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Tattooverse 2.5: WOF builds

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Heatwave build #130

Postby Tattooedman » Sun Feb 06, 2011 10:00 am

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

Skills: Aerbatics 6 (+11), Climb 4 (+8 ), Diplomacy 4 (+6), Intimidate 6 (+8 ), Knowledge (Current Events) 4 (+6), Knowledge (Tactics) 6 (+8 ), Notice 6 (+8 ), Search 4 (+6), Sense Motive 4 (+7), Stealth 4 (+9), Survival 4 (+7), Swim 4 (+8 )

Feats: Aerobatic Bluff, Assessment, Attack Focus (Ranged) 3, Challenge (Fast Planning), Dodge Focus 3, Equipment, Favored Environment [airborne] 2 (+2 defense), Improved Initiative, Leadership, Luck 2, Inspire 2, Power Attack, Precise Shot, Set-Up, Teamwork 2

Powers: Plasma Control 10 (Extra: Penetrating); (Flaw: Uncontrolled)
Flight 4

Device {Cyberdata Suit} 4 (hard to lose)
--Feature [Removes Uncontrolled Flaw from Plasma Control {10 pt}]
--Enhanced Feats 3 (Improved Aim, Improved Ranged Disarm, Ultimate Aim)
--Protection 5 (Extra: Impervious)

Saves: Toughness +10*/+5 [* Impervious 5]
Fort +7
Ref +6
Will +6

Combat: Attack +7/+10 (ranged)
Damage +4 (unarmed)/+10 (plasma blast)
Defense +8 [grounded]/+10 [airborne] (+2 [grounded]/+3 [airborne] flat-footed)
Initiative +9

Equipment: Comm-Link; GPS


Costs: Attributes 42+ Skills 14+ Feats 25+ Powers 44+ Saves 6+ Combat 24= 155 pts.


:arrow: Now we have the field leader of Cyber Force, Heatwave. A former Navy S.E.A.L. whose plasma generating powers will eat up his own body if used at too high a level (which is why his plasma control has the uncontrolled flaw). Which was what Cyberdata helped him with, they designed his suit which allows him to better control the output of his energies so that doesn't happen.

:arrow: Basically I got a serious Cyclops vibe while doing Heatwave's build, and basically that makes sense in a way. Heatwave's background basically make him a mirror image of Cyclops even down to the uncontrolled power. I mean Heatwave has enough leadership skills & feats he should be living at Greymalkin Lane!

:arrow: The big difference is that Heatwave can fly and his blast isn't as diverse as Cyclops' optic blast can be. Though Heatwave's plasma does have penetrating but that's it, not other way to change the way it manifests aside from power stunting.

:arrow: Basically Heatwave is built to fly above the fight giving orders to the other members of Cyber Force and to take a select few, well aimed shots at their foes. Well that and encourage the team using his assessment, Inspire, Leadership, Luck, Set-Up & Teamwork feats to lend a hand to whichever member of Cyber Force happens to need it at any time. Overall Heatwave is a fairly straight forward kind of blaster with some flight and armor. The biggest difference is that he has a couple other options to use when his shots aren't doing the best they could.
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Velocity build #131

Postby Tattooedman » Sun Feb 06, 2011 10:02 am

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

Skills: Acrobatics 4 (+9), Bluff 4 (+6), Climb 2 (+3), Notice 6 (+7), Search 6 (+7), Sense Motive 4 (+5), Swim 2 (+3)

Feats: Attack Focus (Melee) 4, Defensive Roll, Equipment, Move-By Action, Power Attack, Set-Up, Taunt

Powers: Container {Kevlar Skin} 1
--Immunity 1 (Friction Heat)
--Impervious Toughness 4

Container {Fast Cyber-Girl} 11
--Enhanced Feats 16 (Defensive Roll 3; Dodge Focus 6; Elusive Target; Evasion; Fast Overrun; Improved Overrun; Improved Initiative 5)
--Enhanced Reflex Save 5
--Quickness 8
--Speed 8
--Strike 8 (Extra: Autofire)
-Alt. Power: Rapid Attack [40 ft. radius]
-- Super-Movement 1 (Water Walking) (Flaw: Limited-Only when running)

Saves: Toughness +8*/+4 [*Defensive Roll]
Fort +6
Ref +11
Will +5

Combat: Attack +2/+6 (melee)
Damage +1 (unarmed)/+8 (strike)
Defense +8 (+1 flat-footed)
Initiative +25

Equipment: Comm-Link; GPS


Costs: Attributes 28+ Skills 7+ Feats 10+ Powers 60+ Saves 7+ Combat 8= 120 pts.


:arrow: Who knew jailbait could be so cute? Velocity was the newest member of Cyber Force and was the one who shared with the readers all the new sights that Cyber Force had to show her.

:arrow: She comes in 2 PLs below the rest of the team, but hey she was shown still trying to develop some control over her powers. Because sometimes just cause you have powers doesn't mean you know how to use them perfectly right off the bat. Alot of her development went towards being able to use her speed consistently without leaving herself open to attacks. Plus her being on Cyber Force gave an actual legitimate reason for her big sister Balistic to show up from time to time and work with them on whatever mission they were on at that point.

:arrow: When it's all said & done Velocity is your typical speedster though her Toughness is better than abverage but only because of her having several layers of kevlar bonded to her skin. She hasn't developed all the speed tricks there are but she's on her way to earning the points she'll need to get them.
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Cyblade build #132

Postby Tattooedman » Sun Feb 06, 2011 10:03 am

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

Skills: Acrobatics 6 (+10), Bluff 5 (+7/+9), Climb 4 (+6), Drive 4 (+8 ), Diplomacy 7 (+9/+11), Disable Device 6 (+9), Knowledge (Life Sciences) 6 (+8 ), Knowledge (Tactics) 6 (+8 ), Medicine 6 (+8 ), Notice 8 (+10), Pilot 4 (+8 ), Sense Motive 8 (+10), Stealth 6 (+10), Swim 4 (+6)

