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Tattooverse 2.5: WOF builds

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The Brute build #219

Postby Tattooedman » Sun Feb 13, 2011 7:42 am

Image
The Brute:
PL: 10
Str 30 (+10) Dex 26 (+8.) Con 26 (+8.) Int 6 (-2) Wis 12 (+1) Cha 12 (+1)

Skills: Acrobatics 8 (+16), Climb 4 (+12), Diplomacy 4 (+7), Intimidate 8 (+11), Notice 4 (+5), Sense Motive 4 (+5), Swimming 4 (+12)

Feats: All-Out Attack, Attack Focus (Melee) 2, Crushing Pin, Dodge Focus 2, Environmental Adaptation [Underwater], Improved Grab, Improved Grapple, Move-By Action, Power Attack, Rage [+4 Strength; +2 Fort/Will Saves; -2 Defense], Talented (Diplomacy/Intimidate)

Powers: Enhanced Strength 18
Enhanced Constitution 14
Enhanced Dexterity 16
Immunity 3 (Environmental Cold; Pressure; Suffocation [underwater])
Leaping 2
Protection 2
Regeneration 4 [Recovery Bonus: Bruised: 1/after round; Injured 1/5 minute] (Power Feat: Diehard)
Speed 3
-Alt. Power: Swimming 3
Super Strength 3

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

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


Costs: Attributes 4+ Skills 9+ Feats 13+ Powers 70+ Saves 7+ Combat 32= 135 pts.


:arrow: The Mutant X version of Henry McCoy also known as the Brute. I liked this take on him, it takes some of the more interesting things done to Beast and rolled them all into one character. Brute has limited intelligence of X-Factor's Beast, and all the inhuman looks of blue & fuzzy turned wwaaayyyy up with a lizard-like looks that were so out there that it shocked readers that when it was revealed who he was.

:arrow: In the world of Mutant X Brute is the whipping boy for the world. If it's bad 9 outta 10 times it's gonna happen to Brute, from manipulations from the Goblin Queen/Dark Phoenix & the Fallen to having his vast intelligence returned to him only to lose it weeks later. He kinda makes the Summers Brothers look like fortunate sons by comparison. Unlike the other members of the Six, Brute is way cheaper than his 616 version. Mostly that's due to his lack of any kind of knowledge skills which would make the remaining points.
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Bloodstorm build #220

Postby Tattooedman » Sun Feb 13, 2011 7:44 am

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Bloodstorm:
PL: 11
Str 16 (+3) Dex 18 (+4) Con N/A Int 14 (+2) Wis 16 (+3) Cha 16 (+3)

Skills: Bluff 4 (+7/+11), Concentration 10 (+13), Diplomacy 6 (+9/+13), Intimidate 10 (+13), Knowledge (Earth Sciences) 6 (+8.), Notice 8 (+11), Sleight of Hand 6 (+10), Sense Motive 8 (+11), Stealth 6 (+10)

Feats: Attack Focus (Melee) 4, Attack Spec. (Weather Control Array) 3, Attractive, Defensive Roll 2, Dodge Focus 2, Environmental Adaptation (Weather Conditions), Equipment, Improved Critical (Unarmed) 3, Improved Initiative, Inspire 2, Move-By Action, Power Attack, Teamwork 2

Powers: Weather Control 10 [reduced visibility {rain}] (Power Feats: Indirect, Precise)
-Alt. Power: Weather Control 10 [reduced visibility {fog}]
-Alt. Power: Weather Control 10 [hamper movement {wet surfaces}]
-Alt. Power: Weather Control 10 [distraction {precipitation}]
-Alt. Power: Weather Control 10 [extreme cold]
-Alt. Power: Air Control 10
-Alt. Power: Blast 10 [lightning]
Flight 4

Vampire Template:
Immunity 30 (Fortitude Effects)
Insubstantial 2 [mist form]
Invisibility 2 (Flaw: Only against Visual Electronics Media)
Protection 8 (Flaw: Limited-not against holy/silver/magic)
Regeneration 22 [Recovery Bonus: +12; Recovery Rate: Bruised: 1/after round; Injured: 1/5 minutes; Staggered: 1/5 minutes; Disabled: 1/20 minutes] (Power Feats: Persistent, Regrowth)
Super-Senses 4 (Darkvision; Scent; Tracking Scent)
Super Strength 1

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

Combat: Attack +4/+8 (melee)/+10 (weather control array)
Damage +3 (unarmed-critical 17-20)/+10 (lightning)
Defense +8 (+3 flat-footed)
Initiative +8

Equipment: Comm-Link
4 ep free

Drawbacks: Power Loss: all powers from dawn to dusk [Major; Common] (-4 pts)
Weakness: holy symbols (dazed for 1 round if lose opposing Charisma check [Common; Moderate] (-3 pts)
Weakness: sunlight [Minor; per round; Destroyed after 10 rounds] (-8 pts)


Costs: Attributes 30+ Skills 16+ Feats 21+ Powers 119+ Saves 10+ Combat 20- Drawbacks 15= 201 pts.


