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Tattooverse 2.5: WOF builds

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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Sun Feb 06, 2011 12:45 pm

death tribble wrote: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.


Not a problem, and yeah for the most part Cyber Force were almost cut-n-pastes of various members of the X-Men with some cybernetics tossed in to help them with their powers.
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Shadowhawk I build #144

Postby Tattooedman » Sun Feb 06, 2011 2:55 pm

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

Skills: Acrobatics 6 (+10), Bluff 6 (+), Climb 4 (+8.), Gather Information 4 (+6), Intimidate 8 (+10), Knowledge (Civics) 8 (+10), Knowledge (Current Events) 4 (+6), Knowledge (Streetwise) 6 (+8.), Notice 8 (+10), Search 4 (+6), Sense Motive 8 (+11), Stealth 10 (+14), Swim 4 (+8.)

Feats: Acrobatic Bluff, All-Out Attack, Assessment, Attack Spec. (Unarmed), Contacts, Distract [Intimidate], Dodge Focus 3, Elusive Target, Equipment 2, Evasion, Favored Opponent [Street Hoods] 2, Fearless, Improved Block 2, Improved Disarm 2, Improved Initiative, Improved Throw, Improved Trip, Move-By Action, Power Attack, Precise Shot, Prone Fighting, Startle, Stunning Attack, Takedown Attack 3, Ultimate Effort (Ultimate Fort Save), Uncanny Dodge [audio]

Powers: Device {Hawk Armor} 3 (hard to lose)
--Protection 4 (Extra: Impervious)
--Line Caster [Super-Movement 1 (Swinging)]
--Super-Senses 4 (Darkvision; Infravision; Radio)

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

Combat: Attack +8/+10 (unarmed)
Damage +4 (unarmed)/+6 (knuckle claws/throwing talon/unarmed vs. street hoods)
Defense +11 (+4 flat-footed)
Initiative +8

Equipment: Knuckle Claws: +2 Damage
Throwing Talon: +2 Damage; Critical 19-20; Ranged 20 ft.; Power Feat: Ricochet

Drawbacks: Normal Identity (-4 pts)

Costs: Attributes 42+ Skills 20+ Feats 34+ Powers 15+ Saves 11+ Combat 32- Drawbacks 4= 150 pts.


:arrow: Just clearing out some of the older builds I've been putting off finishing for a little while still. This one is the 1st Shadowhawk that readers met way back in the 90s, Paul Johnstone, the one that had the rep for breaking bad guy's spines.

:arrow: Shadowhawk brought up one of the more interesting questions of the Iron Age, is it right to use criminal's methods against them? Clearly the answer is no, but boy the way they answered the question was rather good I thought. Shadowhawk explored alot of the Batman type of mythos and why the ends do not justify the means, helping the reader understand why a hero is a hero in the first place.

:arrow: Plus the writing style used for Shadowhawk's parts was really different at that time as it was written if the reader was actually Shadowhawk. Seeing & feeling everything he did when it happened, it made for a different kind of book. As for the build though, Shadowhawk is made to tear mooks apart plain & simple. Put him against low-level super powered types and he's pushing himself to win. Even criminals without powers, simply using gimmicks test him somewhat, but that simply shows his focus on pure street crime in my mind.
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Supreme build #145

Postby Tattooedman » Sun Feb 06, 2011 2:57 pm

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Supreme:
PL: 12
Str 14 [40] (+15) Dex 12 (+1) Con 16 [34] (+12) Int 14 (+2) Wis 18 (+4) Cha 18 (+4)

Skills: Craft (Drawing) 4 (+6), Craft (Electronic) 8 (+10), Craft (Mechanical) 8 (+10), Diplomacy 8 (+12), Disguise 2 (+6), Knowledge (Technology) 10 (+12), Notice 6 (+10), Profession (Artist) 4 (+9), Search 10 (+12), Sense Motive 4 (+8 )

Feats: Attack Focus (Melee) 3, Assessment, Dodge Focus 3, Endurance, Fearless, Improved Initiative 2, Inspire, Interpose, Inventor, Leadership, Luck 2, Move-By Action, Power Attack, Quick Change, Teamwork

Powers: Blast 12 [Electromagnetic Energy] (Power Feat: Accurate 2, Improved Critical 2)
-Alt. Power: Super-Senses 29 (Darkvision; Extended Vision x4; Infravision; Microscopic Vision {Atomic Size}; Ultravision; X-Ray Vision {cannot see through lead}; Acute Hearing x4; Ultra Hearing {Acute; Extended})
-Alt. Power: Super-Senses 2 (Awareness {Supremium}; Tracking {Detect})

