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

Tattooverse 2.5: WOF builds

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

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

Avalanche build #106

Postby Tattooedman » Sat Feb 05, 2011 10:46 am

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

Skills: Bluff 8 (+9), Climb 4 (+6), Concentration 10 (+12), Intimidate 8 (+9), Knowledge (Physical Sciences) 8 (+8.), Knowledge (Streetwise) 6 (+6), Language (Base: Greek; English), Notice 6 (+8.), Search 4 (+4), Sense Motive 6 (+8.), Stealth 4 (+6), Swim 4 (+6)

Feats: Attack Spec. (Earth Control Array) 2, Defensive Roll 2, Dodge Focus 4, Equipment, Improved Initiative, Improved Sunder, Power Attack, Startle, Seize Initiative, Takedown Attack

Powers: Earth Control 9
-Alt. Power: Blast 9 [Dirt Wave]
-Alt. Power: Environmental Control [Hamper Movement-1/quarter speed-unsteady ground]
-Alt. Power: Dazzle 9 [visual-Dust Wave]
-Alt. Power: Snare 9 [Trap in Dirt]
-Alt. Power: Trip 9 [Localized Quake] (Extra: Area {Burst}, Knockback)
-Alt. Power: Trip 9 [Fissure] (Extra: Area {Line}, Knockback)
-Alt. Power: Trip 9 [Shockwave] (Extra: Area {Cone}, Knockback)

Flight 3 (Flaw: Platform); (Linked to Earth Control)

Saves: Toughness +8*/+6**/+3 [*Defensive Roll & Armored Costume/**Armored Costume]
Fort +5
Ref +4
Will +5

Combat: Attack +5/+9 (Earth Control Array)
Damage +2 (unarmed)/+9 (Earth Control Array)
Defense +10 (+3 flat-footed)
Initiative +6

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


Costs: Attributes 20+ Skills 18+ Feats 15+ Powers 28+ Saves 7+ Combat 22= 112 pts.


:arrow: I figured at this point I should probably get around to doing some of the villains of the X-Men. So with that in mind I thought some of the older bad guys would be fun to do builds of, so here’s a long time member of the 2nd generation of the Brotherhood of Mutants, Avalanche.

:arrow: Now I realize that his powers are described as his being able to direct vibration waves that caused non-organic materials to disintegrate. But honestly I’ve not seen him ever use that power on anything besides the ground under his feet, so I felt that his build should just use Earth Control as his base power and be done with it. It covers everything I’ve ever seen Avalanche do with his powers.

:arrow: Man has Avalanche been around the block a couple different times, long running member of Mystique’s Brotherhood, Freedom Force, and even surviving their last “official” mission to Iraq where about half the team died. It seems that during that time Avalanche developed himself because of those last missions from what I saw. Though in the end though he’s still only a under pointed PL 9 with some serious area effects that can make the difference for his team in a fight.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Blob build #107

Postby Tattooedman » Sat Feb 05, 2011 10:48 am

Image
Blob:
PL: 9
Str 22 [34] (+6/+12) Dex 13 (+2) Con 16 [20] (+3/+5) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Skills: Bluff 6 (+6), Climb 0 (+6), Intimidate 8 (+10), Knowledge (Streetwise) 6 (+6), Notice 4 (+6), Sense Motive 4 (+4)

Feats: All-Out Attack, Attack Focus (Melee) 2, Chokehold, Crushing Pin, Equipment, Improved Grab, Improved Grapple, Improved Overrun, Improved Pin, Interpose, Power Attack, Startle, Takedown Attack 2, Taunt

Powers: Density 6 [+12 Strength; Protection 3 {Extra: Impervious}; Immovable 3; Super Strength 3] (Extra: Continuous Duration); (Flaw: Permanent)

Growth 4 {Large size} [+8 Strength; +4 Constitution; +4 Grapple; +2 Intimidate; +5 Carry Capacity; -4 Stealth; -1 Attack/Defense; Space/Reach: 10 ft/10 ft] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)

Immovable 3
Immunity 5 (Critical Hits, Environmental Cold, Environmental Heat. Pressure)
Impervious Toughness 2
Protection 7 (Extra: Impervious)

Saves: Toughness +12* [*Impervious 10]
Fort +12
Ref +3
Will +4

Combat: Attack +3/+5 (melee)
Damage +12 (unarmed)
Defense +5 (+2 flat-footed)
Initiative +2

Equipment: Comm-Link


Costs: Attributes 19+ Skills 7+ Feats 16+ Powers 54+ Saves 11+ Combat 13= 120 pts.


:arrow: Another member of the Brotherhood/Freedom Force team, the Blob basically was their Brick. Course his size limits his mobility but he does have a couple other tricks that some Bricks don’t really do, like his ability to not be moved unless he wants to. That tends to hold off the likes of Colossus fairly well, and I’ve seen where Blob would step in and take a shot to keep his buddies like Pyro or Avalanche safe so they can help him out later on in the fight.

