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Tattooverse 2.5: WOF builds

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Wonder Girl II build #205

Postby Tattooedman » Fri Feb 11, 2011 9:43 am

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Wonder Girl II:
PL: 10
Str 10 [30] (+0/+10) Dex 16 (+3) Con 10 [30] (+0/+10) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Diplomacy 6 (+8/+12),Handle Animal 4 (+6), Intimidate 6 (+8.), Knowledge (Arcane Lore) 4 (+5), Knowledge (Pop Culture) 6 (+7), Knowledge (Tactics) 4 (+5), Knowledge (Theology & Philosophy) 4 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+9)

Feats: Animal Empathy, Attack Focus (Melee) 2, Attack Spec. (Lasso), Attractive, Diehard, Dodge Focus 3, Improved Initiative, Inspire, Leadership, Luck, Move-By Action, Power Attack, Rage [+4 Strength; +2 Fort/Will Saves; -2 Defense], Takedown Attack, Teamwork

Powers: Enhanced Strength 20
Enhanced Constitution 20
Super Strength 6 (Dynamic)
-Alt. Power: Flight 6 (Dynamic)

Device {Lasso of Lightning} 4 (easy to lose) (Power Feat: Indestructible)
--Electrical Control 8 (Flaw: Limited-Only those affected by Snare); (Linked to Snare)
--Snare 8 (Power Feats: Reversible, Tether); (Flaw: Limited-One target at a time)

Saves: Toughness +10
Fort +10
Ref +6
Will +5

Combat: Attack +8/+10 (lasso/melee)
Damage +10 (unarmed)/+8 (lasso's electrical control)
Defense +10 (+3 flat-footed)
Initiative +7


Costs: Attributes 16+ Skills 13+ Feats 18+ Powers 67+ Saves 6+ Combat 30= 150 pts.


:arrow: The leader of the newest version of the Teen Titans, Wonder Girl. Now really this build isn't all too different from most other Wonder Girl builds on the Tank. I think the biggest thing is that I don't see her having the bracers anymore so I didn't include them. To make up for taking them up I bumped up her Con & Toughness a bit as well as adding in some leader feats and Knowledge (Tactics) in her skills. Otherwise WG is still the hard hitting, fast flying tank she's always been. Now she's good at telling the rest of the team how to fight.
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Risk build #206

Postby Tattooedman » Fri Feb 11, 2011 9:50 am

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Risk:
PL: 8
Str 12 [26] (+1/+8.) Dex 12 [22] (+1/+6) Con 14 [24] (+2/+7) Int 12 (+1) Wis 10 (+0) Cha 10 (+0)

Skills: Acrobatics 4 (+10), Bluff 6 (+6), Climb 2 (+10), Drive 2 (+8.), Escape Artist 2 (+8.), Knowledge (Streetwise) 2 (+3), Notice 4 (+4), Search 4 (+4), Sense Motive 6 (+6), Sleight of Hand 2 (+8.), Stealth 2 (+8.), Swim 2 (+10)

Feats: Attack Focus (Melee) 4, Chokehold, Dodge Focus 3, Elusive Target, Equipment, Evasion, Improved Grapple, Improved Initiative, Power Attack, Takedown Attack, Taunt

Powers: Enhanced Strength 14
Enhanced Constitution 10
Enhanced Dexterity 8
Speed 2
-Alt. Power: Leaping 2
Regeneration 7 [Recovery Rate: Injured: 1/5 minutes; Disabled: 1/5 minutes] (Power Feat: Diehard)
Super-Senses 5 (Extended Sight, Extended Hearing, Ranged Detect [other H‘San Natall hybrids], Tracking [H‘San Natall hybrids])
Super Strength 2

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

Combat: Attack +4/+8 (Melee)
Damage +8 (Unarmed)
Defense +7 (+2 flat-footed)
Initiative +9

Equipment: Costume: +2 Toughness; Subtle


Costs: Attributes 10+ Skills 9+ Feats 16+ Powers 51+ Saves 8+ Combat 16= 110 pts.


:arrow: The bad boy of the alien-hybrid Teen Titans, Risk was a normal low end superhuman scrapper. He’s so many times stronger, faster, tougher, agile, able to heal and certain senses more precise than a normal person (about 5 or 6 times I believe). Otherwise Risk was the trash talker on the team as well as the hot-head, often taking things the route of smash & bash em up til they give up fights. He was almost overconfident to a fault.