Enhanced Strength 26
Enhanced Constitution 18
Flight 10
-Alt. Power: Quickness 5

Immunity 1 (Aging) (Flaw: half effective)
Immunity 9 (Life Support)
Impervious Toughness 12
Super Strength 7 (Power Feat: Counter-Punch)

Saves: Toughness +15/+12* [*Impervious]
Fort +14
Ref +3
Will +8

Combat: Attack +6/+9 (melee)/+10 (blast)
Damage +15 (unarmed)/+12 (blast)
Defense +9 (+3 flat-footed)
Initiative +9

Drawbacks: Power Loss [all powers]: When exposed to Supremium (-6 pts)
Weakness [Supremium Poisoning]: -1 Constitution per minute, can kill (-5 pts)


Costs: Attributes 32+ Skills 16+ Feats 21+ Powers 131+ Saves 7+ Combat 24- Drawbacks 11= 220 pts.

:arrow: Since I’ve done the Image version of Batman I figured I’d follow it with the Image version of Superman. So with that in mind, here’s Supreme. This version is based on Alan Moore’s massive reworking of Supreme. Which is stars and galaxies above what Liefeld had done with him (trust me I won’t even bother going into that hot mess!!)

:arrow: Basically Supreme is a almost unrivaled power in the world (thus the PL 12, a first for me!), able to move mountains, see and hear sights and sounds unknown to normal men, build fantastic machines that allow a person to travel between dimensions, and things of that nature. To help myself, I looked over Thorpacolypse’s various Superman builds (thanks boss!) to get some ideas for dealing with this build since Supreme is way more powerful than my JLU Superman. Now to be honest (and I hate to admit this), but I’ve not read too much of Supreme (basically just what I could lay hands on from the library). So much of my facts are from Wikipedia (MAN!! I love that place!!). So if someone has something that I missed feel free to share and I’ll see what I can do about adding it in.

:arrow: I’ll say this about the point cost, MAN!! THAT”S HIGH!! The point cost to cover what little I’ve actually read of Supreme’s powers are WAY HIGH!! I will be working on a couple ways to try and bring that high cost down, cause I ain’t happy with it as is.
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Kid Supreme build #146

Postby Tattooedman » Sun Feb 06, 2011 2:58 pm

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Kid Supreme:
PL: 9
Str 8 [30] (-1/+10) Dex 10 [16] (+0/+3) Con 10 [28] (+0/+9) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 4 (+6), Knowledge (Pop Culture) 4 (+4), Notice 4 (+6), Sense Motive 4 (+6)

Feats: All-Out Attack, Attack Focus (Melee) 3, Diehard, Dodge Focus 3, Improved Grab, Improved Initiative, Improved Overrun, Interpose, Move-By Action, Power Attack, Taunt

Powers: Enhanced Strength 22
Enhanced Constitution 18
Enhanced Dexterity 6
Flight 4
Immunity 9 (Life Support)
Impervious Toughness 9
Protection 2
Super Strength 5 (Power Feats: Bracing, Counter Punch)

Saves:Toughness +11* [* Impervious 9]
Fort +9
Ref +6
Will +5

Combat: Attack +5/+8 (melee)
Damage +10 (unarmed)
Defense +7 (+2 flat-footed)
Initiative +7


Costs: Attributes 6+ Skills 4+ Feats 15+ Powers 86+ Saves 6+ Combat 18= 135 pts.


:arrow: Well, since I haven't done a Suberboy build yet I figured I'd do a build of the Image version of him. So I give you Kid Supreme.

:arrow: Gaining his powers from being exposed to the energies released during a fight between Supreme & Union and choosing to use his new powers to become a hero like the ones he worshipped, Kid Supreme burst onto the scene.

