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Tattooverse 2.5: WOF builds

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Green Lantern Power Ring build #72

Postby Tattooedman » Thu Feb 03, 2011 9:21 pm

Image
Green Lantern Power Ring:

"In brightest day, in blackest night, no evil shall escape my sight! Let those who worship evil's might, beware my power, Green Lantern's light!"

-Oath of the Green Lantern Corps.

Device {Oan Power Ring} 18 (hard to lose) (Power Feats: Indestructible, Restricted 2 [+8 Will Save]); (Drawbacks: Power Loss [when not recharged every 24 hrs; - 4pts]; Power Loss: [against the color Yellow; -1 pt]) [68 pt. Device]
--Comprehend 2 [speak & understand languages]
--Create Object 8 (Extra: Movable); (Power Feats: Precise, Tether); (Flaw: Feedback); (Dynamic)
-Alt. Power: Blast 8 (Dynamic)
-Alt. Power: Force Field 4 (Extras: Affects Others, Impervious)
-Alt. Power: Move Object 8 (Extra: Perception Range); (Flaw: Feedback); (Dynamic)
-Alt. Power: Snare 8 (Power Feat: Tether); (Flaw: Feedback); (Dynamic)

--Flight 8
-Alt. Power: Space Flight 8

--Force Field 8 (Extras: Affects Others, Impervious)
--Immunity 9 (Life Support) (Extra: Affects Others)
--Morph 1 [costume]
--Super-Senses 1 (Mental Communication Link [to other ring wearers])

:arrow: The most well known of all the Corps, the Green Lantern Power Ring is perhaps one of the most converted items I’ve seen here on the ATT. So I figured I’d take my turn at doing a build of it.

:arrow: Now this is designed more in mind for a PL 8 character to use starting out as a new member of the Corps. But like Taliesin & Thorp I’ll be including a Power Reserve power on the characters I’ll be doing a build of later on, I think that’s probably one of the best ideas had to describe how the different members of the Corps have different level of powers. In my mind a PL 8 won’t have it at all, while a PL 10 would have a fair amount of ranks while a PL 12 would have a really high ranking.

:arrow: I didn’t include the Minion part as I don’t really agree the ring being a minion. To me it’s more of a tool the character makes use of for various alternate powers and power stunts by use of the Luck feat most of the time. But that’s just my take on it.

:arrow: Overall not that different from other Power Ring builds, it still can make objects from the green energy, shoot blasts, protect the wearer from environmental conditions as well. I’m not really breaking any new ground with this build but it’s more of a tribute build to some of the other builds I’ve read by Taliesin, Thorp, Manyfist, Jab, Baron and several others, theirs are just the ones that I can think of right off the top of my head. But I wanted to do biulds of the other Corps being revealed for the Blackest Night story and if your going to do builds of those characters and items your going to have to include the first Corps just as a basis to compare the others against.
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Red Lantern Power Ring build #73

Postby Tattooedman » Thu Feb 03, 2011 9:23 pm

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Red Lantern Power Ring:

"With blood and rage of crimson red, ripped from a corpse so freshly dead, together with our hellish hate, we'll burn you all, that is your Fate!"

-Oath of the Red Lantern Corps.


Device {Ysmault Power Ring} 15 (hard to lose) (Power Feats: Indesructible, Restricted 2 [3 Ranks Rage Feat]); (Drawbacks: Power Loss [if wearer loses anger/hatred] [-1 pt]; Weakness [Ring Removed {-1 Constitution a round; lethal}] [-3 pts.]) [56 pt. Device]
--Enhanced Feat 1 (Fearless)
--Acid 8 [Rage Plasma] (Dynamic)
-Alt. Power: Blast 8 (Dynamic)
-Alt. Power: Drain [Energy] 4 (Extra: Alternate Save [Will], Sustained Duration, Ranged); (Flaw: Limited-Oan Power Ring Energy Only)
-Alt. Power: Emotion Control 6 (Extra: Area {Burst}); (Power Feat: Mindblank); (Flaw: Limited-Anger Only); (Drawback: Noticeable [Red Flames of Rage] [-1 [pt]); (Dynamic)
-Alt. Power: Move Object 8 (Extra: Perception Range); (Flaw: Feedback); (Dynamic)
-Alt. Power: Weapon Creation [10 pp traits] (Dynamic)