:arrow: While he’s always been shown as being slightly dense in-between the ears, Blob is actually average for Intelligence. He’s just a simple kinda guy overall and he knows his limits and plays to them. He’s learned he can’t be quick so he’s learned to taunt foes into attacking him so that he can get ahold of them. Or he’ll work with Pyro or Avalanche setting him up for a cheap shot for best effect.

:arrow: I probably went a little too high with his strength, but like Avalanche I based part of this build off of the X-Men: Evolution show. It’s a good show that’s a great introduction for people who haven’t read decades of comics about these characters. But I thought that in it Blob was shown as being slightly stronger and a little more agile than the comic version but I felt it made sense overall.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Pyro build #108

Postby Tattooedman » Sat Feb 05, 2011 10:49 am

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

Skills: Acrobatics (+6), Bluff 6 (+8.), Craft (Writing) 8 (+9), Intimidate 6 (+8.), Knowledge (Pop Culture) 4 (+5), Knowledge (Streetwise) 6 (+7), Notice 6 (+6), Profession (Writer) 8 (+9), Sense Motive 6 (+6), Stealth 6 (+8.)

Feats: Accurate Attack, All-Out Attack, Attack Spec. (Fire Control Array) 3, Defense Roll 2, Distract [Bluff], Dodge Focus 4, Equipment, Improved Initiative, Luck, Power Attack, Precise Shot 2, Set-Up, Taunt, Teamwork 2

Powers: Fire Control 9 (Power Feat: Precise)
-Alt. Power: Blast 6 (Extra: Area {Explosion})
-Alt. Power: Blast 9 (Power Feat: Indirect)
-Alt. Power: Create Objects 9 [Fire Shapes]
-Alt. Power: Summon Minion 4 [Fire Creatures] (Extras: Fanatical, Horde); (Power Feat: Progression 3)

Device {Pyro Costume} 2 (hard to lose)
--Feature 1 [Wrist-Mounted Lighters]
--Immunity 5 (Heat Damage) (Flaw: Limited-½ Damage)
--Protection 3

Saves: Toughness +7*/+5**/+2 [*Defensive Roll & Costume/**Costume]
Fort +4
Ref +6
Will +4

Combat: Attack +2/+8 (Fire Control Array)
Damage +1 (unarmed)/+9 (Fire Control Array)
Defense +11 (+3 flat-footed)
Initiative +6

Equipment: Comm-Link

Drawbacks: Power Loss: [Fire Control Array-needs a source of fire] (-1 pt)


Costs: Attributes 16+ Skills 15+ Feats 22+ Powers 31+ Saves 10+ Combat 18- Drawbacks 1= 111 pts.


:arrow: The blaster of the Brotherhood, Pyro. Pyro may have been written out a long while ago by the Legacy Virus but it wouldn't be a run of Brotherhood builds without him. Again like some of the others there’s bits of other versions of him mixed in, though this time I’ve tossed in minor bits from the X-Movies. It’s mostly reflected in his gear set up, but his explosive blast was inspired slightly from things I saw of Pyro in the movie.

:arrow: I felt it was important to include St. John’s history as a well known writer in the build as in a couple odd issues and a novel trilogy referenced it and I thought it gave him a slightly different set of skills that will probably never get used but hey? Why not? It’s not like I was wasting points on this build, Pyro’s still got about 20 points left over as despite his long running history he’s still lite on costs. Pyro’s main thing is team working, mostly with Blob but he’s flexible enough to work with any other member of the team on a moments notice.
Last edited by Tattooedman on Fri Jul 22, 2011 10:08 am, edited 1 time in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Toad build #109

Postby Tattooedman » Sat Feb 05, 2011 10:52 am

Image
Toad:
PL: 9
Str 16 (+3) Dex 16 [26] (+3/+8.) Con 20 (+5) Int 12 (+1) Wis 12 (+1) Cha 08 (-1)

Skills: Acrobatics 4 (+12), Climb 4 (+7), Knowledge (Technology) 4 (+5), Notice 6 (+7), Sense Motive 6 (+7), Stealth 4 (+12)

Feats: Acrobatic Bluff, Attack Focus (Melee) 4, Defensive Attack, Defensive Roll 2, Dodge Focus 2, Grappling Finesse, Move-By Action, Set-Up, Teamwork

Powers: Container {Prehensile Tongue} 3
--Additional Limb 1 [Tongue] (Power Feats: Chokehold, Improved Grab, Improved Grapple, Improved Throw, Improved Trip)
--Elongation 3
--Strike 5 [Tongue Whip] (Power Feat: Mighty)

Dazzle 9 [visual-mucus spit]
-Alt. Power: Snare 9 [sticky mucus spit]

Enhanced Dexterity 10
Enhanced Feats 5 (Dodge Focus 3, Endurance, Evasion)
Leaping 3
Strike 5 [Super Kick] (Power Feats: Improved Critical 3, Mighty)
Super-Movement 2 (Wall-Crawling x2 [full speed])
Super Strength 2

Saves: Toughness +7*/+5 [*Defensive Roll]
Fort +5
Ref +10
Will +5

Combat: Attack +4/+8 (melee)
Damage +8 (super kick-critical 17-20)/+8 (tongue whip)/+9 (mucus attacks)
Defense +9 (+2 flat-footed)
Initiative +8

Drawbacks: Power Loss: [Super Strength-When unable to use his legs] (-1 pt)


Costs: Attributes 24+ Skills 7+ Feats 14+ Powers 69+ Saves 6+ Combat 16- Drawbacks 1= 135 pts.


