powers. With time I could have seen her becoming a team leader on her own.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Flint bulid #650

Postby Tattooedman » Sun Mar 20, 2011 10:22 am

Image
Flint:
PL: 9
Str 14 [30] (+2/+10) Dex 16 (+3) Con 14 [30] (+10) Int 10 (+0) Wis 12 (+1) Cha 12 (+1)

Skills: Climb 4 (+6), Intimidate 4 (+7), Knowledge (Civics) 6 (+6), Knowledge (Current Events) 6 (+6), Notice 6 (+7), Search 4 (+6), Sense Motive 6 (+7), Stealth 4 (+7), Survival 4 (+5), Swim 4 (+6)

Feats: All-Out Attack, Attack Spec. (Thrown Objects) 2, Attack Spec. (Unarmed) 2, Benefits 2 (U.N. Agent), Equipment, Fast Overrun, Improved Initiative, Improved Overrun, Move-By Action, Power Attack, Talented 2 (Intimidate/Search)

Powers: Density 3 (Extra: Continuous); (Power Feat: Innate); (Flaw: Permanent)
{Strength +8, Impervious Protection +2, Immovable +1, Super Strength +1, Mass x3}

Enhanced Strength 8
-Alt. Power: Blast 8 (Flaw: Limited-Object of Opportunity)

Enhanced Constitution 16
Immunity 2 (Critical Hits)
Impervious Toughness 8
Regeneration 7 [Recovery Bonus +7]
Super Strength 4 (Power Feats: Bracing, Counter Punch, Shockwave)

Saves: Toughness +10* [*Impervious 8]
Fort +10
Ref +5
Will +7

Combat: Attack +4/+8 (thrown objects/unarmed)
Damage +8 (thrown objects)/+10 (unarmed)
Defense +7 (+3 flat-footed)
Initiative +7

Equipment: Comm-Link


Costs: Attributes 16+ Skills 12+ Feats 15+ Powers 61+ Saves 8+ Combat 22= 134 pts.


:arrow: Finishing out my StormWatch builds is Flint. Basically she is a serious melee monster! Somehow I always want to call her Luke Cage’s little sister with how her powers have been explained; super hard body with a little bit of superhuman strength. With those two put together she can inflict some damage!

:arrow: Flint was one of the surviving member of her original StormWatch team, who were brought in after the escape of Despot & his Warguard which ended with several team members killed and others seriously injured so badly they could barely get out of bed. Her team basically lasted their first story arc and that was it, Flint was the only one who stayed with the team (well aside from Swift, but she was more of a background character and then moved on to the Authority, but I don’t know enough about them to try building them). Flint on the other hand stayed on with future versions including Weatherman’s color themed teams (Red/Black/Prime {?}) and even Team Achilles (as one of the few actual seedlings {super humans} on the team).

:arrow: I tried not use add in anything Flint developed during her time with later versions of StormWatch (mentioned above) like low-end superspeed & being able to catch projectiles in mid-flight and redirecting them at a target of her choice. As for her points, Flint fills out a PL 9 really well. Her aggressive fighting style allow her to compete with PL 10s with ease, and some of her combat options between feats & powers are a little bit unique giving a new foe something new to deal with that they may not have before.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Re: Tattooverse 2.5 [2E]

Postby Horsenhero » Sun Mar 20, 2011 12:55 pm

You forgot to mention the advantages of Fuji's status as a posthuman, gaseous entity...he has an orgasm every thirty seconds or so. That particular nugget of information, along with the accompanying "please do not tell my father", was revealed during a discussion over beers at Clark's Bar (where else?).

It also made Fahrenheit a bit envious. 8)
Horsenhero
Cosmic Entity
Cosmic Entity
 
Posts: 10730
Joined: Thu Sep 17, 2009 5:24 pm
Location: Riding the range

Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Sun Mar 20, 2011 8:50 pm

Horsenhero wrote:You forgot to mention the advantages of Fuji's status as a posthuman, gaseous entity...he has an orgasm every thirty seconds or so. That particular nugget of information, along with the accompanying "please do not tell my father", was revealed during a discussion over beers at Clark's Bar (where else?).

It also made Fahrenheit a bit envious. 8)


Yeah well, I figured that someone would bring it up. :wink:
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Ant-Man II build #651

Postby Tattooedman » Sun Mar 20, 2011 8:52 pm

Image
Ant-Man II:
PL: 10
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Climb 4 (+6), Computers 6 (+8.), Diplomacy 4 (+6), Handle Animal 4 (+6), Knowledge (Electronics) 6 (+8.), Knowledge (Mechanical) 6 (+8.), Knowledge (Technology) 6 (+8.), Notice 6 (+8.), Ride 6 (+8.), Search 4 (+6), Sense Motive 8 (+10), Stealth 4 (+6/+22-shrunk)

Feats: Attack Spec. (Stingers) 2, Dodge Focus 3, Elusive Target, Evasion 2, Equipment, Improved Initiative, Inventor, Luck, Minion 4 (Deviant Buddy)

Powers: Shrinking 16 [Fine: 3 inches] (Extras: Continuous, Normal Strength); (Power Feats: Growth Strike)

Device [Ant Helm] 1 (hard to lose)
--Comprehend 2 [speak to & understand animals] (Flaw: Limited-Ants Only)
--Immunity 2 (Suffocation)
--Super-Senses 1 (Low-Light Vision)