--Drain 4 [Intelligence]
--Drain 4 [Wisdom]
--Flight 8
-Alt. Power: Space Flight 8

--Force Field 8
--Immunity 9 (Life Support)
--Morph 1 [costume]
--Super-Senses 2 (Detect [Rage] Ranged)

:arrow: The rings of the Red Lanterns are a serious pain to figure out. Manyfist brings up a very good point about how most of them seemed to lose some of their intelligence & wisdom because of wearing them. I’m just not too sure about how to simulate that in M&M, but then again it’s not like any of the players in a group are going to actually be playing a member of that Corps. Well unless your playing a villains game, which is something else entirely and if I had to take a try maybe a Continuous Drain Effect on intelligence & wisdom. I may try to come back later and add that in but at this point I’ll leave that more of a complication for the character to deal with.

:arrow: I thought the Acid power covered the corrosive effect the Red Lanterns spew up that eat through the constructs of the other Corps. The other main thing I’ve seen so far is that the Red Lanterns only seem to make very basic shapes with their rings compared to the other Corps so that’s why I gave them Force Constructs while most of the others will get Create Objects. The Red Lanterns are simply to enraged to be able to focus enough to make anything more detailed for their creations, and no using Hal Jordan as the exception rule either. He was a special case and was more of a story point in my mind, now if someone else shows that kind of object creation (besides Atrocitus that is) I’ll come back and change it.

:arrow: Like the GL Corps, the RL Corps will have the Power Reserve power as well and will use the same guidelines. The only difference is that Atrocitus is probably going to be the only PL 12 member since he seems to be the most powerful & skilled of them all.

:!: EDIT: 5/13/09: Well after reading what Sidious had written about the various Corps Power Rings being so similar I decided to go back over all of the info I had gathered on them. Needless to say that several hours later I discovered something, I was wrong in my 1st build of the Red Rings.

:arrow: They haven't yet shown the ability to create any kind of energy contructs, aside from Hal doing it during his ultra brief time among their ranks. Not even Actrocitus has demonstrated the ability to do it either & he's way calmer than the other members, so now I've reworked my build of the Red Rings. As a result they can only use the Red Flames of Rage "acid spit" attack or a blast of it from their rings.
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Darkstar Armor build #74

Postby Tattooedman » Thu Feb 03, 2011 9:24 pm

Darkstar Armor:

Image
Device {Darkstar Exo-Mantle} 14 (hard to lose) (Power Feat: Restricted)
[56 pts]
--Blast 10 [masers] (Power Feat: Precise)
-Alt. Power: Enhanced Strength 12 & Super Strength 2
--Enhanced Dexterity 6
--Enhanced Feat 1 (Improved Initiative)
--Force Field 10 (Extra: Affects Others, Impervious)
--Flight 5


:arrow: What can I say? I’m stuck on the whole space titles from the Big Two, as a result I’ve been going through all my odd, various, old comics I’ve managed to keep ahold of over the years & I ran across the few issues of the Darkstars.

:arrow: From back in the 90s they were a new title that tried to do the job of the GL Corps back when there were no Guardians of the Universe to lead them. The Darkstars were backed by the Controllers but since the Controllers are more…….let’s go with self-centered, the Darkstars were given way more leeway than the members of the GL Corps were. As a result they were all over the galaxies, dealing with various levels of criminals.

:arrow: That was half their problem though, to wide-spread, without enough backing to be truly effective. Honestly to me the Darkstars were something like the Street Level kind of heroes for the Space setting. They could handle intergalactic crime syndicates though the larger ones were somewhat trouble for them, but against galactic threats like the son of Darkseid they didn’t have a snowball’s chance in hell. In the end though the Controllers didn’t like how independent the Darkstars had become and how ineffective they were, so they withdrew their backing of them, leaving them truly screwed just before their last hurrah. They only had a limited amount of independently powered suits to use but their overall power was lower than the suits that drew power from the Controllers though.


:arrow: Condidering the trouble the Controllers had dealing with Agent Orange, maybe they should have just developed their influence on the Darkstars more....... :roll:

:arrow: Basically a new member of the Darkstars was given their Exo-Mantle and shown how to use it, otherwise they were on their own as far as skills and abilities. So I thought it would be simpler to just build the suit and let anyone who wants to drop it on a character go.