:arrow: Another member of the Six, Storm who was fully transformed into a vampire and called herself Bloodstorm. Kinda screams the 90s to me, but it worked in a kinda interesting way. Though adding vampire traits to her makes her one of the more expensive members of the team (at just over 200 pts total), and probably one of the most powerful members of the team. I like how they had her using her Weather Control to block sunlight somewhat though it wasn’t a end-all way to deal with her weakness as it was shown Bloodstorm would often get down with a fight and would head straight for the team transport to get outta the daylight.
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Iceman build #221

Postby Tattooedman » Sun Feb 13, 2011 7:46 am

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

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

Feats: Accurate Attack, Attack Focus (Ranged) 2, Dodge Focus 2, Equipment, Fast Overrun, Improved Initiative, Move-By Action, Ranged Pin, Power Attack, Set-Up, Taunt, Teamwork 2

Powers: Alternate Form {Iceman} 5 (Extra: Continuous Duration); (Flaw: Permanent)
--Energy Aura 2 [cold aura]
--Flight 4 (Flaw: Platform)
--Protection 8
Regeneration 10 [Recovery Rate: Bruised: 1/round; Injured: 1/minute; Disabled: 1/5 minutes] (Power Feat: Diehard, Regrowth); (Flaw: Source-Water)

Cold Control 12
-Alt. Power: Blast 12 [ice blast]
-Alt. Power: Blast 12 [cold blast]
-Alt. Power: Create Objects 12 [ice objects]
-Alt. Power: Environmental Control 8 [¼ speed] (Extra: Independent)
-Alt. Power: Drain Toughness 12 [Brittle]
-Alt. Power: Snare 12 [ice shackles]
-Alt. Power: Trip 10 [icy floors]

Immunity 10 (Cold Effects)
Super-Movement 2 (Sure-Footed)
Super-Senses 1 (Infravision)

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

Combat: Attack +6/+8 (ranged)
Damage +4 (unarmed/cold aura)/+12 (cold control array)
Defense +8 (+3 flat-footed)
Initiative +6


Costs: Attributes 22+ Skills 11+ Feats 15+ Powers 57+ Saves 11+ Combat 24= 150 pts.


:arrow: Iceman in Mutant X, well Bobby’s the most “normal” of all those variant versions of the X-Men. Aside from his never truly recovering from Loki messing with his powers Bobby was kinda uptight in comparison to his 616 version, he would rather everyone call him Bob, he only really joked around with Brute (but mainly due to Brute’s mental impairment) otherwise he had more of a “black humor”. More like a fireman who’s been on the job for 15 years and has seen it all and probably done most of it himself instead of the more juvenile style that Iceman is known for. Surprisingly he comes in somewhat cheaper than I thought he would, I really thought he would break the 150 point mark, but I guess the biggest changes were to his personality more than his powers.
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Marvel Woman build #222

Postby Tattooedman » Sun Feb 13, 2011 7:50 am

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

Skills: Bluff 8 (+10/+14), Computers 6 (+8.), Concentration 8 (+10), Diplomacy 6 (+8/+12), Gather Information 6 (+10), Intimidate 8 (+12), Knowledge (Current Events) 6 (+8.), Notice 8 (+10), Search 4 (+6), Sense Motive 8 (+10), Stealth 8 (+10)

Feats: Attack Spec. (Telekinesis), Defensive Roll, Dodge Focus 2, Equipment, Improved Initiative, Luck, Power Attack, Startle, Talented (Gather Information/Intimidate), Teamwork, Uncanny Dodge [mental]

Powers: Telekinesis 13 [8] (Extras: Damaging); (Power Feat: Precise); (Dynamic)
-Alt. Power: Force Field 5 (Extras: Affects Others, Impervious); (Dynamic)
-Alt. Power: Flight (Dynamic)
-Alt. Power: Snare [T.K. Grab] (Dynamic)

Saves: Toughness +9*/+4**/+2 [*Costume & Force Field (Impervious 5)/**Costume]
Fort +4
Ref +4
Will +8

Combat: Attack +6/+8 (telekinesis)
Damage +8 [+12] (t.k. blast [full power blast])/+10 (t.k. snare)
Defense +8 (+3 flat-footed)
Initiative +6

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


Costs: Attributes 22+ Skills 19+ Feats 12+ Powers 48+ Saves 10+ Combat 24= 135 pts.


