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Tattooverse 2.5: WOF builds

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Nova build #695

Postby Tattooedman » Tue Mar 22, 2011 9:39 am

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Nova:
PL: 8 (120 pts)
Str 26 (+8.) Dex 12 (+1) Con 26 (+8.) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

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

Feats: All-Out Attack, Attack Focus (melee) 4, Benefit [knows people in the hero community], Diehard, Equipment, Fearless, Improved Initiative 2, Move-By Action, Power Attack, Teamwork 2

Powers: Enhanced Strength 12
Enhanced Constitution 12
Impervious Toughness 8
Flight 7
Super Strength 2

Saves: Toughness +8*
Fort +10
Ref +4
Will +6

Combat: Attack +4/+8 (melee)
Damage +8 (unarmed)
Defense +8 (+4 flat-footed)
Initiative +9

Equipment: Nova Uniform [Binoculars; Night Vision Goggles; Radio; Rebreather; Thermal Imaging]


Costs: Attributes 18+ Skills 4+ Feats 15+ Powers 50+ Saves 9+ Combat 24= 120 pts


:arrow: Nova the Human Rocket, per his early New Warrior years. Let's see, Nova's powers; Super Strong, Super Tuff, Flight. Looks like old bucket head is a basic paragon, but that works for him. He definately works best at this stage as a front line fighter, mixing it up in hand-to-hand and taking the best his foe has got.

:arrow: I tried to stay away from the powers that were added later after the whole ordeal with reforming of the Nova Corps, as I didn't think that they were too clearly defined and I never read the solo series he got right after that. From what I've heard nowadays though it sounds like Nova has grown to take his place as one of the more powerful beings in the ranks of Marvel's Cosmic characters.

:arrow: The uniform is based on the revamped version of his classic look that Night Thraser gave to him. So I felt it worked best as normal equipment since most of it's abilities could be bought that way instead of being done as a Device. Overall I thought it would be nice to see where Nova started out at (I felt a PL 8 fit best) to better appreciate where he is now, and plus I always liked that "Are you from Queens?" running joke the writer put into the stories.
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Speedball build #696

Postby Tattooedman » Tue Mar 22, 2011 9:40 am

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

Skills: Acrobatics 6 (+9), Bluff 10 (+12), Knowledge [Pop Culture] 6 (+7), Notice 8 (+10), Sense Motive 6 (+8.)

Feats: Acrobatic Bluff, Attack Specialization [Bubbles], Defensive Attack, Defensive Roll 4, Distract [Bluff], Dodge Focus 4, Elusive Target, Improved Defense, Improved Initiative, Luck, Set-Up, Sneak Attack (2), Taunt, Teamwork

Powers: Kinetic Field: Bouncing 12 (Extras: Bounce-Back Attack, Impact Resistance); (Power Feats: Move By Action, Pinball 4, Ricochet); (Dynamic)
-Alt. Power: Strike (Dynamic)

Saves: Toughness +12 [Kinetic Damage]/+6*/+2 [*Defensive Roll]
Fort +5
Ref +9
Will +5

Combat: Attack +6/+8 (bubbles)
Damage +2 (unarmed)/+8 (bubbles)
Defense +12 (+4 flat-footed)
Initiative +7


Costs: Attributes 24+ Skills 9+ Feats 21+ Powers 56+ Saves 12+ Combat 28 = 150 pts.


:arrow: Back when he was the resident jokester and wise-cracker of the New Warriors, before he was made over into the seriously emoish, feel-sorry-for-what-happened-at-Stanford, running around with a bunch of nutty criminals working for the government, I give you Speedball.

:arrow: Lots of love for the Masked Marvel here, as I saw him almost as the second coming of Spider-Man. I liked the super simple nature of his powers and the way he was written in the early days of the series just reminded me of early Spidey in so many ways, so I was just a little upset with how Marvel has treated him in the last couple years (just goes to show that comics shouldn't be made into something so serious and should keep some light-heartedness IMHO).

:arrow: Bouncing covers pretty much everything on Speedy’s kinetic field, from being able to rebound from hard physical hits, to the pinball attack and his almost total immunity to impact related attacks.

