Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Tattooverse 2.5: WOF builds

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Re: Tattooverse 2.5 [2E]

Postby Horsenhero » Mon Feb 14, 2011 3:09 pm

Holy Buckets T-man! You're crankin' out the builds! I like the Doc Samson and Blizzard Builds alot. Pretty cool (heh.) I can't say much about the DV8 stuff because they just seemed to be another "post-modern, bad-ass, edgy" team that Image was pushing. Lots of attitude, violence and unfortunate tattoos, but, not much else.

I purchased the first issue of Pitt when it came out, because I liked Dale Keown's work on the Hulk, but was seriously underwhelmed. I mean, it was better than Youngblood, but that really isn't a high bar, y'know? Still, some nice builds, and an Abaddon-Pitt throwdown would be pretty cool to see.
Horsenhero
Cosmic Entity
Cosmic Entity
 
Posts: 10489
Joined: Thu Sep 17, 2009 5:24 pm
Location: Riding the range

Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Tue Feb 15, 2011 12:21 am

Well to be honest HH all the builds I've posted here have been simple cut-n-paste from my old thread. It was more a case of I'd become unhappy with the setup of how the first few pages of it were now that I'd learned how to handle it better.

But thanks for the kind words, it's nice to know my builds are still pretty decent after all this time since I first did them. :mrgreen:

DV8 is a group I'd actually read very little of, I just wanted to be complete. Honestly I'm not that impressed with what I learned about them from ComicVine, you basically summed them up with what you said about them.

As for Pitt, I've only seen his one appearance in the original Gen 13 series and that's it. And like you I thought it was better than Youngblood but in the long run of things? So is my artwork from 15 years ago, so yeah.....it could have been better.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Bumblebee build #249

Postby Tattooedman » Thu Feb 17, 2011 12:33 am

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

Skills: Acrobatics 6 (+9), Bluff 6 (+9), Escape Artist 6 (+9), Gather Information 6 (+9), Knowledge [Pop Culture] 6 (+7), Notice 6 (+8.), Search 6 (+7), Sense Motive 6 (+8.), Stealth 4 (+7/+)

Feats: Acrobatic Bluff, Attack Spec. [B Blasters], Challenges 2 [Accelerated Acrobatics, Accelerated Stealth], Evasion 2, Improved Feint, Move-By Action, Redirect, Set-Up, Teamwork

Powers: Alternate Form [Bug-Sized Form] 5
--Flight 5 (Flaw: Winged)
--Shrinking 20 [Miniscule size; +12 Attack/Defense; +20 Stealth; -10 Intimidate; -20 Grapple] (Extra: Normal Strength)

Device [B Blasters] 2 (easy to lose)
--Blast 5

Saves: Toughness +2
Fort +4
Ref +8
Will +6

Combat: Attack +4 [normal size] +16 [Bug-size]
Damage +5 (B Blasters)
Defense +3 [normal size] +13 [bug-size] (+1 [normal size] +6 [bug-size] flat-footed)
Initiative +3


Costs: Abilities 22+ Skills 13+ Feats 11+ Powers 35+ Saves 11+ Combat 14= 106 pts.


:arrow: I thought I'd break up the my routine of just cut/n/pasting builds from my old thread with a new build and since HH brought up my lacking of a Bumblebee build back when I was reposting my Teen Titans I figured it'd pass some time.

:arrow: Basically she's a cheaper version of the Wasp as I see it. Maybe with a few more useful skills but still a serious support character when it comes to fighting. She's not gonna win anything all by her self IMO, and that's ok since someone should have some teamworking ability in a group. Bumblebee is another character I actually know very little of aside from the Teen Titans cartoon a couple years ago & DC's Who's Who. So I kept the build really simple and in the end Bumblebee came out underpointed but still able to be useful. I'm fairly happy with the build, event though I hate dealing with shrinking.....
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

The Wzard build #250

Postby Tattooedman » Thu Feb 17, 2011 3:04 pm

Image
The Wizard:
PL: 10
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 16 (+3) Wis 16 (+3) Cha 16 (+3)