:arrow: After that I have no idea what he did, as I only read the 2nd issue and walked away since I couldn't stand how badly this kid was a copy of the 90s version of Superboy. It's not that I don't like the character idea, I mean I like a modern, hip, ultra-cool teen hero as much as the next comic collecting geek, but Kid Supreme is simply Superboy without the power visor and in a different costume. There were some minor differences but they were few and mostly powers that Superboy was supposed to develop as he got older anyways. I just might have to talk to Jab about using his Superboy build and having a little free-for-all between the these two just to see who the dice would favor.
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Altar Boy build 147

Postby Tattooedman » Sun Feb 06, 2011 3:00 pm

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Altar Boy:
PL: 8
Str 14 (+2) Dex 18 (+4) Con 14 (+2) Int 18 (+4) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 6 (+10), Bluff 4 (+7), Climb 4 (+6), Craft (Mechancial) 4 (+8.), Computers 4 (+8.), Diplomacy 6 (+7), Gather Information 4 (+5), Intimidate 4 (+7), Investigate 8 (+12), Knowledge (Physical Sciences) 4 (+8.), Knowledge (Streetwise) 4 (+8.), Knowledge (Technology) 4 (+8.), Notice 6 (+8.), Search 4 (+8.), Sense Motive 6 (+8.), Stealth 8 (+12), Swim 4 (+6)

Feats: Acrobatic Bluff, Attack Focus (Melee) 2, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Equipment 5, Improved Critical (Nightstick) 2, Improved Critical (Unarmed) 2, Improved Initiative, Improved Throw, Improved Trip, Move-By Action, Power Attack, Sneak Attack 2 [+3 damage], Takedown Attack 2, Talented (Bluff/Intimidate), Uncanny Dodge [audio]

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

Combat: Attack +6/+8 (melee)
Damage +2 (unarmed-critical 18-20)/+5 (sneak attack unarmed-critical 18-20)
Defense +9 (+2 flat-footed)
Initiative +8

Equipment: Costume: +3 Toughness; Subtle
Utility Belt:
-Flash Bangs 4
-Bolos
-Smoke Grenades
-Grapple Gun and Swing Line [Super Movement {Swinging} and Speed 1]
-Handcuffs
-Nightstick [Strike 2 {Power Feat: Mighty}]


Costs: Attributes 30+ Skills 21+ Feats 31+ Saves 9+ Combat 24= 115 pts.


:arrow: Astro City’s answer to Robin we have Altar Boy. Probably one of the more well known heroes due to the final actions of his mentor the Confessor, Altar Boy was a nobody who was able to earn his way into the world of heroes when he stopped a minor criminal and the Confessor took notice of him. Taking him in the Confessor taught him all that he could about deduction, analytical reasoning, as well as hand-to-hand combat and other tricks of the vigilante trade.

:arrow: After the Confessor’s death Altar Boy discovered that he had set up a small trust fund for Altar Boy to use to further his education however he wanted. What he did with it was travel the world to train himself even further just like Batman) and several years later came back to Astro City and assumed the identity of his deceased mentor the Confessor.

:arrow: As an added twist the new Confessor never did anything to dispel the rumors that he was a vampire thus giving himself a slight edge in terrorizing the criminals when they’re wooden stakes, holy water and crosses did nothing to him (well aside from the holy water getting him wet when it hit him, and I’m sure his costume’s armoring would allow it to take a wooden stake with no problem). Basically Altar Boy is a slightly watered down Robin, but Altar Boy has more focus on fighting that the Boy Wonder. Though to be honest Robin would probably beat the tar outta Altar Boy simply by making use of his more diverse feats & skills but it would be pretty close IMO.
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Confessor build #148

Postby Tattooedman » Sun Feb 06, 2011 3:01 pm

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Confessor:
PL: 11
Str 22 (+6) Dex 18 (+4) Con -- Int 16 (+3) Wis 20 (+5) Cha 16 (+3)

Skills: Acrobatics 8 (+12), Craft (Chemical) 8 (+11), Diplomacy 4 (+7), Gather Information 6 (+9), Intimidate 10 (+13), Knowledge (Arcane Lore) 4 (+7), Knowledge (Religion & Theology) 10 (+13), Knowledge (Streetwise) 8 (+11), Knowledge (Technology) 6 (+9), Notice 8 (+13), Search 4 (+7), Sense Motive 8 (+13), Stealth 8 (+12)

Feats: Animal Empathy, Attack Focus (Melee) 3, Dodge Focus 5, Elusive Target, Equipment 3, Fearless, Fearsome Presence 4 [DC 14; 20 ft. radius], Improved Initiative, Improved Pin, Power Attack, Sneak Attack [+2 damage], Startle, Uncanny Dodge 2 [visual/audio]