:arrow: Filling in for Jean Grey for the majority of the Mutant X series we have Madelyne Pryor, who later becomes the host for the Goblin Entity, or the power of the Phoenix corrupted by demonic energy. Not a good thing. This version is how she first appeared in the series as a fairly powerful telekinetic, but as the issues went on she showed more power until she was mentally controlling everyone almost in the hero community except Havok & their son Scotty. I may do a build of her later showing her full power, which should be around a PL 13, maybe a PL 14.
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Havok build #223

Postby Tattooedman » Sun Feb 13, 2011 7:54 am

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

Skills: Bluff 8 (+12), Climb 2 (+4), Concentration 8 (+10), Craft (Mechanical) 4 (+5), Diplomacy 6 (+10), Drive 4 (+6), Intimidate 4 (+6), Knowledge (Earth Sciences) 6 (+7), Knowledge (Tactics) 8 (+9), Notice 8 (+10), Pilot 4 (+6), Sense Motive 4 (+8.), Swim 2 (+4)

Feats: All-Out Attack, Assessment, Attack Focus (Melee) 2, Attack Spec. (Cosmic Energy Control Array) 2, Challenge (Fast Planing), Defensive Roll 3, Dodge Focus 4, Gifted (Sense Motive), Improved Initiative, Luck, Master Plan, Talented (Bluff/Diplomacy), Teamwork 2, Ultimate Effort (Ultimate Aim)

Powers: Cosmic Energy Control 12 (Extra: Penetrating); (Flaw: Uncontrolled)
Device {Control Suit} 5 (hard to lose)
--Removes Uncontrolled Flaw
--Enhanced Feats 3 (Improved Aim; Power Attack; Precise Shot)
-Alt. Power: Cosmic Energy Control 12 (Extra: Autofire)
-Alt. Power: Cosmic Energy Control 12 (Area {Burst})
-Alt. Power: Cosmic Energy Control 12 (Extra: Area {Explosive})
-Alt. Power: Dazzle 10 [visual] (Extra: Area {Burst})
-Alt. Power: Disintegrate 9 (Flaw: Full Round Action)
-Alt. Power: Drain Toughness 12 [Melt] (Flaw: Limited-Objects Only)
-Alt. Power: Environmental Control 10 [extreme heat]
--Protection 3

Immunity 2 (Sibling's Powers; Own Powers)

Saves: Toughness +8*/+5**/+2 [*Control Suit & Defensive Roll/**Control Suit]
Fort +7
Ref +6
Will +8

Combat: Attack +6/+8 (melee)/+8 (cosmic energy control array)
Damage +2 (unarmed)/+12 (cosmic energy control array)
Defense +12 (+4 flat-footed)
Initiative +6

Costs: Attributes 22+ Skills 17+ Feats 22+ Powers 46+ Saves 15+ Combat 28= 150 pts.


:arrow: Havok from the 616 universe, stuck in a world that’s a dark reflection of the one he knows. This is pretty much my take on Havok plain & simple, not lots of fluff to him but I liked how the writers let him finally get outta Scott’s shadow finally and manage to establish himself a bit as a good leader. Course I’m wasn’t happy when they sent Havok home to 616 and right back into the “I’m not as good as Scott” routine again.
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Bloodaxe build #224

Postby Tattooedman » Sun Feb 13, 2011 8:03 am

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Bloodaxe:
PL: 10
Str 10 [30] (+0/+10) Dex 12 (+1) Con 10 [26] (+0/+8.) Int 12 (+1) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 6 (+8.), Climb 0 (+10), Concentration 6 (+9), Craft (Structural) 6 (+7), Intimidate 8 (+10), Knowledge (Physical Sciences) 4 (+5), Notice 6 (+9), Sense Motive 6 (+9), Stealth 6 (+7), Swim 0 (+10)

Feats: All-Out Attack, Distract [Intimidate], Diehard, Dodge Focus 2, Equipment, Improved Initiative, Power Attack, Seize Initiative, Startle, Taunt, Tough 2

Powers: Enhanced Strength 12
Enhanced Constitution 16
Density 4 [+8 Strength Protection 2 {Impervious} Immovable 1 Super Strength 1 Mass x4] (Extra: Continuous); (Power Feats: Buoyancy, Innate); (Flaw: Permanent)
Impervious Toughness 4
Super Strength 4

Device {Executioner’s Axe} 6 (easy to lose) (Power Feat: Indestructible)
--Blast 10 [fire]
-Alt. Power: Blast 10 [ice]
-Alt. Power: Magnetic Control 10
-Alt. Power: Strike 2 (Power Feats: Improved Critical 2, Mighty)
-Alt. Power: Teleport 5 (Extra: Portal); (Power Feats: Change Direction, Easy); (Flaw: Limited-Only to places owner has been to previously)

Saves: Toughness +12*/+10** [*Armor & Impervious 5]
Fort +12
Ref +4
Will +7

Combat: Attack +8
Damage +10 (unarmed)/+10 (fire/ice blast)+12 (Executioner’s Axe)
Defense +8 (+3 flat-footed)
Initiative +5

Equipment: Bloodaxe Armor: +2 Toughness; Subtle

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


Costs: Attributes 14+ Skills 12+ Feats 13+ Powers 70+ Saves 11+ Combat 28- Drawbacks 3= 145 pts.


:arrow: One of Marvel’s better mysteries, Bloodaxe’s true identity was kept secret for most of Thunderstrike’s series. Though they did a good job of giving the readers plenty of possibilities, as at some point several members of the supporting cast were made to look like they could have been Bloodaxe. In the end it turned out that Eric’s love interest Jackie Lukus was the driven criminal who had killed dozens of criminals who she felt deserved what she did to them.