:arrow: The builds I’m doing of this version of the Teen Titans are going to be kept around PL8/120 pts (or as close as possible in some cases as needed) and I’m not too surprised that Risk is coming in under cost. Scrapper types are always fairly cheap given their small list of powers that make them just an average superhuman in an all around sense.
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Argent build #207

Postby Tattooedman » Fri Feb 11, 2011 9:51 am

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Argent:
PL: 8
Str 10 (+0) Dex 14 (+2) Con 12 (+1) Int 10 (+0) Wis 12 (+1) Cha 14 (+2)

Skills: Computers 2 (+3), Bluff 2 (+4), Concentration 8 (+9), Diplomacy 4 (+6), Knowledge (Pop Culture) 6 (+6), Notice 5 (+6), Sense Motive 4 (+5), Stealth 5 (+7)

Feats: Attack Spec. (Energy Blasts) 2, Attractive, Defensive Attack, Dodge Focus 2, Equipment, Improved Initiative, Luck, Set-Up, Teamwork

Powers: Force Constructs 8 [silver plasma energy] (Dynamic)
-Alt. Power: Blast 8 (Dynamic)
-Alt. Power: Blast 6 (Extra: Autofire); (Dynamic)
-Alt. Power: Flight 6 (Extra: Affects Others); (Flaw: Platform); (Dynamic)
-Alt. Power: Snare 7 (Power Feat: Tether); (Dynamic)

Force Field 8 (Extras: Affects Others, Impervious); (Power Feat: Progression)
Super-Senses 3 (Ranged Detect [other H‘San Natall hybrids], Tracking [H‘San Natall hybrids])

Saves: Toughness +11*/+3**/+1 [*Costume & Force Field {Impervious 8}/**Costume]
Fort +4
Ref +4
Will +4

Combat: Attack +4/+8 (Plasma Array)
Damage +6 (Autofire Blast)/+8 (Blast)
Defense +5 (+1 flat-footed)
Initiative +6

Equipment: Costume: +2 Toughness; Subtle


Costs: Attributes 12+ Skills 9+ Feats 11+ Powers 53+ Saves 8+ Combat 14= 107 pts.


:arrow: Argent was somewhat interesting in the Teen Titans, at first she was the air-headed, party-girl who had some interesting powers and was the object of her male teammates affections. She was the one worried about how she looked while kicking butt basically and would make the comments on how lame their foes were.

:arrow: Despite those annoying habits Argent grew to become more focused on being a hero and developed her powers. And when your powers basically make you a walking GL ring, that’s pretty cool & useful IMO. She was a secondary blaster and mostly the team defender with her force fields, giving the others the cover they may need to regroup behind and come up with a plan that should work better than their usual “Let’s Get ‘Em!” tactics.
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Speedy II build #208

Postby Tattooedman » Fri Feb 11, 2011 9:52 am

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

Skills: Acrobatics 6 (+8.), Bluff 4 (+6/+10), Climb 4 (+5), Diplomacy 4 (+6/+10), Drive 2 (+4), Knowledge (Pop Culture) 4 (+5), Knowledge (Streetwise) 4 (+5), Notice 6 (+9), Search 6 (+7), Sense Motive 6 (+9), Stealth 8 (+10), Swim 2 (+3)

Feats: Attack Focus (Melee) 2, Attack Spec. (Bow) 3, Attractive, Defensive Attack, Defensive Roll 2, Distract [Bluff], Dodge Focus 4, Elusive Target, Equipment, Improved Aim, Improved Block, Improved Critical (Unarmed), Improved Initiative, Improved Ranged Disarm, Instant Up, Power Attack, Precise Shot, Quick Draw, Ranged Pin, Seize Initiative, Set-Up, Takedown Attack, Taunt, Teamwork 2

Powers: Device [Bow & Arrow] 4 [easy to lose]
--Blast 6 (Power Feat: Improved Critical 2)
-Alt. Power: Blast 4 (Extra: Autofire)
-Alt. Power: Dazzle 4 [visual] [flare arrow]
-Alt. Power: Snare 6 [net arrow]
-Alt. Power: Stun 4 [taser arrow] (Extra: Ranged)
-Alt. Power: Super-Movement 1 (Swinging)
-Alt. Power: Trip 6 [bolo arrow]