Powers: Animal Control 8 (Extra: Area {Burst}); (Flaw: Limited-only bats, rats & wolves)
Concealment 4 [visual] (Extra: Continuous); (Power Feat: Close Range); (Flaws: Limited-machines only, Permanent)
Drain Constitution 3 [blood drain] (Flaw: Requires Grapple)
Immunity 31 (Aging; Fortitude Effects)
Insubstantial 2 [mist]
Protection 7 (Extra: Impervious); (Flaw: Limited-not against blessed, silver, or magical weapons)
Regeneration 5 [Recovery Rate: Resurrection] (Flaws: Limited-when not staked or beheaded, Source [blood]
Super-Movement 2 (Wall-Crawling 2)
-Alt. Power: Leaping 2
-Alt. Power: Speed 2

Super-Senses 6 (Accurate; Extended Hearing; Ultravision; Darkvision)

Saves: Toughness +7* [*Impervious]
Fort N/A
Ref +10
Will +8

Combat: Attack +7/+13 (melee)
Damage +6 (unarmed)/+8 (unarmed sneak attack)
Defense +13 (+4 flat-footed)
Initiative +8

Equipment:
Headquarters: [The Vestry]
Size: Medium; Toughness: 10; Features: Communications, Computer, Concealed, Defense System, Gym, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop


Drawbacks: Weakness: Holy Symbols, dazed for one round by losing an opposed Charisma check (-3pts)
Weakness: Sunlight [destroyed after 10 rounds] (-8pts)
Weakness: Dependence on blood (-2 pts)


Costs: Attributes 42+ Skills 23+ Feats 25+ Powers 82+ Saves 9+ Combat 30- Drawbacks 13= 198 pts.

:arrow: Just like Altar Boy is a rip of Robin, Cofessor is a rip of Batman. Granted, Confessor really takes the whole "Creature of the Night" angle to a whole new place. I really thought it was a different idea to do. Keeping it simple here with the comments, since Confessor seems somewhat popular. But basically he was a settler to Astro City in it's early years who was a priest that was turned into a vampire but managed to hold his blood-lust in check due mostly by his own faith.

:arrow: Deciding to continue with his priestly duties despite his condition the Confessor was inspired by some of the early heroes in Astro City and created his costumed identity and began to protect the people from the evil that was corrupting his city. In the end the Confessor gave his (un)life exposing the alien invasion of Astro City, though his sidekick went on to carry on his leagacy a few years later.
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Fighting American build #149

Postby Tattooedman » Sun Feb 06, 2011 3:03 pm

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Fighting American:
PL: 11
Str 10 [24] (+7) Dex 10 [24] (+7) Con 10 [24] (+7) Int 14 (+2) Wis 18 (+4) Cha 16 (+3)

Skills: Acrobatics 6 (+13), Climb 4 (+11), Diplomacy 4 (+7), Intimidate 6 (+9), Knowledge (Tactics) 6 (+8 ), Notice 6 (+10), Sense Motive 6 (+10), Survival 4 (+8 ), Stealth 6 (+13), Swim 4 (+11)

Feats: Assessment, Attack Focus (Melee) 4, Defensive Attack, Defensive Roll 3, Dodge Focus 2, Evasion, Improved Block, Improved Initiative, Luck 2, Power Attack, Uncanny Dodge [hearing]

Powers: Enhanced Strength 14
Enhanced Dexterity 14
Enhanced Constitution 14
Immunity 2 (Age; Disease)

Device {Eagle Shield} 7 (easy to lose)
--Deflect 8 [all ranged attacks] (Extra: Free Action)
--Enhanced Feats 3 (Improved Block 2; Improved Defense)
--Strike 3 (Power Feats: Improved Critical 2, Mighty)

Saves: Toughness +10*/+7 [*Defensive Roll]
Fort +9
Ref +9
Will +7

Combat: Attack +8/+12 (melee)
Damage +7 (unarmed)/+10 (shield strike)
Defense +12 (+5 flat-footed)
Initiative +11

Costs: Attributes 18+ Skills 13+ Feats 18+ Powers 65+ Saves 7+ Combat 36= 157 pts.

