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Tattooverse 2.5: WOF builds

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Tatterdemalion build #790

Postby Tattooedman » Tue Apr 05, 2011 2:52 pm

Image
Tatterdemalion:
PL: 10
Str 16 (+3) Dex 16 [30] (+3/+10) Con 16 [26] (+3/+8.) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+7/+14), Bluff 8 (+10), Intimidate 10 (+12), Knowledge [Streetwise] 4 (+4), Language [Base: Romanian; English], Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+7/+14), Swim 6 (+9)

Feats: Attack Spec. [Needles & Pins Array], Chokehold, Distract [Intimidate], Fearless, Follow-Up Strike, Improved Feint, Improved Grab, Startle, Veteran Fighter

Powers: Alternate Form [Ragamuffin Stuffing] 12
Enhanced Constitution 10
Enhanced Dexterity 14
Enhanced Feats 10 [Evasion 2, Dodge Focus 4, Grappling Finesse, Hide in Plain Sight, Improved Pin, Up the Walls]
Immunity 12 [Critical Hits, Entrapment Effects, Falling Damage]
Insubstantial 1
Leaping 4
Movement 3 [Swinging, Wall-Crawling 2]
Needles & Pins Array:
Needles: Blast 10 (Extra: Penetrating)
-Eyes Stitched Shut: Dazzle 10 (Extra: Alternate Save [Will])
-Pins: Strike 7 (Extra: Penetrating 10); (Power Feat: Improved Critical 2, Mighty)
-Handful of Needles: Blast 10 (Extra: Autofire)
-Stitched in Place: Paralyze 10 (Extras: Alternate Save [Will], Ranged)

Saves: Toughness +8*/+3 [*Alternate Form]
Fort +5 [+10]
Reflex +5 [+15]
Will +8

Combat: Attack +8/+10 (Needles & Pins Array)
Damage +3 (Unarmed)/+10 (Needles)/+10 (Pins; critical 18-20)/+10 (Handful of Needles)
Defense +12*/+8 (+4 flat-footed) [*Alternate Form]
Initiative +10*/+3 [*Alternate Form]


Real Name: Radu Meinrad
Height: 5' 10"
Weight: 190 lbs
Hair: Black
Eye Color: Green


Costs: Abilities 26+ Skills 14+ Feats 9+ Powers 94+ Saves 10+ Combat 32= 185 pts.


Background: Coming soon……

OOC wrote:Hey HH, remember when you said folks could feel free to use any of you Infinite New Vindicators character builds?

THANKS!! ^_^
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Tue Apr 05, 2011 7:15 pm

Alright, while I like redoing my FC setting characters I think it's time to get back to my comic conversions. So I'll be doing some of the people of the X side of the universe.
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Northstar & Aurora build #791

Postby Tattooedman » Tue Apr 05, 2011 7:17 pm

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Northstar:
PL: 10
Str 16 (+3) Dex 16 (+3) Con 20 (+5) Int 12 (+1) Wis 12 (+1) Cha 10 (+0)

Skills: Acrobatics 8 (+11), Bluff 6 (+6), Climb 2 (+5), Knowledge (Business) 4 (+5), Language (Base: French; English), Profession (Author) 4 (+5), Search 2 (+3), Sense Motive 6 (+7), Stealth 4 (+7)

Feats: Attack Focus (Melee) 4, Benefit (Wealth), Dodge Focus 2, Equipment, Evasion, Favored Environment [Airborne] 4 [+2 attack/+2 defense], Move-By Action, Moving Feint, Taunt, Teamwork

Powers: Container {Kinetic Acceleration} 11
--Dazzle 10 [visual] (Extra: Area {Burst}); (Flaw: Limited-Only when in contact with Aurora)
--Enhanced Feats 10 (Dodge Focus 4, Evasion, Fast Overrun, Moving Feint, Seize Initiative, Takedown Attack 2)
--Strike 5 [high speed strike] (Power Feat: Improved Critical, Split Attack, Mighty)
--Super Speed 5 [Rapid Attack]
-Alt. Power: Takeaway
-Alt. Power: Flight 10 (Power Feat: Improved Initiative x4)

Protection 2
Regeneration 10 [Injured: 1/minute; Staggered: 1/minute; Disabled: 1/5 minutes]

Saves: Toughness +9*/+7 [*Costume]
Fort +6
Ref +11
Will +5

Combat: Attack +4/+6 (airborne ranged)/+8 (melee)/+10 (airborne melee)
Damage +3 (unarmed)/+8 (high speed strike)
Defense +9 [+11 airborne] (+1 flat-footed [+2 airborne])
Initiative +19 [airborne]/+23 [grounded]

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


Costs: Attributes 26+ Skills 10+ Feats 17+ Powers 67+ Saves 13+ Combat 14= 147 pts.