Saves: Toughness +6*/+4**/+2 [*Costume & Defensive Roll/**Costume]
Fort +5
Ref +8
Will +5

Combat: Attack +4/+6 (Melee)/+10 (Bow)
Damage +1 (Unarmed-critical 19-20)/+6 (Bow-critical 18-20)
Defense +10 (+3 flat-footed)
Initiative +6

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


Costs: Attributes 22+ Skills 14+ Feats 31+ Powers 12+ Saves 11+ Combat 20= 110 pts.


:arrow: The latest Speedy, I don’t really know too much about her aside from the basics listed in wikis. Though she’s been shown to be a worthy sidekick to Green Arrow and she adds a lady’s touch to the mostly male Team Arrow. Gives Canary someone to “girl talk” with I guess (I just really don’t get why there are more male heroes than females). On the Teen Titans, she’s kinda like Robin-lite. Using feats and skills to make up for her lack of actual powers, plus a healthy dose of common sense that several of them seem to be missing a fair amount of the time.

:arrow: Speedy’s not as super accurate as GA, but she can definitely hold her own but she works best as part of a team of some kind that can pick up her slack. This build reflects some of the training she's gotten from the other members of Team Arrow, mostly some hand-to-hand tips from Conner so that she's not totally lost without a bow. She won't stop Deathstroke, but she'll hold her own against mooks and minions fairly well.
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Aqualad build #209

Postby Tattooedman » Fri Feb 11, 2011 9:53 am

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Aqualad:
PL: 8
Str 12 [22] (+1/+6) Dex 12 [22] (+1/+6) Con 12 [22] (+1/+6) Int 12 (+1) Wis 13 (+1) Cha 11 (+0)

Skills: Acrobatics 4 (+10), Climb 2 (+8.), Concentration 8 (+9), Diplomacy 4 (+4), Handle Animal 8 (+8.), Knowledge (Current Events) 4 (+5), Knowledge (Pop Culture) 4 (+5), Notice 6 (+7), Sense Motive 6 (+7), Stealth 4 (+10), Survival 6 (+7), Swim 8 (+14)

Feats: Animal Empathy, Attack Focus (Melee) 2, Defensive Roll, Dodge Focus 2, Environmental Adaptation [Underwater], Favored Environment [Underwater] 4, Teamwork

Powers: Animal Control 8 (Power Feat: Mental Link); (Flaw: Limited [Sea Animals only])
Comprehend 2 [speak to & understand animals] (Flaw: Limited [Sea Animals only])
Enhanced Strength 10
Enhanced Constitution 10
Enhanced Dexterity 10
Super Strength 2
Swimming 4

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

Combat: Attack +4/+6 (Melee)
Damage +6 (Unarmed)
Defense +6 (+2 flat-footed)
Initiative +6

Drawbacks: Weakness [Lack of contact with water every hour; can be lethal; -1 Constitution per minute] (-5 pts)


Costs: Attributes 12+ Skills 15+ Feats 12+ Powers 50+ Saves 5+ Combat 16- Drawbacks 5= 105 pts.


:arrow: One of the original members of the Teen Titans, Garth was fairly limited by his dependence on staying well hydrated. He often got the jobs that kept him near water in some way and as a result he didn’t see too much action, though the times the cases were in the water he shined better than the rest. But that’s just the nature of his powers basically. Add to that his very shy nature and the verbal jabs he’d get from the original Speedy and Garth was the quiet, qeeky member of the team.

:arrow: It’s no wonder he was one of the first to leave, but Garth simply very similar to Aquaman at this point in his career. The kid who talks with fish, basically and there wasn’t too much need for that in most of the things the Teen Titans dealt with. Though every now and then he’d surprise folks by being able to lift an adult over his head but folks just didn’t expect someone with his build to be able to do that.

