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Tattooverse 2.5: WOF builds

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Re: Tattooverse 2.5 [2E]

Postby Horsenhero » Mon Feb 07, 2011 11:59 am

Well T-man, while I can't say I've read a whole lot of Gen-13...I didn't read much of what Image was offering back in the day aside from a little Stormwatch (picked up more once the Authority came out), WildCats and Planetary...but, I don't think Density is really accurate for Fairchild, unless you add a weight countering feature. Fairchild always looked like she was drawn to stand 5' 10"-ish, and even assuming she had a supermodel base weight of about 120 lbs, she still ends up weighing 1440 lbs at Density 10. I'm not sure how much of a furniture wrecker she is, but, I'm willing to bet she's not tipping the scale at over half a ton. Other than that little quibble, the builds look pretty cool.
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Mon Feb 07, 2011 12:20 pm

You bring up a good point HH.

I hadn't considered that when I first did the build and after a quick bit of refiguring I managed to get Fairchild more in-line with how I was wanting her to work out. Ended up bringing her point total down a bit, so I'm a bit happier with it.
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Maddie Warner build #186

Postby Tattooedman » Mon Feb 07, 2011 12:57 pm

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

Skills: Bluff 8 (+11), Computers 4 (+7), Diplomacy 6 (+9), Disable Device 4 (+7), Drive 4 (+6), Gather Information 8 (+11), Intimidate 4 (+7), Investigate 4 (+7), Knowledge (Civics) 6 (+9), Knowledge (Streetwise) 4 (+7), Knowledge (Tactics) 6 (+9), Notice 8 (+12), Pilot 4 (+6), Search 4 (+7), Sense Motive 8 (+12), Stealth 6 (+8.)

Feats: All-Out Attack, Attack Spec. (Pistol) 2, Challenge (Fast Planning), Connected, Contacts, Defensive Attack, Defensive Roll 3, Dodge Focus 4, Equipment 5, Improved Initiative, Master Plan, Sneak Attack [+2 damage], Well-Informed

Saves: Toughness +4*/+1 [*Defensive Roll]
Fort +4
Ref +5
Will +8

Combat: Attack +6/+10 (pistols)
Damage +1 (unarmed)/+4 (pistol)
Defense +10 (+3 flat-footed)
Initiative +6

Equipment: Pistol: +4 Damage; Range 40 ft

HQ [Aquarium-17 ep]: Toughness: 10; Size: Medium; Features: Combat Simulator [Shark Tank], Communications, Computer, Concealed, Infirmary, Living Space, Power [Jump Station {Teleport 8} (Continental)], Power System


Costs: Attributes 28+ Skills 22+ Feats 23+ Saves 10+ Combat 24= 107 pts.


:arrow: Widower, ex-F.L.A.G. agent, and tatical mind behind Dynamo 5. Those all describe Maddie Warner to one point or another, yet she also is trying to teach the kids on the team about being a family as well, so it's not all about truth, justice & butt kicking.

:arrow: Really I like the idea of Maddie's character in theory, a retired super-secret agent for a super-secret spy agency who married the hero of the day & discovers everyone is not what they make themselves out to be. Like her husband really was a complete cheat, having relations with multiple women over the years and fathering several children. After his murder she tracks down some of them and activates their powers and then gets them to agree to become heroes to defend her home city.

:arrow: Maddie brings the experience and the equipment for Dynamo 5 to function. I built her with ownership of their base [the Aquarium], and most of their most used devices [the Jump Platform] since they had belonged to her dead husband. Then during the team's fights she would sit in the base and observe using the high tech gear there and communicate with them as to what they should do.

:arrow: Course there were the couple of times that she actually got physically involved in the team's fights. Lets just say that some of her ideas on how to solve problems tend to favor getting the job done as to how the job gets done. As a former agent Maddie has no problem grabbing up a blaster and firing away, which is her best bet given her training. She's only ok in hand to hand which is why when she was faced with another of Captain Dynamo's kids who had all of his powers she took the Whiptail formula which turned her into a dinosouar-like Lizard character to survive the encounter. Like I said before, whatever it takes to get the job done.
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Visionary build #187

Postby Tattooedman » Mon Feb 07, 2011 12:58 pm

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Visionary:
PL: 8
Str 11 (+0) Dex 12 (+1) Con 13 (+1) Int 15 (+2) Wis 14 (+2) Cha 12 (+1)