Skills: Bluff 8 (+11), Diplomacy 8 (+11), Knowledge (Arcane Lore) 8 (+11), Knowledge (Streetwise) 8 (+11), Notice 8 (+11), Sense Motive 8 (+11), Stealth 8 (+10)

Feats: Attack Spec. (Tibetan Prism) 3, Defensive Roll 5, Distract [Bluff], Dodge Focus 3, Improved Initiative, Inspire 2, Luck 3, Master Plan, Ritualist, Teamwork 2

Powers: Illusion 10 [visual/audio/scent]
Device {Tibetan Prism} 6 (easy to lose)
--Flight 2
--Blast 10

Saves: Toughness +7* [*Defensive Roll]
Fort +5
Ref +4
Will +10

Combat: Attack +4/+10 (Tibetan Prism)
Damage +10 (blast/illusions)
Defense +10 (+4 flat-footed)
Initiative +6


Costs: Attributes 28+ Skills 15+ Feats 21+ Powers 54+ Saves 12+ Combat 22 = 152 pts.

:arrow: The criminal genius and leader of the Secret Society, The Wizard.

:arrow: This is a villain that I know the history of pretty well, but from what I read in Crisis of Conscience most of his powers came from the Tibetan Prism. It was stated that he did have illusion powers, but that they were supposed to be low-level. I take the idea of him underplaying them a bit, as he has developed a reputation of faking his death most times and I think he simply uses his illusions to cover his getaways.

:arrow: As leaders go, Wizard’s not too bad. Often leading the Secret Society with words and actions, as well as being known to be a very skilled planner as well, often able to anticipate what his foes will do in a given scenario. So he got a dose of feats and skills that let him make the most of his much used mouth and planning abilities.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Matter Master build #251

Postby Tattooedman » Thu Feb 17, 2011 3:06 pm

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

Skills: Craft (Electronic) 6 (+8 ), Craft (Mechanical) 6 (+8 ), Knowledge (Physical Sciences) 8 (+10), Stealth 8 (+8 )

Feats: Attack Spec. (Mentachem) 2, Defensive Roll 5, Dodge Focus 4, Improved Initiative, Inventor, Luck, Seize Initiative, Set-Up, Teamwork 2

Powers: Device {Mentachem} 17 (easy to lose)
--Shape Matter 5 (linked to Transmutation)
--Telekinesis 7 (Flaw: Limited-Objects he has use Mentachem on)
--Transmutation 10 (linked to Shape Matter)

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

Combat: Attack +2/+6 (Mentachem attacks)
Damage +10 (transmutation attacks)
Defense +8 (+2 flat-footed)
Initiative +4

Drawbacks: Disability [missing an arm] (-4 pts)

Costs: Attributes 16+ Skills 7+ Feats 18+ Powers 51+ Saves 9+ Combat 12 - Drawbacks = 109 pts.

:arrow: The modern day alchemist of the Secret Society, Matter Master.

:arrow: This was one villain I could honestly only put a face to his name, thus this build is probably very off to a large degree. It is based off the two things I’ve read of him in action.

a. His “dis-arming” by Hawkman in the Black Reign story. (ok, I like really bad jokes)
b. His working with the rest of the Secret Society in Crisis of Conscience.

:arrow: I had a hard time making Matter Master into a PL 8, there is still 11 pts before he hits caps. I just couldn’t justify giving him anything else. I’d use him to hit the heroes with area attacks that help the Secret Society, plus I figured giving him Set-Up and Teamwork couldn’t hurt either.

:arrow: It seemed to me that he could only manipulate objects telekinetically that he had has changed the shape of or element nature with Mentachem. It also looked that the Shape Matter and Transmutation were used together to make weapons for him to use in his fights.

:arrow: Matter Master didn’t looked to be all that in a fight without Mentachem and even with it, he wasn’t much against a highly physical fighter like Hawkman. So he often goes down in a fight pretty quickly.