:arrow: It could happen, the newest Manhunter uses a slightly broken Exo-Mantle that was left on Earth to enhance her physical abilities. Plus I believe a new group of Darkstars have shown up but their more villains now despite using the independently powered suits.
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The H-Dial build #75

Postby Tattooedman » Thu Feb 03, 2011 9:25 pm

The H-Dial:
Image

Device 23 [hard to lose] (Power Feat: Indestructible); (Drawbacks: Normal Identity [Full Round Action {-4 pts}]; One Way Transformation [Very Common {-3 pts}])
--Shapeshift 14 [70 pt. pool] (Extra: Continuous Duration [+1]); (Flaws: Uncontrolled [-1])

A device that has been used for decades by various people to transform into heroic personas, using the powers granted for different goals. The H-Dial is able to completely change the appearance of it’s user, giving them a totally unique appearance from their normal looks and in some cases a different personality. There have been those that have used the H-Dial to become villains, but these have been rare.

Regardless of the form given there are some consistent limits that the H-Dial must conform to. The first is that the new, super-powered form can only be maintained for an hour of time at maximum at which point the user must use the H-Dial to change back to their normal form. A user can switch to a new form within the hour of use, but an hour after a transformation was initially used whatever transformation is in use stops, changing the user back to their normal form. After being used the H-Dial cannot be used for at least an hours time, apparently it needs this time to recharge itself. Once the recharging hour is over the H-Dial can be used again. Some users have shown to be able to use the H-Dial sooner but that has come with time and practice, and isn’t the norm. Though they have shown to be extremely drained when the transformation is over, it is possible that somehow the H-Dial is somehow using the user’s own life force to power itself. The H-Dial has never transformed a user into the same form twice, why this is isn’t understood and there are several theories as to why.

The first is that the H-Dial access’ a subconscious part of the user’s mind for inspiration for each transformation. A second is that the H-Dial allows the user to trade places so to speak with being from another dimension that is somehow chosen at random. The first theory is the more commonly accepted idea of the two as nobody has been able to talk with the transformed identities as to their origins. Also several times the transformed identities seem to have a basic knowledge of things that the user knows and feels, suggesting they are part of the user‘s mentality in some strange way given form.


Notes: Well I’ve been meaning to take a try at building the H-Dial. I’ve always been wanting to give it a go in the M&M rules and I’m pretty happy with it overall.

Basically it allows a character to use Shapeshift to transform into a super powered form that lasts for awhile then goes away after a certain amount of time. It’s pretty versatile really in that it can allow for any kind of super being, just pick an archetype at random and slap the powers onto the character.

The devil is really in the details of the build though, the H-Dial has a time limit (best handled by the One Way Transformation drawback), the character stays transformed even if knocked out (thus the Continuous Duration extra), the user needs the H-Dial to change between super powered form and normal form (Normal Identity drawback), and the form is random and not under the control of the character (Uncontrolled flaw). The math of trying to fit that many ranks of Shapeshift into a Device is slightly irritating to say the least, but I think I’ve managed to get it done right.

The only other real hang up of allowing a player to have this toy is that you have to have about 5 heroic ids ready for use per game. I suggest one of the many archetype books/pdfs to use and just figure out a random way of choosing a power set to use be transformation. I mean with a 70 point pool to use, that can cover all kinds of possible power sets, the rest (looks, name, any personality differences and such) is up to the player to come up with on the fly.
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Thanagarian Templates build #76

Postby Tattooedman » Thu Feb 03, 2011 9:27 pm

Thanagarian Race Template:
--Enhanced Strength 10 (Power Feat: Innate)
--Enhanced Constitution 10 (Power Feat: Innate)
--Enhanced Feats 3 (Endurance; Tough 2)
--Immunity 1 (Pressure)
--Impervious Toughness 4
--Super-Senses 4 (Acute Hearing; Extended Sight; Acute Vision)


Total Cost: 34 pts


Thanagarians possess several gifts that are common to members of their race, but sets them apart from normal humans. A Thanagarian's life span is significantly greater than that of a normal human being. At one-hundred years of age, a Thanagarian physically resembles a thirty-year-old Earth human. A Thanagarian is also physically heartier than the average Earth human. They are stronger, with greater stamina and a greater resistance to pain. Thanagarians also possess enhanced senses consisting of more acute vision as well as a range of vision that is similar to a bird's. Thanagarians also have particularly acute auditory organs that allow them to hear sounds with more clarity than a human can.