Skills: Climb 4 (+4), Computers 4 (+6), Knowledge (Physical Sciences) 4 (+6), Knowledge (Pop Culture) 6 (+8.), Notice 8 (+10), Sense Motive 6 (+8.), Stealth 8 (+9), Swim 4 (+4)

Feats: Attack Spec. (Laser Vision) 2, Defensive Roll 5, Dodge Focus 5, Equipment, Improved Aim, Improved Initiative, Improved Ranged Disarm, Precise Shot, Teamwork 2

Powers: Blast 8 [Laser Vision]
-Alt. Power: Super-Senses 6 (Extended Vision x2; X-Ray Vision)
-Alt. Power: Trip 8 (Extra: Knockback)

Device [Mask Visor] 1 (hard to lose)
--Enhanced Feats 4 (Accurate Attack; All-Out Attack; Improved Aim; Power Attack)

Saves: Toughness +8*/+3**/+1 [*Costume & Defensive Roll/**Costume]
Fort +6
Ref +5
Will+7

Combat: Attack +4/+8 (laser vision)
Damage +8 (Laser Vision)
Defense +10 (+2 flat-footed)
Initiative +5

Equipment: Costume: +2 Toughness; Subtle
D5 Watch: Comm-Link; Quick Change


Costs: Attributes 17+ Skills 11+ Feats 19+ Powers 22+ Saves 14+ Combat 16= 99 pts.


:arrow: Visionary is the youngest member of the team at 15 years old. Visionary got the only other clearly offensive set of powers from dear old dad. Besides being a blaster Visionary is able to see further than ordinary people can as well as through any substance that the group has ran across so far. Once I get some more info on him I'll make adjustments to his build.

:arrow: Pretty much what it comes down to is Visionary stays in the background of the fight & takes his shot when Myriad or Slingshot has him set up just right. Though he has developed more than just the simple look-n-blast, Visionary can knock most foes backwards with his blasts.
Last edited by Tattooedman on Tue Feb 08, 2011 8:39 am, edited 1 time in total.
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Scatterbrain build #188

Postby Tattooedman » Mon Feb 07, 2011 1:00 pm

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Scatterbrain:
PL: 8
Str 14 (+2) Dex 14 (+2) Con 15 (+2) Int 11 (+0) Wis 12 (+1) Cha 12 (+1)

Skills: Bluff 6 (+9), Climb 2 (+4), Concentration 8 (+9), Diplomacy 2 (+5), Intimidate 4 (+5), Knowledge (Pop Culture) 4 (+4), Notice 6 (+9), Sense Motive 6 (+9), Stealth 4 (+6), Swim 2 (+4)

Feats: Attack Focus (Melee) 4, Defensive Roll 2, Dodge Focus 4, Endurance, Equipment, Improved Grab, Improved Initiative, Luck, Move-By Action, Power Attack, Set-Up, Taunt, Teamwork 2

Powers: Immunity 5 (Illusion Effects) (Linked to Telepathy)
Telepathy 8 (Power Feat: Talented 2 (Bluff/Diplomacy/Notice/Sense Motive), Uncanny Dodge)
-Alt. Power: Astral Projection 3 (Power Feat: Subtle); (Flaw: Limited-Only can go to familiar locations)
-Alt. Power: Machine Control 8 (Flaw: Limited-Brainwave encoded only)
-Alt. Power: Power Control 8 (Flaw: Limited-Power Off Only, Tiring)
-Alt. Power: Stun 8 (Extra: Alternate Save {Will}, Ranged); (Flaw: Tiring)
-Alt. Power: Telelocation 8 (Flaw: Limited-Only those he has used Telepathy on)
-Alt. Power: Transform 8 [memories] (Flaw: Tiring)

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

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

Equipment: Costume: +2 Toughness; Subtle
D5 Watch: Comm-Link; Quick Change


Costs: Attributes 18+ Skills 11+ Feats 20+ Powers 30+ Saves 10+ Combat 16= 105 pts


:arrow: Well among the various titles I've started collecting is one I'd read a fair amount about on Wikipedia, the Dynamo 5. It's a group of half siblings who discover that their real father is the recently deceased hero Captain Dynamo. The problem is that he was married to someone else and basically suffered to a really bad case of wondering eye. Toss in his ablity to shapeshift and Captain Dynamo got around. Dynamo's widow decided to gather together some of his kids to trigger their powers and train them in how to work as a team and protect Tower City with Dynamo gone.