:arrow: Speedball used his mouth in combat much like early Spider-Man as well so I made sure to put Distract [bluff] & Taunt in his feats and to show his skill in controlling his bounces I threw in some ranks in Acrobatics and Acrobatic Bluff since he was able to throw foes off with his unique fighting style. Speedy isn’t really a stand face-to-face kinda fighter, so he gets some Sneak Attack & Defensive Attack to help him hit when he did and to help him last until he got his chance to hit. Since he often worked with other members of the Warriors in a fight I tossed in Set-Up and Teamwork feats. Despite coming in at a PL 10/150 pts, in a fight Speedy is basically a PL 8 when attacking and is a PL 12 defensively, having to be a little bit smarter in a fight as he needs to have the higher defense to get by in a super-fight, but put him against normal mooks and street level criminals and he kicks butt.

:arrow: I like how he turned out, I was surprised that he came in at that cost, but after reviewing my New Warriors collection I feel it fits him, he is a good example of a semi-well rounded character. He’s got some decent skills, feats, and powers as well as saves and combat ability.
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Turbo build #697

Postby Tattooedman » Tue Mar 22, 2011 9:41 am

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

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

Feats: Acrobatic Bluff, Attack Spec. (Torpedo Suit) 2, Attractive, Dodge Focus 4, Improved Initiative, Move-By Action, Power Attack, Precise Shot, Taunt, Teamwork

Powers: Device [Torpedo Suit] 18 (hard to lose)
--Blast 10 [wide-angle air blast] (Extra: Area {Cone})
-Alt. Power: Blast 10 [turbine air blast] (Extra: Area {Line})
--Alt. Power: Strike 10 [hyper-punch]
-Alt. Power: Trip 10 [buffered blast] (Extra: Area {Burst})
--Flight 8
--Immunity 10 (Radiation Effects)
--Morph 1 [reconfigure the shape and coloration of armor]
--Protection 6 (Extra: Impervious)
--Super-Senses 4 (Detect [Dire Wraiths], Ranged {visual}, Counters Concealment)
--Super Strength 2 (Flaw: Limited-Only while flying)
--Trip 8 [flying ram] (Power Feat: Knockback); (Flaw: Touch Range)
-Alt. Power: Strike 8

Saves: Toughness +8*/+2 [*Torpedo Suit]
Fort +4
Ref +8
Will +5

Combat: Attack +4/+8 (Torpedo Suit Weapons)
Damage +8 (flying ram)/+10 (air blasts)
Defense +10 (+3 flat-footed)
Initiative +6

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


Costs: Attributes 18+ Skills 9+ Feats 14+ Powers 72+ Saves 11+ Combat 20- Drawbacks 4= 140 pts.


:arrow: This build is based more on Turbo’s time in the New Warriors since they showed her being able to catch on to the hero work fairly easy and fitting into that group pretty well. Besides, we could always use some more female heroes on that team full of testosterone. Plus she gives them some more options for ranged fighting since they only really had Firestar for that, and it pays to have a couple blasters on a team in my experience.

:arrow: Turbo’s got some decent options in a fight, from shooting off air blasts that can punch holes in solid walls to being able to knock down groups of people at a time. Then there’s that flying ram attack she uses when she really wants to put a hurt on someone. While Turbo has been able to do some other tricks (like making mini cyclones, waterspouts, and being able to pull items & objects to her) they’ve mostly been kinda one shot deals and thus left in the realm of power stunts.
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Microbe build #698

Postby Tattooedman » Tue Mar 22, 2011 9:43 am

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Microbe:
PL: 8
Str 12 (+1) Dex 12 (+1) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)

Skills: Concentration 8 (+9), Knowledge (Life Sciences) 4 (+5), Knowledge (Technology) 4 (+5), Notice 4 (+5), Sense Motive 4 (+5), Stealth 4 (+5)

Feats: Defensive Roll 2, Dodge Focus 4, Equipment, Improved Initiative, Luck 2, Teamwork

Powers: Communicate & Control Micro-Organisms Array:
Nauseate 8 (Extra: Perception)
-Alt. Power: Disintegrate 8 [rust metals] (Extra: Perception); (Flaw: Limited-Metallic objects only)
-Alt. Power: Disintegrate 8 [rot flesh] (Extra: Perception); (Flaw: Limited-Organic materials only)
-Alt. Power: Healing 4 (Extra: Perception); (Power Feats: Persistent)
-Alt. Power: Pain 4 (Extra: Alternate Save [Fortitude]); (Power Feats: Reversible, Sedation)

Super-Senses 5 (Acute, Analytical, Radius Detect [micro-organisms] Ranged)

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

Combat: Attack +4
Damage +8 (Microbe Array)
Defense +8 (+2 flat-footed)
Initiative +5

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


Costs: Attributes 14+ Skills 7+ Feats 11+ Powers 40+ Saves 11+ Combat 16= 99 pts.