In addition to the standard member of the race are the Wingmen. Men and women that act as the government's police, enforcing the laws of Thanagar across all their worlds. The cost listed below is in addition to the cost of the standard Thanagarian above.

Thanagarian Wingman Template: (40 pts)

Skills:
Acrobatics +6
Investigate +4
Gather Information +4
Intimidate +6
Knowledge (Streetwise) +6
Sense Motive +6

Powers: Device {Nth Metal Harness}4 (hard to lose) (Power Feat: Restricted {Thanagarian Warriors}) {20 pts}
Flight 3 (Drawback: Power Loss - when wings immobilized)
Immunity 2 (Environmental Cold; Environmenatal Heat)
Enhanced Strength 4
Enhanced Constitution 4
Enhanced Dexterity 4
Super-Strength 1

Device [Thanagarian Arsenal] 4 (easy to lose)
Net [Snare 8]
-Alt. Weapon: Thanagarian Mace [Strike 2 {Extra: Penetrating 10 max}; {Power Feats: Improved Critical , Mighty, Thrown)]
-Alt. Weapon: Thanagarian Spear [Strike 2] {Extra: Penetrating [10]}; {Power Feats: Improved Critical, Mighty, Thrown)]
-Alt. Weapon: Thanagarian Axe [Strike 2] {Extra: Penetrating [10]}; {Power Feats: Improved Critical, Mighty, Thrown)]
-Alt. Weapon: Thanagarian Bolos [Trip 8] {Extra: Knockback}]
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Nova Corps Powers & Equipment build #77

Postby Tattooedman » Thu Feb 03, 2011 9:29 pm

Nova Corps Powers & Equipment:
Image

Container [Centurion Empowerment] 12 [60 pts]
--Enhanced Strength 16
-Alt. Power: Blast 8 [Gravimetric Pulse]
-Alt. Power: Snare 8 [Gravimetric Web]
--Enhanced Constitution 14
--Enhanced Feats 8 (Attack Focus [Ranged] 2, Defensive Attack, Endurance, Move-By Action, Power Attack, Precise Shot, Teamwork)
--Enhanced Saves 5 [Fort +3; Ref +2]
--Flight 5
-Alt. Power: Space Flight 5
--Super Strength 2



Device [Nova Corps Uniform] 6 (hard to lose) (Power Feat: Restricted [Nova Force Wielder]) [24 pts]
--Communication 10 [Corps comm-link]
--Enhanced Feat 1 (Quick Change)
--Immunity 7 [uniform](Environmental Cold; Environmental Heat; Environmental Pressure; Radiation; Suffocation; Vacuum)
--Super-Senses 10 [helmet] (Extended Vision, Darkvision, Acute Extended Detect [Energy] Ranged, Infravision, Low-Light Vision, Track [detect])



Container [Centurion Prime Rank] 4 [20 pts]
--Enhanced Strength 4
-Alt. Power: Blast 2 [Gravimetric Pulse]
-Alt. Power: Snare 2 [Gravimetric Web]
--Enhanced Constitution 2
--Enhanced Feat 1 (Benefit [Rank-field leader of the Nova Corps])
--Enhanced Saves 2 [Fort +1; Ref +1]
--Flight 2
-Alt. Power: Space Flight 2
--Super Strength 2


:arrow: Well, my take on how the Worldmind empowers the members of the Corps. I’ve been reading Nova lately (which is well worth the read BTW) and I like how they’ve all been equal amounts of access to the Nova Force (aside from the Centurion Prime). Makes it more uniform and easier to deal with I think, as well as way more competitive with the GL Corps.