:arrow: Like several of the other members of the Titans over the years Garth comes in under point totals, but given his focus on water-based action that was gonna happen. It wasn't until his reworking into Tempest that he got some pretty cool abilities.
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Raven build #210

Postby Tattooedman » Fri Feb 11, 2011 9:54 am

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Raven:
PL: 8
Str 10 (+0) Dex 12 (+1) Con 12 (+1) Int 14 (+2) Wis 16 (+3) Cha 12 (+1)

Skills: Concentration 10 (+13), Diplomacy 8 (+9), Knowledge (Arcane Lore) 8 (+10), Knowledge (History) 6 (+8.), Knowledge (Theology & Philosophy) 6 (+8.), Notice 8 (+11), Sense Motive 8 (+11), Stealth 6 (+7)

Feats: Attack Focus (Ranged) 4, Dodge Focus 2, Improved Initiative, Luck 2, Power Attack, Ritualist, Teamwork, Trance

Powers: Flight 2
Force Field 9
Magic 12 [Telekinesis 8 (Extra: Perception Range)] (Dynamic)
-Alt. Power: Blast 8 (Extra: Area [Shapeable]); (Dynamic)
-Alt. Power: Teleport 3 (Extras: Accurate, Portal); (Power Feats: Easy, Progression 2) (Dynamic)
-Alt. Power: Healing 8 (Extras: Energizing, Total); (Power Feat: Persistent); (Flaw: Empathic)

Saves: Toughness +10*/+1 [*Force Field]
Fort +3
Ref +5
Will +10

Combat: Attack +4/+8 (Ranged)
Damage +8 (Blast)
Defense +6 (+2 flat-footed)
Initiative +5


Costs: Attributes 16+ Skills 15+ Feats 13+ Powers 47+ Saves 13+ Combat 16= 120 pts.


:arrow: This build of Raven is based mostly off the Teen Titans cartoon. I think that the original version is more of a PL X, plot device for the GM to use as needed for moving along certain aspects of the story along than an actual character. And I don’t know too much about the latest version of her, so I figured the cartoon was my best choice. I know it the best of all three choices and it’s actually a doable build in my mind.
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Herald build #211

Postby Tattooedman » Fri Feb 11, 2011 9:55 am

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

Skills: Acrobatics 4 (+7), Bluff 6 (+8.), Climb 4 (+6), Craft (Mechanical) 4 (+6), Diplomacy 6 (+8.), Disable Device 4 (+6), Drive 2 (+5), Knowledge (Pop Culture) 4 (+6), Notice 6 (+9), Perform (Wind Instrument) 8 (+10), Sense Motive 8 (+11), Stealth 6 (+9), Swim 2 (+4)

Feats: Attack Focus (Melee) 2, Defensive Attack, Defensive Roll, Dodge Focus 3, Equipment, Improved Critical (Unarmed), Improved Feint, Power Attack, Set-Up, Taunt, Teamowork

Powers: Device [Gabriel’s Horn] [easy to lose]
--Blast 8 [sonic] (Extra: Area [Targeted Cone]); (Power Feat: Accurate 2)
-Alt. Power: Dazzle 8 [audio]
-Alt. Power: Dazzle 8 [audio] (Extra: Area [Burst]); (Flaw: Touch Range)
-Alt. Power: Stun 8 (Extra: Ranged)
-Alt. Power: Super-Movement 3 [Dimensional Movement (any dimension)] (Extra: Attack, Portal); (Power Feat: Progression 5)

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

Combat: Attack +4/+6 (Melee)/+8 (Gabriel’s Horn Blast)
Damage +2 (Unarmed-critical 19-20)/+8 (Gabriel’s Horn Blast)
Defense +9 (+3 flat-footed)
Initiative +3

Equipment: Costume: +3 Toughness; Subtle


Costs: Attributes 28+ Skills 16+ Feats 13+ Powers 18+ Saves 7+ Combat 20= 102 pts.