:arrow: One of the original members of the Brotherhood of Mutants, and one that can be a slight headache to build Toad. Now I struggled with a couple different ways of doing this build before I finally settled on this version here. It was mostly a case of wanting to do to much within the limits of being a PL 9.

:arrow: I like how this one is overall, as Toad doesn’t have too much in regards towards skills and feats that aren’t related to his fighting or earned through him doing it over the years of his life as a mutant terrorist. Overall I think this build favors the X-Movies more than anything but I think I managed to keep a bit of his more classic historical bits as well. Basically Toad is the leader of the Brotherhood but he does it mostly because none of the other members don’t want to bother with it. Toad has no kind of leadership skills or feats really. Though there was a small stretch in the 90s where writers tried to make him into this mastermind kinda guy but that really didn’t work.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Re: Tattooverse 2.5 [2E]

Postby Shock » Sat Feb 05, 2011 10:55 am

No attractive for Mystique? Or do you let her get that as part of her Morph?

And a character named Firewall with no computer skills just makes me twitchy. :lol:
Shock
Cosmic Entity
Cosmic Entity
 
Posts: 9730
Joined: Tue Mar 16, 2004 9:21 pm

Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Sat Feb 05, 2011 10:59 am

Shock wrote:No attractive for Mystique? Or do you let her get that as part of her Morph?


Pretty much.

Shock wrote:And a character named Firewall with no computer skills just makes me twitchy. :lol:


~shrug~ eh, it was the 90s and eco-mindedness was the rage. Not computers. :lol:
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Black Tom Cassidy build #110

Postby Tattooedman » Sat Feb 05, 2011 11:02 am

Image
Black Tom Cassidy:
PL: 9
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 6 (+10), Climb 4 (+6), Diplomacy 6 (+8.), Disable Device 8 (+9), Escape Artist 4 (+6), Gather Information 6 (+8.), Intimidate 6 (+10), Knowledge (Civics) 4 (+5), Knowledge (Current Events) 4 (+5), Knowledge (Streetwise) 8 (+9), Notice 6 (+9), Search 6 (+7), Sense Motive 6 (+9), Sleight of Hand 4 (+6), Stealth 6 (+8.), Swim 4 (+6)

Feats: Attack Spec. (Blast), Attack Spec. (Shillelagh), Challenge [Durable Lie], Connected, Contacts, Defensive Attack, Defensive Roll 2, Distract 2 [Bluff/Intimidate], Dodge Focus 4, Equipment 2, Improved Aim, Improved Critical (Shillelagh) 2, Improved Defense, Improved Initiative, Master Plan, Power Attack, Precise Shot, Quick Draw, Set-Up, Talented [Bluff/Intimidate], Taunt, Teamwork

Powers: Blast 10 (Power Feat: Variable Descriptor [Force/Heat]); (Flaw: Medium [wooden substances])

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

Combat: Attack +6/+8 (blast/shillelagh)
Damage +2 (unarmed)/+4 (shillelagh-critical 18-20)/+10 (blast)
Defense +10 (+3 flat-footed)
Initiative +6

Equipment: Costume: +2 Toughness; Subtle
Comm-Link
Lock Picks
Shillelagh: +2 Damage


Costs: Attributes 26+ Skills 22+ Feats 29+ Powers 12+ Saves 9+ Combat 119= 122 pts.


:arrow: I figured since I’ve been doing X-Villains I should do one that I’ve not seen too much, the in-famous partner of the Juggernaut Black Tom Cassidy. Tom’s the brains of the pair, working the contacts to plan the different jobs, selling whatever was stolen, chartering whatever rides they need and generally doing all the face-man type of work since Cain tends to stand out in public.

:arrow: Black Tom is a planner without a doubt and while he’s not a total pushover in a fight with his blast it does have some limits that can be taken advantage of pretty easy enough. Most of his ability in a fight is being able to verbally deal with foes to better set them up for his own attacks or better yet for Cain to take them out. Left on his own to fight it out Tom can either blast or club a foe over the head with his shillelagh so while it’s a basic set of fighting skills he does have some. His other power makes him immune to the powers of Banshee and Siyrn but with his cousin having passed on and his daughter mostly dealing with things in X-Factor it doesn’t come into play that much.