:arrow: I like how the Nova Corps powers have been expanded to include some energy manipulation instead of just being a gang of Paragons. The Gravimetric descriptor leaves room for a player to come up with new alternate powers to play with, which is always a plus. Then there’s the bonuses that the Nova Prime gets, granted they don’t add too much to him/her overall but after reading how easily the newest Prime (Malik Tarcel, a Shi'ar) was handled by Gladiator I felt it fit. To me most Nova Centurions should be around a PL 8, with the Nova Prime coming in right around a PL 10. Which if you think about sounds pretty good considering that the Nova Corps is like a mobile unit, they never stay for long after a fight has been finished. They show up, fight the bad guy, and then leave once he's taken care of.
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Re: Tattooverse 2.5 [2E]

Postby Horsenhero » Thu Feb 03, 2011 9:44 pm

I like the Nova Corps, especially Rich, so it was kind of a drag to see what happened to him (and Starlord and Thanos) at the end of the Thanos Imperative. On the other hand, the follow up book, The Annihilators looks pretty cool...and of course the brains of the whole thing is a cosmically empowered dog (go Cosmo!), so you know I love that. :mrgreen:
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Re: Tattooverse 2.5 [2E]

Postby Arkrite » Thu Feb 03, 2011 10:58 pm

Tattooedman wrote:I’ve been reading Nova lately (which is well worth the read BTW)


Seconded.

Horsenhero wrote:I like the Nova Corps, especially Rich, so it was kind of a drag to see what happened to him


Seconded.
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Fri Feb 04, 2011 9:35 am

Horsenhero wrote:I like the Nova Corps, especially Rich, so it was kind of a drag to see what happened to him (and Starlord and Thanos) at the end of the Thanos Imperative. On the other hand, the follow up book, The Annihilators looks pretty cool...and of course the brains of the whole thing is a cosmically empowered dog (go Cosmo!), so you know I love that. :mrgreen:



Yep, I've always been a fan of Nova & the Corps too HH. I first read about him in the New Warriors comic and ended up looking up his history, so during the 90s I he was one of my favorites. I managed to pick up his last series a couple years ago but ended up getting too irritated with Marvel once again and dropped my pull file at the semi-local store. Now I've settled on getting TBP instead, so I just wait for those. So thanks for the tip about Annihilators, I'll keep an eye out for that.
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Coda Warrior Template build #78

Postby Tattooedman » Fri Feb 04, 2011 9:37 am

Image
Image Image

Coda Warrior Template:
Attributes:
Str 14 (+2)
Dex 18 (+4)
Con 16 (+3)

Skills:
Acrobatics +4
Bluff +4
Climb +4
Disable Device +4
Disguise +6
Escape Artist +4
Intimidate +4
Knowledge (Tactics) +8
Language 3 (Base: Native Language; Coda Secret Language; 2 other of choice)
Notice +6
Ride +4
Search +4
Sense Motive +4
Stealth +8
Survival +8
Swim +4

Feats:
Attack Spec. (Unarmed), Attack Focus (Melee) 2, Defensive Attack, Defensive Roll 2, Dodge Focus 3, Elusive Target, Fearless, Improved Block, Improved Initiative, Move-By Action, Power Attack, Quick Draw, Startle, Uncanny Dodge [visual or audio]

Powers: Immunity 1 (Aging; Disease) (Flaw: Limited-half effective)

Device {Coda Blade/Coda Sword} 2 (easy to lose)
--Strike 4 (Power Feats: Improved Block, Improved Critical, Mighty)

Saves:
Fort +3
Ref +4
Will +4

Combat:
Base Attack +2 [Unarmed Attack +6/Melee Attack +4]
Defense +4

Total Cost: 78 pts


Notes: Well I was reading through my Wildstorm books and I realized that there are a crap-load of Coda warriors running around that universe. So I figured that it may be a good idea to work up a template for them, since they were shown semi-regular in a few of the various series from Wildstorm (mainly WildC.A.T.s, but they have shown up in StormWatch, Gen 13, DV8 and even Wildcore). They were either shown to be skilled fighters who could almost hold their own against most the heroes of WildStorm. Plus while I was researching this I came across these other Coda members so since we always need pics of hot, killer women I'll add them in too. :D
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Kherubim Template/Kherubim Lord Template build #79

Postby Tattooedman » Fri Feb 04, 2011 9:43 am

Kherubim Template:
--Strength +10
--Constitution +10
--Immunity 1 (Aging)
--Impervious Toughness 5

Total Cost: 26 pts.