:arrow: An often used, on-again/off-again member of the Teen Titans over the years, Herald has had a couple different heroic identities though this one is one of the better. Based more on the couple episodes he showed up in the Teen Titans cartoon with a couple things added from the comics just to round the build out, he still falls short as a full on PL 8. Herald isn’t gonna save the world on his own, but as back up for a larger team? Yeah, he’ll do good. He can hit a couple odd saves, straight out blast and even play transport for the group if needed. Not too bad for an under-pointed PL 8.
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Red Devil build #112

Postby Tattooedman » Fri Feb 11, 2011 9:57 am

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

Skills: Bluff 6 (+8.), Craft (Electronics) 6 (+8.), Craft (Mechanics) 6 (+8.), Disable Device 6 (+8.), Knowledge (Arcane Lore) 2 (+4), Knowledge (Pop Culture) 4 (+6), Knowledge (Technology) 6 (+8.), Sense Motive 4 (+4), Stealth 4 (+6)

Feats: All-Out Attack, Attack Focus (Melee) 2, Attack Spec. (Fire Breath), Distract [Bluff], Dodge Focus 3, Improved Initiative, Inventory, Power Attack, Taunt, Teamwork

Powers: Additional Limb 1 [tail]
Enhanced Strength 16
-Alt. Power: Blast 8 [Fire Breath] (Extra: Area [Cone]); (Flaw: Touch Range)
Enhanced Constitution 14
Flight 2
Immunity 10 (Fire/Heat Effects)
Regeneration 9 [Recovery Bonus: Bruised: 1/standard action; Staggered: 1/minute; Injured: 1/5 minutes; Disabled: 1/hour] (Power Feat: Diehard)
Strike 3 [Heat Aura] (Extra: Aura, Continuous Duration); (Flaw: Permanent)

Saves: Toughness +8
Fort +10
Ref +7
Will +6

Combat: Attack +6/+8 (Fire Breath/Melee)
Damage +8 (Fire Breath/Unarmed)
Defense +8 (+2 flat-footed)
Initiative +6


Costs: Attributes 14+ Skills 11+ Feats 13+ Powers 47+ Saves 13+ Combat 22= pts.


:arrow: Red Devil is was a interesting addition the Teen Titans. He just barely fit in with their return to being heroic legacies, his ties to Blue Devil were a serious strain but how he was written made it good reading. He’s a smack-talking scrapper basically but he’s definitely good to keep around, being pretty well balanced between melee and ranged and his regeneration lets him stay in a fight longer than he looks like he could go.

:arrow: Plus he’s managed to develop some team working skills during his time with the TT. Though from the last I read he’d lost his powers and has taken more of a support person kind of roll with the team, but I’m hoping that among the stash of comics I have waiting to be collected once I get a chance to get them is a hidden gem that lets Eddie regain his powers. I like him as Red Devil, he brings just the right amount of common sense to the team to keep them grounded and fills a useful slot on the roster.
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Kid Flash build #213

Postby Tattooedman » Fri Feb 11, 2011 10:06 am

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Kid Flash:
PL: 8
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 14 (+2)

Skills: Acrobatics 6 (+8.), Bluff 6 (+8.), Concentration 6 (+7), Search 8 (+9), Sense Motive 4 (+5), Stealth 4 (+6)

Feats: Attack Spec. (Unarmed) 2, Dodge Focus 2, Eidetic Memory, Equipment, Improved Feint, Luck 2, Quick Change, Teamwork

Powers: Container [Fastest Sidekick Alive] 10
--Enhanced Feats 12 (Dodge Focus 4, Improved Initiative 5, Move-By Action, Seize Initiative, Uncanny Dodge [visual])
--Defelect 8 [slow & fast projectiles]
-Alt. Power: Air Control 8
-Alt. Power: Rapid Attack
-Alt. Power: Strike 8 [Bullet Punch]
-Alt. Power: Strike 4 [Hail o’ Fists] (Extra: Autofire)
--Quickness 8
--Speed 8 (Power Feats: Wall Running, Water Running)

Saves: Toughness +5*/+2 [*Kid Flash Suit]
Fort +4
Ref +10
Will +4

Combat: Attack +4/+8 (Unarmed)
Damage +4 (Hail o’ Fists)/+8 (Bullet Punch)
Defense +11 (+5 flat-footed)
Initiative +22

Equipment: Kid Flash Suit: +3 Toughness; Subtle; Quick Change [Kid Flash Ring]


Costs: Attributes 18+ Skills 10+ Feats 11+ Powers 50+ Saves 13+ Combat 18= 120 pts.