:arrow: Bloodaxe was the kind of foe that challenged Thunderstrike in several areas, from morals to power level. Thunderstrike found out the hard way that his newly granted powers was seriously weaker than those he had while filling in for Thor, and that as a result physically at least Bloodaxe was more powerful. Most of the times they fought the pair would argue over the morality of what Bloodaxe was doing compared to Thunderstrike. It made for good reading I thought, challenging Thunderstrike’s dedication to his heroics and made him look at his actions more in depth.
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Black Panther build #225

Postby Tattooedman » Sun Feb 13, 2011 8:05 am

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Black Panther:
PL: 10
Str 22 (+6) Dex 24 (+7) Con 22 (+6) Int 16 (+3) Wis 18 (+4) Cha 16 (+3)

Skills: Acrobatics 10 (+17), Climb 4 (+10), Handle Animal 4 (+7), Knowledge (Arcane Lore) 4 (+7), Knowledge (Civics) 8 (+11), Knowledge (Current Events) 8 (+11), Knowledge (Physical Sciences) 8 (+11), Knowledge (Technology) 8 (+11), Languages 7 (Base: Wakandan; African; Arabic; English; French; German; Russian; Spanish), Notice 8 (+12), Search 4 (+7), Sense Motive 8 (+12), Stealth 10 (+17), Survival 4 (+8.), Swim 4 (+10)

Feats: Acrobatic Bluff, Animal Empathy, Attack Focus (Melee) 2, Attack Spec. (Unarmed), Benefit 2 (King of Wakanda; Diplomatic Immunity), Challenges 2 (Accelerated Stealth; Perfect Balance), Defensive Roll 2, Dodge Focus 2, Improved Initiative, Inventor, Move-By Action, Sneak Attack [+2 damage], Startle, Track

Powers: Container {Heart-Shaped Herb Enhancements} 3
Enhanced Feats 3 (Diehard; Endurance; Evasion)
Leaping 2
-Alt. Power: Speed 2
Super-Senses 9 (Extended Sight; Darkvision; Ultravision; Extended Hearing; Ultra-Hearing; Scent; Tracking Scent; Detect {Lie} Olfactory; Uncanny Dodge [audio])

Device {Panther Costume} 5 (hard to lose)
--Concealment 2 [normal sight] (Flaw: Limited-Only in shadows/darkness)
--Concealment 1 [normal hearing] (Power Feat: Close Range)
--Protection 2 (Extra: Impervious); (Flaw: Limited-Only Impervious vs. Bludgeoning attacks)
--Strike 2 [Anti-Metal Claws] (Extra: Penetrating 8 ); (Power Feats: Improved Critical 2, Mighty); (Flaw: Limited-Only Penetrating against metals)
--Super-Movement 2 (Wall Run; Water Run); (Flaw: Limited-Only while running)

Saves: Toughness +10*/+8**/+6 [*Costume & Defensive Roll/**Costume]
Fort +8
Ref +11
Will +7

Combat: Attack +8/+10 (melee)/+12 (unarmed)
Damage +6 (unarmed)/+8 (anti-metal claws)
Defense +10 (+4 flat-footed)
Initiative +11


Costs: Attributes 58+ Skills 30+ Feats 19+ Powers 30+ Saves 9+ Combat 32= 178 pts.


:arrow: Black Panther seems to me to be a mix of several characters nowadays, a dash of Captain America, a bit of Batman, a sprinkle of Iron Man, and a pinch of Black Bolt. It makes for an expensive build overall since he’s good in several areas. It wasn’t as bad as I thought it would be, Panther only comes out a whole PL more over. But I’m happy with that, since with most of my builds I’m trying to go for the feel of the character at a PL 10 so staying within the 150 pt mark isn’t gonna happen with guys like Panther who have been around for years & years.

:arrow: I included a modified version of his Vibranium-mesh suit, personally I just didn’t agree with the energy dagger idea. Everything else made total sense to me, but those just pushed it a little too much for me. Black Panther is an interesting character to me since he combines the fighting ability of Cap with a fair sense of Batman’s drive and paranoia with the responsibilities that come with being the ruler of a small, technologically advanced country.
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Blue Beetle III build #226

Postby Tattooedman » Mon Feb 14, 2011 7:29 am

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Blue Beetle III:
PL: 10
Str 10 [26] (+0/+8.) Dex 10 [20] (+0/+5) Con 10 [20] (+0/+5) Int 14 (+2) Wis 12 (+1) Cha 14 (+2)

Skills: Bluff 8 (+10), Computers 4 (+6/+14), Concentration 8 (+9), Gather Information 0 (+10), Knowledge (Pop Culture) 4 (+6), Notice 4 (+5/+9), Stealth 4 (+9)