:arrow: I’m not too thrilled with this build, but Wikipedia & the DC Database have finally let me down by not having to much information about Matter Master. So until I can lay my grubby mitts on some more information I’ll have to go with this weak build.
Last edited by Tattooedman on Thu Feb 17, 2011 3:13 pm, edited 1 time in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Felix Faust build #252

Postby Tattooedman » Thu Feb 17, 2011 3:13 pm

Image
Felix Faust:
PL: 10
Str 10 (+0) Dex 10 (+0) Con 18 (+4) Int 16 (+3) Wis 20 (+5) Cha 12 (+1)

Skills: Bluff 10 (+11), Concentration 8 (+13), Craft (Chemical) 8 (+11), Diplomacy 6 (+7), Gather Information 8 (+9), Knowledge (Arcane Lore) 10 (+13), Knowledge [Theology and Philosophy] 8 (+11), Notice 4 (+9), Sense Motive 4 (+9), Stealth 6 (+6)

Feats: Attack Spec. (Magic Array) 3, Eidetic Memory, Improved Initiative, Ritualist, Trance

Powers: Variable Power [Magic Descriptor] 14
Sample spells:
--Shield 2
--Blast 10
--Flight 2

Super-Senses 7 (Aura Reading; Magical Awareness; Tracking Magical Awareness)

Saves: Toughness +4
Fort +4
Ref +4
Will +10

Combat: Attack +2/+8 (magic array)
Damage +12 (max: magic array)
Defense +12 (+5 flat-footed)
Initiative +4

Costs: Attributes 26+ Skills 18+ Feats 7+ Powers 42+ Saves 9+ Combat 24= 126 pts.

:arrow: The menacing mage of the Secret Society, Felix Faust.

:arrow: Felix was the only member of the Secret Society that I really knew a lot about. He has a history that mainly revolves around fighting the League.

:arrow: I decided that since the other members of the Secret Society were done based on the Crisis of Conscience it would only be fair for me to do the same with Felix. That move ended up making Felix one of the cheapest members at a whopping 126 pts. I know it really undercuts him in some ways, but it’s true to the period I’m taking the Secret Society from.

:arrow: I liked how the variable array worked for Felix, I’ve seen him do all kinds of different spells so I wasn’t big on the idea of limiting his spell list to only certain spells and I sure didn’t want to spend the points I know I would go through to get all the spells I’ve seen Felix use. I'm sure that helped in his low point cost .:roll:

:arrow: I may come back later on and write up a version of Felix as a solo villain which I see around a PL 11. So that should be pretty interesting if I get back to it. :shock:
Last edited by Tattooedman on Fri Feb 18, 2011 12:27 am, edited 1 time in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Chronos build #253

Postby Tattooedman » Thu Feb 17, 2011 3:15 pm

Image
Chronos:
PL: 10
Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Craft (Electronics) 8 (+10), Craft (Mechanical) 8 (+10), Knowledge (History) 10 (+12), Knowledge (Technology) 8 (+10), Notice 6 (+8 ), Search 4 (+6), Sense Motive 6 (+8 ), Stealth 6 (+8 )

Feats: Attack Spec. (Clock Weapons) 2, Defensive Roll 4, Dodge Focus 3, Equipment, Improved Initiative, Inventor, Luck 2, Set-Up, Seize Initiative

Powers: Super-Senses 1 (Time Sense)
Device {Time Piece} 15 (hard to lose)
--Enhanced Feats 3 (Dodge Focus)
--Summon Minion 7 [105 pt. minion]
--Super-Senses 8 (Precognition; Postcognition)
--Time Stop 8 (Flaw: Distracting)

Device {Clock Themed Weapon} 4 (easy to lose)
Sample weapon:
Hourglass Bombs: Strike 9 (Extra: Explosion); (Power Feat: Thrown)

Saves: Toughness +8**/+4*/+2 [**Costume & Defensive Roll/*Costume]
Fort +5
Ref +5
Will +7
**Defensive Roll & Costume
*Costume

Combat: Attack +4/+8 (clock weapons)
Damage +9 (hourglass bombs)
Defense +12 (+3 flat-footed)
Initiative +6

Equipment: Costume: +2 Toughness; Subtle

Costs: Attributes 20+ Skills 14+ Feats 17+ Powers 72+ Saves 11+ Combat 20 = 154 pts.