>>>>>>>>

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Aurora:
PL: 10
Str 12 (+1) Dex 16 (+3) Con 18 (+4) Int 10 (+0) Wis 8 (-1) Cha 12 (+1)

Skills: Acrobatics 6 (+9), Bluff 4 (+5/+9), Diplomacy 4 (+5/+9), Notice 6 (+5), Search 4 (+4), Sense Motive 6 (+5), Stealth 6 (+9)

Feats: Attack Focus (Melee) 3, Attractive, Distract [Bluff], Dodge Focus 2, Equipment, Fascinate [Diplomacy], Favored Environment [Airborne] 4 [+2 attack/+2 defense], Teamwork

Powers: Concealment 2 [Mutant Detection Devices]
Container {Kinetic Acceleration} 9
--Dazzle 10 [visual] (Extra: Area {Burst}); (Flaw: Limited-Only when in contact with Northstar)
--Enhanced Feats 7 (Dodge Focus 2, Evasion, Fast Overrun, Moving Feint, Seize Initiative, Takedown Attack)
--Strike 3 [high speed strike] (Power Feat: Improved Critical, Split Attack, Mighty)
--Super Speed 4 [Rapid Attack]
-Alt. Power: Takeaway
-Alt. Power: Flight 10 (Power Feat: Improved Initiative x3)

Protection 2
Regeneration 10 [Injured: 1/minute; Staggered: 1/minute; Disabled: 1/5 minutes]

Saves: Toughness +8*/+6 [*Costume]
Fort +5
Ref +9
Will +3

Combat: Attack +4/+6 (airborne ranged)/+8 (melee)/+10 (airborne melee)
Damage +1 (unarmed)/+4 (high speed strikes)
Defense +7 [+9 airborne] (+1 flat-footed [+2 airborne])
Initiative +15 [airborne]/+19 [grounded]

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


Costs: Attributes 16+ Skills 9+ Feats 14+ Powers 61+ Saves 11+ Combat 14= 125 pts.


:arrow: The twin speedsters from our Northern neighbors, Northstar & Aurora. While I don’t recall Aurora being a member of the X-Teams I know that Northstar was for a little bit of time and seeing as they are so similar in powers (once again) it made sense to do & post their builds together.

:arrow: They’re both considered to be speedsters, but they don’t have the “classical” set up for how those kind of characters are done. I like it though, seeing as how I’ve read various series with them involved and have seen a good deal of their character & power developments. Basically they both make good team players but to me Northstar is slightly better than Aurora due to him not having his powers messed around with. Though Aurora does have some skills & feats that he is missing so to me it evens out mostly.

:arrow: I built them both as PL 10s but only Northstar comes close to hitting his points caps, but IMO that’s mostly due to his time spent on the X-Men. Aurora on the other hand comes in with a cost between a PL 8 and 9 while her only power to hit caps is the one she shares with Northstar, otherwise she comes in hiting and defending like a PL 9 mostly. I thought her lower levels better showed her messing around with her powers and her having to reestablish her abilities and her use of them. But that’s just me.
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Shatterstar build #792

Postby Tattooedman » Tue Apr 05, 2011 7:19 pm

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Shatterstar:
PL: 9
Str 20 (+5) Dex 20 (+5) Con 20 (+5) Int 13 (+1) Wis 14 (+2) Cha 10 (+0)

Skills: Acrobatics 4 (+9), Climb 4 (+9), Intimidate 8 (+8.), Knowledge (Tactics) 8 (+9), Medicine 2 (+3), Notice 6 (+8.), Sense Motive 6 (+11), Stealth 6 (+11), Survival 6 (+8.), Swim 4 (+9)

Feats: Assessment, Attack Spec. (Swords), Cunning Fighter, Defensive Attack, Dodge Focus 4, Equipment, Improved Block, Improved Disarm, Improved Initiative, Improved Feint, Power Attack, Takedown Attack 2, Uncanny Dodge [audio], Weapon Bind

Powers: Blast 9 [Vibrational Energy] (Extra: Area [Explosion]); (Flaws: Distracting, Medium [metallic substances])
Leaping 2
Regeneration 10 [Recovery Rate: Injured: 1/minute; Staggered: 1/minute] (Power Feats: Diehard, Regrowth)

Device [Mojo-Verse Swords] 2 (easy to lose)
--Feature 2 [Non-Ferrous Metal, Mystical Forging]
--Strike 3 (Power Feats: Improved Critical 3, Split Attack, Mighty)

Saves: Toughness +8*/+5 [*Armored Costume]
Fort +8
Ref +8
Will +7

Combat: Attack +8/+10 (swords)
Damage +5 (unarmed)/+8 (swords)
Defense +10 (+3 flat-footed)
Initiative +9

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


Costs: Attributes 37+ Skills 14+ Feats 18+ Powers 27+ Saves 11+ Combat 28= 135 pts.


:arrow: I can’t help but somewhat fondly recall the 90s and the Iron Age whenever I think of Shatterstar. He really fits that mold pretty well don’t he? I like to think of him as a modernized version of Wolverine that’s not quite as good at everything as the original is. Shatterstar is the melee expert for the team, handling most mook problems as well as being the one who’d do all the threatening physical violence to get the bad guys to talk. Plus with him not really understanding Earth culture his reactions to the way things were done are simply funny without equal.

:arrow: Like most members of X-Force back in the day I see Shatterstar as a PL 9 with the likes of Rictor, Boom-Boom, Feral and clearly Siryn. Cannonball, Sunspot, Warpath and members that have a longer running history I see as PL 10. But that’s just my line of thought on the team.