:arrow: Well I think that covers Microbe, like I said before I didn’t read his run in the 3rd restart of the New Warriors. But from what I read about him on the Marvel Database he has some interesting possible uses for his powers since micro-organisms are intermixed with everything around us. So just in case someone has a better understanding of what those organisms can do in certain mixes than I do I left some ranks of Luck.

:arrow: Overall though Microbe was a ranged fighter at best, from what I read he got in the way of the others fighting if he didn’t pay attention. Besides with his powers being what they are he only needed to stay at range and let his micro-tiny friends do their job. It’s a unique idea for a set of powers, and has some possibilities but it would make a GM with little experience go bonkers.
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Re: Tattooverse 2.5 [2E]

Postby Woodclaw » Tue Mar 22, 2011 10:35 am

Sigh, Thunderbolts aka how to take the first genius idea decades after the industry has got stale and abuse it to the point of absurdity.
Is till love the first era of Thunderbolts (aka when Busiek was writing them), but after that nothing more came from the title in my opinion.
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Tue Mar 22, 2011 10:40 am

Woodclaw wrote:Sigh, Thunderbolts aka how to take the first genius idea decades after the industry has got stale and abuse it to the point of absurdity.
Is till love the first era of Thunderbolts (aka when Busiek was writing them), but after that nothing more came from the title in my opinion.


My thoughts exactly Woodclaw.
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Re: Tattooverse 2.5 [2E]

Postby Arkrite » Tue Mar 22, 2011 11:39 am

Ah the New Warriors.
It amuses me how they couldn't sell them as a team, but people seem to be getting behind the members individually now these days.

...

You know, except for the ones they've attempted to kill off forever and tarnished beyond belief.

I'm still working under the principle that Penance is actually some kind of evil duplicate of Speedball.

Well, maybe just emo duplicate.

Never liked what they did to him, especally since he was a lot of fun as a character back when he was Speedball. You got the goofy prankster while he was in the mask, the person behind it, the fact that his powers and suit were silly beyond belief but he made it all work for him.
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Tue Mar 22, 2011 11:48 am

Arkrite wrote:Ah the New Warriors.
It amuses me how they couldn't sell them as a team, but people seem to be getting behind the members individually now these days.


That irony is not lost on me Arkrite.


Arkrite wrote:You know, except for the ones they've attempted to kill off forever and tarnished beyond belief.

I'm still working under the principle that Penance is actually some kind of evil duplicate of Speedball.

Well, maybe just emo duplicate.


I put forth the theory that Penance was really Speedball's duplicate from the Infinity War, Blackball all the time! Out to ruin Speedball's good reputation.
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Human Torch II build #699

Postby Tattooedman » Tue Mar 22, 2011 11:50 am

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Human Torch II:
PL: 11
Str 12 (+1) Dex 16 (+3) Con 14 (+2) Int 14 (+2) Wis 10 (+0) Cha 14 (+2)

Skills: Aerobatics 8 (+11), Bluff 6 (+8/+12), Concentration 8 (+8.), Craft (Mechanical) 4 (+6), Diplomacy 2 (+4/+8.), Drive 4 (+7), Knowledge (Pop Culture) 6 (+8.), Notice 4 (+4), Sense Motive 6 (+6)

Feats: Aerobatic Bluff, Attack Focus (Ranged) 4, Attractive, Dodge Focus 3, Equipment, Favored Environment [Airborne] 3 [+3 defense], Improved Initiative, Lionheart, Luck, Move-By Action, Power Attack, Precise Shot, Taunt, Teamwork 2

Powers: Alternate Form [Torch Form] 8
--Flight 6 (Power Feats: Defensive Roll 2, Dodge Focus 3)
--Strike 10 [Flame Aura] (Extra: Aura); (Power Feat: Selective)
-Alt. Power: Dazzle 10 [Fireflash-visual] (Extra: Area [Burst]); (Flaw: Touch Range)
-Alt. Power: Melt 10