:arrow: Not much to say here. Fighting American = Captain America from Awesome Comics. While he can fight really well, he’s just not quite the diplomat and leader that Cap is so his points are slightly lower. Other than that it’s just kind of a cut-n-paste type of deal.
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Argus build #150

Postby Tattooedman » Sun Feb 06, 2011 3:18 pm

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Argus:
PL: 10
Str 22 (+6) Dex 22 (+6) Con 22 (+6) Int 14 (+2) Wis 16 (+3) Cha 16 (+3)

Skills: Acrobatics 6 (+12), Bluff 6 (+9), Climb 2 (+8 ), Computers 4 (+6), Diplomacy 4 (+7), Drive 4 (+10), Gather Information 4 (+7), Investigate 6 (+8 ), Intimidate 4 (+7), Knowledge (Civics) 6 (+8 ), Knowledge (Streetwise) 8 (+10), Medicine 4 (+6), Perform (Acting) 8 (+10), Pilot 4 (+10), Sleight of Hand 4 (+10), Stealth 4 (+10), Survival 4 (+7), Swim 2 (+8 )

Feats: Assessment, Attack Focus (Ranged) 3, Attack Focus (Melee) 5, Benefit (Alternate Identity: Nick Kelly), Contacts, Connected, Diehard, Dodge Focus 2, Endurance, Equipment 3, Improved Block, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Move-By Action, Power Attack, Stunning Attack, Weapon Bind

Powers: Concealment 2 [visual] (Power Feat: Close Range); (Flaw: Limited-Only in shadows & darkness)

Enhanced Feats 4 (Acrobatic Bluff,Dodge Focus x3)

Super Strength 2
-Alt. Power: Leaping 4

Regeneration 10 [Recovery Bonus +2; Recovery Rate: Injuried 1/5 minutes; Disabled 1/5 minutes] (Power Feats: Persistent, Regrowth)
Super-Senses 19 (Extended Sight x2; Darkvision; Infravision; Truesight; X-Ray Vision) (Extras: X-Ray Vision has no taboo substance); (Flaw: X-Ray Vision has no fine detail)

Saves: Toughness +9*/+6 [*Armor]
Fort +8
Ref +8
Will +7

Combat: Attack +5/+8 (ranged)/+10 (melee)
Damage +6 (unarmed)/+8 (nunchaku-critical 18-20)
Defense +11 (+3 flat-footed)
Initiative +10

Equipment: Commando Armor: +3 Toughness
Nanchaku: +2 Damage; Improved Critical 2
Motorcycle: Strength 15 Speed 5 Defense 10 Toughness 8 Size Medium

Costs: Attributes 52+ Skills 21+ Feats 28+ Powers 41+ Saves 8+ Combat 22= 172 pts.


:arrow: This time I thought I'd get started on some of the New Bloods from the Summer Annual storyline in the mid 90's. So I got my favorite of the bunch together and here he is, Argus. Basically Argus reads to me like a really focused Daredevil. I mean everything about the majority of his powers is realated to his vision somehow. I mean, yeesh! 19 some points on super-senses!! But that's not all he has, his physical attributes were increased to minor superhuman levels as well. He can also become invisible in shadows & darkness and he is now able to regenerate from injuries (this regeneration is powerful enough as to regrowing gouged out eyes).

:arrow: His background in the military as a pilot & combat medic, training as a FBI deep cover agent combined with his powers and enhancements make him a formidable character. I like characters of this mold; the kind that have some small helpful powers and then a varity of skills and feats. Makes for minor powered Batman types which are not really done that much anymore.
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Ballistic build #151

Postby Tattooedman » Sun Feb 06, 2011 3:19 pm

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Ballistic:
PL: 10
Str 16 [26] (+3/+7) Dex 14 (+2) Con 16 [24] (+3/+6) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)

Skills: Climb 4 (+11), Intimidate 6 (+9), Knowledge (Civics) 4 (+5), Knowledge (Streetwise) 6 (+7), Knowledge (Tactics) 6 (+7), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+9), Swim 4 (+11)

Feats: Assessment, Attack Spec. (Blaster) 2, Dodge Focus 4, Equipment 4, Challenges (Fast Planning), Improved Aim, Improved Initiative, Inspire 2, Luck 2, Master Plan, Quick Draw 2, Precise Shot 2, Seize Initiative, Set-Up, Takedown Attack, Uncanny Dodge [hearing]

Powers: Enhanced Strength 10
Enhanced Constitution 8 (Power Feat: Endurance)
Protection 5 (Extra: Impervious); (Power Feat: Talented {Intimidate}); (Drawback: Noticeable)
Super-Senses 4 (Accurate Hearing; Extended Hearing; Ultravision)
Super Strength 1
-Alt. Power: Leaping 2

Device {Micro-Missile Band} 5 (hard to lose)
--Blast 8 (Extra: Area {Explosion}); (Power Feat: Accurate)