:arrow: While I'm thinking about it, Shatterstar's swords have a couple unique features. First is that the metal they're made of are non-ferrous, it wasn't shown that I know of but I recall a couple times that Shatterstar mentioned it when talking about fighting various magnetic foes. The other feature is that the swords were somehow mystically forged, thus granting them a magical origin. This allows him to affect people whose powers make them immune to all things that aren't mytic in nature (like the Juggernaut at the time).
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Siryn build #793

Postby Tattooedman » Tue Apr 05, 2011 7:20 pm

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

Skills: Aerobatics 4 (+6), Bluff 6 (+8.), Climb 2 (+2), Concentration 6 (+8.), Diplomacy 4 (+6), Gather Information 4 (+6), Medicine 2 (+3), Notice 4 (+6), Sense Motive 6 (+8.), Swim 2 (+2)

Feats: Aerobatic Bluff, Attack Spec. (Sonic Control Array) 3, Connected, Contacts, Defensive Roll 3, Distract [Bluff], Dodge Focus 4, Equipment, Favored Environment [Airborne] 4 [+4 defense], Improved Feint, Improved Initiative, Power Attack, Precise Shot, Set-Up, Teamwork

Powers: Flight 3 (Linked to Sonic Control Array)
Immunity 10 (Sonic Effects)
Sonic Control 10 [Blast {Sonic Scream}] (Extra: Area [Cone-Targeted]); (Power Feat: Precise)
-Alt. Power: Blast 10 [Sonic Lance] (Extras: Area [Line], Penetrating); (Flaw: Reduced Range)
-Alt. Power: Dazzle 10 [audio] (Extra: Area [Burst])
-Alt. Power: Dazzle 10 [audio]
-Alt. Power: Obscure 10 [audio]
-Alt. Power: Stun 10 (Extra: Ranged)
-Alt. Power: Super-Senses 4 (Sonar)
-Alt. Power: Super-Senses 5 (Accurate, Extended x3 Hearing)

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

Combat: Attack +3/+9 (sonic control array)
Damage +10 (sonic control array)
Defense +8 [+12 airborne] (+2 flat-footed [+4 airborne])
Initiative +6

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


Costs: Attributes 16+ Skills 10+ Feats 25+ Powers 54+ Saves 11+ Combat 14= 130 pts.


:arrow: Another one of the lovely ladies of X-Force, Siryn. A 2nd generation member in my eyes being the daughter of Banshee. Again I’ve not read anything current with her in it in a very, very long time so most of my information is from her time with X-Force. She’s another mutant with a set of powers that are well developed. She’s been trained by all kinds of people, from her “Uncle” Tom Cassidy and his pal the Juggernaut to the folks at Muir Island and even Cable and Cannonball. Siryn’s got some serious knowledge of how her powers work and is willing to use ‘em to boot.

:arrow: Siryn’s the kind of team player you want on your team, most of her attacks are save based and don’t rely on Toughness. Then there’s her tricks with manipulating what sounds can be heard during a fight and that can mess with foes. Siryn knows her strength’s lay in playing back up for others and setting them up and she sticks with it mostly. Though in a one-on-one fight she can handle herself well enough too.
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Corsair build #794

Postby Tattooedman » Tue Apr 05, 2011 7:54 pm

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

Skills: Acrobatics 4 (+6), Bluff 8 (+11), Climb 4 (+6), Diplomacy 6 (+9), Disguise 2 (+5), Escape Artist 6 (+8.), Gather Information 10 (+13), Knowledge (Civics) 4 (+6), Knowledge (Current Events) 6 (+8.), Knowledge (Physical Sciences) 6 (+8.), Knowledge (Streetwise) 6 (+8.), Knowledge (Tactics) 6 (+8.), Knowledge (Technology) 6 (+8.), Notice 4 (+8.), Pilot 8 (+10), Sense Motive 6 (+10), Stealth 8 (+10)

Feats: Ambidexterity, Attack Spec. (Energy Pistols), Attack Spec. (Sword), Challenge (Read Situation), Contacts, Defensive Attack, Defensive Roll 3, Dodge Focus 6, Equipment 6, Improved Block, Improved Critical (Swords), Improved Disarm, Improved Initiative, Inspire, Luck 2, Master Plan, Power Attack, Precise Shot, Quick Draw, Seize Initiative, Takedown Attack, Taunt, Teamwork 2, Weapon Bind, Uncanny Dodge [visual]

Powers: Device {Gauntlet Holding Gems} 1 (hard to lose)
--Dimensional Pocket 2 [200 lbs.]

Device {Pulse Blaster} 5 (easy to lose)
--Blast 8 (Extra: Autofire); (Power Feat: Accurate)

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

Combat: Attack +8/+10 (sword)/+12 (pulse blaster)
Damage +2 (unarmed)/+5 (sword)/+8 (pulse blaster)
Defense +12 (+3 flat-footed)
Initiative +6

Equipment: Costume: +2 Toughness; Subtle; Comm-link
Alien Metal Sword: +3 Damage; Critical 19-20


Costs: Attributes 32+ Skills 24+ Feats 37+ Powers 19+ Saves 10+ Combat 28= 150 pts.


:arrow: Just another pit stop in my little galactic tour of characters, but he’s just so cool it’s a sin. Corsair pretty much started the roguishly, calm, collected, quick witted, space pirate coolness. (at least for me that is) Plus he started out in the 70s more or less and I’m sure that helped, but even decades later he’s still a pretty kick-butt kind of character to me. Maybe it’s just the whole pirate theme, I’m not sure.

:arrow: Course being as good a leader as your son (who just happens to be Cyclops of X-People fame) doesn’t hurt either. Though Corsair is more of a here’s your basic plan but it can change on a moment’s notice as things come up on a job on the fly kind of leader. But when your operating against an empire with the size & power of the Shi’ar, you tend to do what works best.