:arrow: All that said Scatterbrain is the team mentalist, not that he has all the uses totally undercontrol but he's been the one to takedown about half of their foes so far. So far he's mostly discovered all of his alternate powers entirely by accident and most of the time using them tire him out. The good news is that he doesn't rely on his telepathy alone, being one of the best football player in his school Scatterbrain is a surprising physical challenge to those that just assume he's another wimpy mentalist.

:arrow: One thing I've got to mention about Scatterbrain is that he has this funny habit of opening his mouth before thinking about what's coming out of it.

    >Example 1: When he first me his half siblings, Scatterbrain kinda, sorta hit on his teammate/half sister Scrap. She had to remind him they were siblings.

    >Example 2: Upon finding out his half brother Myriad had operated as a solo hero for several months, Scatterbrain was worried that since it was a female identity that his brother may be gay and felt that it should be talked about. His other sister Slingshot pointed out that wheter or not Myriad was gay or not really wasn't any of their buisness & didn't matter in the long run.

:arrow: He kinda reminds me of some players I GM for really....... :roll:
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Slingshot build #189

Postby Tattooedman » Mon Feb 07, 2011 1:01 pm

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Slingshot:
PL: 8
Str 12 (+1) Dex 16 (+3) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Aerobatics 6 (+9), Craft (Writer) 2 (+4), Knowledge (Current Events) 4 (+6), Knowledge (Pop Culture) 4 (+6), Medicine 2 (+4), Notice 6 (+8.), Sense Motive 4 (+6), Stealth 4 (+7)

Feats: Aerobatic Bluff, Attack Focus (Melee) 2, Equipment, Defensive Roll 2, Dodge Focus 2, Fast Overrun, Favored Environment [Airborne] 6 (+2 attack/+4 defense), Improved Initiative, Improved Overrun, Leadership, Luck, Move-By Action, Power Attack, Set-Up, Teamwork 2

Powers: Flight 8 (Dynamic)
-Alt. Power: Strike 7 [Mach 1 Punch] (Dynamic)
-Alt. Power: Suffocate 7 [Wind Tunnel] (Extra: Area {Shapeable}); (Flaw: Limited-Must fly around area to be affected); (Dynamic)

Super Strength 1

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

Combat: Attack +5/+7 (melee)/+9 [airborne melee attacks]
Damage +1 (unarmed)/+7 [mach 1 punch]
Defense +10 [airborne]/+6 [grounded] (+4 [airborne]/+2 [grounded] flat-footed)
Initiative +7

Equipment: Costume: +2 Toughness; Subtle
D5 Watch: Comm-Link; Quick Change


Costs: Attributes 24+ Skills 8+ Feats 24+ Powers 23+ Saves 8+ Combat 18= 105 pts.


:arrow: One of the older members of the Dynamo 5 family, Slingshot. To me she shows how a character can make best use of a supposedly non-attack power like flight & turn it into something to be respected in a fight.

:arrow: Slingshot is somewhat the moral center of the team, she's the member of the family that was active in something like 6 or 8 different volunteer organizations and extracurricular activities. Things like a reporter for the University paper of Georgetown and the local clinic, basically she's the classic overachiever put into the superhero scence and doing pretty well.

:arrow: Honestly I like how Slingshot's developed some of her alternate powers off her flight. It shows creativity, and it's just nice & simple really but neither of them are going to be the attack that takes down the main bad guy & Slingshot knows it. Several times it's been shown her working with her sister Scrap to give her more of an oumph for her charge attacks, and it looks like a doozy. Slingshot realizes that she's going to end up playing support to the others & she makes it work for her.
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Myriad build 190

Postby Tattooedman » Mon Feb 07, 2011 1:02 pm

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Myriad:
PL: 8
Str 20 (+5) Dex 20 (+5) Con 20 (+5) Int 14 (+2) Wis 16 (+3) Cha 16 (+3)

Skills: Acrobatics 4 (+8.), Bluff 6 (+9), Climb 4 (+8.), Diplomacy 6 (+9), Disguise 0 (+23), Notice 6 (+9), Sense Motive 8 (+11), Stealth 8 (+12), Swim 2 (+6)