Feats: Power Attack

Powers: Container [Beetle Scarab {Khaji Da}] 22
--Blast 10 (Power Feat: Variable Descriptor x2)
-Alt. Power: Enhanced Strength 16 & Super Strength 2
-Alt. Power: Strike 2 (Extra: Penetrating); (Power Feats: Improved Critical 3, Mighty)
--Enhanced Attack 5
--Enhanced Constitution 10
--Enhanced Defense 5
--Enhanced Dexterity 10
--Enhanced Feats 7 [Assessment, Evasion, Favored Opponent {Green Lanterns} 2, Improved Initiative, Luck, Well-Informed]
--Enhanced Skills 5 [Computers +8; Gather Information +8; Notice +4]
--Flight 4
--Immunity 5 (Environmental Cold, Pressure, Vacuum, Suffocation)
--Protection 5 (Extra: Impervious)
--Super-Senses 11 (Communication Link {Khaji Da}, True Sight]

Saves: Toughness +10* [*Impervious 5]
Fort +7
Ref +8
Will +5

Combat: Attack +8
Damage +10 (Blast)/+10 (Strike-critical 17-20)
Defense +8 (+4 flat-footed)
Initiative +9

Drawbacks: Normal Identity [Full Round Action] (-4 pts)


Costs: Attributes 10+ Skills 8+ Feats 1+ Powers 110+ Saves 9+ Combat 16- Drawbacks 4= 150 pts.

:arrow: The newest Blue Beetle got an interesting start honestly and having him move to the Teen Titans was a great idea. Now I just wish I’d been able to pick up some of my growing collection to see how he operates (still haven’t made to the book store yet…). So I’ve not seen too much of him in action so to speak. So a lot of my reference is from the Brave & the Bold cartoon, which I’m told covers the majority of what all BB can do.

:arrow: From what I’m seeing here it looks like BB is one of the more powerful members of the team, with Wonder Girl being just slightly more powerful and her having more experience in the hero game. Otherwise once BB gets some more time in the suit and used to how things normally go in the hero game he’ll be downright dangerous and dealing with almost cosmic problems I’d think. A nice way to handle that legacy I say. I did manage to hit the DC database a little for some added info on BB and managed to get in a couple of the more interesting parts of Khaji Da that weren’t talked about in the cartoon (the problem with GLs and the True Sight power mostly).
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Catman build #227

Postby Tattooedman » Mon Feb 14, 2011 7:30 am

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Catman:
PL: 10
Str 18 (+4) Dex 18 (+4) Con 18 (+4) Int 12 (+1) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 6 (+10), Bluff 8 (+10), Climb 4 (+8.), Disable Device 8 (+9), Escape Artist 4 (+8.), Gather Information 6 (+8.), Handle Animal 8 (+10), Intimidate 8 (+10), Knowledge (Streetwise) 8 (+9), Knowledge (Tactics) 8 (+9), Notice 8 (+11), Search 8 (+9), Sense Motive 8 (+11), Stealth 8 (+12), Survival 8 (+11), Swim 4 (+8.)

Feats: All-Out Attack, Assessment, Attack Focus (Melee) 4, Challenges 3 [Accelerated Stealth, Fast Planning, Forceful Intimidation], Defensive Roll 3, Dodge Focus 4, Elusive Target, Equipment 2, Evasion, Grappling Finesse, Improved Block, Improved Critical (Claws) 2, Improved Critical (Unarmed) 2, Improved Disarm, Improved Feint, Improved Initiative, Improved Trick, Improved Trip, Luck, Master Plan, Move-By Action, Precise Shot, Prone Fighting, Quick Draw, Sneak Attack 2 [+3 damage], Takedown Attack 2, Teamwork, Track, Uncanny Dodge [audio], Weapon Bind

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

Combat: Attack +8/+12 (melee)
Damage +4 [+7] (unarmed [sneak attack]-critical 18-20)/+6 [+9] (claws [sneak attack]-critical 16-20)
Defense +11 (+4 flat-footed)
Initiative +8

Equipment: Costume: +3 Toughness; Subtle; Comm-Link
Claws: +2 Damage; Critical 18-20


Costs: Attributes 36+ Skills 27+ Feats 45+ Saves 12+ Combat 30= 150 pts.


:arrow: The leader, so to speak, of the Secret Six. I’ve always liked him despite his history and given how he’s been made over so well in that title I finally broke down and did a build of him. Basically Catman is dangerous in an all around manner but if he can get the drop on you then you’re really gonna be hurting. Plus with his ability to come up with plans on the fly for the Secret Six, well that’s a fair amount of the reason they keep him around.
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Deadshot build #228

Postby Tattooedman » Mon Feb 14, 2011 7:31 am

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Deadshot:
PL: 10
Str 14 (+2) Dex 18 (+4) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

Skills: Bluff 10 (+12), Drive 6 (+10), Gather Information 8 (+8.), Intimidate 8 (+10), Notice 10 (+12), Pilot 6 (+10), Search 8 (+9), Sense Motive 10 (+12), Stealth 10 (+14)