:arrow: Like most humans stuck in space and living the majority of their life their trend, Corsair is a skill & feat monkey specialist. It’s the only way he can keep up with the aliens he goes against who tend to have better stats or other abilities due to their racial benefits. So Corsair plays up the fast talking angle to help keep his foes off balance is always willing to hang in the back overseeing the action to better keep the other Starjammers out of trouble.

:arrow: That’s not to say he wouldn’t mix it up in melee, nope Corsair would get down & dirty at a moments notice without a bit of hesitation. Plus it didn’t hurt he was a good fighter and was said to be one of the best swordsmen in the quadrant either.

:arrow: Just a quick note about his Equipment ranks, Corsair shares the cost of the Starjammers ship with the other members. Basically I see them using the equivalent of a Space Cruiser which costs 89 eps/18 ranks total so between the four of them they can cover it between them.

:arrow: Have to admit though that I was a little saddened by his passing, the life of a space pirate is just a little less cooler now for me. But I do like how his other son, Havok has taken over leading the Starjammers since. Maybe that’s what he needed to finally get out of Scott’s shadow.
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Hepzibah build #795

Postby Tattooedman » Tue Apr 05, 2011 7:55 pm

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Hepzibah:
PL: 9
Str 12 (+1) Dex 26 (+7) Con 16 (+3) Int 12 (+1) Wis 14 (+2) Cha 16 (+3)

Skills: Acrobatics 4 (+11), Bluff 4 (+7/+11), Climb 6 (+7), Disable Device 10 (+11), Intimidate 4 (+7), Knowledge (Physical Sciences) 4 (+5), Knowledge (Technology) 4 (+5), Notice 6 (+8.), Pilot 0 (+7), Sense Motive 6 (+8.), Sleight of Hand 2 (+9), Stealth 8 (+9), Survival 4 (+6), Swim 2 (+3)

Feats: Acrobatic Bluff, Attack Spec. (Finger Claws) 2, Attack Focus (Ranged) 4, Attractive, Distract [Bluff], Defensive Roll 3, Dodge Focus 5, Elusive Target, Equipment 4, Evasion, Set-Up, Taunt, Teamwork, Track

Powers: [Mephitisoid Template:]
--Additional Limb 1 [tail]
--Communication 1 [pheromone odors]
--Strike 3 [retractable finger claws] (Power Feat: Mighty)
--Super-Senses 4 (Acute Scent; Darkvision; Ultravision)

Device {Dual Energy Pistols} 5 (easy to lose)
--Blast 8 (Extra: Autofire)

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

Combat: Attack +4/+8 (finger claws/ranged)
Damage +1 (unarmed)/+4 (finger claws)/+8 (energy pistols)
Defense +10 (+3 flat-footed)
Initiative +7

Equipment: Comm-Link


Costs: Attributes 36+ Skills 16+ Feats 27+ Powers 25+ Saves 8+ Combat 18= 130 pts.


:arrow: I present for your viewing pleasure the required, hot & exotic alien lady of the team Hepzibah. She’s the one who does the B.& E. for the Starjammers, she’s also the lady of the team to play any and all vixen roles they need for a con. Just like a cat she can be picky and finicky at a moment’s notice, most of the time handing out the tongue lashings for the Starjammers as well.

:arrow: In a fight Hepzibah is the agile fighter, leaping all around a fight taking pot shots at anyone against them. Quick with a distracting line, or an acrobatic flip all so the others can land their best hits while their foe is distracted.
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Raza build #796

Postby Tattooedman » Tue Apr 05, 2011 7:56 pm

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Raza:
PL: 10
Str 20 [24] (+5/+7) Dex 16 (+3) Con 18 (+4) Int 14 (+2) Wis 14 (+2) Cha 12 (+1)

Skills: Bluff 6 (+7), Climb 2 (+7), Computers 6 (+8.), Concentration 6 (+8.), Craft (Electronic) 6 (+8.), Knowledge (Physical Sciences) 4 (+6), Knowledge (Tactics) 6 (+98.), Knowledge (Technology) 4 (+6), Pilot 4 (+7), Notice 4 (+6), Search 4 (+6), Sense Motive +6 (+8.), Stealth 6 (+9)

Feats: Ambidexterity, Assessment, Attack Spec. (Sword), Cunning Fighter, Defensive Attack, Dodge Focus 4, Equipment 6, Improved Block, Improved Disarm, Improved Initiative, Set-Up, Takedown Attack 2, Teamwork

Powers: Super Strength 1

Container [Shi'ar Cyborg Enhancements] 4
--Immunity 1 (Atmosphere Suffocation)
--Enhanced Feats 4 (Improved Grapple, Improved Sunder, Seize Initiative, Weapon Break)
--Enhanced Strength 4 (Flaw: Limited-Left Arm Only)
--Strike 3 [cybernetic sword-left arm] (Power Feats: Improved Critical 2, Mighty)
--Super-Senses 5 (Darkvision; Extended Vision x2; Low-Light Vision)
--Super Strength 1 (Flaw: Limited-Left Arm Only)

Device [Plasma Blaster] 5 (easy to lose)
--Blast 10

Saves: Tougness +8*/+5 [*Cyber Armor]
Fort +7
Ref +6
Will +6

Combat: Attack +8/+10 (sword)
Damage +5 [+7] (unarmed [left arm])/+10 (cybernetic sword-critical 17-20)
Defense +12 (+4 flat-footed)
Initiative +7

Equipment: Cyber Armor: +3 Toughness; Subtle; Comm-link


Costs: Attributes 34+ Skills 16+ Feats 22+ Powers 37+ Saves 9+ Combat 32= 150 pts.