Feats: Acrobatic Bluff, Ambidexterity, Attack Spec. (Unarmed) 2, Challenge (Durable Lie), Defensive Roll 3, Distract [Bluff], Dodge Focus 2, Elusive Target, Equipment, Evasion, Improved Defense, Instant Up, Power Attack, Set-Up, Second Chance [Sense Motive checks], Stunning Attack, Takedown Attack 2, Taunt, Teamwork 2

Powers: Container {Alien Hybrid} 4 (Power Feat: Innate)
--Enhanced Strength 6
--Enhanced Constitution 6
--Enhanced Dexterity 6
--Enhanced Feat 1 (Improved Initiative)

Morph 4 [Humanoids Only] (Flaw: Limited-Specific people only if he has had physical contact with them)

Saves: Toughness +8*/5 [*Defensive Roll]
Fort +7
Ref +9
Will +6

Combat: Attack +4/+8 (unarmed)
Damage +4 (Unarmed)
Defense +10 (+4 flat-footed)
Initiative +8

Equipment: D5 Watch: Comm-Link; Quick Change


Costs: Attributes 28+ Skills 11+ Feats 24+ Powers 24+ Saves 9+ Combat 24= 120 pts.


:arrow: Myriad's kinda the odd man out in Dynamo 5. He's the only one of the kids who didn't grow up with any kind of caring parents and he ended up taking to life on the streets at the age of 13. From then until he joined Dynamo 5 he made his way as a con-man of some skill and only joined the team because Maddie Warner was paying him.

:arrow: That said Myriad is well adjust and something of the joker of the team constantly making with the wise cracks during a fight along with a decent set of punches & kicks. Myriad has said that he's only had a little bit of training but his ability to hold off 2 villains who both specialize in hand to hand for an entire page worth of panels. I'd say that's more than just "a little bit", but that's me. Myriad is like Slingshot in that he realizes his morphing power limits his usefulness in a fight aside from goonsweeping. So he tends to work in tandem with Visionary alot to help set their foes up for his ranged attacks while Myriad keeps them busy fending him off.

:arrow: I just wanted to clear up any possible questions on Myriad's Morph power and how I worded his limits with it. Basically he can look like any general person he wants at any moment, but to look like a specific person he must make physical contact with them. Mostly a handshake will do but with his con-man perfessionalism he tends to study up on a subject if possible. This proved useful when he had to impersonate his half brother Scatterbrain for several days while he was in a coma so that his family back home who was unaware of his life as a hero would stay that way.
Last edited by Tattooedman on Tue Feb 08, 2011 8:44 am, edited 1 time in total.
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Scrap build #191

Postby Tattooedman » Mon Feb 07, 2011 1:04 pm

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Scrap:
PL: 8
Str 10 [30] (+0/10) Dex 13 (+1) Con 10 [26] (+0/+8.) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Climb 2 (+12), Craft (Writing) 4 (+5), Diplomacy 2 (+6), Knowledge (Pop Culture) 6 (+7), Notice 6 (+8.), Sense Motive 4 (+6), Stealth 4 (+5)

Feats: Accurate Attack, Attack Focus (Melee) 2, Attractive, Crushing Pin, Defensive Attack, Dodge Focus 2, Equipment, Improved Grab, Improved Grapple, Improved Initiative, Interpose, Power Attack, Teamwork

Powers: Enhanced Strength 20
Enhance Constitution 16 (Power Feat: Endurance)
Impervious Toughness 8
Protection 2 (Extra: Impervious)
Super Strength 2

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

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

Equipment: D5 Watch: Comm-Link; Quick Change


Costs: Attributes 13+ Skills 7+ Feats 15+ Powers 52+ Saves 7+ Combat 16= 110 pts.


:arrow: A goth girl gone good, Scrap is one determined hero. Gaining the most normal set of hero powers, that of a brick. God bless her, we need more bricks that look like that! Move over Ben Grimm! :wink: Scrap is considered one of the more powerful members of Dynamo 5 since she's been able to go toe to toe with pretty much every villain they faced from the start. Between her & Visionary the other members spent most of their time using teamwork skills to help those two take down the foe of the issue.