Feats: Acrobatic Bluff, All-Out Attack, Assessment, Attack Spec. (Cyblades) 2, Attack Spec. (Unarmed) 2, Attractive, Benefit (Wealth), Diehard, Defensive Roll 3, Dodge Focus 6, Equipment, Grappling Finesse, Improved Critical (Unarmed), Improved Initiative, Leadership, Power Attack, Takedown Attack, Teamwork, Uncanny Dodge [visual]

Powers: Blast 10 [Cyblade Barrage] (Extras: Area {Burst}, Auto-Fire, Penetrating, Range {Perception}); (Flaw: Limited-Loses 1 rank per range increment past 25ft)
-Alt. Power: Blast 10 [Accurate Cyblade Shot] (Extras: Penetrating, Range{Perception}); (Flaw: Limited-Loses 1 rank per range increment past 25ft)
-Alt. Power: Strike 10 [Handheld Cyblades] (Extras: Autofire, Penetrating)

Saves: Toughness +8*/+5**/+3 [*Costume & Defensive Roll/**Costume]
Fortitude +6
Reflex +8
Will +7

Combat: Attack +4/+8 (unarmed)/+10 (cyblades)
Damage +2 (unarmed)/+10 (cyblades)
Defense +12 (+3 flat-footed)
Initiative +8

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


Costs: Attributes 30+ Skills 20+ Feats 28+ Powers 54+ Saves 12+ Combat 20= 164 pts.


:arrow: Cyblade is another blaster basically though she has other skills that help out, things like being able to drive their vehicles, break into places, play field doc, sneak, as well as replacement leader when Heatwave went down.

:arrow: Cyblade is cut from the acrobatic skilled ninja-like cloth of the 90s. Not that we don't need another hot chick dancing around a fight laying the smake down on big nasty 90s bad guys. :D It's just that her feats & skills to get her there are what put her over the 150 PL/point balance. As it is though, that's all I can pretty much say about Cyblade since I only read 3 whole issues of Cyber Force (man! I gotta go and locate some of those old issues!).
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Ripclaw build #133

Postby Tattooedman » Sun Feb 06, 2011 10:05 am

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"Hang on there Stryker, instead of you shooting him from a safe distance I'm gonna leap over there and take butt-loads of hits just to show him his intestines."
Ripclaw:
PL: 10
Str 20 (+5) Dex 18 (+4) Con 20 (+5) Int 12 (+1) Wis 16 (+3) Cha 10 (+0)

Skills: Acrobatics 4 (+10), Climb 4 (+9), Concentration 8 (+11), Escape Artist 4 (+8 ), Handle Animal 4 (+6), Intimidate 8 (+10), Knowledge (Arcane Lore) 4 (+5), Knowledge (History) 4 (+5), Knowledge (Theology & Philosophy) 4 (+5), Language 3 (Base: English; Apache; Cheyenne; Lakota Sioux; Navajo), Notice 8 (+11), Search 6 (+7), Sense Motive 6 (+9), Stealth 8 (+12), Survival 8 (+11), Swim 4 (+9)

Feats: All-Out Attack, Animal Empathy, Attack Spec. (Claws) 2, Challenges 2 (Accelerated Stealth; Vanish), Defensive Roll, Dodge Focus 4, Equipment, Improved Block, Improved Initiative, Improved Sunder, Move-By Action, Power Attack, Ritualist, Startle, Seize Initiative, Takedown Attack 2, Talented (Handle Animal/Intimidate), Trance, Ultimate Save (Ultimate Fortitude Save)

Powers: Super-Senses 6 (Danger Sense; Psychometry; Uncanny Dodge {mental})
Container {Bear Metamorphing} 5
--Enhanced Feats 5 (Endurance; Rage 2 [10 rounds {+4 Str +2 Fort/Will; -2 Defense}]; Tough 2)
--Regeneration 4 [Recovery Bonus: +3] (Power Feat: Diehard)
--Strike 5 [claws] (Extra: Penetrating 5); (Power Feats: Improved Critical 2, Mighty)

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

Combat: Attack +6/+10 (melee)
Damage +10 (claws)/+12 (raging claw)
Defense +10/+8 (raging) (+3/+1 [raging]) flat-footed)
Initiative +8

Equipment: Comm-Link; GPS


Costs: Attributes 36+ Skills 24+ Feats 25+ Powers 31+ Saves 10+ Combat 24= 150 pts.


:arrow: At first I can see how people would say that he’s just a Wolverine copy, but aside from the whole “handful of claws” bit they’re really different overall. I mean they’re both loners and have the whole “honorable warrior” mentality but they get there 2 entirely different ways. Ripclaw is more the spiritual shamanistic warrior, who cares about the balance of man and nature and his skills & powers show that IMO.

:arrow: Ripclaw is probably one of Top Cow’s most well known characters, he’s been a guest in several of their books even after Cyber Force was cancelled. Now that’s a well-liked guy. Honestly, again most of my info comes from wikis so I may be missing something. I almost feel wrong with Ripclaw coming out to an even 150 pts, but I can’t recall or remember anything else he may have (let me know if I missed something Emerald Flame)

:arrow: Mostly Ripclaw’s powers were explained as his being a animal based metamorph which I get for the claws. I figured his raging was linked to his channeling the spirit of the bear when he used his powers, & I remember his running around hurt fairly bad the entire Killer Instinct story so I tossed in the Regeneration with diehard power feat as well as some endurance. I kept his sensory powers separate from the container since they seemed to based more on his shaman training. I’m not 100% sure I got all of his powers, but those are the ones that I can recall and they were the only ones mentioned in his wiki.
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Impact build #134

Postby Tattooedman » Sun Feb 06, 2011 10:07 am

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Impact:
PL: 10
Str 34 (+12) Dex 10 (+0) Con 20 (+5) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 4 (+6), Climb 0 (+12), Diplomacy 4 (+6), Intimidate 4 (+8 ), Notice 6 (+8 ), Sense Motive 4 (+6), Stealth 6 (+2)

Feats: All-Out Attack, Attack Focus (Melee) 4, Chokehold, Crushing Pin, Dodge Focus 4, Endurance, Equipment, Improved Grab, Improved Grapple, Improved Initiative, Interpose, Power Attack, Set-Up, Taunt, Teamwork 2