:arrow: The criminal master of time, Chronos.

:arrow: He brings tech skills and is able to help others in the Secret Society in their fights when they gang up on the heroes or attack from hiding using his time gear to hinder the heroes.

:arrow: Even in the full-on brawls Chronos can help by summoning helpers to fight for him (normally dinosaurs of some kind), so I made sure that he has enough ranks in Summon Minion to get a fairly powerful T-Rex (or with whatever other creature you want to use. I just happen to like dinosaurs).

:arrow: Honestly I liked how he was done during Crisis of Conscience; a capable, confident man with a morose demeanor. He didn’t talk too much during the story, just the usual verbal shots at the Leaguers instead of his normal long-winded ranting he had become known for in the pages of the Atom. Rumor has it that this version of Chronos is one from his own past who knows that at the present time he is dead due to his exposure to chronal energies he gained from a deal with Neron. Which personally I have to say that I like this idea and I may just have to steal this version for use in a future game of my design.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Floronic Man build #254

Postby Tattooedman » Thu Feb 17, 2011 3:17 pm

Image
Floronic Man:
PL: 10
Str 18 (+4) Dex 16 (+3) Con 20 (+5) Int 14 (+2) Wis 16 (+3) Cha 10 (+0)

Skills: Escape Artist 4 (+7/+11), Intimidate 8 (+8 ), Knowledge (Life Sciences) 10 (+12), Notice 8 (+11), Sense Motive 6 (+9), Stealth 8 (+11)

Feats: Diehard, Dodge Focus 4, Improved Initiative, Luck

Powers: Alternate Form [Plantman] 10 (Extra: Continuous); (Power Feat: Innate); (Flaw: Permanent)
--Elongation 4
--Drain [Constitution] 10 [plant toxins] (Extra: Poison)
--Protection 5 (Extra: Impervious)
--Regeneration 9 [Recovery Rate: Bruised 1/standard action; Injured 1/minute; Staggered 1/round]
--Strike 6 [thorns] (Power Feat: Mighty)

Immunity 10 (Aging; Disease; Chokeholds; Critical Hits; Need for Sleep; Poison; Starvation & Thirst; Suffocation)

Plant Control 10
-Alt. Power: Plant Growth

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

Combat: Attack +8
Damage +4 (unarmed)/+10 (plant toxin/thorn strike)
Defense +8 (+2 flat-footed)
Initiative +7

Drawbacks: Vulnerable: Intense Cold (Moderate, Common) (-4 pts)
Weakness: Herbicides [-1 to Constitution, can kill] (-5 pts)


Costs: Attributes 34+ Skills 11+ Feats 7+ Powers 82+ Saves 9+ Combat 32- Drawbacks 9 = 164 pts.


:arrow: The corruptor of nature in the Secret Society, the Floronic Man!!

:arrow: Okay honestly I know next to nothing on this evil Swamp Thing! The last thing I remember reading about him was when he was one of the “Chosen” during the Millennium crossover. I knew that Floronic Man has been a villain 98% of the time, and that’s about it.

:arrow: So that means that this build is really based on what was shown of him doing in the Crisis of Conscience story arc. That still makes for a decent set of abilities though, able to control plants to wrap around buildings, generate plant based toxins and gases and take a mace shot to the back of the head from Hawkman and not be phased by it at all! (gotta admit that the last one is pretty impressive!)

:arrow: He still needs to work with the Secret Society to be able to challenge the Justice League, but he definitely holds his own that’s for sure. Definitely a threat to any solo hero be they Green Arrow, Hawkman, and even Batman ( ok, only for a little bit. It’s Batman! He can beat anyone!)