:arrow: Even when things were bad for Dynamo 5 and they all went to their respecitve homes to retire from the life of heroics, Scrap was the one to return and reformed Dynamo 5 with all of their allies they had made in the previous year. She's even went as far to go ahead and move from Hollywood and basically gave up on her original goal of becoming a screenwriter to be more focused on her being a hero with her half siblings after they reformed the team.
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Animal Man build #192

Postby Tattooedman » Mon Feb 07, 2011 1:10 pm

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

Skills: Acrobatics 4 (+6), Bluff 6 (+9), Climb 4 (+6), Diplomacy 6 (+9), Drive 4 (+6), Handle Animal 8 (+9), Knowledge (Earth Sciences) 6 (+6), Notice 6 (+9), Pilot 4 (+6), Search 4 (+4), Sense Motive 6 (+9), Survival 6 (+9), Stealth 4 (+6), Swim 4 (+6)

Feats: Assessment, Animal Empathy, Improved Initiative, Luck 2, Talented [Bluff/Diplomacy], Track

Powers: Animal Mimicry 8

Saves: Toughness +2
Fort +5
Ref +5
Will +7

Combat: Attack +6
Damage +2 (unarmed)
Defense +6 (+3 flat-footed)
Initiative +6


Costs: Attributes 20+ Skills 18+ Feats 7+ Powers 72+ Saves 11+ Combat 24= 152 pts.


:arrow: I’ve not seen too many Animal Man builds & that’s a crime cause he’s one of the original animal ability duplicator. Well it’s a tie sometimes between Buddy & Vixen but that’s another story.

:arrow: I like his background as a stuntman who gained his powers from aliens who were trying to stimulate human’s oneness with the world and it’s other inhabitants. You don’t really see a secret I.D. as a stunt man too often, well aside from when Wonder Man worked in Hollywood but again that’s another story in itself. So I tried to toss in some skills that sounded like they would be useful to a guy in that line of work where you have to be able to drive cars/boats/small planes, take a shot that looks nasty & sell it, give a shot that looks nasty, as well as any other minor thing I may have forgotten. Though to be honest Buddy hasn’t really done that job in a long time but with how much he’s been on & off as a hero it’s kinda hard to gage how long it has been since he’s done the stunt work.

:arrow: Buddy doesn’t have to much in the way of combat skills or damaging ability but that’s where the animal mimicking comes into play. With that Buddy can take ranks in Attack Focus (Melee/Ranged) or Attack Spec. of some kind as whatever animal abilities he’s taken for a particular fight. Animal Man has been kicking around DC on & off for a long time, so he’s got lots of friends throughout the hero community. Heck, he even held a slot on the Justice League Europe for awhile helping out Captain Atom deal with the oddness that team faced.
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Re: Tattooverse 2.5 [2E]

Postby Horsenhero » Mon Feb 07, 2011 9:55 pm

I'm guessing, by these builds, that in the Tattooverse Dynamo 5 did not undergo the big power shuffling that they did in the comic. Which is good in my opinion actually, since the power change didn't actually alter any of the powers, it just redistributed them from individual to individual...for reasons that actually didn't make much sense.
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Tue Feb 08, 2011 8:50 am

Horsenhero wrote:I'm guessing, by these builds, that in the Tattooverse Dynamo 5 did not undergo the big power shuffling that they did in the comic. Which is good in my opinion actually, since the power change didn't actually alter any of the powers, it just redistributed them from individual to individual...for reasons that actually didn't make much sense.


Most of it came from the fact that when I first did these builds they hadn't switched powers yet. Personally I wasn't too thrilled with that minor change.....from what I've read some of the kids of have had problems adjusting to their new powers: Scatterbrain (now called Ramjet) has problems with stopping & landing so he now wears armor. Scrap (called Super-Vision) doesn't have the extended vision her brother did. Slingshot (called some big name I can't spell) can only turn into animals instead of people (which is actually a kind of up grade on the power she got from her brother). As far as I know Myriad & Visionary (both with new names I can't recall at the moment) haven't had any problems with their new powers yet but I haven't read the latest story line......so who knows?

But on a side note, I will be getting around to building several of their foes. Cause I still haven't seen anyone else do builds of them yet, though that'll be a little ways on down the line. I've still got to transplant tons of other builds to this thread still.
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Re: Tattooverse 2.5 [2E]

Postby Horsenhero » Tue Feb 08, 2011 9:35 am

Slingshot is now called Menagerie, and yeah from the wiki/comicvine info I looked up (I actually was completely unaware of the comic before your builds), it looks like she's simply animals. Myriad is now calling himself Wraith to go with his new mental powers and Visionary is going by the oh-so-boring name of Smasher.
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Aquaman (early years) build #193