Saves: Toughness +11* [* Impervious 5]
Fort +10
Ref +5
Will +6

Combat: Attack +6/+10 (blaster)
Damage +7 (unarmed)/+8 (blaster/knife)
Defense +9 (+2 flat-footed)
Initiative +7

Equipment: Arsenal:
Blaster Rifle: +8 Damage; Range 80 ft.
Flash-Bang Grenades: Blast 5 (Extra: Area {Explosion})
Fragmentation Grenades: Dazzle 4 (Extra: Area {Burst})
Smoke Bombs: Obscure 2 [visual]
Knife: +1 Damage; Critical 19-20


Costs: Attributes 24+ Skills 22+ Feats 19+ Powers 52+ Saves 11+ Combat 22= 150 pts.


:arrow: Simply put, Ballistic is a straight-forward, take-no-bull S.W.A.T. member who gained your basic scrapper power set. He raided the S.W.A.T. armory for gear and went out after the alien that sucked on his brain juice to get his revenge for the alien killing his entire team. After that he went into DC limbo, bouncing around from a couple smaller, lesser known teams (the short lived Blood Pack, and a new gathering of Forgotten Heroes) before meeting his supposed end by Superman Prime.

:arrow: Majority of his skills are from his time as a member of Gotham S.W.A.T. and his feats are a half & half of that time plus what he's gained as a hero. Take away the feats that wouldn't apply to a S.W.A.T. sniper, his powers and reduce his saves and attributes to normal NPC standards and you should come fairly close to a high-end police marksman.
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Re: Tattooverse 2.5 [2E]

Postby Yojimbo28 » Sun Feb 06, 2011 3:21 pm

Just wanted to say these are some pretty good builds. Also, since I haven't flipped over to 3E yet, this is one of the few threads around here that is actually useful to me. Keep up the good work!
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Sparx build #152

Postby Tattooedman » Sun Feb 06, 2011 3:22 pm

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

Skills: Aerobatics 6 (+8 ), Bluff 4 (+6), Diplomacy 6 (+8 ), Knowledge Pop Culture) 4 (+5), Notice 4 (+6), Sense Motive 4 (+6), Stealth 4 (+4), Swim 4 (+4)

Feats: Attack Spec. (Blast) 2, Defensive Roll 3, Dodge Focus 4, Favored Environment [airborne] 4 (+4 defense), Improved Initiative, Move-By Action, Power Attack, Precise Shot, Set-Up, Teamwork 2, Uncanny Dodge [visual]

Powers: Alternate Form {Electric-Lady} 12
--Blast 9 [electrical]
--Dazzle 6 [visual] (Extra: Area {Burst})
--Flight 4
--Immunity 5 (Electrical Damage)
--Strike 5 [electrical] (Extra: Aura); (Power Feat: Selective)

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

Combat: Attack +5/+9 (electrical blast)
Damage +9 (electrical blast)
Defense +11[airborne]/+7 [grounded] (+3 [airborne]/+1 [grounded] flat-footed)
Initiative +6


Costs: Attributes 16+ Skills 9+ Feats 21+ Powers 60+ Saves 12+ Combat 12= 130 pts.

:arrow: For someone who only had a life span of only a few years as a hero, Sparx sure has been around the various groups in DC. New Bloods, Blood Pack, Superboy & the Ravers, all little small groups that dealt with some of the bigger guns in DC (The League, Jade, Superman, Steel).

:arrow: That's a pretty good resume honestly. I really like how Sparx fits into PL 9 coming in just a few points under the max, she is pretty much the classic blaster. I figured since she's spent so much time on different teams that she has the hang of working in a group so I made sure to give her some ranks in Set-Up & Teamwork.

:arrow: Hate to say it, but this build was almost boring to do as it was so simple as to how Sparx's powers work. She turns into a electrical energy being that is still semi-solid enough to get hit, can fly around and shoot lightning blasts at her foes. Plus as she is "super-charged" while transformed she will shock anyone that grabs her and she is immune to electrical damage. Yep fairly easy, almost straight from the book. But hey, that's the beauty of some of DC's characters.....
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Sun Feb 06, 2011 3:23 pm

Yojimbo28 wrote:Just wanted to say these are some pretty good builds. Also, since I haven't flipped over to 3E yet, this is one of the few threads around here that is actually useful to me. Keep up the good work!