:arrow: I’ve read in the wikis that Tom has lost all that goofy plant mutations due to M-Day, which is a bonus as far as I care, and is back to his old way of operating. Personally I’ve not been a fan of all the secondary mutations that happened to several members of the mutant community. Mostly they were bad ideas or poorly done overall and didn’t really do much for the character except make them harder to build or understand where the hell that new set of powers relates to what the character’s done in the past.

:arrow: Still Black Tom is under-pointed mostly due to lack of use through the years, with just under 15 pts left to be used. Personally I’d use it for minions and equipment but most of the time he doesn’t really seem to use those things that much.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Juggernaut build #111

Postby Tattooedman » Sat Feb 05, 2011 11:04 am

Image
'Nuff said.
Juggernaut:
PL: 12
Str 20 [42] (+5/+16) Dex 10 (+0) Con 20 [24] (+5/+7) Int 10 (+0) Wis 12 (+1) Cha 8 (-1)

Skills: Climb 0 (+16), Intimidate 12 (+12), Knowledge (Streetwise) 6 (+7), Sense Motive 6 (+7), Swim 0 (+16)

Feats: All-Out Attack, Attack Focus (Melee) 4, Chokehold, Cunning Fighter, Fast Overrun, Improved Grab, Improved Grapple, Improved Overrun, Power Attack, Startle, Takedown Attack, Ultimate Effort (Ultimate Toughness Save)

Powers: Growth 4 {Large size-9.5 ft. tall} [+8 Strength; +4 Constitution; +4 Grapple; +2 Intimidate; +5 Carry Capacity; Attack/Defense; -4 Stealth; Space/Reach 10ft/10 ft] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)

Container {Exemplar of Cyttorak} 17
Enhanced Strength 14
Immovable 12 (Extra: Unstoppable)
Immunity 9 (Life Support)
Impervious Toughness 7
Protection 8 (Extra: Impervious)
Super Strength 5 (Power Feats: Counter-Punch, Groundstrike)

Device {Helmet} 2 (hard to lose)
--Immunity 10 (Mental Effects)

Saves: Toughness +15* [*Impervious]
Fort +15
Ref +1
Will +2

Combat: Attack +4/+8 (melee)
Damage +16 (unarmed)
Defense +6 (+3 flat-footed)
Initiative +0


Costs: Attributes 20+ Skills 6+ Feats 15+ Powers 108+ Saves 11+ Combat 20= 180 pts.


:arrow: The unstoppable Juggernaut, the Marvel 616 version (probably a few years outta date but it works for me). Still pretty nasty at a PL 12 really, course that’s why I love this game system; with the trade-offs all kinds of things are possible. Course with Juggy here there’s a fair amount of said trade-offs, his Defense/Toughness of course & his Attack/Damage are the biggest I’ve done for a build yet. Let alone his strength.

:arrow: I think I built a good version of Juggy here, he’s able to bash & smash like no one else and take a shot and keep going and will force the players to come up with some other kinda tactic to beat him aside from beat on him until he gives up. With this version of Juggy all that’ll do is maybe annoy him, at worst you’ll only piss him off and then you’re in trouble.

:arrow: I think I’ve covered all the main bases as far as what all Juggy can do, honestly I’ve not really read too much of him. Only a couple issues of him in the 616 Marvel mainstream and a couple of him while in the Ultraverse. So it’s hard to gage how well he stacks up overall, he’s almost a plot device in my mind with as powerful as he’s been made out to be.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Amazo build #112

Postby Tattooedman » Sat Feb 05, 2011 11:37 am

Image
Amazo:
PL: 12
Str 20 (+5) Dex 20 (+5) Con 20 (+5) Int 18 (+4) Wis 10 (+0) Cha 10 (+0)

Skills: Intimidate 12 (+12), Notice 12 (+12), Stealth 8 (+13)

Feats: Accurate Attack, All-Out Attack, Attack Spec. (Mimicked Powers) 2, Defensive Attack, Diehard, Dodge Focus 4, Power Attack

Powers: Immunity 35 (Emotional Effects, Fortitude Effects)
Mimic X [all powers] (Extras: Continuous Duration, Extra Subject 3 {10 total}, Mimic Device, Perception); (Power Feat: Assessment); (Flaw: Tainted)

Saves: Toughness +10
Fort n/a
Ref +8
Will +8

Combat: Attack +8/+12 (Mimicked Powers)
Damage +5 (Unarmed)/[various based on mimicked powers]
Defense +8 (+2 flat-footed)
Initiative +5


Costs: Abilities 38+ Skills 8+ Feats 11+ Powers 35/X+ Saves 6+ Combat 24= 122 pts.


:arrow: Amazo is one villain I’ve been struggling with a bit. Figuring out his “Absorption Cells” (Mimic) was a pain in the rear! Finally I decided to take the easy route and just go with the classic GM trick of X-Trait, once that was out of the way it made for an easier time. Basically Amazo is the “One Man Justice League”, with the powers of it’s members. I decided to leave him “blanked out” in case someone would want to use him for a game of their own and fill in his power slots to suit their tastes.