:arrow: I wanted to use Plant Mimicry instead of Alternate Form I thought it covered his powers better, but point limits I’m using really made that impossible. (I mean 90 pts for plant mimicry!! That’s half the point base!)
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Star Sapphire build #255

Postby Tattooedman » Thu Feb 17, 2011 3:18 pm

Image
Star Sapphire:
PL: 10
Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+6), Bluff 4 (+6/+8 ), Diplomacy 4 (+6/+8 ), Notice 4 (+6), Sense Motive 6 (+8 ), Stealth 6 (+8 )

Feats: Attractive, Attack Spec. (Energy Powers) 2, Defensive Roll 2, Dodge Focus 4, Improved Initiative, Improved Sunder, Power Attack

Powers: Blast 10 (Power Feats: Accurate 2, Improved Critical 3, Ricochet 2)
Flight 3
Force Constructs 10 (Extra: Moveable); (Dynamic)
-Alt. Power: Telekinesis (Dynamic)

Immunity 9 (Life Support)
Protection 4 (Extra: Impervious)

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

Combat: Attack +4/+6 (energy powers)/+10 (blast)
Damage +10 (energy powers)
Defense +12 (+4 flat-footed)
Initiative +6

Costs: Attributes 16+ Skills 7+ Feats 12+ Powers 84+ Saves 13+ Combat 24 = 156 pts.


:arrow: The fatal female of the Secret Society, Star Sapphire.

:arrow: Basically Sapphire is GL-lite, able to manipulate objects (t.k.), fire blasts of energy, fly, and form simple energy shapes (good for use as shields for the group, and carry platforms for the Society as well). She is also slightly physical tougher than a normal person able to withstand minor weapon attacks.

:arrow: As far as Sapphire’s skills and feats are concerned, most of that is pure educated guessing on my part. She didn’t show anything outstanding in my mind, but I went with things that made sense to me based on her history and other things that made sense to me for her and possible uses for her in a fight.

:arrow: This version is Sapphire is the Deborah Camille Darnell, who spent the bulk of her criminal career in a coma until she woke up seething for revenge on the League.

:arrow: Later on Sapphire gets her life ended by the Specter for all of her past crimes, ironically enough he turns her into her namesake and shatters her, of course.

:arrow: Since Crisis of Conscience is one of my favorite stories of the Justice League and since I needed to beef up the villains listed here that the Secret Society would be a good group of baddies to add. Especially since they were shown to actually be a honest threat to the League, as at that time the Society knew all the secret identities of the League members. Thus they were able to attack their families and loved ones.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Elephant Man build #256

Postby Tattooedman » Thu Feb 17, 2011 3:26 pm

Image
Elephant Man:
PL: 10
Str 10 [30] (+0/+10) Dex 14 (+2) Con 10 [18] (+0/+4) Int 10 (+0) Wis 14 (+2) Cha 12 (+1)

Skills: Climb 0 (+10), Intimidate 6 (+9), Notice 6 (+), Sense Motive 6 (+), Stealth 6 (+4), Swim 0 (+10)

Feats: All-Out Attack, Attack Focus (Melee) 4, Chokehold, Dodge Focus 4, Equipment, Improved Block 2, Improved Grab, Improved Grapple, Improved Initiative, Power Attack, Stunning Attack, Takedown Attack 2

Powers: Additional Limb 1 [trunk] (Power Feat: Improved Trip]
Enhanced Constitution 4 (Power Feat: Endurance)
Enhanced Strength 4
Density 4 [+8 Str; Protection 2 {Extra: Impervious}; Immovable 1; Super Strength 1] (Extra: Continuous); (Flaw: Permanent); (Linked to Growth)
Growth 4 [Large size: 12 ft tall] [+8 Str; +4 Con; +4 Grapple; +2 Intimidate; +5 Carry Capacity; -1 Attack/Defense; -4 Stealth; Space 10 ft; Reach 10 ft] (Extra: Continuous); (Flaw: Permanent); (Linked to Density)
Impervious Toughness 4
Protection 6 (Extra: Impervious); (Power Feat: Talented {Intimidate}); (Flaw: Noticeable)
Super Strength 4 (Power Feat: Bracing)

Saves: Toughness +12* [*Impervious]
Fort +10
Ref +2
Will +6

Combat: Attack +6/+10 (melee)
Damage +10 (unarmed) , Grapple +28
Defense +8 (+2 flat-footed)
Initiative +6

Equipment: Comm-Link; GPS

Costs: Attributes 10+ Skills 6+ Feats 20+ Powers 54+ Saves 10+ Combat 20= 120 pts

:arrow: Starting out this run of villains that I’m doing is the Brotherhood of Evil, and with that I figured I’d start with the easiest member Elephant Man.