Well thanks for the kind words. I'm not too big on 3E really so I'm trying to stay focused on my 2E builds instead.
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Gunfire build #153

Postby Tattooedman » Sun Feb 06, 2011 3:25 pm

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Gunfire:
PL: 8
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 4 (+6), Craft (Electronics) 6 (+8 ), Craft (Mechanical) 6 (+8 ), Diplomacy 6 (+8 ), Disable Device 6 (+8 ), Gather Information 4 (+6), Intimidate 4 (+6), Knowledge (Business) 4 (+6), Knowledge (Current Events) 4 (+6), Knowledge (Civics) 4 (+6), Knowledge (Physical Sciences) 6 (+8 ), Knowledge (Technology) 6 (+8 ), Language 1 (Base: English; French), Notice 6 (+8 ), Profession (Weapon Designer) 6 (+8 ), Sense Motive 4 (+6), Stealth 4 (+6)

Feats: Accurate Attack, Assessment, Attack Spec. (Firearms), Attack Spec. (Heavy Weapons), Connected, Contacts, Defensive Roll 2, Dodge Focus 2, Equipment 4, Improved Aim, Improved Initiative, Improvised Tools, Inventor, Luck 3, Power Attack, Precise Shot, Quick Draw 2

Powers: Blast 10 (Flaws: Requires Medium, Unreliable [5 shots])
-Alt. Power: Blast 10 (Extra: Explosion); (Flaws: Requires Medium, Reduced Range [5 ft per rank])

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

Combat: Attack +8/+10 (firearms)
Damage +2 unarmed)/+10 (blast array)
Defense +8 (+3 flat-footed)
Initiative +6

Equipment: Armored Costume: +4 Toughness; Comm-Link; Multi-Tool
Visor: Night Vision; Flash Goggles
Mini-Tracer
Heavy Pistol: +4 Damage; 30 ft range

Costs: Attributes 24+ Skills 21+ Feats 24+ Powers 11+ Saves 12+ Combat 28= 120 pts.


:arrow: I have to admit that I'm surprised with Gunfire's build. I thought he was going to come in at a PL 10, but to my shock I struggled to fill him as a PL 8. I think most of it comes from his very simple & basic power of converting the accelerate the particles of any object to make it fire blast of concussive force.

:arrow: Though Gunfire makes up for the cheapness of his power with his skills and feats, most of his feats come from the fact that Gunfire is a world-class weapons designer basically (though it was his father who took Gunfire's basic ideas & turned them into weapons, but it still counts IMO) and his feats & combat skill stem from his father wanting Gunfire to be very hands-on with all of the companies' various products (again being a eapon designing company means he knows how to handle pretty much any kind of weapon with little problem).

:arrow: Gunfire is something of a one-trick pony though, his blast being his only power and it requires an object to work. The Unreliable aspect is that after so many blasts most things tend to lose their mass & turn into ust in his hands, so after 5 shots basically Gunfire needs to find a new temporary object to use to be able to shoot. The other facet of his power is that taking a sphere-shaped object and charging it, then throwing it will create an effect like a grenade (except this one does WAYYYY more damage). Gunfire was shown to be something of good thinker on his feet type of guy, so I tossed in a few ranks of Luck to help show that he can develop something on the fly as needed (be it a power stunt, insight into a problem or even finding a new object of opportunity to channel his powers through).
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Tattooedman
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Geist build #154

Postby Tattooedman » Sun Feb 06, 2011 3:26 pm

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Geist:
PL: 8
Str 14 (+2) Dex 20 (+5) Con 16 (+3) Int 12 (+1) Wis 18 (+4) Cha 16 (+3)

Skills: Acrobatics 6 (+11), Bluff 8 (+11), Computers 8 (+9), Concentration 8 (+12), Notice 4 (+8 ), Sense Motive 6 (+10), Stealth 8 (+13)

Feats: Acrobatic Bluff, Attack Focus (Melee) 4, Defensive Roll 5, Distract [Bluff], Dodge Focus 5, Equipment, Fascinate [Bluff], Luck 3, Set-Up, Sneak Attack 3, Taunt, Teamwork 3, Uncanny Dodge (visual)

Powers: Invisibility 4 [normal vision] (Flaw: Limited-Only in light)

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

Combat: Attack +4/+8 (melee)
Damage +2 (unarmed)/+6 (unarmed sneak attack)
Defense +10 (+2 flat-footed)
Initiative +5

Equipment: Comm-Link
Flash Goggles

Drawbacks: Vulnerability: Dazzle [visual] (Major, Common) (-4 pts)


Costs: Attributes 36+ Skills 12+ Feats 30+ Powers 3+ Saves 8+ Combat 18= 107 pts.