:arrow: Now for who I consider to be the 1st mate of the Starjammers, Raza. Kinda a Corsair lite in several ways, good with a sword, good with a gun, can drive their ride, and has tactical skills. He’s the guy that either is left to drive the ship, or lead the group on the job. Either way it allows Corsair to do the other job, which gives the Starjammers options for a job.

:arrow: Course then there's the 3rd option. Both Raza & Corsair go on the job, then someone is gonna be in trouble.... :wink:
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Ch’od build #797

Postby Tattooedman » Tue Apr 05, 2011 7:57 pm

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Ch’od:
PL: 10
Str 26 (+8.) Dex 14 (+2) Con 26 (+8.) Int 14 (+2) Wis 14 (+2) Cha 12 (+1)

Skills: Craft (Electronic) 5 (+7), Craft (Mechanical) 5 (+7), Diplomacy 4 (+7), Intimidate 4 (+9), Knowledge (Physical Sciences) 6 (+8.), Knowledge (Technology) 6 (+8.), Notice 6 (+8.), Pilot 4 (+6), Sense Motive 4 (+6), Stealth 6 (+4), Swim 2 (+10)

Feats: All-Out Attack, Attack Focus (Melee) 4, Attack Focus (Ranged) 4, Attack Spec. (Unarmed), Dodge Focus 4, Equipment 5, Improved Initiative, Improvised Tools, Interpose, Inventor, Power Attack, Skill Mastery [Craft {Electronic}; Craft {Mechanical}; Knowledge {Physical Sciences}; Knowledge {Technology}], Talented [Diplomacy/Intimidate], Teamwork

Powers: Timorian Template:
--Enhanced Feats 4 (Endurance, Environmental Adaptation [Underwater], Tough 2)
--Growth 4 [Large size {9 ft. tall}: +8 Strength; +4 Constitution; +4 Grapple; +2 Intimidate; +5 Carry Capacity; 10 ft space/reach; -1 attack/defense; -4 Stealth; ]
--Immunity 1 [Underwater Suffocation]
--Impervious Toughness 8
--Super Strength 1
--Swimming 3

Device {Maul} 1 (easy to lose)
--Strike 2 (Power Feat: Improved Block, Mighty, Weapon Bind)

Saves: Toughness +10* [*Impervious 8]
Fort +11
Ref +6
Will +6

Combat: Attack +4/+8 (melee/ranged)/+10 (unarmed)
Damage +8 (unarmed)/+10 (maul)
Defense +10 (+3 flat-footed)
Initiative +6

Equipment: Comm-Link


Costs: Attributes 34+ Skills 13+ Feats 27+ Powers 35+ Saves 11+ Combat 20= 140 pts.


:arrow: For the last member of the Starjammers, their answer to Star Trek’s Scotty, the every scaly and friendly Ch’od. He’s the classic super-alien looking guy that’s just as normal as the guy next door to you once you get to know him. In fact when the Starjammers & the X-Men get together Ch’od & Beast will often settle down in a corner and have long conversations about who knows what, but they both always seem to enjoy it.

:arrow: Ch’od is the guy on the team that keeps the ship running smooth, or fixes whatever’s broke so they can make their last minute dazzling display of skill and daring that completely befuddles the enemy. Otherwise he’s the heavy muscle in a fight, being their physically most powerful member. Often times Ch’od will simply go into a fight using only his hands or a big melee weapon, though sometimes he’s smart enough to either bring along a blaster fit for his size or grab up a dropped one.
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Dazzler build #798

Postby Tattooedman » Wed Apr 06, 2011 5:36 am

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Dazzler:
PL: 9
Str 12 (+1) Dex 16 (+3) Con 14 (+2) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+7), Bluff 6 (+8.), Climb 2 (+3), Diplomacy 6 (+8.), Knowledge (Pop Culture) 6 (+6), Notice 6 (+8.), Perform (Singing) 10 (+12), Sense Motive 6 (+8.), Stealth 6 (+9)

Feats: Accurate Attack, Acrobatic Bluff, Attack Spec. (Light Control Array), Defensive Roll 2, Dodge Focus 4, Equipment, Fascinate [Perform], Luck, Power Attack

Powers: Absorption 12 [Energy-Boost Light Control Array] (Extra: Energy Storage); (Power Feat: Energy Conversion [sonic to light]); (Flaw: Limited-Sonic Energy Only)

Immunity 10 (Light-Based Effects)
Light Control 8
-Alt. Power: Blast 8 [Photonic Beam]
-Alt. Power: Blast 5 [Laser] (Extra: Penetrating)
-Alt. Power: Dazzle 8 [visual] (Extra: Area {Explosive}); (Flaw: Touch Range)
-Alt. Power: Dazzle 8 [visual]

Saves: Toughness +6*/+4**/+2 [*Defensive Roll & Costume/**Costume]
Fort +4
Ref +8
Will +5

Combat: Attack +4/+6 (Light Control Array)
Damage +1 (unarmed)/+5 [+8] (laser [boosted laser])/+8 [+12] (photon beam [boosted photon beam])
Defense +8 (+2 flat-footed)
Initiative +3

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


Costs: Attributes 20+ Skills 13+ Feats 13+ Powers 67+ Saves 10+ Combat 16= 138 pts.