Powers: Density 5 (Extra: Continuous); (Power Feat: Innate); (Flaw: Permanent) [+10 Str; Impervious Toughness 2; Immovable 1; Super Strength 1; mass x4]
Growth 5 (Extra: Continuous); (Power Feat: Innate); (Flaw: Permanent)
[+10 Str; +5 Con; +4 Grapple; +2 Intimidate; +5 Carry Capacity; -1 attack/defense; -4 Stealth; Space/Reach 10 ft]
Impervious Toughness 3
Immovable 1 (Extra: Unstoppable)
Immunity 7 (Critical Hits; Fire Damage)
Protection 7 (Extra: Impervious); (Flaw: Noticeable)
Super Strength 2

Saves: Toughness +12* [*Impervious]
Fort +8
Ref +2
Will +6

Combat: Attack +3/+7 (melee)
Damage +12 (unarmed)
Defense +7 (+1 flat-footed)
Initiative +4

Equipment: Comm-Link; GPS


Costs: Attributes 37+ Skills 7+ Feats 20+ Powers 55+ Saves 9+ Combat 16= 144 pts.


:arrow: I’ve gotta say, I love building big, strong, take a hit and not drop, almost level a building when he hits kinda guys. They’re so nice & simple to build without any real clutter to them. With that said Impact is no different and I’m not super surprised that he came in right about 10 points under build specs, but I may have missed something like I said before. From what I read of him Impact was the “normal” member of Cyber Force, being the most grounded of them all without too much anger or unhappiness about what had happened to him. He simply accepted it and went on with his life as best he could, and with his California beach-dude attitude he was the jokester of the group as well as being the one who some of the team would use as a save place to go to during a fight as he could take most shots with ease.

:arrow: I figured with his attitude being what it was Impact was the one in the team that the others would feel the most at ease with and would be willing to talk a little bit more about their problems. So I made sure to toss in some interaction skills to make it a little easier to do. Impact was different from the rest of the team as he wasn’t a mutant, but a kind of botched experiment. Basically his super-genius scientist dad was contacted by an alien being who needed a host body to continue on with it’s personal war and humans couldn’t survive the bonding experience so it shared several ways to enhance a human so they could survive and be a body close to what the alien had lost. In the end the alien forced the scientist to do the process to his son and during the enhancement process the alien tried to take possession of Impact but a fire breaks out in the lab. The alien abandons Impact due to the injuries he suffered from the fire because it showed that his body still wasn’t a durable as the alien had wanted.

:arrow: Shortly after that was when Cyberdata came into the picture and offered to help Impact as much as they could, which Impact took their help and they turned him into another one of their S.H.O.C.s (which means Special Hazardous Operations Cyborg. I like that one, it’s pretty decent name). Later on Impact was freed of the black-box implant that kept him under the control of Cyberdata along with the other members of Cyber Force and they banded together to fight against Cyber data (of course, otherwise we wouldn‘t have a comic).
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Stryker build #135

Postby Tattooedman » Sun Feb 06, 2011 10:08 am

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

Skills: Bluff 6 (+8 ), Climb 0 (+7), Drive 4 (+7), Intimidate 6 (+8 ), Investigate 4 (+6), Knowledge (Streetwise) 6 (+8 ), Knowledge (Tactics) 6 (+8 ), Notice 6 (+9), Pilot 4 (+7), Profession (Solider) 4 (+7), Search 4 (+6), Sense Motive 6 (+9), Stealth 6 (+9), Survival 6 (+9), Swim 0 (+7)

Feats: Ambidexterity, Assessment, Attack Focus (Melee) 4, Attack Spec. (Energy Blasters), Attack Spec. (Pistols), Challenges (Quick Planning), Defensive Attack, Distract 2 [Bluff/Intimidate], Dodge Focus 2, Equipment 4, Improved Aim, Improved Initiative, Improved Trip, Leadership, Luck 2, Master Plan, Power Attack, Precise Shot, Prone Fighting, Quick Draw 2, Set-Up, Track, Teamwork

Powers: Additional Limbs 2 [2 arms]
Immunity 1 (Aging) (Flaw: Half Effective)

Container {S.H.O.C. Cyber-Enhancements} 5
--Enhanced Strength 6 (Flaw: Limited to Right Arms)
--Enhanced Feats 5 (Attack Spec. {Blasters} 2; Attack Spec. {Pistols} 2)
--Protection 5 (Extra: Impervious)
--Super-Senses 4 (Extended Sight x2; Infravision; Ultravision)
--Super Strength 2 (Flaw: Limited to Right Arms)

Saves: Toughness +10* [* Impervious 5]
Fort +8
Ref +5
Will +9

Combat: Attack +4/+8 (melee)/+12 (blasters)
Damage +4 (non-cybernetic arm)/+7 (cybernetic arm)/+4 (heavy machine pistols)/+8 (blaster rifle)
Defense +10 (+4 flat-footed)
Initiative +7

Equipment: Comm-Link
Weapon Arsenal:
Blaster Rifle: +8 Damage
Heavy Machine Pistols: +4 Damage (Extra: Auto-Fire)



Costs: Attributes 38+ Skills 17+ Feats 33+ Powers 28+ Saves 11+ Combat 24= 151 pts.


:arrow: Now I'll start off by saying that I don't really know too much about him. I've only read the Killer Instinct crossover and a couple issues of Stryke Force, but between that and what I've found on Writeups.Org & Image wiki I think I pretty much covered everything.

:arrow: Basically it all comes down to the fac that Stryker is a master field commander and tactician, running either Cyberforce or Stryke Force with the sensibilities of a drill instructor (straight & to the point, with no frill). He tends to stay in the background, lending support where needed and making use of his Quick Planning Challenge feat to develop plans on the spot.