Feats: Accurate Attack, All-Out Attack, Attack Focus (Ranged) 2, Defensive Attack, Diehard, Elusive Target, Equipment 2, Evasion, Fearless, Improved Aim, Improved Initiative 2, Luck 2, Power Attack, Quick Draw 2, Talented [Bluff/Intimidate], Teamwork 2, Uncanny Dodge (hearing)

Powers: Device [Wrist Blasters] 7 [hard to lose]
--Blast 10 (Extra: Autofire); (Power Feat: Split Attack)
-Alt. Power: Blast 10 (Extra: Penetrating); (Power Feat: Split Attack)
-Alt. Power: Blast 10 (Power Feat: Homing); (Power Feat: Split Attack)

Saves: Toughness +9*/+5 [*Uniform]
Fort +6
Ref +6
Will +8

Combat: Attack +8/+10 (ranged)
Damage +2 (unarmed)/+10 (wrist blasters)
Defense +11 (+6 flat-footed)
Initiative +12

Equipment: Uniform: +4 Toughness
Targeting Mask: Super-Senses 3 (Extended Vision; Darkvision) [2 ep left]


:arrow: The most skilled and underused killer DC has to offer, Deadshot. Now he has seen varying levels of popularity in the last few years but overall he has always been described as one of the best hired killers in the buisness. I've read some of the Secret Six where some of Deadshot's personality has been developed a bit more, but not all of it. None the less, Deadshot was a major influence on the team from what I got and he helped them to be as effective as they were.

:arrow: Now granted I've changed his wrist guns a bit, but I figured at this point he needed to upgrade his gear to be able to compete with the super powered people he deals with regularly.
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Dr. Polaris build #229

Postby Tattooedman » Mon Feb 14, 2011 7:32 am

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Dr. Polaris
PL 11
Str 10 (+0) Dex 14 (+2) Con 10 (+0) Int 16 (+3) Wis 16 (+3) Cha 16 (+3)

Skills: Bluff +8 (11), Knowledge (Earth Sciences) +12 (15), Knowledge (Life Sciences) +8 (11), Medicine +8 (11), Notice +8 (11), Sense Motive +8 (11)

Feats: Attack Spec. (Magnetic Powers) 4, Improved Initiative, Equipment, Precise Shot, Taunt

Powers:
Magnetic Control 12 (Extra: Area {Shapeable} [+1]); (Power Feats: Indirect, Progression 2)
-Alt. Power: Attract/Repel 12 (Power Feat: Indirect)
-Alt. Power: Blast 12
-Alt. Power: Blast 12 (Extra: Area {Cone} [+1])
-Alt. Power: Confuse 10
-Alt. Power: Environmental Control (Distract {DC 15})
-Alt. Power: Nauseate 10
-Alt. Power: Snare 10 (Power Feat: Indirect); (Flaw: Medium {ferrous metals})

Flight 5
Force Field 12 (Extra: Imprevious [+1])
Super-Senses 3 (Metal Awareness; Extended Metal Awareness; Direction Sense)

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

Combat: Attack +2/+10 (magnetic powers)
Damage +12 (Magnetic Array)
Defense +8
Initiative +6

Drawbacks: Power Loss (Magnetic Powers {when exposed to extreme heat} [-2])

Equipment: Uniform: +4 Toughness [made of a ferrous metal composite]


Costs: Attributes 22+ Skills 13+ Feats 8+ Powers 97+ Saves 15+ Combat 20- Drawbacks 2 = 173 pts.


:arrow: Dr. Polaris has always been DC's answer to Magneto from Marvel IMO, the main difference used to be that Dr. Polaris suffered from a Jekyle/Hyde personality disorder. Well that was until Dr. Polaris traded away his good half's soul to the demon Neron. Basically nowadays Dr. Polaris is used as the one-shot villain who is monstrously powerful and requires a fair amount of brainpower or trickery to beat.
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Gentleman Ghost build #230

Postby Tattooedman » Mon Feb 14, 2011 7:34 am

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

Skills: Bluff 8 (+10), Concentration 8 (+11), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (Arcane Lore) 6 (+8.), Knowledge (Current Events) 6 (+8.), Notice 8 (+11), Search 6 (+8.), Sense Motive 8 (+11), Stealth 10 (+13)

Feats: Contacts, Distract [Bluff], Dodge Focus 6, Equipment, Fearless, Improved Feint, Improved Initiative, Ritualist, Taunt

Powers: Flight 4
Immunity 39 [Fortitude Effects, Life Support]
Insubstantial 4 (affected by Nth Metal)
-Alt. Power: Concealment 8 [normal visual senses] (Power Feat: Close Range)
Protection 5

Device [Ghostly Flintlocks] 4 [easy to lose]
--Blast 8 (Power Feats: Affects Insubstantial, Improved Critical 2, Split Attack)

Saves: Toughness +5
Fort n/a
Ref +7
Will +8

Combat: Attack +8
Damage +2 (Unarmed)/+4 (Cane)/+8 (Flintlocks-critical 18-20)
Defense +14 (+4 flat-footed)
Initiative +7

Equipment: Cane: +2 Damage; Extended Range


Costs: Attributes 14+ Skills 19+ Feats 14+ Powers 85+ Saves 9+ Combat 32= 178 pts.