:arrow: Another day (for me) and another member of the X-Teams built. This time I took a try at doing Alison Blair, the Dazzler. Again another mutant that I built as a PL 9, so I’m hoping my editor has finally managed to get his act together and do his job (). With Dazzler I thought that some serious trade-offs were needed., especially with her sound absorbing based power. I struggled with getting the math right so there may be a error or two but at this point I’m not seeing any.

:arrow: Dazzler is a pretty much the normal glass cannon. She needs to stay at range but every now and then she’ll get into hand-to-hand and have to rely on her agility to keep from getting hit too badly. She’s not been a member of the X-Teams too much mostly working with the X-Men during their stay in Australia, though I’ve read lately she’s joined the new Excalibur. So maybe I’ll have to check that out and see if she’s expanded on her stable of tricks, cause from what I saw in her Database entry she’s got some abilities I’ve not seen. This build is mostly based on what I’ve seen her do before so I didn’t include any of those mentioned newer powers but mostly they’d just be more alternate powers in her Light Control power that can be boosted by her Absorption. So in other words this is a more “classic” style of a build, so be warned.
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Psylocke build #799

Postby Tattooedman » Wed Apr 06, 2011 5:39 am

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Psylocke:
PL: 10
Str 12 [22] (+2/+6) Dex 18 (+4) Con 16 (+3) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+8.), Bluff 4 (+6), Climb 4 (+6), Concentration 8 (+10), Diplomacy 4 (+6), Notice 6 (+8.), Search 4 (+5), Sense Motive 6 (+8.), Stealth 8 (+12), Swim 4 (+6)

Feats: Attack Spec. [Mental Weapon], Attack Spec. [Unarmed], Challenges 2 [Accelerated Stealth, Vanish], Cunning Fighter, Defensive Attack, Defensive Roll 4, Dodge Focus 7, Elusive Target, Improved Block, Improved Initiative, Power Attack, Teamwork, Uncanny Dodge [audio]

Powers: Feature 1 [Dimensionally Anchored]
Immunity 5 [Telepathic Effects]
Telekinesis 10
-Alt. Power: Blast 10
-Alt. Power: Deflect 10 [all ranged]
-Alt. Power: Enhanced Strength 10~Enhanced Feats 6 [Evasion, Improved Block, Improved Disarm, Luck 2, Move-By Action]~Speed 2~Super Strength 1

Container [Psi-Weapon] 5
--Light Control 2
--Strike 8 (Extra: Penetrating 10); (Power Feats: Improved Critical 2, Mighty)
-Alt. Power: Mental Blast 8 (Flaw: Touch Range)

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

Combat: Attack +8/+10 (katana/unarmed)
Damage +1 (unarmed)/+6 (enhanced unarmed)/+10 (psi katana)
Defense +13 (+3 flat-footed)
Initiative +8


Costs: Attributes 26+ Skills 12+ Feats 23+ Powers 54+ Saves 13+ Combat 28= 160 pts.


:arrow: Psylocke is one of those characters in the X-Universe that’s been through tons of problems. She’s been in romances with a couple different members of the teams, had family issues (with a brother that’s Captain Britain and another brother who’s nuts & can manipulate reality at his whim), let alone the issues with her own body & identity and then there’s her loss and regaining of powers.

:arrow: She started off as a run of the mill telepath that was loosely affiliated with the X-Men, and then joined outright after a little while. Then she gained an Asian body with a ton of combat skills and a psychic knife that was pretty kick-butt. Now after shutting off her telepathy to keep the Shadow King locked down she gained a set of telekinetic powers that are just as powerful, if not more, as her old powers. Now able to create a katana of psi energy that does all that her knife did plus is able to affect physical objects. She can also increase her physical abilities and speed to be more effective in a fight.

:arrow: I know the build is a few points over the limits but with Psylocke I felt it was needed since I couldn’t really trim out anything else from her build without losing something IMO. But honestly I think she’s one of the few characters in the World of X that deserves to be slightly above the PL/point balance rules. Again, another build influenced mostly by the Marvel Database. I may have overdone some points of her powers but I like how it all work. Though the Psi Katana may actually belong in her T.K. Array but I liked the idea of it being separate but liked to it instead.
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Longshot build #800

Postby Tattooedman » Wed Apr 06, 2011 5:51 am

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Longshot:
PL: 10
Str 12 (+1) Dex 26 (+8.) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 8 (+16), Climb 8 (+9), Diplomacy 8 (+10/+12), Drive 4 (+12), Escape Artist 4 (+12), Pilot 4 (+12), Sense Motive 4 (+6), Stealth 4 (+12), Swim 4 (+5)

Feats: Accurate Attack, Acrobatic Bluff, Ambidexterity, Attack Spec. (Throwing Blades) 2, Attractive, Defensive Roll 2, Diehard, Dodge Focus 8, Elusive Target, Equipment 2, Evasion 2, Improved Aim, Improved Ranged Disarm, Luck, Precise Shot, Quick Draw, Ranged Pin, Set-Up, Teamwork, Throwing Mastery 6

Powers: Probability Control 10 (Flaw: Side Effect [Jinx if motives are unpure]); (Drawback: Noticeable {Glowing Left Eye})
-Alt. Power: Luck Control 2 [spend hero pts for others; force re-roll]
Enhanced Feat 4 (Luck x4)
Super-Senses 4 (Postcognition) (Flaw: Requires Subject)
-Alt. Power: Mind Reading 4 (Flaw: Touch Range)

Saves: Toughness +5*/+3**/+2 [*Leather Jacket & Defensive Roll/**Leather Jacket]
Fort +4
Ref +12
Will +5

Combat: Attack +9/+13 (throwing blades)
Damage +1 (unarmed)/+7 (throwing blades)
Defense +15 (+3 flat-footed)
Initiative +8

Equipment: Leather Jacket: +1 Toughness; Subtle
Throwing Blades: +1 Damage; Critical 18-20


Costs: Attributes 34+ Skills 10+ Feats 36+ Powers 39+ Saves 9+ Combat 32= 160 pts.