:arrow: Wally back when he was a kid. Pretty much says it all really, just thought it’d be a fun little build to do. The biggest thing was trying to keep the total speed and powers of the array low enough to keep him in line with being sidekick but remaining one of the more powerful members of the Teen Titans.
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Joto build #214

Postby Tattooedman » Fri Feb 11, 2011 10:08 am

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

Skills: Bluff 4 (+5), Climb 4 (+6), Concentration 8 (+10), Diplomacy 6 (+7), Knowledge (Civics) 2 (+5), Knowledge (History) 2 (+5), Knowledge (Pop Culture) 2 (+5), Notice 4 (+6), Sense Motive 6 (+8.), Stealth 6 (+8.), Swim 4 (+6)

Feats: Attack Spec. (Ignite Array) 2, Defensive Roll 2, Dodge Focus 4, Equipment, Improved Initiative, Teamwork

Powers: Ignite 8 (Extra: Penetrating); (Flaw: Touch Range [-2 pts])
-Alt. Power: ESP 7 [visual; touch-heat pulse] (Extra: No Conduit); (Power Feat: Progression, Subtle); (Flaw: Full Round Action)
-Alt. Power: Strike 8 [heat charged items]
-Alt. Power: Thermal Control 8 [increase temperatures]

Super-Senses 3 (Ranged Detect [other H’San Natall hybrids], Tracking [H’San Natall hybrids])

Device [Gauntlets] 1 [hard to lose]
--Enhanced Feat 6 [Extended Range 6] (Flaw: Limited [Only applies to Ignite])

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

Combat: Attack +4/+8 (Ignite Array)
Damage +8 (Ignite Array)
Defense +10 (+3 flat-footed)
Initiative +6

Equipment: Costume: +2 Toughness; Subtle


Costs: Attributes 24+ Skills 12+ Feats 11+ Powers 26+ Saves 13+ Combat 20= 106 pts.


:arrow: The quiet member of the alien Teen Titans, Joto. His powers were slightly unique being a heat manipulator instead of fire, though the end results are pretty much the same. He wasn’t a stand out kinda guy really, he just really filled the background of most fights more than anything. The big thing he brought was his journal entries talking about his life as a member of the Teen Titans, he had a real “normal guy” vibe to him and gave some good commentary on his teammates and their activities and personalities.

:arrow: So when he was killed at the end of their team up with the O.G. Titans it was kinda a big deal, then about 8 issues later he was brought back to life with a fairly weak story on how he survived (it’s so lame I’m not even gonna say anything about it. Yeah, it’s that bad.). After his return he went home to recover and has since been seen running around in the background of all the big story lines in the last couple years. Well then there was the minor tweaking to his powers and looks to make him closer to the cartoon version of him, Hot Spot.

:arrow: Joto’s powers had a couple interesting points though, like his heat pulse. With that he could send out a low-level, Omni-directional wave of heat through his surroundings and then pull it back to him and then know the layout of things within his range. I used a visual & touch sense ESP to represent it and made it a full round action for him to send out the pulse and recall it.

:arrow: The Ignite was mostly limited to affecting whatever he could touch though he could charge items with heat energy to make them useful weapons. His gauntlets were built by Mr. Jupiter to give him some ranged options, the gauntlets loaded a pellet or disk that Joto could charge and then it would shoot them out.
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Prysm build #215

Postby Tattooedman » Fri Feb 11, 2011 10:09 am

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Prysm:
PL: 8
Str 10 (+0) Dex 14 (+2) Con -- Int 12 (+1) Wis 10 (+0) Cha 14 (+2)

Skills: Drive 2 (+4), Handle Animal 2 (+4), Knowledge (History) 4 (+5), Notice 4 (+4), Sense Motive 4 (+4), Stealth 4 (+6)

Feats: Attack Spec. (Light Control Array) 2, Defensive Roll 2, Dodge Focus 4, Improved Initiative, Teamwork

Powers: Container [Crystal Body] 7
--Immunity 30 (Fortitude Saves)
--Toughness 5

Flight 8
Light Control 8
-Alt. Power: Blast 8
-Alt. Power: Blast 6 [Eye Blast] (Extra: Penetrating 4)

Super-Senses 4 (Mental Link [Fringe], Ranged Detect [other H’San Natall hybrids], Tracking [H’San Natall hybrids])

Saves: Toughness +7*/+5 [*Defensive Roll]
Fort n/a
Ref +6
Will +3

Combat: Attack +4/+8 (Light Control Array)
Damage +8 (Light Control Array)
Defense +8 (+2 flat-footed)
Initiative +6


Drawbacks: Disability [Color Blind] (-1 pt)
Power Loss [Light Control Array; When in total darkness; Uncommon Frequency; Major Intensity] (-3 pts)


Costs: Attributes 0+ Skills 5+ Feats 10+ Powers 73+ Saves 7+ Combat 16- Drawbacks 4= 107 pts.