:arrow: Plus if it comes down to it, Stryker can go hand-to-hand with little problem. He has been shown to be able to hold his own in a fist fight, even going against Spartan of the Wild C.A.T.s and winning (more or less). But it was commented a few times that only Ripclaw could beat Stryker in melee combat, so I made sure he could hold his own. Stryker's only real mutant power is his two extra arms (both of which are on his right side) and the resistance to aging he gained from being experimented upon. Everything else comes from the cybernetic enhancements CyberData made to him.
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Witchblade build #136

Postby Tattooedman » Sun Feb 06, 2011 10:10 am

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

Skills: Bluff 4 (+6/+10), Concentration 8 (+11), Diplomacy 4 (+6/+10), Gather Information 6 (+8.), Intimidate 6 (+8.), Investigate 4 (+6), Knowledge (Streetwise) 6 (+9), Notice 4 (+7), Profession (Police Officer) 4 (+7), Search 4 (+6), Sense Motive 6 (+9), Stealth 4 (+7)

Feats: Attack Spec. (Pistols), Attack Spec. (Witchblade), Attractive, Contacts, Defensive Roll 2, Dodge Focus 4, Equipment 2, Improved Initiative, Luck, Power Attack, Takedown Attack

Powers: Device {Witchblade} 15 (hard to lose) (Power Feats: Quick Change, Restricted 2 [worthy women only], Subtle)
--Enhanced Skill 2 (Disable Device 8 ranks) (Flaw: Key Locks Only)
--Flight 2 [dragon-like wings] (Flaw: Gliding)
--Protection 6 (Extra: Impervious)
--Regeneration 23 [Recovery Bonus: 5; Recovery Rate: Bruised: 1/round;
Injured: 1/minute; Staggered: 1/minute; Disabled: 1/5 minutes; Resurrection: 1/hour] (Power Feats: Diehard, Regrowth, Persistent)
--Shield 2
--Super-Senses 4 (Postcognition) (Flaw: Uncontrolled)
--Weapon Summoning 12
-Strike 8 [Armblade] (Extra: Penetrating 10); (Power Feats: Improved Critical 2, Mighty)
-Alt. Power: Blast 10 [fire]
-Alt. Power: Snare 10 (Power Feats: Chokehold, Reversible, Tether)

Saves: Toughness +10*/+8**/+2 [*Witchblade Protection & Defensive Roll/**Witchblade Protection]
Fort +4
Ref +5
Will +8

Combat: Attack +8/+10 (pistols)/+10 (Witchblade)
Damage +2 (unarmed)/+3 (light pistol)/+10 (Witchblade)
Defense +10 (+3 flat-footed)
Initiative +7

Equipment: Light Pistol: +3 Damage; Range: 40 ft.
Cell Phone
Handcuffs

Drawbacks: Normal Identity [When Witchblade is removed] (-4 pts)


Costs: Attributes 28+ Skills 15+ Feats 16+ Powers 60+ Saves 9+ Combat 28- Drawbacks 4= 152 pts.


:arrow: Well here’s the first part of Luke’s request the Witchblade. I don’t really know much about her since I’ve never read anything of her books so this build is a pure wiki fueled build. Plus I tried to keep the feel of here just starting off since I wasn’t that familiar with the character.

:arrow: Not a character I’d have picked to work on myself but hey I asked what Luke would like to see & this was what he asked for, so here it is. Now at this point I’d go into a short but long winded little highlighting interesting points of her adventures and my thoughts on how she could have been used, but since I know very little first hand I’ll just skip that part for this build.
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Darkness build #137

Postby Tattooedman » Sun Feb 06, 2011 10:13 am

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Darkness:
PL: 10
Str 16 [24] (+3/+7) Dex 16 (+3) Con 16 (+3) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 6 (+8/+12), Climb 2 (+5/+9), Diplomacy 6 (+8/+12), Gather Information 6 (+8.), Intimidate 4 (+10), Knowledge (Streetwise) 6 (+8.), Notice 4 (+6), Profession (Hitman) 4 (+6), Sense Motive 4 (+6), Stealth 8 (+11), Swim 2 (+5/+9)

Feats: Assessment, Attack Focus (Ranged) 2, Attack Spec. (Rifles), Attack Spec. (Pistols), Attractive, Contacts, Dodge Focus 6, Equipment 3, Improved Aim, Improved Critical (Pistols), Improved Initiative, Luck 2, Power Attack, Precise Shot, Quick Draw, Sneak Attack 2 [+4 damage], Talented (Intimidate x2)

Powers: Container {The Darkness} 10 (Flaw: Limited-Only in darkness)
--Additional Limbs 3 [4 tentacles] (Power Feat: Improved Grapple)
--Enhanced Strength 8
--Elongation 3 (Flaw: Limited-Only applies to Tentacles)
--Protection 5
--Summon Minions 6 (Extra: General Type {Darklings}, Horde); (Power Feats: Mental Link, Progression 3)
--Super-Senses 2 (Darkvision)

Saves: Toughness +8*/+3 [*Darkness Protection]
Fort +5
Ref +7
Will +8

Combat: Attack +8/+10 (ranged)/+12 (rifles/pistols)
Damage +3 (unarmed)/+4 (heavy pistol-critical 18-20)/+7 (unarmed-Darkness enhanced)
Defense +12 (+3 flat-footed)
Initiative +7

Equipment: Cell Phone
Hitman Arsenal: (14 ep)
-Sniper Rifle: +5 Damage; Critical 19-20; Range 250 ft.
-Heavy Pistol: +4 Damage; Critical 19-20; Range 40 ft.



Costs: Attributes 30+ Skills 13+ Feats 27+ Powers 40+ Saves 12+ Combat 28= 150 pts.


:arrow: Well here’s the second part of Luke’s request build, the Darkness.

:arrow: I knew even less about him than I did Luke’s other request the Witchblade. I even ended up having to ask Luke for a little bit of info on Jackie just so I could finish the build, so thanks for the assist Luke, and he was kind enough to share via a PM what I needed. I’m fairly happy with the build, I even managed to hit it right on the 150 mark to boot without having to edit anything out! :shock:

:arrow: That said this is a very bare bones build but that was what I was going for since I had never read anything about him. Jackie’s fairly challenging even without the Darkness powers as a hitman he knows how to handle himself with a pistol or with his hands. Something to surprise the occasional mook or mid-level baddie who thinks they’ve gotten the better of him.