:arrow: The best know "Mutant" for being a lucky so-and-so, Longshot. This was somewhat of a difficult build for me, I wasn't sure which version I wanted to work up. Did I want a build from his solo series where he basically walked through life with a smile on his face, blissfully unaware of the effect he had on the people around him lives or the hardened leader of the rebellion against Mojo? So I decided to try & split the difference. I'm not too sure it came out like I wanted, but I know I got his powers the way I wanted. I may just have to settle on which version I want this build to be, but it's hard to choose & there are only so many cool pics of Longshot that I can find....
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Maggott build #801

Postby Tattooedman » Wed Apr 06, 2011 6:08 am

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Maggott:
PL: 8
Str 12 [26] (+1/+8.) Dex 12 (+1) Con 12 [24] (+1/+7) Int 10 (+0) Wis 12 (+1) Cha 14 (+2)

Skills: Bluff 6 (+8.), Climb 4 (+5/+13), Diplomacy 4 (+6), Intimidate 6 (+8.), Notice 6 (+7), Sense Motive 4 (+5), Stealth (+), Swim 2 (+3/+11)

Feats: Attack Focus (Melee) 4, Distract 2 [Bluff/Intimidate], Dodge Focus 4, Equipment, Improved Initiative, Set-Up, Stunning Attack, Takedown Attack, Teamwork

Powers: Alternate Form: [Big Blue Man] 6
-Enhanced Strength 14
-Enhanced Constitution 12
-Feature 1 [Disguised looks]
-Immunity 1 [Starvation]
-Super Strength 1

Communication 8 [mental] (Power Feat: Subtle 2); (Flaw: Limited-Eany & Meany Only)
Summon Minion 8 (Extra: Horde); (Power Feat: Progression [2 Eany & Meany]); (Flaw: Attitude [indifferent])

Image
Eany & Meany:
PL: 8
Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 10 (+0)

Skills: Climb 8 (+8.), Stealth 8 (+16), Swim 8 (+8.)

Feats: All-Out Attack, Attack Focus (Melee) 4, Improved Initiative, Improved Trip, Power Attack, Teamwork 2

Powers: Tiny, Metal Covered Slugs Template: [38 pts.]
--Protection 8 (Extra: Impervious)
--Shrinking 8 [Tiny size: +8 Stealth; +2 attack/defense; -8 Grapple; -4 Intimidate; Space/Reach: 2.5 ft./2.5 ft] (Extra: Continuous Duration, Normal Strength); (Power Feat: Innate); (Flaw: Permanent)
--Speed 1
--Super-Movement 2 (Wall-Crawling x2 [full speed])

Matter-Eater 8
-Alt. Power: Burrowing 8
-Alt. Power: Strike 8 [Quick Bites]

Communication 8 [mental] (Power Feat: Subtle 2); (Flaw: Limited-Maggot Only)

Saves: Toughness +8* [*Impervious]
Fort +8
Ref +6
Will +4

Combat: Attack +2/+6 (melee)
Damage +8 (quick bites)
Defense +8 (+4 flat-footed)
Initiative +6

Costs: Attributes 10+ Skills 6+ Feats 10+ Powers 61+ Saves 13+ Combat 20= 120 pts.


Saves: Toughness +9*/+7 [*Costume]
Fort +4 [+10]
Ref +6
Will +7

Combat: Attack +4/+8 (melee)
Damage +8 (unarmed)
Defense +8 (+2 flat-footed)
Initiative +5

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


Costs: Attributes 12+ Skills 8+ Feats 16+ Powers 54+ Saves 14+ Combat 16= 120 pts.


:arrow: Maggott was an odd as hell character to add to the team. But boy was he a little scene stealer for me, he had the smart-alec remark, comment, or choice line to use at any given moment. I can’t help but like him for some odd reason. As for his powers, well I think I can safely say that a sentient, independent digestive track makes for the most unusual set of powers I think I’ve ever seen in comics.

:arrow: Ever.

:arrow: Maggot stuck around for Zero Tolerance but left shortly after it was done and moved to Generation X but after a nutball hunter came after Eany & Meany he left the group because he felt badly for putting them in danger. He was later shown being one of the first victims of Weapon X’s Neverland project, which was a waste of a character IMO. But then again Maggot didn’t really bring too much to a fight but his character interactions made him worthwhile to me.
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Bishop build #802

Postby Tattooedman » Wed Apr 06, 2011 7:12 am

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Bishop:
PL: 10
Str 16 (+3) Dex 14 (+2) Con 20 (+5) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)

Skills: Climb 2 (+5), Drive 4 (+6), Intimidate 6 (+9), Investigate 4 (+7), Knowledge (History) 4 (+5), Knowledge (Streetwise) 6 (+7), Notice 4 (+6), Pilot 4 (+6), Search 6 (+7), Sense Motive 6 (+8), Stealth 6 (+8)