:arrow: The last of Dan Jurgens Teen Titans, Prysm. Honestly I didn’t like her too much personally. She was just a few too many clichés rolled together for my tastes, I mean the non-human looking one, raised by aliens on VR programs based on old TV sitcoms, who’s just the absolute sweetest person you’ll ever meet (and will make your teeth rot within 3 minutes of meeting her), crushing on the team bad-boy who has no clue she’s into him, and who’s not really into fighting unless she can help it.

:arrow: Yeah, I can see why she fell into comics limbo after Jurgens Titans were done. Really though the basic idea of Prysm’s powers are pretty cool being a light manipulator and all but the corny nature of her personality just really killed the character for me. Overall Prysm’s alright, another blaster for the team and can fly on top of it. So she’s not a total loss in a fight but she’s just not that original with her powers, mostly just flying around blasting the crud outta foes.
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Omen build #216

Postby Tattooedman » Fri Feb 11, 2011 10:10 am

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Omen:
PL: 8
Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 16 (+3) Cha 16 (+3)

Skills: Bluff 8 (+11), Climb 4 (+4), Concentration 12 (+15), Diplomacy 8 (+11), Disguise 4 (+7), Knowledge (Arcane Lore) 4 (+6), Knowledge (Current Events) 4 (+6), Knowledge (Theology & Philosophy) 8 (+10), Notice 6 (+9), Sense Motive 8 (+11), Stealth 6 (+8.), Swim 4 (+4)

Feats: Distract [Bluff], Equipment, Fascinate [Diplomacy], Inspire 2, Teamwork

Powers: Telepathy 8
-Alt. Power: Telelocation 8
-Alt. Power: Super-Senses 4 (Precognition)
Teleport 8 (Extra: Accurate); (Power Feats: Changed Direction, Easy, Progression 2)

Saves: Toughness +5*/+2 [*Robes]
Fort +3
Ref +4
Will +7

Combat: Attack +4
Damage +0
Defense +11 (+2 flat-footed)
Initiative +2

Equipment: Robes: +3 Toughness; Subtle


Costs: Attributes 24+ Skills 19+ Feats 6+ Powers 46+ Saves 7+ Combat 18= 120 pts.


:arrow: Lilith has been an on and off member of the Titans throughout the years. Her run as Omen was one of her more direct and mysterious times, as she was masked for the majority of the series until almost the end when the original members were called in to help deal with her villainous brother Haze.

:arrow: At this point Lilith, or as she wanted to be called now Omen, is a precog without equal and adds mind reading and teleporting to her list of powers. Mostly this allowed her to act as the early warning system for the Teen Titans and transport them over the longer distances they traveled sometimes.
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Re: Tattooverse 2.5 [2E]

Postby Horsenhero » Fri Feb 11, 2011 1:08 pm

The Teen Titans builds are pretty cool T-man...I have just one question; we have a build of Herald...where's Maude? :twisted:
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Paladin build #217

Postby Tattooedman » Sun Feb 13, 2011 7:40 am

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Paladin:
PL: 9
Str 16 [22] (+3/+6) Dex 16 [20] (+3/+5) Con 16 [22] (+3/+6) Int 14 (+2) Wis 16 (+3) Cha 12 (+1)

Skills: Bluff 6 (+7), Climb 4 (+10), Disable Device 6 (+8.), Drive 4 (+9), Escape Artist 4 (+9), Gather Information 6 (+7), Intimidate 6 (+7), Investigate 4 (+6), Knowledge (Current Events) 4 (+6), Knowledge (Streetwise) 4 (+6), Knowledge (Tactics) 4 (+6), Medicine 4 (+7), Notice 6 (+9), Pilot 4 (+9), Profession (Mercenary) 4 (+7), Search 4 (+6), Sense Motive 6 (+8.), Stealth 4 (+9), Survival 4 (+7), Swim 4 (+10)