Blast 13 [Fire]
-Alt. Power: Blast 13 [Nova Blast] (Extra: Area [Burst]); (Flaw: Touch Range)
-Alt. Power: Create Objects 8 [Fire Objects] (Extra: Movable)
-Alt. Power: Fire Control 8 (Power Feat: Precise)
Immunity 6 (Environmental Heat, Fire Damage)
Super-Senses 1 (Infravision)

Saves: Toughness +6*/+4**/+2 [*Defensive Roll & Costume/**Costume]
Fort +4
Ref +9
Will +5

Combat: Attack +5/+9 (Ranged)
Damage +1 (Unarmed)/+10 (Fire Aura/Melt)/+13 (Fire Blast/Nova Blast)
Defense +9 [+15 Airborne] (+3 flat-footed)
Initiative +7

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

Drawbacks: Power Loss [Torch Form & Fire Blast Array: Oxygen Dependent; Common Frequency; Minor Intensity {-2 pts}]


Costs: Attributes 20+ Skills 14+ Feats 22+ Powers 76+ Saves 13+ Combat 22- Drawbacks 2= 165 pts.


:arrow: Going back to the big names of Marvel and now I’m working on the Fantastic 4. While not my favorite, Johnny comes in second simply because his reaction to having powers is fairly realistic of how most people would look at them. “How can I make this into something huge for me to be famous with?” Well he does feel a responsibility to use them to help others.

:arrow: The team blaster Johnny needs to stay in the back and take his shots, he can dart in and out of melee to give some occasional help but he needs to be careful cause if a foe can get him flat-footed he’s toast. He’s also something of the face for the team, often dealing with the photographers the most due to his lifestyle of going out and hanging with the “cool kids”. So I tried to toss in some skills that would help him with that somewhat.
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Invisible Woman build #700

Postby Tattooedman » Tue Mar 22, 2011 11:53 am

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Invisible Woman:
PL: 11
Str 12 (+1) Dex 14 (+2) Con 10 (+0) Int 14 (+2) Wis 16 (+3) Cha 16 (+3)

Skills: Bluff 4 (+7/+11), Computers 6 (+8.), Concentration 12 (+15), Diplomacy 6 (+9/+13), Knowledge (Life Sciences) 6 (+8.), Knowledge (Physical Sciences) 6 (+8.), Knowledge (Technology) 6 (+8.), Notice 8 (+11), Pilot 2 (+4), Profession (Teacher) 4 (+7), Sense Motive 8 (+11), Stealth 8 (+10)

Feats: Attack Spec. (Force Blasts), Attractive, Defensive Attack, Fascinate [Diplomacy], Equipment, Improved Block 2, Improved Defense 2, Improved Initiative, Inspire 2, Interpose, Leadership, Luck 2, Power Attack, Precise Shot, Teamwork 3

Powers: Force Constructs 14 (Extras: Movable); (Power Feats: Progression 2, Subtle 2); (Dynamic)
-Alt. Power: Blast 14 [Force Blast] (Extra: Area [Shapeable]); (Power Feat: Subtle 2); (Dynamic)
-Alt. Power: Blast 14 [Focused Force Blast] (Extra: Penetrating); (Power Feat: Subtle 2); (Dynamic)
-Alt. Power: Flight 2 (Flaw: Platform); (Dynamic)
-Alt. Power: Force Field 14 (Extra: Impervious); (Power Feats: Progression 2, Subtle 2); (Dynamic)
-Alt. Power: Force Snare 11 (Extra: Constricting); (Dynamic)

Invisibility 4 [visual] (Extra: Affect Others); (Power Feat: Close Range); (Dynamic)
Super-Senses 3 [Accurate Invisibility Awareness]

Saves: Toughness +16*/+2**/+0 [*Costume & Impervious Force Field 14/**Costume]
Fort +4
Ref +5
Will +8

Combat: Attack +6/+8 (Blasts)
Damage +1 (Unarmed)/+14 (Blast)
Defense +6 (+3 flat-footed)
Initiative +6

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


Costs: Attributes 22+ Skills 19+ Feats 21+ Powers 67+ Saves 12+ Combat 24= 165 pts.


:arrow: Susan Richards, the Invisible Woman. Also the Mom of the Fantastic Four IMO, without her around the other three would end up drifting apart due to their personality differences. She’s the one that makes them all play nice and get along with one another.