:arrow: Amazo is the villain to use when your group has went down the road of “Let’s beat the snot outta all the villains instead of using their brains. That’s the only way to beat Amazo, out-smart him, there’s no way to defeat him in a fight using only powers.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Deathestroke build #113

Postby Tattooedman » Sat Feb 05, 2011 11:38 am

Image
Deathestroke:
PL: 12
Str 24 (+7) Dex 24 (+7) Con 24 (+7) Int 18 (+4) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 6 (+13), Bluff 10 (+12), Climb 2 (+9), Disable Device 6 (+10), Gather Information 8 (+10), Intimidate 10 (+12), Knowledge (Streetwise) 6 (+10), Knowledge (Tactics) 8 (+12), Notice 10 (+13), Search 6 (+10), Sense Motive 10 (+13), Stealth 8 (+15), Survival 8 (+11), Swim 2 (+9)

Feats: Ambidexterity, Assessment, Challenges 2 [Combat Clarity, Fast Planning], Combat Intuition, Cunning Fighter, Defensive Attack, Dodge Focus 4, Eidetic Memory, Elusive Target, Equipment 4, Evasion, Improved Block, Improved Disarm, Improved Feint, Improved Trip, Luck, Master Plan, Power Attack, Precise Shot, Quickdraw, Stunning Attack, Twin Weapon Strike

Powers: Immunity 2 (Disease, Poison)
Quickness 2 (Flaw: Mental Only)
Regeneration 11 [Recovery Rate: Bruised: 1/round; Unconscious: 1/round; Injured: 1/5 minutes; Staggered: 1/5 minutes; Disabled: 1/hour: Ability: 1/hour; Resurrection: 1/week] (Power Feats: Persistent, Regrowth)
Super-Senses 5 (Extended Vision, Extended Hearing, Scent, Danger Sense [mental], Uncanny Dodge [mental])
Super Strength 1

Device [Power Staff] 3 [easy to lose]
--Blast 7
-Alt. Power: Strike 3 (Power Feats: Extended Reach 2, Improved Critical 2, Improved Disarm, Improved Trip, Mighty)

Saves: Toughness +10*/+7 [*Armored Costume]
Fort +9
Ref +11
Will +8

Combat: Attack +12
Damage +1 (Shuriken)/+4 (Heavy Pistols/Swords)/+7 (Unarmed/Power Staff-critical 18-20)
Defense +14 (+5 flat-footed)
Initiative +7

Equipment: Armored Costume: +3 Toughness
Arsenal: (20 ep)
Flash-Bangs: Dazzle 4 (Extra: Area [Burst])
-Smoke Grenade: Obscure 2 [visual]
-Dual Heavy Pistols: +4 Damage; Range 40 ft.
-Dual Masterwork Swords: +3 Damage; Critical 18-20
-Shuriken: +1 Damage; Autofire



Costs: Attributes 60+ Skills 25+ Feats 30+ Powers 23+ Saves 11+ Combat 44= 193 pts.


:arrow: Come up with a build that shows just how good Slade is can be difficult. Honestly I looked at Thorp’s, Taliesin’s and BARON’s builds as reference for this one. Each had things I agreed with and some minor points I didn’t but my point is that even the majority of those skilled builders had problems bringing Deathstroke in under point costs. So I don’t feel too bad with how my take on him turned out. Besides, the bad guys are supposed to have a bit of an advantage of those pesky heroic types anyways.

:arrow: Slade can hit hard, fast and keep a group of heroes on their toes as they react to the organized chaos he’ll open up on them to keep them distracted while he does whatever it is he’s there to do. Plain and simple Deathstroke is all about misdirection and maximizing what he can get out of it to get the job done. Plus add in the fact that he’s a merc for hire and you can use him at almost anytime with little trouble explaining why he’s around. It’s simple: someone paid him to.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Eclipso II build #114

Postby Tattooedman » Sat Feb 05, 2011 11:40 am

Image
Eclipso II:
PL: 10
Str 10 [16] (+0/+3) Dex 10 [18] (+0/+4) Con 10 [20] (+0/+5) Int 14 (+2) Wis 16 (+3) Cha 16 (+3)

Skills: Bluff 8 (+11), Diplomacy 8 (+11), Intimidate 6 (+9), Knowledge (Arcane Lore) 4 (+6), Knowledge (Business) 6 (+8 ), Knowledge (History) 8 (+10), Notice 4 (+7), Sense Motive 6 (+9), Stealth 6 (+10)

Feats: Attack Focus (Melee) 3, Attack Spec. (Black Diamond) 2, Challenges (Durable Lie), Distract [Intimidate], Dodge Focus 4, Fascinate [Diplomacy], Improved Initiative, Power Attack, Ritualist, Set-Up, Startle, Taunt

Powers:
Container [Devil’s Island Tattoos] 1
--Immunity 5 (Eclipso’s Possession)

Container [Prince of Darkness] 8
--Enhanced Constitution 10
--Enhanced Dexterity 8
--Enhanced Feats 9 (Diehard; Fearless; Fearsome Presence 3 [DC 13-15 ft area]; Tough 4)
--Enhanced Strength 6
--Impervious Toughness 5