:arrow: Now that I’ve shared all that I really know about him let me say that this build is highly wiki-based. It was stated that E.M. gave Victor Stone (Cyborg) a really good fight taking some of Vic’s best shots and shrugging them off pretty easily. With that said E.M. comes in as a PL 10 that costs like a PL 8, so if anybody knows something I don’t let me know so I can use the other 30 points I’ve got sitting loose on this build.

:arrow: From what I read in the wikis, E.M. is a monster in hand-to-hand, able to take hard hits and keep going no matter what. So I tried to keep that in mind with this build, giving E.M. an impervious 12 Toughness and the grappling feats that let him take advantage of his size & strength. I figure that any skills that are missing stem from my lacking of actually reading E.M.’s appearances so I stuck with the basic set I’d give a villain so that they can fight decently.
Last edited by Tattooedman on Thu Feb 17, 2011 3:40 pm, edited 1 time in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Gemini build #257

Postby Tattooedman » Thu Feb 17, 2011 3:28 pm

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

Skills: Acrobatics 6 (+9), Bluff 4 (+8 ), Climb 4 (+4), Concentration 4 (+7), Diplomacy 4 (+6), Disguise 0 (+12), Intimidate 6 (+8 ), Perform (Acting) 2 (+10), Notice 6 (+8 ), Search 4 (+6), Sense Motive 6 (+8 ), Stealth 6 (+9), Swim 4 (+4)

Feats: Acrobatic Bluff, Defensive Attack, Distract [Bluff], Elusive Target, Equipment, Evasion, Improved Initiative, Instant Up, Move-By Action, Power Attack, Set-Up, Taunt

Powers: Shapeshift 8 (Power Feat: Talented 3 {Perform [Acting]x3}); (Flaw: Limited-Animals only [-1 pt])
-Alt. Power: Morph 2 [Humanoids only] (Power Feat: Talented {Bluff})
-Alt. Power: Elongation 6

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

Combat: Attack +8
Damage +? (varies on form used)
Defense +8 (+ flat-footed)
Initiative +7

Equipment: Costume: +3 Toughness; Subtle; Comm-Link; GPS; Feature (unstable molecules)

Costs: Attributes 24+ Skills 14+ Feats 12+ Powers 62+ Saves 10+ Combat 32= 154 pts.

:arrow: The other new member of the Brotherhood, the daughter of Madame Rogue, Gemini.

:arrow: She is seriously powerful! Her shapeshift gives her a variety of attacks, just like her Mom’s foe Beast Boy, on top of that she can change her appearance to look like anyone and is able to perfectly copy their voice. Added to all of that is Momma Rogue’s stretching power, it just makes her a frickin’ powerful foe.

:arrow: Once again this is a wiki-based build, just like her teamate Elephant Man. Though most of the skills and feats make lots of sense to me, and I don’t think that they showed much more than what I’ve used here since she is something of a newer character. I know she came in a few points over the 150 limit, but with the cost of her powers I’m happy with how it all worked out.
Last edited by Tattooedman on Thu Feb 17, 2011 3:38 pm, edited 1 time in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Brain build #258

Postby Tattooedman » Thu Feb 17, 2011 3:34 pm

Image
Brain:
PL:10
Str n/a (--) Dex 10 (+0) Con n/a (--) Int 22 (+6) Wis 22 (+6) Cha 14 (+2)

Skills: Bluff 8 (+10), Craft (Chemical) 8 (+14), Craft (Electronic) 8 (+14), Craft (Mechanical) 8 (+14), Computers 8 (+14), Diplomacy 8 (+10), Intimidate 8 (+10), Knowledge (Physical Sciences) 8 (+14), Knowledge (Tactics) 8 (+14), Knowledge (Technology) 8 (+14), Notice 8 (+14), Sense Motive 8 (+14)