:arrow: Oh yeah, I thought it would probably be a good idea to include the Darklings Jackie summons for his lite-work and in true hack fashion I "borrowed" them from Thorpacolypse. His take on them fits right with what I was thinking overall, plus he's actually read some of the books so it's probably a good idea for me to go off his experience on this one. Thanks Boss! :wink:

The Bossman wrote:DARKLING IMPS
PL: 6 (90 pp)

ABILITIES: STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 8 (-1)

SKILLS: Acrobatics 4 (+7), Bluff (-1), Climb (+2), Concentration (+1), Diplomacy (-1), Disguise (-1), Escape Artist (+3), Gather Info (-1), Handle Animal (-1), Intimidate 6 (+5), Notice (+1), Search (-1), Sense Motive (+1), Stealth 8 (+11), Survival (+1), Swim (+2)

FEATS: Attack Focus (Ranged) (1), Chokehold, Equipment (2), Fearsome Presence (3), Improved Initiative (1), Teamwork (1), Tough (2)

POWERS:
Shrinking (Extra: Continuous, Flaw: Permanent, PF: Innate) [4]
Atk/Def +1, Grapple -4, Stealth +4, Intimidate -2, Space 5ft, Reach 5ft, Carrying x3/4
Immunity (Acid, Aging, Cold, Disease, Heat, Fire, Electricity, Poison) [24]

EQUIPMENT:
(10ep)
Cell Phone (1ep) [Note: C'mon, what self respecting gangsta imp does NOT have a cell phone?]
Arsenal (Weapon Array [7ep]):
Light Pistol (6ep) [3] - DC:18:tough
Knife (PF: Thrown [1ep]) [1] - DC:18:tough


COMBAT: Base Attack +6, Melee +6, Ranged +7, Grapple +8 [Unarmed +2 (Bruise), Light Pistol +3 (Lethal), Knife +1, 19-20 Critical (Lethal)] Defense 18 (15 flat-footed); Init +7; Knockback -2 (-1 flat-footed)

SAVES: Toughness +4 (+4 flat-footed), Fortitude +4, Reflex +6, Will +2

Abilities 16 + Skills 4 (16 ranks) + Feats 11 + Powers 29 + Combat 24 + Saves 6 – Drawbacks 0 = 90 / 90
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Night Man build #138

Postby Tattooedman » Sun Feb 06, 2011 10:55 am

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

Skills: Acrobatics 6 (+9), Bluff 8 (+10), Climb 5 (+8.), Diplomacy 4 (+8.), Disable Device 4 (+7), Drive 4 (+7), Escape Artist 4 (+7), Gather Information 4 (+8.), Intimidate 4 (+8.), Notice 8 (+12), Perform (Saxophone) 6 (+10), Profession (Musician) 4 (+8.), Search 6 (+9), Sense Motive 8 (+12), Stealth 8 (+11), Swim 5 (+8.)

Feats: Beginner’s Luck, Defensive Roll 2, Dodge Focus 4, Equipment 9, Elusive Target, Evasion, Jack-of-all-Trades, Improved Initiative, Luck [determined recovery], Luck 4 [skill inspiration], Move-By Action, Power Attack, Precise Shot, Startle, Trance

Powers: Container [Stimulated Mind] 3
--Concealment 2 [Detect & Sense Powers abilities] (Extra: Continuous Duration); (Power Feat: Close Range); (Flaw: Permanent)
--Immunity 1 (Sleep)
--Mind Reading 8 (Extra: Continuous Duration [+2]); (Power Feat: Uncanny Dodge [mental]); (Flaw: Limited {evil thoughts only} [-1], Permanent [-1]); (Drawback: Power Loss {Target must understand between right & wrong} [-1 pt])
--Super-Senses 2 (Darkvision)

Saves: Toughness +8*/+6**/+4 [*Costume & Defensive Roll/**Costume]
Fort +6
Ref +8
Will +10

Combat: Attack +8/+10 (melee)
Damage +3 (unarmed)/+7 (taser punch)/+8 (snare)
Defense +12 (+5 flat-footed)
Initiative +8

Equipment: Costume: +2 Toughness; Subtle
Taser: Strike [electrical] 4 (Power Feat: Mighty)
Glue pellets: Snare 8
Infrared Lenses/Telephoto Lens: Super-Senses 2 (Extended Vision 1; Infravision)
Swingline: Supermovement 1 (Swinging)
[7 ep left over for specialty equipment]

Yamaha Sports: Bike Strength 15 Speed 5 Defense 10 Toughness 8 Size Medium

Playland Base: (13 ep)
Size: Large
Toughness: 10
Features: Communications, Computer, Concealed, Garage, Holding Cells, Laboratory, Library, Power System, Security System, Workshop


Costs: Attributes 40+ Skills 22+ Feats 29+ Powers 15+ Saves 13+ Combat 36= 155 pts.

:arrow: Night Man is a Costumed Adventurer that can hear the evil thoughts of criminals who doesn't need to sleep and can see in the dark. Other than that he is a totally normal human, so he has that Batman influence that everyone loves so much!

:arrow: The one thing about Night Man that kept me interested was that he was shown as a rookie when he started, and through his adventures he got better as he went on. So he actually made mistakes, some little while others were big (like failing to save a woman from a serial killer) and he went on striving to become the best as he could at being the Night Man. It really seemed to me that Steve Englehart was playing Night Man as a character in a game somewhere and was then using that as the plots for the comic. Unfortunately though Marvel eventually got control of Night Man and the rest of Malibu Comics and they ended up driving it into the ground. At the end there were 2 Night Men, one who went on to gain mystical powers while the original was sent to one of the alternate Marvel Univereses. Of course since then nothing has been heard of him thanks to the end of the Ultraverse but such is the way of comics.

:arrow: For this version I tried to go for the feel that while he wasn't the absolute best there is, Night Man was fairly experienced. During the course of the series I got the impression that Night Man was the kind of guy that no matter what he tried to do he usually was pretty darn good at it. Kinda like Mr. Terrific, just a little more Batman influence so I made sure to give him Jack of All Trades and Beginner's Luck as well as a fair amount of Luck ranks to allow him to be able to cover any needed areas.
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Night Man II build #139

Postby Tattooedman » Sun Feb 06, 2011 10:57 am

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The Night Man II:
PL: 10
Str 16 (+3) Dex 18 (+4) Con 18 (+4) Int 14 (+2) Wis 16 (+3) Cha 18 (+4)

Skills: Acrobatics 6 (+9), Bluff 8 (+10), Climb 5 (+8.), Diplomacy 4 (+8.), Disable Device 4 (+7), Drive 4 (+7), Escape Artist 4 (+7), Gather Information 4 (+8.), Intimidate 4 (+8.), Knowledge (Arcane Lore) 4 (+6), Notice 8 (+12), Perform (Saxophone) 6 (+10), Profession (Musician) 4 (+8.), Search 6 (+9), Sense Motive 8 (+12), Stealth 8 (+11), Swim 5 (+8.)