Device [Black Diamond] 7 (easy to lose)
--Blast 12 (Extra: Penetrating); (Flaw: Distracting)
--Mind Reading 10

Saves: Toughness +9* [*Impervious 5]
Fort +7
Ref +7
Will +9

Combat: Attack +4/+7 (melee)/+8 (black diamond)
Damage +3 (unarmed)/+10 (black diamond blast)
Defense +8 (+2 flat-footed)
Initiative +8

Drawbacks: Involuntary Transformation (into Normal Identity, in pure sunlight) (-5 pts)
Normal Identity (Alex Montez) (-3 pts)

Costs: Attributes 16+ Skills 14+ Feats 18+ Powers 66+ Saves 11+ Combat 16- Drawbacks 8= 133 pts.


:arrow: The second Eclipso, Alex Montez. This is a guy that shows how the best intensions can lead you to bad places. Wanting revenge on Eclipso for his killing of his cousin, the second Wildcat, Alex became the curator of the JSA’s museum and secretly worked with Bruce Gordon to destroy the fragments of the Heart of Darkness. What Alex didn’t tell anyone was that he planned to take on the powers of Eclipso to use for himself as further punishment as well.

:arrow: During the Princes of Darkness story Alex’s plan came to bear & he revealed the massive amount of tattoos he had gotten that were based on the wards that were used on Devil’s Island to contain Eclipso for so many years and made him immune to Eclipso’s possession ability. He helped the JSA to defeat Mordu & Obsidian, and was soon approached by Black Adam to help him free his home country.

:arrow: After Black Adam’s crew had taken over Kahndaq the JSA attempted to stop them. During that huge series of fights several members on both sides took severe injuries including Alex killing his ally & lover Nemesis. Alex discovered that his binding tattoos had been cut open, allowing Eclipso to exert some minor control over him when he became caught up in the fighting. Deciding that he needed to stop Eclipso before he could do anything else Alex threw himself off a building and died on impact.

:arrow: Most of his skills are from his time as the curator of the JSA museum, but I made sure to give him a good dose of interaction skills that would allow him to maintain his lies to the JSA members as to his true goals. His feats are a matter of educated guess to a degree on my part that I thought made sense for him sense he was the new host to Eclipso and a couple stray comments he made in the series.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Prometheus build #115

Postby Tattooedman » Sat Feb 05, 2011 11:41 am

Image
Prometheus:
PL: 12
Str 18 (+4) Dex 20 (+5) Con 18 (+4) Int 20 (+5) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 4 (+9), Bluff 10 (+12), Computers 4 (+9), Craft (Electronic) 6 (+11), Craft (Mechanical) 6 (+11), Disable Device 8 (+13), Gather Information 6 (+8.), Knowledge (Streetwise) 8 (+13), Knowledge (Tactics) 8 (+13), Knowledge (Technology) 10 (+15), Notice 4 (+7), Sense Motive 10 (+13), Stealth 8 (+13)

Feats: Assessment, Challenge [Fast Assessment], Equipment 2, Improved Initiative, Luck, Master Plan, Power Attack, Taunt, Well-Informed

Powers: Device [Nightstick] 3 [easy to lose]
--Strike 8 (Power Feats: Improved Block, Improved Critical 2, Improved Sunder, Mighty, Weapon Break)
-Alt. Power: Datalink

Device [Cosmic Key] 1 [easy to lose]
--Super-Movement 1 [Dimensional Movement (Ghost Zone/Limbo)] (Power Feat: Progression 3)

Device [Armored Costume] 8 [hard to lose]
--Stun 8 [Hypnotic Strobe] (Extra: Alternate Save [Will], Ranged)
-Alt. Power: Blast 8 [ballistic rounds]
-Alt. Power: Stun 8 [Neural Chaff] (Extra: Ranged)
--Protection 6 (Extra: Impervious)

Device [Helmet] 5 [hard to lose]
--Reflex Memory 4 [20 pt. pool] (Extra: Feats); (Flaw: Standard Action [-3])
~Standard Set Up:
Feats: Attack Focus [Melee] 4, Attack Focus [Ranged] 4, Cunning Fighter, Defensive Strike, Dodge Focus 4, Improved Critical [Nightstick] 2, Improved Feint, Follow-Up Strike, Unbalancing Strike, Veteran Fighter


Saves: Toughness +10*/+4 [*Armored Costume (Impervious 6)]
Fort +8
Ref +8
Will +6

Combat: Attack +8 [+12]
Damage +4 (Unarmed)/+8 (various projectiles)/+12 (Nightstick)
Defense +12 (+4 flat-footed)
Initiative +9

Equipment: Headquarters (8 ep) [The Crooked House in the Ghost Zone]: Size [Small]; Toughness [5]; Features: Infirmary, Isolated, Gym, Laboratory, Library, Living Space, Power System, Workshop


Costs: Attributes 46+ Skills 23+ Feats 10+ Powers 64+ Saves 10+ Combat 32= 185 pts.