Notes: Kherubim are various groups/races of people from the planet Khera. Kherubim resemble humans in appearance, but are physically far stronger and more durable and extremely long-lived, nearly immortal. However an evolutionary drawback to their near-immortality is that nearly all Kheran are infertile with only one another, only very rarely will a Kheran produce offspring. This infertility doesn't seem to apply when the Kheran is mating with another species though as Earth has various Kheran/human hybrids.

>>>>>>>>

Kherubim Lord Template:
--Enhanced Strength 10
--Enhanced Constitution 10
--Immunity 1 (Aging)
--Impervious Toughness 5
--Cosmic Energy Control 14 (Dynamic)
select one of the two following sets of alternate powers, Kherubim Lords either develop energy manipulating powers or mental abilities.

-Alt. Power: Flight (Dynamic)
-Alt. Power: Force Constructs (Dynamic)
or
-Alt. Power: Telepathy (Dynamic)
-Alt. Power: Move Object (Dynamic)

Total Cost: 59 pts

Notes: Older and more powerful Kherans are named Lords, they have the ability to manipulate energy or to manifest psionic ablities. It remains unclear what makes a Kheran a Lord, but a Lord is capable of undergoing the ritual of Ascension when he is ready. The Ascension ritual is an important part of Kheran culture, where a Lord asks a partner or good friend to destroy his body so that his spirit can be free. A Lord usually has so much energy stored in his body that this process tends to consume both invovled.
Last edited by Tattooedman on Fri Feb 04, 2011 10:29 am, edited 2 times in total.
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Re: Tattooverse 2.5 [2E]

Postby Shock » Fri Feb 04, 2011 9:55 am

How is Innate Enhanced Strength any different from just adding 10 to base Strength. Aside from it being 1 point more expensive?
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Fri Feb 04, 2011 10:27 am

Shock wrote:How is Innate Enhanced Strength any different from just adding 10 to base Strength. Aside from it being 1 point more expensive?


It sounded good at the time? :wink:

I'm still in the process of correcting mistakes like that.
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Abra Kadabra build #80

Postby Tattooedman » Fri Feb 04, 2011 10:31 am

Image
Abra Kadabra:
PL: 10
Str 10 (+0) Dex 14 (+2) Con 12 (+1) Int 16 (+3) Wis 15 (+2) Cha 15 (+2)

Skills: Bluff 8 (+10), Concentration 8 (+10), Craft (Electronic) 6 (+9), Craft (Mechanical) 6 (+9), Diplomacy 8 (+10), Gather Information 4 (+6), Intimidate 6 (+8.), Knowledge (Arcane Lore) 4 (+), Knowledge (History) 4 (+7), Knowledge (Technology) 6 (+9), Notice 6 (+8.), Perform (Oratory) 6 (+8.), Sense Motive 8 (+10), Sleight of Hand 8 (+10), Stealth 4 (+6)

Feats: Attack Spec. (Magic Array) 3, Challenge (Durable Lie), Contacts, Defensive Roll 4, Dodge Focus 6, Equipment 3, Fascinate [Diplomacy], Improved Initiative, Inventor, Luck, Master Plan, Ritualist

Powers: Magic 16 [Transform 6 {organic into inorganic}] (Dynamic)
-Alt. Power: Blast 12 (Dynamic)
-Alt. Power: Dazzle 10 [visual] (Dynamic)
-Alt. Power: Force Field 4 (Dynamic)
-Alt. Power: Telekinesis 10 (Dynamic)
-Alt. Power: Teleport 10 (Power Feats: Change Direction, Change Velocity, Easy)

Saves: Toughness +9*/+5**/+1 [*Force Field & Defensive Roll/**Force Field]
Fort +4
Ref +4
Will +7

Combat: Attack +2/+8 (magic array)
Damage +12 (blast)
Defense +11 (+2 flat-footed)
Initiative +6

Equipment: 15 ep HQ [build as needed per adventure using Abra]


Costs: Attributes 22+ Skills 23+ Feats 24+ Powers 42+ Saves 10+ Combat 14= 135 pts.


:arrow: Kadabra's an odd member of the Rogues, he's not really all that much into joining them on their crime sprees. He just doesn't want to share the spotlight mostly, he's convinced it's all for him. Because of that kind of thinking alot of Kadabra's plan are long & winding, taking several weeks to pull off. He's something of the mastermind of the Rogues really, he loves to chatter on & on about how he's planned this & plotted that for sooooo long and how this will finally be the end of the Flash.