Feats: Beginner’s Luck, Defensive Roll 2, Dodge Focus 4, Equipment 6, Elusive Target, Evasion, Jack-of-all-Trades, Improved Initiative, Luck [determined recovery], Luck 4 [skill inspiration], Move-By Action, Power Attack, Precise Shot, Startle, Trance

Powers: Blast 10 [electrical]
-Alt. Power: Strike 10 [electrical punch]
Concealment 2 (Flaw: Blending- Darkness and shadows)
Super-Senses 2 [Detect-mental ranged {Celtic dagger}]

Container [Stimulated Mind] 3
--Concealment 2 [Detect & Sense Powers abilities] (Extra: Continuous Duration); (Power Feat: Close Range); (Flaw: Permanent)
--Immunity 1 (Sleep)
--Mind Reading 8 (Extra: Continuous Duration [+2]); (Power Feat: Uncanny Dodge [mental]); (Flaw: Limited {evil thoughts only} [-1], Permanent [-1]); (Drawback: Power Loss {Target must understand between right & wrong} [-1 pt])
--Super-Senses 2 (Darkvision)

Device [Celtic dagger] 4 [easy to lose]
--Strike 7 (Extra: Penetrating); (Power Feat: Mighty, Thrown 3)
--Unique Feature: Only Nightman can remove Celtic dagger from whatever it has been stuck into.

Saves: Toughness +8*/+6**/+4 [*Costume & Defensive Roll/**Costume]
Fort +6
Ref +8
Will +10

Combat: Attack +8/+10 (melee)
Damage +3 (unarmed)/+10 (electric punch)
Defense +12 (+4 flat-footed)
Initiative +8

Equipment: Costume: +2 Toughness; Subtle
Infrared Lenses/Telephoto Lens: Super-Senses 2 (Extended Vision 1; Infravision)
Swingline: Supermovement 1 (Swinging)
[2 ep left over for specialty equipment]

Yamaha Sports: Bike Strength 15 Speed 5 Defense 10 Toughness 8 Size Medium


Playland Base:
Size: Large
Toughness: 10
Features: Communications, Computer, Concealed, Garage, Holding Cells, Laboratory, Library, Power System, Security System, Workshop


Drawbacks: Power Loss: Blast/Concealment/Detect {Celtic dagger} and Celtic dagger will become powerless (without performing a monthly cannibalistic ritual) (-2 pt)
Weakness: Will die without performing cannibalistic ritual every month. (-2 pts)

Costs: Attributes 40+ Skills 23+ Feats 26+ Powers 54+ Saves 13+ Combat 32- Drawbacks 4= 184 pts.


:arrow: Well, I think I covered all the basics on Nightman II. Basically I was going from my memory and there isn’t a lot of info on wikiapedia to help out either, but seeing as how I was a fan and owed the mini-series where this version debuted I think I hit all the high points without missing anything. I wasn’t too sure on the drawbacks, since he only needs to perform the ritual once a month, but I thought the point value was fair considering how damaging they could be.

:arrow: Then main differences between this version and the original Night Man is that this version has more powers that are mystical in nature and replace some of his equipment (though ithe added powers upped his total cost by 39 pp) and that his looks are now a little more…..Celtic. Nothing nutty now, just long thick manly braids in the hair and some minor use of blue-leather criss-crossing in the uniform seems to be all that I remember. Well that and the crescent moon tattoo-like symbol over his left eye. Other than those minor things he basically still worked the same as before, just a little bit better able to deal with the more supernatural threats that had become the norm for him, as was shown when he faced off again with the werewolf Nick Apocaloff who had started hunting Nightman as a result of an earlier defeat at Nightman‘s hands.

:arrow: Well there is one more major difference, but the only way I can think to cover it here without becoming to gore-filled is that he must perform a cannibalistic ritual once a month to retain the powers he gained as well as to now maintain his health. So he was forced to hide that part of his new powers while trying to be this moral, do-good hero protecting the public, knowing that he was doing a horrible thing morally that would draw all kinds of public outrage if it was discovered.

:arrow: Personally I was looking forward to that part of the story being developed when the series started up full-time, but as most know that was when Marvel pulled the plug on the Ultraverse.
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Apocaloff build #140

Postby Tattooedman » Sun Feb 06, 2011 10:58 am

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

Skills: Climb 4 (+5), Disable Device 6 (+7), Drive 4 (+6), Gather Information 6 (+7), Intimidate 4 (+5/+9), Knowledge (Art) 4 (+5), Knowledge (Business) 4 (+5), Knowledge (Current Events) 4 (+5), Knowledge (Streetwise) 6 (+7), Knowledge (Theology & Philosophy) 4 (+5), Languages 4 (Base: Russian; English; French; Latin; Greek), Pilot 4 (+6), Stealth 4 (+6/+10), Survival 6 (+8 )

Feats: Attack Focus (melee) 2, Benefit (Wealth), Contacts, Diehard, Fearsome Presence 2 [DC 12: 10 ft radius]

Powers: Strike 2 (Power Feat: Mighty)
Super-Senses 1 (Ultravision)

Alternate Form {Wolf-man} 14
--Enhanced Constitution 10
--Enhanced Dexterity 8
--Enhanced Feats 15 (Attack Focus (melee) 5, Defensive Roll 2, Dodge Focus 3, Improved Initiative, Talented 4 [Intimidate x2; Stealth x2])
--Enhanced Strength 10
--Improved Attack 2
--Improved Defense 5
--Strike 2 (Power Feat: Mighty)
--Super-Senses 10 (Extended Hearing x2; Ultra-Hearing; Scent; Accurate Scent; Acute Scent; Radius Scent; Tracking Scent; Low-Light Vision)