:arrow: Geist is able to become invisible in light, he’s pretty much invisible all of the time aside from when he stands in a darkened corner. Pretty limited power overall, Geist doesn’t have much in the way of fighting skills relying more on sneaking up on foes and hitting them either with his hands or whatever objects he can find on hand to use as a weapon.

:arrow: In his first appearance Geist showed he could extend his invisibility to others by touching them and holding on. I figured that this could be covered by power stunting it right now, especially since Geist was still figuring out his powers at that point.

:arrow: I felt that the New Blood heroes were either PL 8 or 10, and Geist definitely falls into the PL 8 realm but he doesn’t really even fill that completely. If he had better attacking ability, other feats or more skills it would help to fill him out better. Honestly I haven’t really seen anything of Geist (or any of the other New Bloods really ) aside from a few small appearances in a couple newer storylines.
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Tattooedman
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Lionheart build #155

Postby Tattooedman » Sun Feb 06, 2011 3:27 pm

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Lionheart:
PL: 10
Str 18 (+4) Dex 16 (+3) Con 18 (+4) Int 12 (+1) Wis 15 (+2) Cha 13 (+1)

Skills: Acrobatics 4 (+7), Bluff 8 (+9), Climb 2 (+6), Diplomacy 6 (+7), Drive 4 (+7), gather Information 6 (+8.), Knowledge (Civics) 6 (+7), Knowledge (Current Events) 6 (+7), Knowledge (Streetwise) 6 (+7), Notice 6 (+8.), Search 8 (+9), Sense Motive 8 (+10), Stealth 8 (+11), Swim 2 (+6)

Feats: All-Out Attack, Attack Spec. (Sword of the Brave), Benefit [Security Clearance], Connected, Contacts, Cunning Fighter, Diehard, Distract [Intimidate], Dodge Focus 4, Endurance, Fearless, Improved Defense, Improved Feint, Improved Initiative, Lionheart, Luck, Move-By Action, Power Attack, Prone Fighting, Quick Draw, Startle, Takedown Attack 2

Powers: Device {Sword of the Brave} 5 (easy to lose)
--Strike 10 (Extra: Penetrating); (Power Feats: Improved Block, Improved Critical 2, Improved Sunder, Weapons Break)

Device {Composite Armor} 5 (hard to lose)
--Communication 4 [radio] (Power Feat: Subtle [scrambled]
--Protection 8 (Extra: Impervious)
--Super-Senses 4 (Darkvision, Infravision, Ultravision)

Saves: Toughness +12*/+4 [*Impervious 8]
Fort +6
Ref +6
Will +8

Combat: Attack +8/+10 (sword of the brave)
Damage +4 (unarmed)/+10 (sword of the brave-critical 18-20)
Defense +8 (+2 flat-footed)
Initiative +7


Costs: Attributes 32+ Skills 22+ Feats 26+ Powers 35+ Saves 11+ Combat 24= 150 pts.

:arrow: Alright I couldn’t help myself when I found this guy, I’d forgotten about him honestly since he’s only had like two showings within a single year. He was interesting though, he fits into that little niche of characters I tend to like (skilled with minor power or specialized gear).

:arrow: Overall Lionheart is a government operative that deals with any and all kinds of possible odd goings on in Europe. His blue collar roots and connections give him some street savvy that helps out and otherwise he’ll rely on his sword & arm to deal with any trouble. It helps that he is pretty good with is gear and he was able to hold his own mostly against the likes of the Bloodstorm Aliens until they finally got fed up and power attacked the crap outta him. That and his drive to help others really motivates him like few other heroes I’ve read, it was enough that I gave him the Lionheart feat (which gives him a bonus to Will Saves against fear effects). He showed that a few times. Really Lionheart is one of the better showings of a modern day knight that I’ve read.

:arrow: Oddly enough after he was bitten Lionheart never really showed any kind of powers like all the other New Bloods. He had already been recruited and was investigating the killings the aliens were doing when he ran across them and was bitten. Now maybe it was a case of the writer forgetting or simply not caring. Either way that made him slightly more interesting to me because of it. So there may be a case for a player wanting to change around some of his abilities if they really wanted. So it’s all up to the GM to allow it or not, but IMO he’d have probably gained some physical enhancements along the lines of being tougher, stronger and enhanced senses possibly.
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