:arrow: A request I got a while ago, the Gentleman Ghost is a character I’ve seen around the DC world but not read anything with him in it. Now that said I’ve seen the couple appearances in Batman: the Brave & the Bold with him in it and I know that his background in that show is different from the comics but it fit’s the show’s settings.

:arrow: Most of what I used here is from what I can recall of the GG in the show, but it’s not a 100% solid in my mind. I’m sure I’m recalling things wrong somewhere in the build but overall it works out overall. GG has some great sneaking skills, some minor arcane know-how and can keep a hero busy during a fight if they don’t have some Nth Metal on hand (since that’s the only thing that can touch GG when he’s insubstantial).
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Blue Shield build #231

Postby Tattooedman » Mon Feb 14, 2011 8:05 am

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Blue Shield:
PL: 8
Str 18 [26] (+4/+8.) Dex 16 (+3) Con 18 (+4) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 4 (+7), Bluff 6 (+9), Climb 4 (+8.), Disable Device 4 (+5), Drive 4 (+7), Gather Information 4 (+5), Intimidate 6 (+9), Knowledge (Streetwise) 4 (+5), Knowledge (Tactics) 4 (+5), Notice 4 (+6), Pilot 4 (+8.), Sense Motive 4 (+6), Stealth 6 (+9), Swim 2 (+6)

Feats: All-Out Attack, Ambidexterity, Assessment, Attack Spec. (Unarmed), Benefits 2 (Improved Feint; Security Clearance {Project Pegasus), Challenges 2 (Durable Lie; Read Situation), Contacts, Counter-Punch, Defensive Attack, Distract [Bluff], Dodge Focus 2, Elusive Target, Equipment, Improved Block, Improved Critical (Unarmed) 2, Improved Disarm, Improved Trip, Power Attack, Stunning Attack, Takedown Attack 2, Talented (Bluff/Intimidate)

Powers: Container {Blue Shield Field} 3
--Enhanced Strength 8
--Impervious Toughness 4
--Speed 3

Saves: Toughness +8*/+4** [*Impervious 4 Blue Field/**Blue Shield Armor]
Fort +6
Ref +7
Will +6
*4 Impervious

Combat: Attack +6/+8 (unarmed)
Damage +4 (normal unarmed-critical 18-20)/+8 (blue shield field unarmed-critical 18-20)
Defense +8 (+3 flat-footed)
Initiative +7

Equipment: Blue Shield Armor: +4 Toughness; Comm-Link


Costs: Attributes 30+ Skills 15+ Feats 26+ Powers 15+ Saves 10+ Combat 24= 120 pts.


:arrow: Well this is a guy that hasn't done too much in his career really, basically he's just a street level hero who inflitrated a mob family to get the proof he needed to put them away for killing his dad. Somehow he got his hands on his original force belt that gave him his powers that increaased his physical abilities and tough enough to withstand most street level weapons. I never did read if he finally got the evidence he was looking for but Blue Shield ended up becoming the head of Security at Project Pegasus after Quasar left there. Since then Blue Shield has been able to improve some of his skills and get ahold of some better body armor to wear.

:arrow: Plus by this point Blue Shield had somehow managed to internalize his powers. It's been theorized that if he were to wear his belt and use it along with his powers it would double the effects of his powers. But Blue Shield has basically been sent to Marvel Limbo with only a few showings to prove that's he still alive I guess. But honestly I think he'd make for a fun little character to play for a couple game sessions at least since he's built to brawl and do some basic street level crime busting.
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Devil-Slayer build #232

Postby Tattooedman » Mon Feb 14, 2011 8:08 am

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"That's right. I bring my own little intro giving bot everywhere I go so people know who I am. That's how I roll."
Devil-Slayer:
PL: 10
Str 18 (+4) Dex 16 (+3) Con 16 (+3) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

Skills: Bluff 6 (+6), Climb 4 (+8.), Concentration 6 (+8.), Gather Information 6 (+6), Intimidate 6 (+6), Knowledge (Arcane Lore) 4 (+5), Knowledge (Tactics) 6 (+7), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+9), Survival 4 (+6), Swim 4 (+8.)