Postby Tattooedman » Tue Feb 08, 2011 11:42 am

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Aquaman [the early years]:
PL: 9
Str 22 (+6) Dex 18 (+4) Con 22 (+6) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 4 (+8.), Bluff 4 (+5), Concentration 6 (+8.), Handle Animal 6 (+7), Intimidate 4 (+5), Notice 4 (+6), Search 4 (+5), Sense Motive 4 (+6), Stealth 4 (+8.), Survival 4 (+7), Swim 4 (+10)

Feats: Attack Focus (Melee) 2, Dodge Focus 2, Environmental Adaptation [Underwater], Favored Environment [Underwater] 2 [+2 defense], Improved Initiative, Power Attack, Takedown Attack, Tough

Powers: Animal Control 6 (Power Feat: Mental Link); (Flaw: Sea Animals Only)
Comprehend 2 [speak & understand animals] (Flaw: Sea Animals Only)
Immunity 3 (Environmental Cold, Environmental Pressure, Underwater Drowning)
Swimming 5
Super-Senses 4 (Darkvision; Ultravision; Ranged Detect [Sea Animals])
Super Strength 2

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

Combat: Attack +7/+9 (melee)
Damage +6 (unarmed)
Defense +11 [underwater]/+9 [dryland] (+4 [underwater]/+3 [dryland] flat-footed)
Initiative +8

Drawbacks: Power Loss [Super Strength: after 2 hours out of water] (-1 pt)
Weakness [-1 Constitution for after an hour of no contact with water] (-3 pts)


Costs: Attributes 30+ Skills 12+ Feats 11+ Powers 24+ Saves 8+ Combat 28- Drawbacks 4= 109 pts.


:arrow: Well I was having a talk with a pal o’ mine a few days ago about the evolution of Aquaman over the years and I got to thinking about it and by my figuring he was a PL 9 when he first joined up with the Justice League. Honestly he’s under-pointed to boot, but he’s not too superhuman really, he’s just mutated to live under the sea and that’s it. He’s just got the marine telepathy really as a power and that wasn’t super useful most of the time.

:arrow: Between his naïveté of how the surface world worked and lack of people skills given that most of his life was spent around sea life Aquaman was something of a sucker (bulbwrench!) and could be tricked somewhat easily. Though he was sometimes underestimated by his association with the Justice League, while he was the weakest he wasn’t a pushover so to speak. He just doesn’t hit all his caps.
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Aztek build #194

Postby Tattooedman » Tue Feb 08, 2011 11:44 am

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Aztek:
PL: 10
Str 16 [26] (+3/+8 ) Dex 20 (+5) Con 20 (+5) Int 18 (+4) Wis 18 (+4) Cha 20 (+5)

Skills: Acrobatics 8 (+13), Climb 4 (+7), Diplomacy 4 (+11), Investigate 6 (+10), Knowledge (Behavioral Sciences) 6 (+10), Knowledge (Technology) 6 (+10), Knowledge (Tactics) 4 (+9), Language 1 (Spanish), Medicine 8 (+12), Notice 6 (+10), Stealth 8 (+13), Survival 4 (+), Swim 4 (+7)

Feats: Acrobatic Bluff, Attack Spec. (Unarmed), Attack Spec. (Armour Weapons) 4, Dodge Focus 4, Fascinate [Diplomacy], Improved Initiative, Luck 2, Ritualist, Power Attack, Talented (Diplomacy), Track

Powers:
Device [Helmet] 6 (hard to lose)
--Communication 8 [Radio]
--Super-Senses 14 (Accurate Hearing; Extended Hearing 2; Extended Vision 2; Microscopic Vision 3 [DNA & complex molecule size]; Ultravision; X-Ray Vision)

Device [Experience Storage Matrix] 2 (hard to lose)
--Enhanced Feats 6 [Beginner’s Luck, Jack-of-All-Trades, Luck 4) (Flaw: Limited: Luck can only be used for Beginner's Luck & Jack-of-All-Trades]
--Enhanced Skills 4 [Computers +8; Knowledge (Technology) +8]

Device [Armour] 11 (hard to lose)
--Blast 10
-Alt. Power: Enhanced Strength 10
-Alt. Power: Snare 10 [net]
--Flight 3
--Immunity 10 (Electrical Effects)
--Invisibility 8
--Protection 3
--Super Strength 3

Device [Cable Launcher] 3 (hard to lose)
--Elongation 6 (Linked to Strike [electrical])
--Strike 8 [electrical] (Linked to Elongation)

Saves: Toughness +8*/+5 [*Armor's Protection]
Fort +8
Ref +8
Will +8

Combat: Attack +6/+10 (armour weapons/unarmed)
Damage +3 (unarmed {non-armored})/+8 (unarmed {in armour})
Defense +12 (+4 flat-footed)
Initiative +9

Drawbacks: Normal Identity (free action) (-3 pts)


Costs: Attributes 52+ Skills 18+ Feats 18+ Powers 88+ Saves 10+ Combat 28- Drawbacks 3 = 211 pts.