Saves: Toughness [human form: +2]/[wolf form: +8*/+6] [*Defensive Roll]
Fort [human form: +4]/[wolf form: +8]
Ref [human form: +4]/[wolf form: +10]
Will +8

Combat: Attack [human form: +3/+5 (melee) ]/[wolf form: +5/+10 (melee)]
Damage [human form: +1 (unarmed)/+3 (claws)]/[wolf form: +6 (unarmed)/+10 (claws)]
Defense [human form: +4 (+2 flat-footed)]/[wolf form: +12 (+5 flat-footed)]
Initiative [human form: +2]/[wolf form: +10]

Drawbacks: Normal Identity (human form) [-4 pts]
Involuntary Transformation (to wolf form at nightfall) [-3 pts]

:arrow: Basically Apocaloff is a werewolf that gets his kicks hunting people for fun. This led him to face off with the Night Man who was barely able to beat him their first time. Later on when they fought again Night Man was better prepaired and easily beat him, realizing that normal jails couldn’t hold him Night Man kept Apocaloff captive in his base in Playland for several months.

:arrow: Following Black September, Apocaloff broke out and went underground planning out a way to capture Night Man. Again they faced off, but this time Apocaloff went against the mystically powered Night Man and once again was beaten due to his foe’s unknown abilities.
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Sludge build #141

Postby Tattooedman » Sun Feb 06, 2011 10:59 am

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Sludge:
PL: 10
Str 14 [34] (+2/+12) Dex 10 (+0) Con 14 [26] (+2/+8.) Int 8 (-2) Wis 8 (-2) Cha 10 (+0)

Skills: Intimidate 6 (+4), Investigate 6 (+4), Notice 8 (+6), Sense Motive 6 (+4), Stealth 6 (+2)

Feats: All-Out Attack, Attack Focus (Melee) 3, Endurance, Improved Grab, Improved Grapple, Power Attack, Takedown Attack 2, Tough

Powers: Enhanced Strength 12
Enhanced Constitution 8

Growth 4 {Large Size} [+8 Strength; +4 Constitution; +4 Grapple; +2 Intimidate; +5 Carry Capacity; -1 Attack/Defense; -4 Stealth; Space/Reach: 10 ft/10 ft] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
Immunity 3 (Poisons, Suffocation)

Regeneration 20 [Recovery Rate: Bruised: 1/round w/o action; Injured: 1/round w/o action; Staggered: 1/round; Disabled: 1/hour; Resurrection: 1/day] (Power Feats: Diehard, Persistent, Regrowth)

Super Strength 4 (Power Feats: Bracing, Groundstrike)
Strike 6 [acidic slime] (Extras: Aura, Continuous Duration); (Flaw: Permanent); (Linked to Transform)
Transform 6 [flesh to slime] (Extras: Aura, Continuous Duration); (Flaws: Permanent, Touch Range); (Linked to Strike [acidic slime])

Saves: Toughness +8
Fort +12
Ref +2
Will +2

Combat: Attack +5/+8 (melee)
Damage +12 (unarmed)
Defense +6 (+3 flat-footed)
Initiative +0

Drawbacks: Disability [cannot speak clearly] (-1 pt)


Costs: Attributes 4+ Skills 8+ Feats 11+ Powers 96+ Saves 10+ Combat 22- Drawbacks 1= 150 pts.


:arrow: Sludge struck me as a urban version of the Man-Thing and the Hulk kinda, given his looks and the whole issue with his not really being able to touch people and his habit of smashing things. It was kinda cool and it made for an interesting story really. Given Sludge’s past life as a crooked cop who finally decided to grow a spine only to get it ripped out basically when he said he wouldn’t kill another cop.

:arrow: His empowering had some small connections to Prime, he was the first “hero” to face Lord Pumpkin and Rune in the Ultraverse. He worked with a couple other groups and solo heroes at one point or another, but his series never really took off and it was a shame in my mind. Though his broken lines of thought and speech made for a tough read overall and I remember often times re-reading the issues to make sure I got it all.

:arrow: Sludge is a true beast in a fight, he can take most any kind of a hit and keep on coming and if either you hit him or he hits you then you’re gonna hurt more than likely given the nature of his slime covered body. It eats away at you partly while transforming the rest of you at the same time. Then his healing ability makes him almost equal to the Hulk really, blow bits off of him during a fight and it simply grows back while you watch that round.
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Solitaire build #142

Postby Tattooedman » Sun Feb 06, 2011 11:00 am

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

Skills: Acrobatics 10 (+13), Bluff 4 (+7), Computers 6 (+9), Diplomacy 4 (+7), Disable Device 6 (+9), Drive 6 (+9), Escape Artist 8 (+11), Investigation 8 (+11), Intimidate 4 (+7), Knowledge (Behavioral Sciences) 4 (+7), Knowledge (Current Events) 4 (+7), Knowledge (Pop Culture) 4 (+7), Knowledge (Streetwise) 6 (+9), Knowledge (Tactics) 4 (+7), Pilot 6 (+9), Stealth 8 (+11)

Feats: Acrobatic Bluff, Attack Spec. 2 (Firearms) , Connected, Contacts, Defensive Roll 4, Equipment 5, Improved Aim, Improved Critical 3 (Firearms), Luck 3, Power Attack, Well-Informed

Powers: Enhanced Feats: 8 [Dodge Focus 6; Improved Initiative 2]
Regeneration 23 [Recovery Bonus +4; Recovery Rate 16 (Bruised 1/round no rest; Injured 1/round; Staggered 1/round; Disabled 1/minute)] (Power Feats: Diehard, Persistent, Regrowth)

Saves: Toughness +8*/4 [*Defensive Roll]
Fort +8
Ref +10
Will +6

Combat: Attack +8/+12 (firearms)
Damage +2 (unarmed)/+3 (knife)/+3 (light pistol)/+4 (heavy pistol)
Defense +8 (+1 flat-footed)
Initiative +11

Equipment: Knife: +1 Damage; Critical 19-20
Light Pistol: +3 Damage
Heavy Pistol: +4 Damage
Machine Pistol: +3 Damage; Autofire
(2 ep left over)

Headuarters: Abandoned Theater: Size [Medium]; Toughness [5]; Features: Communications, Computer, Concealed, Library, Living Space, Power System, Security System


Costs: Abilities 36+ Skills 23+ Feats 23+ Powers 26+ Saves 14+ Combat 20= 142 pts.