Feats: Accurate Attack, Attack Focus (Melee) 2, Benefit (Improved Feint), Defensive Roll 3, Dodge Focus 2, Improved Critical (Firearms), Improved Initiative, Luck, Power Attack, Precise Shot, Ritualist, Takedown Attack, Uncanny Dodge [audio]

Powers: Telepathy 4
-Alt. Power: Comprehend 4 [speak & understand languages]
-Alt. Power: Illusion 4 [visual] (Flaw: Limited-Only his appearance)
-Alt. Power: Telekinesis 4

Device {Shadow Cloak} 9 (hard to lose)
--Enhanced Feat 1 (Quick Draw)
--Protection 2
--Weapon Creation 8 [40 pt weapon building array] (Extra: Affects Others)
Sample Weapons:
-Demon Slaying Sword: Strike 6 (Power Feats: Favored Opponent {Demons} 4, Improved Critical 3, Mighty) [14 pts]

-Staff of Protection: Strike 2 (Power Feat: Mighty) [46 pts]
Reflection Field 7 (Flaw: Limited-Only against attacks that user is aware of [-2])

-Negative Energy Mace: Strike 6 (Extra: Penetrating 10); (Power Feat: Mighty) [17 pts]


-Alt. Power: Super-Movement 3 (Dimensional [any]) (Power Feat: Progression 2)
-Alt. Power: Teleport 6 (Extra: Accurate); (Power Feats: Progression); (Flaw: Short Range)

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

Combat: Attack +8/+10 (melee)
Damage +4 (unarmed/varies by weapon used)
Defense +10 (+4 flat-footed)
Initiative +7


Costs: Attributes 26+ Skills 16+ Feats 16+ Powers 47+ Saves 10+ Combat 32= 147 pts.


:arrow: Devil-Slayer is another member of the Defenders mainly brought in to boost the team ranks while they were dealing with the Six-Fingered Hand. Though he did have a really cool power with the Shadow Cloak as far as I care, I mean how many Highlander fans wouldn’t want to be able to pull a random sword out of his cape? I know I would.

:arrow: Devil-Slayer’s background is…..well complicated to say the least but it involves time in the Marines as well as time as a hitman. So needless to say Devil-Slayer can handle himself in a fight fairly well in either ranged or melee regardless, being able to pull out any weapon to suit his current situation is simply icing on the cake. :wink:

:arrow: Then there’s the other abilities it has, like the dimensional jumping, I mean the guy would pretty regularly go to demonic dimensions or even the Negative Zone as well as the normal short range teleporting. Course then there’s the mental powers that Devil-Slayer had on his own without the Cloak of Shadows, that lets him disguise his costume, understand any language, and some minor t.k. tricks like jamming a foe’s gun from firing. I like how Devil-Slayer was another minor hero who’s gotten a push here lately in Marvel with the Initiative. It’s definitely been something that helped get my interest back in comics here lately, since I’m more interested in those kinda characters.
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Bullseye build #233

Postby Tattooedman » Mon Feb 14, 2011 8:10 am

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Bullseye:
PL: 10
Str 16 [20] (+3/+5) Dex 18 (+4) Con 18 (+4) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

Skills: Acrobatics 6 (+10), Bluff 8 (+10), Climb 4 (+7), Disable Device 6 (+7), Escape Artist 2 (+6), Gather Information 6 (+6), Intimidate 10 (+12), Knowledge (Streetwise) 6 (+6), Notice 6 (+8.), Sense Motive 8 (+12), Stealth 8 (+12), Swim 2 (+5)

Feats: Ambidexterity, Assessment, Attack Focus (Ranged) 4, Contacts, Cunning Fighter, Distract [Intimidate], Dodge Focus 4, Eagle Eyes, Equipment 3, Improved Aim, Improved Critical (Unarmed) 2, Improved Disarm, Improved Initiative, Improved Ranged Disarm, Move-By Action, Power Attack, Precise Shot 2, Quick Draw, Ranged Pin, Startle, Talented [Bluff/Intimidate], Taunt, Weapon Bind, Ultimate Effort [Ultimate Aim]

Powers: Blast 2 [Thrown Items] (Extra: Autofire); (Power Feats: Improved Critical 4, Mighty); (Flaw: Medium [item of opportunity])
Density 2 [Adamantium Laced Bones] [+4 Strength; Protection 1 (Extra: Impervious)] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)

Saves: Toughness +7*/+5 [*Costume]
Fort +8
Ref +8
Will +5

Combat: Attack +9/+13 (Ranged)
Damage +5 (Unarmed-critical 18-20)/+7 (Thrown Items-critical 16-20)
Defense +12 (+4 flat-footed)
Initiative +8

Equipment: Costume: +2 Toughness; Subtle
Playing Cards
Assassin‘s Arsenal: (12 ep)
Heavy Pistol: +4 Damage; Range: 40 ft.
-Knives: +1 Damage; Critical 19-20
-Shuriken
1 ep free as needed



Costs: Attributes 28+ Skills 17+ Feats 34+ Powers 16+ Saves 11+ Combat 34= 140 pts.


:arrow: A long time foe of Daredevil, Bullseye is all about using his insane skill at throwing items to hurt his foes, course his unarmed skill helps too. Overall Bullseye is a threat to any kind of street level hero no matter which way he goes but he’ll be the most effective at range throwing whatever he’s packing with him or whatever he can lay his hands on that’s just laying around him. I used a flawed blast to reflect his ability to turn anything into a throwable weapon, it just seemed the easiest way to go on it.
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