Feats: Accurate Attack, Assessment, Attack Focus (Ranged) 2, Defensive Attack, Dodge Focus 4, Equipment, Evasion, Improved Aim, Improved Initiative, Improved Throw, Improved Trip, Move-By Action, Power Attack, Precise Shot, Prone Fighting, Quick Draw, Stunning Attack, Weapon Bind

Powers: Enhanced Strength 6
Enhanced Constitution 6
Enhanced Dexterity 4
Super Strength 1 (Power Feat: Counter-Punch)

Device [Stun Gun] 4 (easy to lose)
--Blast 8
-Alt. Power: Stun 8 (Extra: Ranged)

Saves: Toughness +8*/+6 [*Body Armor]
Fort +8
Ref +5
Will +6

Combat: Attack +8/+10 (ranged)
Damage +8 (unarmed)/+8 (stun pistol)
Defense +10 (+3 flat-footed)
Initiative +9

Equipment: Custom Body Armor: +2 Toughness; Subtle
Flash Goggles [built into mask]
Lockpick Tools


Costs: Attributes 30+ Skills 23+ Feats 23+ Powers 30+ Saves 6+ Combat 28= 140 pts.


:arrow: Well, Paladin is one of those guys that's been around for a long time in Marvel. He's worked with almost every major hero there is or fought against them since he's pretty much an hororable mercenary. Either way though Paladin's not someone to take lightly in a fight. He's good enough even as a PL 9 to hold his own against most PL 10's with little problem.
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The Fallen build #218

Postby Tattooedman » Sun Feb 13, 2011 7:41 am

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The Fallen:
PL: 10
Str 20 (+5) Dex 20 (+5) Con 20 (+5) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)

Skills: Aerobatics 8 (+13), Bluff 4 (+8/+12), Diplomacy 4 (+8/+12), Intimidate 8 (+11), Knowledge (Physical Sciences) 4 (+6), Notice 8 (+10), Search 6 (+8.), Sense Motive 6 (+8.), Stealth 4 (+9), Survival 4 (+6)

Feats: Aerobatic Bluff, Attack Focus (Melee) 5, Attack Spec. (Fire Breath) 2, Attractive, Benefit 5 [Wealth x5], Defensive Attack, Defensive Roll, Equipment, Environmental Adaptation [High Altitude], Fast Overrun, Favored Environment 6 [+2 attack/+4 dodge], Improved Initiative, Move-by Action, Power Attack, Teamwork 2

Powers: Blast 10 [fire breath] (Extra: Area {Cone})
Flight 4 (Flaw: Winged)
Strike 3 [claws] (Power Feats: Improved Critical 2, Mighty)
Super-Strength 1
Super-Senses 4 (Normal Sight [Extended x2]; Darkvision)

Saves: Toughness +8*/+7**/+5 [*Costume & Defensive Roll/**Costume]
Fort +6
Ref +10
Will +8

Combat: Attack +4/+9 (melee)/+8 (fire breath)/+10 (flying fire breath)/+11 (flying melee)
Damage +5 (unarmed)/+8 (claws)/+10 (fire breath)
Defense +12 [airborne]/+10 [grounded] (+6 [airborne]/+5 [grounded] flat-footed)
Initiative +9

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


Costs: Attributes 44+ Skills 14+ Feats 30+ Powers 48+ Saves 12+ Combat 18= 166 pts.


:arrow: An alternate version of Angel, specifically the one from the world of Mutant X. In that world Warren's changes by Apocalypse were more...draconic, and apparently more permanent. His wings became bat-like, his fingers ended in claws and he was able to breathe flames. Also the biggest difference is that in the world of Mutant X Warren stayed loyal Apocalypse and was acting as a sleeper agent in the Six (which was that realities version of X-Factor). As they found out when Xaiver showed up trying to take over the world, Apocalypse and the rest of his Horsemen showed up as well to help stop Xavier.

:arrow: The one thing I got from the series was that all the members of the Six seemed to be as powerful as their 616 counterparts as well as having other abilities as well. So they're gonna be slighty more expensive as a result.
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