:arrow: That said Susan has been the backbone of the team, the leader as well as the other public face of the FF (for those times that Johnny has gotten himself into trouble, again). It’s often said that she’s the most powerful member of the team and after raking my brain on her build I’ll go along with that, between force fields, force blasts of varying areas, and the other little tricks she’s worked out over the years (floating platforms to help her move along, force bubbles on foes heads to cut off their air and such) she’s definitely the one with the most varied power set of the FF.
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Mr. Fantastic build #701

Postby Tattooedman » Tue Mar 22, 2011 11:54 am

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Mr. Fantastic:
PL: 11
Str 10 (+0) Dex 10 (+0) Con 10 (+0) Int 30 (+10) Wis 14 (+2) Cha 14 (+2)

Skills: Computers 8 (+18.), Craft (Chemical) 12 (+26), Craft (Electronic) 12 (+26), Craft (Mechanical) 12 (+26), Diplomacy 4 (+6), Disable Device 6 (+16), Knowledge (Earth Sciences) 8 (+18.), Knowledge (Life Sciences) 10 (+20), Knowledge (Physical Sciences) 12 (+22), Knowledge (Technology) 14 (+24), Pilot 4 (+4), Search 4 (+14), Stealth 6 (+6)

Feats: Attack Focus (Melee) 2, Attack Spec. (Grapple) 2, Benefit 4 [Wealth x4], Challenges 3 [Fast Work 2, Simultaneous Task], Connected, Dodge Focus 2, Eidetic Memory, Equipment 7, Improvised Tools, Inventor, Leadership, Luck 2, Master Plan, Mechanical Genius 3 [Chemical; Electronics; Mechanical], Salvage, Skill Mastery [Craft {Electronic}, Craft {Mechanical}, Knowledge {Physical Sciences}, Knowledge {Technology}], Speed of Thought, Teamwork 2, Ultimate Effort [Ultimate Intelligence Checks]

Powers: Elongation 10 (Dynamic)
-Alt. Power: Flight 2 [Body Sail Shape] (Flaw: Gliding); (Dynamic)
-Alt. Power: Insubstantial 1 [Fluid Form {Putty-like}]
-Alt. Power: Leaping 5 (Dynamic)
-Alt. Power: Morph 5 [any form] (Flaw: Limited [keeps his color scheme]); (Dynamic)
-Alt. Power: Snare 8 (Extra: Engulf); (Power Feats: Improved Grab, Improved Grapple); (Flaw: Entangle)
-Alt. Power: Strike 8 [Rubberband Punch] (Power Feat: Extended Reach 3); (Dynamic)
-Alt. Power: Super Strength 5 (Dynamic)

Protection 4
Protection 10 (Extra: Impervious); (Flaw: Limited [Physical impact attacks only])

Saves: Toughness +16*/+6 [*Impervious 10 vs. Physical Impacts]
Fort +5
Ref +7
Will +9

Combat: Attack +5/+7 (Melee)/+11 (Grapple)
Damage +8 (Rubberband Punch)
Defense +6 (+2 flat-footed)
Initiative +10

Equipment: Costume: +2 Toughness; Subtle; Comm-Link; GPS
Fantasticar: [Air Vehicle] (13 ep)
Str 30, Speed 6, Def 8, Tough 10, Size: Medium


Headquarters (20 ep) [Baxter Building]: Size: Large; Toughness: 15; Features: Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System 3 (DC 30), Workshop; Powers: Super-Movement (Dimensional Movement [Negative Zone]; Portal [+2]; Progression 3 [50-ft. x 50-ft.])


Drawbacks: Vulnerable [Cold Attacks; Uncommon Frequency; Moderate Intensity {-2 pts}]


Costs: Attributes 28+ Skills 28+ Feats 37+ Powers 37+ Saves 19+ Combat 18- Drawbacks 2= 165 pts.


:arrow: Probably one of the smartest men in the Marvel Universe, Mr. Fantastic can pretty much figure anything out given enough time. Cause if he can’t then it’s probably a Plot Point in the story just to keep him busy while the real plan of the bad guys is going down. While he’s the recognized leader of the FF, Reed’s not you’re normal leader in the sense of being in the front of the fight. Nope, he’s in the rear with the gear figuring out the super-hi-tech, $20 worded way of explaining it, plan to take down the current problem that’s somehow linked to whatever it is he’s been working on lately. The good news is that with Susan giving him cover and Johnny and Ben keeping whoever busy Reed’s got plenty of time to figure things out.