:arrow: Aztek is way more expensive than a PL 10, but he is still a PL 10 when it comes to all his caps. His combat skills, attributes, & feats are high for a PL 10, but the costs of his various gear and the power that they held make him so very well rounded but put him well over the PL 10/150 limit. I took most of my information from Writeups.Org, and small pieces from his appearances in JLA, but I feel that he is more than well covered from that context.

:arrow: Aztek really does live up the nickname of the Ultimate Man, he is in excellent physical condition, is highly intelligent as well as very skilled at interacting with people as well. Aztek is highly skilled, trained in many different fields of study ranging from criminology & philosophy, to military tactics, as well as practical theory of various fields of science, to medical training that allowed him to make a living as a doctor. His armor is one of the most advanced ever made, allowing Aztek to challenge superhumans on equal footing. It’s abilities are not fully known, not even to Aztek so there are times that it will activate an ability that is vastly helpful at that particular moment (like manifesting an intense heat aura that melted the block of ice created around him during a fight). I figured that this could be covered by GM plots and such and the player using any XP gained to develop that power permanently for the armour.

:arrow: As for the famous infamous 4-D battery, from what I’ve read in limited appearances and from Wikipedia, it is largely a plot device. Used only in very limited situations that are life and death, and for me as a GM can only be used with the expense of a chip and one hellava good explanation for why the battery is being used however the character is wanting to use it as well as what effects they are looking to gain and how the battery allows it (using comic-book science as the standard of course).
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Tattooedman
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Black Lightning build #195

Postby Tattooedman » Tue Feb 08, 2011 11:45 am

Image
Black Lightning:
PL: 10
Str 20 (+5) Dex 20 (+5) Con 20 (+5) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 4 (+6), Climb 4 (+9), Diplomacy 6 (+8.), Gather Information 4 (+6), Intimidate 4 (+6/+10), Investigate 4 (+6), Knowledge (Streetwise) 6 (+8.), Notice 8 (+10), Profession (Teacher) 4 (+6), Sense Motive 8 (+10), Stealth 6 (+11), Swim 2 (+7)

Feats: Attack Spec. (Electrical Control Array), Defensive Roll, Defensive Attack, Distract [Intimidate], Dodge Focus 6, Endurance, Equipment, Improved Defense, Improved Initiative, Improved Throw, Improved Trip, Move-By Action, Power Attack, Precise Shot, Redirect, Set-Up, Teamwork 2

Powers: Electrical Control 10 (Extra: Area {Line})
-Alt. Power: Electrical Control 10 (Extra: Area {Explosion}); (Flaw: Touch Range)
-Alt. Power: Strike 10 [electric aura] (Extra: Aura); (Power Feat: Talented {Intimidate x2})

Saves: Toughness +8*/+7**/+5 [*Costume & Defensive Roll/**Costume]
Fort +6
Ref +6
Will +8

Combat: Attack +8/+10 (electrical control array)
Damage +5 (unarmed)/+10 (electrical control array)
Defense +12 (+3 flat-footed)
Initiative +9

Equipment: Costume: +2 Toughness; Subtle


Costs: Attributes 42+ Skills 15+ Feats 23+ Powers 34+ Saves 8+ Combat 28= 150 pts.


:arrow: Black Lightning is one of those heroes that I like mostly because he tries to use his skills and abilitites as much as possible rather than relying on his powers alone. Most of this comes from his time in the first version of the Outsiders where he was trained by Batman of all people.

:arrow: Black Lightning's powers are fairly straightforward, a typical blaster but Black Lightning is always willing to play around with his powers a bit to tackle a problem. Most of the time though Black Lightning is a higher powered street-level kind of guy, he feels that he can get more done by working against the drug dealers and corrupt public officials that make life in general hard for the people.
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Tattooedman
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