:!: Note: Solitaire will often gather special weapons when planning attacks on specific people or places. I figured spending a Luck chip to gain specific special one use weapons evened it out in addition to the left over ep.
{special use weapons: Grenade Launcher: +5 Damage, Explosive; Rocket Launcher: +10 Damage; Explosive}

:!: O.K., I know I said I was gonna work more on my JLU conversions, but I just couldn't shake this guy from my head. So to clear out space for my actual planned work, Here's Solitaire!

:arrow: Solitaire is what happens when you mix the Punisher with a bit of Spider-Man and Wolverine. A gun-nut that jumps around more than Chow Yun Fat with almost as good accuracy that can take a heck of a serious hit. He focused mostly on his corrupt father, Antone Lone (a Lex Luthor clone if I ever saw one!). Solitaire’s powers come from the wetware in his body, nanites that put his body back together when it’s injured no matter how bad the injury. At one point he took about 40 rounds without missing a move (sounds Wolverine enough to me)! Now honestly I haven’t read the series, and all of my information comes from wikiapedia, but I like the idea behind the character. So I’ll keep my massive mouthing off on characters to a minimum and let the reader go on to other conversions that interest them.
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Firearm build #143

Postby Tattooedman » Sun Feb 06, 2011 11:02 am

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“I'm a Touchstone guy in a Walt Disney world."
Firearm:
PL: 10
Str 16 (+3) Dex 16 (+3) Con 18 (+4) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 8 (+11), Bluff 6 (+8 ), Climb 4 (+7), Disable Device 6 (+8 ), Drive 4 (+7), Escape Artist 4 (+7), Gather Information 8 (+10), Investigate 8 (+10), Intimidate 6 (+10), Knowledge (Streetwise) 6 (+8 ), Notice 8 (+11), Pilot 4 (+7), Search 8 (+10), Sense Motive 8 (+11), Stealth 8 (+11), Survival 4 (+7), Swim 4 (+7)

Feats: Accurate Attack, All-Out Attack, Acrobatic Bluff, Ambidexterity, Assessment, Attack Focus (unarmed) 3, Attack Spec. (guns) 3, Benefit (Permits to carry concealed weapons & any firearm), Contacts, Defensive Attack, Defensive Roll 3, Diehard, Distract [Intimidate], Dodge Focus 4, Endurance, Equipment 3, Fearless, Improved Critical [firearms] 2, Improved Disarm, Improved Initiative, Improved Trip, Improved Aim, Move-By Action, Power Attack, Precise Shot, Prone Fighting, Quick Draw 2, Ranged Disarm, Startle, Stunning Attack, Takedown Attack 3, Talented (Intimidate x2), Taunt, Ultimate Effort 2 (Ultimate Aim; Ultimate Fort Save), Well-Informed

Powers: Device [Swan Special] 7 (easy to lose)
--Blast 10 [ballistic] (Extra: Penetrating)
-Alt. Power: Blast 10 [ballistic] (Extra: Autofire)
-Alt. Power: Blast 10 [ballistic] (Extra: Area {Explosive})
--Enhanced Feats: Improved Critical 2

Saves: Toughness +7*/+4 [*Defensive Roll]
Fort +9
Ref +8
Will +9

Combat: Attack +5/+8 (unarmed)/+11 (guns)
Damage +3 (unarmed)/+4 (heavy pistol)/+10 (Swan Special)
Defense +13 (+4 flat-footed)
Initiative +7

Equipment: Heavy Pistol: +4 Damage
7 ep to use as needed


:arrow: Now to cover the one man in the Ultraverse who can kick the crap outta anyone, Alec Swan, also known as the hero Firearm. Basically Swan is what you get when you put together a little bit of James Bond, Indiana Jones and any of the several action heroes played by Chow Yun Fat. A foul-mouthed, trash talking, gun shooting, highly educated as well as highly skilled gunman with a British accent who can take out anyone with enough time or planning on his part. Overall an interesting read to say the least.

:arrow: I didn’t read his series when it first came out, finding a small stash in my local library (gotta love a place that lets you take comics out for free for almost as long as you want!! Great way to figure out if you like the latest goings on in comics!! Or finding that long forgotten series you never had the time or money at the time to read!!). From that limited set of books I was able to piece enough together for this conversion. From what I read basically Firearm is a former solider that was in the Special Boat Service (the UK equivalent of the Navy SEALs), and then went on to become an agent of the Lodge. Which basically was a super-secret agency that specialized in the world of spies and counterspies, making Firearm a skilled fighter who is able to face multiple minor super powered beings and still come out on top with little to no injury himself. He later left the Lodge when he discovered they had set him up to die in an operation but he alone had managed to survive. He set up in L.A. as a P.I. and tried to live a normal life. Not like that's gonna happen for the lead character of a comic!!!

:arrow: Firearm was like a John Woo character in terms of fighting style, jumping around, sliding into cover, dodging enemy fire all the while unloading his guns with an accuracy that rivals Hawkeye with a bow. He is also a fairly skilled unarmed fighter, but he is at his best with a gun in hand, especially his own custom weapon {which for lack of a better name I called the Swan Special}.


:arrow: Like the rest of the Ultraverse, Firearm went the way of the Wooly Mammoth and died when Marvel took them over and nothing has been done with him since. Pity, I think he would have been a good addition to S.H.I.E.L.D. in some manner, something like undercover against the likes of HYDRA or even A.I.M. or even as a liaison to some super team that S.H.I.E.L.D. could be sponsoring (not like they’ve had a lot of luck with that, but who knows, if they had Swan maybe they could finally get one to work).
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Re: Tattooverse 2.5 [2E]

Postby death tribble » Sun Feb 06, 2011 12:35 pm

Thanks for the Cyber-Force builds. I never twigged that they were Xerox copies of the X-Men. Despite the fact that I get the X-Men books regularly.
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