:arrow: The man just simply screams Sliver Age evil basically. 8)

:arrow: Then there's his powers. :roll:

:arrow: Basically they're pretty much the same now as they were when Kadabra first came onto the villain scene. The main difference now is that he can do actual magic now and isn't using tech from the 64th century which seemed like magic. Kadabra just had to sell out 5 of his pals in the Rogues to get the real thing, which he did with a smile & brought us Underworld Unleashed.

:arrow: Kadabra really fits in with the rest of the Rogues in terms of point values but his damaging ability is what keeps him slightly above them. It's only been his own insecurities in comics where he doesn't have complete faith in himself & he gets beaten. Really since his "rebirth" after Underworld Kadabra's really been much more frightening as a villains as he became comfortable with what he could do with his powers. His knowledge of both technology and now magic gives him alot of different possibilities as to what he can do to threaten a hero. He's built a machine that was powerful enough to trigger a new Ice Age and kept it protected by a mystic field so that Flash couldn't simply tear the machine apart. It seems that making use of both of his areas of knowledge has become his new thing, merging magic & science, which can be something of a challenge if the hero doesn't really know too much about either.

:arrow: What else separates him from the rest of the Rogues is his willingness to wait for a plan to go into effect. Most of the others are quite happy to simply blow the doors off the vault and take what they want. Not Kadabra, nope. He wants a huge build up, kinda like an opening act to get the crowd ready for him. If you thought that the Trickster was all about the show, he's nothing compared to Kadabra, in fact even Trickster has called Kadabra a "showboating so & so" a couple of times. Kadabra is all about making a big show for everyone to see and truly respect & appreciate his genius.
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Tattooedman
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Double Down build #81

Postby Tattooedman » Fri Feb 04, 2011 10:33 am

Image
Double Down:
PL: 9
Str 12 (+1) Dex 16 (+3) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+7), Bluff 8 (+10), Diplomacy 4 (+6), Intimidate 4 (+6), Knowledge (Streetwise) 6 (+8.), Notice 8 (+10), Sense Motive 8 (+10), Sleight of Hand 6 (+9), Stealth 4 (+7)

Feats: Accurate Attack, All-Out Attack, Attack Spec. (Cardskin Array) 3, Benefit (Improved Feint), Defensive Roll, Dodge Focus 4, Improved Aim, Improved Critical (Cardskin Blasts) 2, Improved Initiative, Power Attack, Precise Shot, Ranged Pin, Taunt, Teamwork

Powers: Blast 8 [Cardskin blast] (Extra: Autofire, Penetrating)
-Alt. Power: Blast 8 [Cardskin vortex] (Extras: Area {Cloud}, Penetrating)
-Alt. Power: Blast 8 [Cardskin volley] (Extras: Area {Line}, Penetrating)
-Alt. Power: Obscure 8 [visual-Cardskin storm]
-Alt. Power: Snare 8 [Cardskin wrapping] (Extra: Suffocating)

Protection 4

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

Combat: Attack +4/+10 (cardskin array)
Damage +1 (unarmed)/+8 (cardskin array-critical 18-20)
Defense +11 (+3 flat-footed)
Initiative +7


Costs: Attributes 22+ Skills 13+ Feats 20+ Powers 36+ Saves 9+ Combat 20= 120 pts.


:arrow: Double Down is one of the Rogues I haven't read much about, a couple of issues here & there really so I understand the basics of his powers. I don't know if it's the way he looks like he's covered in some kind of weird tattoos, his Iron Age feel, but whatever it is I kinda have a soft spot for him in my head somewhere. Double Down's a very basic blaster type with some alternate powers you wouldn't normally see a blaster with. But hey, it's always good to be a little different from everyone else IMHO. On top of that he's got that whole street hood vibe to him from what I've read so I tossed in some decent fighting ability as well as some fair ranks in skills that would help him when playing cards for a living.

:arrow: In a fight it's Double Down's area attacks that make him dangerous, well that and the fact that all his cardskin attacks have penetrating and cover doesn't last too long against him. That Cloud Area attack is the one that makes him the most dangerous but a player worth their dice should be able to handle him fairly well with little trouble.
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Tattooedman
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