:arrow: Not that Reed can’t fight, but mostly he’s better at holding a foe off to set them up for something Johnny, Ben or even Susan can do to them that will do more damage. Though with the right combination of HPs, Power Stunts and dice rolls Reed can be a dangerous foe if he’s pushed. I know that most of the other builders have made part of Reed’s brain power part of his powers but IMO he’s just naturally that smart. I’ve not seen anything where he’s lost his powers and he’s suddenly less smart so in my build he gets the full genius treatment. He’s also probably the only character I’ll build with an Intelligence that high, though Doom would come very close.
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The Thing build #702

Postby Tattooedman » Tue Mar 22, 2011 11:56 am

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Thing:
PL: 11
Str 16 [38] (+3/+14) Dex 14 (+2) Con 18 [34] (+4/+12) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 6 (+8.), Intimidate 10 (+12), Computers 2 (+4), Craft (Mechanical) 2 (+4), Drive 2 (+4), Knowledge (Physical Sciences) 4 (+6), Knowledge (Streetwise) 2 (+4), Notice 4 (+7), Pilot 8 (+12), Search 4 (+6), Sense Motive 8 (+11)

Feats: All-Out Attack, Attack Focus (Melee) 2, Chokehold, Defensive Attack, Distract [Intimidate], Endurance, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Interpose, Power Attack, Second Chance [Pilot Checks], Startle, Stunning Attack, Takedown Attack 2, Ultimate Effort [Ultimate Toughness Save], Withstand Damage

Powers: Alternate Form [Thing Form] 13 (Extra: Continuous Duration); (Flaw: Permanent)
--Density 5 [+10 Strength; Protection 2 (Extra: Impervious); Immovable 1; Super Strength 1; Mass x4]
--Enhanced Strength 6
--Enhanced Constitution 13
--Growth 3 [Medium Size-8 ft. tall] [+6 Strength; +3 Constitution]
--Impervious Toughness 10
--Super Strength 5 (Power Feats: Bracing, Groundstrike)

Saves: Toughness +14* [*Impervious 12]
Fort +14
Ref +4
Will +6

Combat: Attack +6/+8 (Melee)
Damage +14 (Unarmed)
Defense +8 (+4 flat-footed)
Initiative +6

Equipment: FF Belt Buckle: Comm-Link, GPS


Costs: Attributes 32+ Skills 13+ Feats 20+ Powers 65+ Saves 7+ Combat 28= 165 pts.


:arrow: The last member of the FF and my personal favorite, Benjamin Grimm. Also known lovingly as the Thing. He’s pretty much the guy that shows not all things that happen to you have positive effects in your life. He’s got a great group of close friends and lives a life that few can hope to compete with, but he looks…..well we all know how he looks. He’s pretty much the heart of the team IMO, underneath that hard shell of rock skin is a sweet & sensitive guy (who doesn’t like to show it much) that will do almost anything to help out his friends.

:arrow: Ben’s the resident powerhouse for the FF, dealing out the massive shots and blocking a lot of the big shots leveled at them. While he’s not gonna win any contests for fighting styles, Ben’s definitely got his own unique way of fighting that has developed over the years to take advantage of his increased mass and size as well as his developed street fighting from his earlier years. Plus he’s the most down to Earth member of the team, often giving the everyman perspective on the different situations the FF find themselves in.
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Re: Tattooverse 2.5 [2E]

Postby Woodclaw » Tue Mar 22, 2011 12:22 pm

Tattooedman wrote:
Arkrite wrote:You know, except for the ones they've attempted to kill off forever and tarnished beyond belief.

I'm still working under the principle that Penance is actually some kind of evil duplicate of Speedball.

Well, maybe just emo duplicate.


I put forth the theory that Penance was really Speedball's duplicate from the Infinity War, Blackball all the time! Out to ruin Speedball's good reputation.


I think that Squirrel Girl will approve this theory.
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: Tattooverse 2.5 [2E]

Postby Someone » Tue Mar 22, 2011 9:52 pm

What are features? Are those a fourth edition thing?
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Tue Mar 22, 2011 10:51 pm

Woodclaw wrote:
Tattooedman wrote:I put forth the theory that Penance was really Speedball's duplicate from the Infinity War, Blackball all the time! Out to ruin Speedball's good reputation.


I think that Squirrel Girl will approve this theory.


Then that just might make it a lock then! Cause nobody wants to mess with Squirrel Girl!
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