:arrow: Prometheus is a villain I like, he’s the kinda guy that can take on a whole team of heroes and believably hold his own if the GM takes a few minutes to think over ways to keep each PC occupied for a bit of time in creative ways. His first showing of course made him hella cool as he went off on the JLA and actually held his own for the majority of the book until Catwoman showed herself and did her version of a kick in the jimmy. He got away and later returned with Luthor and his new Injustice League of heavy hitters and managed to hold his own again til he got surprised by Batman (big shock there right?). Since then he’s had a couple showings that have been less than stellar and explained away as his unknown sidekick-in-training taking over way too soon. Now it looks like the original is back and ready to make his move on the bigger heroes of the world.

:arrow: Basically the idea behind Prometheus is “Anti-Batman”. A villain who has spent his life training himself to defeat Justice and make it pay for taking his parents away from him. It doesn’t hurt either that he’s basically a sociopath with a ton of drive and dedication to his goals, so he simply doesn’t care about whoever he hurts or gets in his way. It’s all a means to an ends to him.

:arrow: To me the biggest thing about Prometheus is that he’s way more reliant on his gear than Batman is, without it he’s basically a PL 8 IMO. To be able to challenge the likes of the JLA and other such super teams he has to have his gear otherwise he’s simply be a street-level villain, though he’d still be fairly trying I think but way below the notice of the likes of the JLA.
Last edited by Tattooedman on Wed Jun 27, 2012 10:05 am, edited 2 times in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Thrill Devil build #116

Postby Tattooedman » Sat Feb 05, 2011 4:19 pm

Image
Thrill Devil:
PL: 8
Str 16 (+3) Dex 20 (+5) Con 16 (+3) Int 14 (+2) Wis 14 (+2) Cha 10 (+0)

Skills: Acrobatics 4 (+9), Craft (Electronic) 4 (+6), Craft (Mechanical) 4 (+6), Drive 8 (+13), Gather Information 6 (+6), Knowledge (Streetwise) 6 (+8.), Notice 8 (+10), Sense Motive 6 (+8.), Stealth 6 (+11)

Feats: Attack Spec. (Hyper-sportbike) 3, Attack Spec. (Unarmed), Challenge (One Hand on the Wheel), Defensive Attack, Dodge Focus 3, Evasion, Equipment 7, Fast Overrun, Favored Environment [urban-high speeds] 4 (+4 defense), Improved Critical (Unarmed), Improved Initiative, Improved Overrun, Instant Up, Move-By Action, Power Attack, Uncanny Dodge [visual], Ultimate Effort (Ultimate Fortitude Save)

Saves: Toughness +6*/+3 [*Track Suit]
Fort +4
Ref +7
Will +5

Combat: Attack +4/+6 (unarmed)/+10 (hyper-sportbike)
Damage +3 (unarmed)/+6 (hyper-sportbike)
Defense +10 [urban-high speeds]/+6 [nonurban-high speeds] (+3 [urban-high speeds]/+1 [nonurban-high speeds] flat-footed)
Initiative +9

Equipment: Track Suit: +3 Toughness; Subtle
Helmet: Comm-Link; GPS; Night Vision;

Hyper-Sportsbike [motorcycle-25 ep]: Strength: 15; Speed: 6; Defense: 10; Toughness: 8; Size: Medium; Features: Alarm, Caltrops, Hidden Compartments, Nav-System, Oil Slick, Smoke screen Special Features: Battering Ram Frame [Strike 6 {Power Feat: Improved Critical 2}]

Costs: Attributes 30+ Skills 14+ Feats 29+ Saves 6+ Combat 14= 93 pts.


:arrow: A way cheap street-level criminal, Thrill Devil isn’t gonna take over the world anytime soon but he just may manage to irritate your players for a little bit until they can adjust to his unique fighting style. I mean not too many people use their motorcycle as a weapon in most cases.

:arrow: Thrill Devil is more about getting from point A to point B as fast as possible. He’s the kind of guy that’s hired to make deliveries and chase down those that may have stolen from the mastermind criminal who runs the streets. Not that he’s a total pushover, oh no Thrill Devil is somewhat hard to hit any given time that’s his main strength; to frustrate players by taking them out of their normal element in a fight and force them to adapt to something new.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Paintball build #117

Postby Tattooedman » Sat Feb 05, 2011 4:22 pm

Image
Paintball:
PL: 8
Str 18 (+4) Dex 22 (+6) Con 20 (+5) Int 14 (+2) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 4 (+10), Bluff 6 (+7), Concentration 8 (+10), Craft [Artistic-painting] 4 (+6), Disguise 0 (+10), Escape Artist 4 (+14), Gather Information 4 (+5), Intimidate 6 (+7), Knowledge [Art] 6 (+8.), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+12)