Feats: Attack Focus (Ranged) 2, Dodge Focus 3, Equipment, Power Attack, Precise Shot, Quick Draw, Startle, Talented [Intimidate/Investigate]

Powers: Absorption 10 [Energy-boost Blast 10] (Extra: Energy Storage); (Power Feats: Energy Conversion, Slow Fade)
-Alt. Power: Absorption 10 [boost-Healing 10]
-Alt. Power: Enhanced Strength 14 & Super Strength 2

Feature 1 [Temporal Anchored]

Device [X.S.E. Specials-twin pistols] 3 (easy to lose)
--Blast 7 (Power Feat: Variable Descriptor [energy/ballistic]

Saves: Toughness +7*/+5 [*Costume/+10 vs. Energy attacks]
Fort +6
Ref +5
Will +7

Combat: Attack +8/+10 (ranged)
Damage +3 (unarmed)/+8 (X.S.E. pistols)/+10 (blast)
Defense +11 (+4 flat-footed)
Initiative +2

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


Costs: Attributes 28+ Skills 13+ Feats 11+ Powers 62+ Saves 9+ Combat 32= 155 pts.


:arrow: The really, really militant member of the X-Men, Bishop. I liked him honestly, he brought the more aggressive mentality that the X-Men were missing IMO. Bishop came from a future where mutants weren’t treated great but there were those who still tried to follow Xavier’s dream. Bishop was a member of the group responsible for policing mutants and keeping them in line, and his trip back in time was a result of him chasing after a large group of escaped mutant criminals who tried to came to the past to take advantage of what they knew of history to set themselves up. I’m sure most readers here know the rest of the story on how that went for them and how Bishop joined the X-Men.

:arrow: Bishop brings a good set of skills to the team really, being a trained detective with a serious hard-boiled attitude and a willingness to use whatever he needs to take care of business. That’s where most of his over-pointedness comes from, writers didn’t start showing his investigative skills until later on in the books and it had already been established that Bishop had monster combat skills. Take away his skills related to his detective ability and the Temporal Anchoring (again added later on) and he’s dead on for 150 points.

:arrow: Bishop has a unique little talent for resisting Temporal effects due to his time displaced nature. It’s not that he won’t look different from everyone else in the new setting but he will know that things are wrong and will have a second set of memories of the way things were before any changes were made in the time stream. Again, I haven’t really been to fond of how things have been done with the X-Teams lately (like a few years or 5) so all of my builds are slightly out of date I’m sure.
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Polaris build #803

Postby Tattooedman » Wed Apr 06, 2011 7:14 am

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

Skills: Bluff 4 (+6/+8.), Concentration 10 (+12), Diplomacy 4 (+6/+8.), Knowledge (Earth Sciences) 10 (+11), Notice 6 (+8.), Perform (Oratory) 4 (+6), Sense Motive 6 (+8.), Stealth 4 (+6)

Feats: Accurate Attack, Attractive, Distract [Bluff], Dodge Focus 4, Equipment, Favored Environment [Airborne] 2 [+2 defense], Improved Initiative, Luck 2, Power Attack, Precise Shot, Set-Up, Teamwork

Powers: Flight 5 (Linked to Magnetic Control)
Magnetic Control 14 (Dynamic)
-Alt. Power: Blast 14 [10] [Ferrous Materials] (Dynamic)
-Alt. Power: Blast 14 [10] [Magnetic Force] (Dynamic)
-Alt. Power: Deflect 14 [10] [all ranged attacks] (Dynamic)
-Alt. Power: Force Field 14 [4] (Extra: Impervious); (Dynamic)
-Alt. Power: Nauseate 10 (Extra: Ranged); (Flaw: Sicken); (Dynamic)
-Alt. Power: Nullify 14 [10] [electronics only] (Extra: Area {Burst}); (Flaw: Touch Range); (Dynamic)
-Alt. Power: Snare 10 [Ferrous Materials] (Dynamic)

Super-Senses 6 (Extended Ranged Detect [Ferrous Materials], Direction Sense, Magnetic Awareness)

Saves: Toughness +10*/+6**/+2 [*Force Field & Costume/**Costume]
Fort +5
Ref +6
Will +9

Combat: Attack +4
Damage +1 (unarmed)/+10 (magnetic array)
Defense +6 [+8 airborne] (+1 flat-footed [+2 airborne])
Initiative +5

Equipment: Costume: +4 Toughness; Comm-Link


Costs: Attributes 20+ Skills 12+ Feats 17+ Powers 59+ Saves 15+ Combat 12= 135 pts.


:arrow: I like Polaris, she’s been around for a decent bit of time and while her powers aren’t original by any means she does know how to use them. I don’t really see her as one of the more powerful members of the X-Men but then again the last time I read anything with her in it was just about 8 years ago. So I may be slightly outta date with some of my information.

:arrow: She’s got a list of alternate powers to choose from in a fight though and she’s not afraid to use ‘em either. Her time on the government sponsored version of X-Factor gave her some time to develop her people skills, not that she really needed too much help there with her looks but hey why not? I felt that compared to Magneto, who I built as a PL 15 (coming soon!), Polaris is only about a PL 9 in regards to what I’ve seen of her. She can do most of the same tricks he can but she can’t mix ‘n match like he can or affect as large of an area.
Last edited by Tattooedman on Thu Apr 07, 2011 9:22 am, edited 2 times in total.
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