Device [Stingers] 4 (hard to lose)
--Blast 10

The Ride for the Short Guy wrote:Deviant Buddy:
Str 06 Dex 16 Con 14 Int 08 Wis 10 Cha 05
Skills: Acrobatics 12 (+15), Stealth 0 (+19)

Feats: Acrobatic Bluff, Favored Environment (Airborne) 10, Improved Initiative

Powers: Flight 2 (Flaw: Winged-cannot fly if wings are restrained)
Communication 1 (Mental speak)
Shrinking 16 [Fine size] (Extra: Continuous); (Power Feat: Innate)

Saves: Toughness +2
Fort +4
Ref +8
Will +4

Combat: Attack +0
Defense +8/+18 (airborne)
Initiative +7


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

Combat: Attack +4/+8 (ranged)
Damage +2 (unarmed)/+10 (stingers)
Defense +7/+15 [fine size] (+2/+6 [fine size] flat-footed)
Initiative +6

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


Costs: Attributes 24+ Skills 16+ Feats 16+ Powers 69+ Saves 9+ Combat 16= 150 pts.


:arrow: Here’s Scott Lang, the second Ant-Man. I always kinda thought of him as a poor-man’s Hank Pym (except for less suck factor), he had all the shrinking powers and about a third or so of the technical skills. He bounced around Marvel filling the role of supporting cast that would occasionally save the main characters when it was deemed needed by the writer. Scott has backed up the Fantastic Four and the Avengers in his time, which means he isn’t really a slouch in combat, but he isn’t the best around by any means.

:arrow: During his time with the Heroes for Hire, Scott was at first the “secret weapon” Hammond had sent along that didn’t show up until about half way through the series. Supposedly he had been on all of their adventures, but didn’t show until the team had been written into the corner of fighting a big army of Deviants and were half captured or injured and the writer came up with the brilliant idea of having Ant-Man save the day (somehow?!?). Along the way, Scott gained a buddy from the Deviant rebels who was small enough to fit in the palm of a normal sized person’s hand and could communicate with Scott through the Ant-Man helmet.

:arrow: Over all though I liked Scott compared to Pym mainly because he has pretty much been shown as a caring father trying to take the best care he can of his daughter and the only way he could really make the money to do that was to work for hero groups (hey, he said outright that he only joined H4H for the insurance. Gotta love him for that kind of honesty! I‘ll risk my life in all kinds of weird life & death situations but at least I‘ve got a cheap co-pay for the doctor visits in case my kid gets a cold and for the bone-crunching injuries I‘m gonna have after the adventure is done!)

:arrow: Well, I finally managed to clean up this build a bit & boy was my math off (as usual), I was about twenty points over the PL 10/150 pt balance. So I did some reworking and since I've not really seen Scott at anything smaller than hand holdable I thought Fine size worked. Anything smaller is simply a power stunt or pushing for the story or something he developed special for that one time, like when he went inside Jim Hammond and did some repairs. But now I've got this build just a few points above 150 & I like it alot better now that I understand the shrinking power better.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Black Death build #652

Postby Tattooedman » Sun Mar 20, 2011 8:53 pm

Image
Black Death:
PL: 10
Str 12 [26] (+1/+7) Dex 14 (+2) Con 14 [26] (+2/+7) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 6 (+8.), Computers 4 (+6), Concentration 6 (+8.), Diplomacy 6 (+8.), Intimidate 6 (+8.), Investigate 4 (+6), Perform (Acting) 4 (+6), Knowledge (Streetwise) 4 (+6), Notice 4 (+6), Sense Motive 6 (+8.), Stealth 6 (+8.)

Feats: All-Out Attack, Attack Spec. (Telekinesis), Contacts, Dodge Focus 4, Endurance, Improved Initiative, Improved Throw, Improved Trip, Move-By Action, Power Attack

Powers: Enhanced Strength 14
Enhanced Constitution 12
Enhanced Feats 3 (Diehard; Quick Change 2)
Leaping 3
Protection 3
Telekinesis 10 (Extra: Damaging)
-Alt. Power: Mental Blast 7 (Flaw: Ranged)

Saves: Toughness +10
Fort +8
Ref +6
Will +6

Combat: Attack +8/+10 (telekinesis)
Damage +7 (unarmed)/+10
Defense +10 (+3 flat-footed)
Initiative +10

Drawbacks: Noticeable: Telekinetic Array manifests as black energy from his hands (-1 pts)


Costs: Attributes 22+ Skills 14+ Feats 13+ Powers 65+ Saves 9+ Combat 28-Drawbacks 1= 150 pts.


:arrow: I’d been working on a build for Gravity when he started out (figures Thorp would do a modern build of him and beat me to the post) and of course since every hero needs a bad guy to fight with I figured I’d do Black Death, and since he’s the talk of J-Mart at this moment I figured I’d finish up my build of Black Death.

:arrow: The source of Black Death’s powers were never really said, but he could be another in the long line of Darkforce manipulators that live in the Marvel Universe or his energies simply manifest as midnight black and it’s as simple as that. Clearly he knows how to use his powers since he stomped Gravity a fair amount in most of their fight, but the argument could be made for it simply being a matter of Black Death being a higher PL at the time (since I see Gravity as a PL 8 in the beginning).

:arrow: In the end though Gravity had developed his powers in some new ways and was able to break free of the machine and defeated Black Death in a huge grudge match. In the end Black Death’s body faded out of sight, but it was shown that he was attempting to discover Gravity’s real identity based on what little information Black Death had managed to get him to reveal.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: catsi563, Google [Bot] and 8 guests