Feats: Attack Focus (Melee) 3, Chokehold, Crushing Pin, Defensive Attack, Dodge Focus 2, Elusive Target, Improved Grab, Improved Initiative, Improved Throw, Improved Trip, Move-By Action, Power Attack, Taunt, Uncanny Dodge [audio]

Powers: Alternate Form {Liquid-Man of Paint} 8 (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
--Snare 8 [gooey wad of purple] (Extra: Independent); (Flaw: Touch Range)
-Alt. Power: Blast 8 [shocking wad of yellow] (Flaw: Touch Range)
-Alt. Power: Drain Constitution 8 [tiring wad of green] (Linked to Illusion)
-Alt. Power: Trip 8 [strangely strong wad of red] (Extra: Knockback); (Flaw: Touch
Range)
--Elongation 4
--Illusion 2 [visual] (Flaw: Limited-only makes target of Drain Constitution look white and drained of any colors)
--Immunity 3 [Starvation & Thirst; Suffocation]
--Insubstantial 1
--Morph 2 [humanoids]

Saves: Toughness +5
Fort +8
Ref +10
Will +7

Combat: Attack +6/+8 (melee)
Damage +4 (unarmed)/+5 (strong red trip)/+6 (draining green)/+8 (electric yellow/gooey purple)
Defense +11 (+4 flat-footed)
Initiative +10

Drawbacks: Weakness: turpentine/paint thinner/ect (-1 Constitution per minute, can kill) (-4 pts)


Costs: Attributes 40+ Skills 15+ Feats 17+ Powers 40+ Saves 12+ Combat 30- Drawbacks 4= 150 pts.


:arrow: Another one of DC’s strange one-shot villain who hasn’t really been seen since his first appearance. Paintball has some unique powers and attacks that can be somewhat trouble at first for players to figure out exactly what he can do.

:arrow: When it’s all said and done Paintball is about using his liquid paint body to stretch around to be a threat at a range of 20 feet, and he can make a good stalling villain when the big boss bad guy needs those few extra minutes to put the finishing touches on his “big” master plan to take over whatever it is he’s planning on taking over.

:arrow: Paintball is one of those “themed” villains in a way, as he constantly making references to art and such but if you don’t care for that feel free to change that part. Otherwise Paintball is the kind of bad guy who will wait for the right moment to attack from hiding to be able to make the most of his powers and the element of surprise.
Last edited by Tattooedman on Mon Jan 02, 2012 10:24 am, edited 2 times in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Blackguard build #118

Postby Tattooedman » Sat Feb 05, 2011 4:23 pm

Image
Blackguard:
PL: 10
Str 18 (+4) Dex 20 (+5) Con 14 (+2) Int 10 (+0) Wis 10 (+0) Cha 12 (+1)

Skills: Bluff 6 (+7), Climb 2 (+8.), Drive 2 (+7), Intimidate 6 (+7), Knowledge (Streetwise) 6 (+6), Notice 6 (+6), Pilot 2 (+7), Sense Motive 6 (+6), Stealth 4 (+9)

Feats: All-Out Attack, Attack Spec. (energy warhammer) 2, Improved Initaitive, Improved Disarm, Improved Sunder, Move-By Action, Power Attack, Startle, Takedown Attack 2, Taunt, Uncanny Dodge [visual], Weapon Bind, Weapon Break

Powers: Regeneration 7 [Recovery Bonus: +4; Resurrection: 1/week] (Power Feats: Persistent, Regrowth)
Shield 4 (Power Feat: Improved Block 2)
Strike 6 [electrical energy-warhammer] (Power Feats: Extended Reach, Improved Critical 3, Mighty)
Super Strength 2 (Power Feats: Bracing, Groundstrike)

Device {Blackguard Armor} 4 (hard to lose)
--Communication 4 [radio]
--Protection 8 (Extra: Impervious)

Saves: Toughness +10*/+3 [*Impervious Armor 8]
Fort +8
Ref +5
Will +5

Combat: Attack +4/+8 (energy warhammer)
Damage +6 (unarmed)/+10 (electrical energy warhammer-critical 17-20)
Defense +8 (+2 flat-footed)
Initiative +9


Costs: Attributes 24+ Skills 10+ Feats 13+ Powers 40+ Saves 9+ Combat 16= 112 pts.


:arrow: Pretty much your standard super-mook from DC, Blackguard has only had a few appearacnes over the years and his powers have never really been defined clearly yet. I went with the idea that most of them are experiment given but he has the powers not his armor.

:arrow: Like most super-mooks Blackguard is under pointed since not too much is really known about him since he’s only had like maybe 3 appearances over the last 10 years. Again it’s this type of villain that player’s forget about in general that’s great to pull out to surprise them with since they probably won’t remember anything about them so any changes you’ve made to them won’t go challenged at all and you can make them work probably slightly a bit better than they did in their appearances in comics. Besides every GM needs the super-mook villain to rob banks, be powered mercs, hit men and such to challenge the players. :twisted:
Last edited by Tattooedman on Fri Nov 18, 2011 1:32 am, edited 1 time in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: No registered users and 5 guests