Feats: Assessment, Attack Spec. (Laser Blaster) 4, Challenges 2 (Forceful Intimidation; Quick Planning), Connected, Contacts, Eidetic Memory, Equipment 15, Master Plan, Minions 8, Skill Mastery (Bluf; Intimidate; Knowledge {Physical Sciences}; {Technology}), Well-Informed

Powers: Blast 10 [laser blaster] (Extra: Penetrating)
Datalink 6
Immunity 30 (Fortitude Effects)
Protection 10 (Extra: Impervious)
Super-Movement 2 (Sure-Footed)

Saves: Toughness +10* [*Impervious]
Fort +n/a
Ref +0
Will +12

Combat: Attack +0/+8 (blaster)
Damage +10 (laser blaster)
Defense +8 (+4 flat-footed)
Initiative +0

Equipment: Base: [75 ep to build 2-3 bases]
Minions: [100 2nd level operatives]


Costs: Attributes 28+ Skills 24+ Feats 36+ Powers 90+ Saves 6+ Combat 16= 200 pts.


:arrow: Now for one of the original "Brain in a Jar" type of villains, the Brain.

:arrow: To me the Brain is a pretty muc a pure mastermind, especially since he has no body with arms and such to be much use in a fight. However his effective planning and genius level intelligence allow him to compete in the world of heroes rather well, especially with the Brotherhood of Evil doing his dirty work.

:arrow: Now honestly this build isn't 100% true to the Brain as he is in comics, it contains a dash or two of things from his showings in the Teen Titans show. Some of the elements used for him on it really made alot of sense to me, like having multiple bases, hordes of goons to do various jobs around the base (guards of course, but also scientists building his various designs and such as well).

:arrow: I like how he turned out though, this way he can sit back at his base and oversee the Brotherhood's current mission (which he developed of course ) as well as the other plans he has going on at that time as it's been clearly shown that he runs several different plans at any given time.

:arrow: I did think it was a good idea to at least give the Brain one option for protecting himself since it seems he no longer has Mallah with him to act as bodyguard. So I tossed in a simple laser blaster into his brain tank, nothing too fancy just some penetrating to show that he isn't a foe to be taken lightly.
Last edited by Tattooedman on Thu Feb 17, 2011 3:37 pm, edited 1 time in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Warp build #259

Postby Tattooedman » Thu Feb 17, 2011 3:36 pm

Image

Warp:
PL: 9
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Aerobatics 4 (+6), Bluff 4 (+6), Climb 4 (+5), Concentration 8 (+10), Drive 4 (+6), Gather Information 6 (+8 ), Knowledge (Streetwise) 6 (+6), Language (Base: French; English), Notice 6 (+8 ), Sense Motive 4 (+6), Stealth 6 (+8 ), Swim 4 (+5)

Feats: Contacts, Distract [Bluff], Dodge Focus 6, Equipment, Improved Initiative, Luck 4, Move-By Action, Seize Initiative, Set-Up, Taunt, Uncanny Dodge [visual]

Powers: Flight 3
Teleport 9 (Extras: Accurate, Attack, Portal); (Power Feats: Easy, Progression 2 [500 lbs of mass], Progression [portal 10x10]); (Flaws: Concentration Check Required, Unreliable {5 uses then fatigued and must recover})
-Alt. Power: Deflect 8 [all ranged attacks] (Extras: Action {Move Action}, Reflection, Redirection)

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

Combat: Attack +6
Damage +1 (unarmed)/+0 (teleport attack-reflex DC 19)
Defense +12 (+3 flat-footed)
Initiative +6

Equipment: Costume: +3 Toughness; Subtle; Comm-Link; GPS


Costs: Attributes 18+ Skills 15+ Feats 19+ Powers 44+ Saves 9+ Combat 24= 130 pts.

:arrow: One of the more long standing members of the Brotherhood and probably less used during fights, we have Warp.

:arrow: Warp’s main role in the Brotherhood is that of transport, using his portals to get the Brotherhood where the Brain wants them to be. In a fight Warp tends to stay in the air, helping his teammate slightly (Set-Up) but generally he takes care of any mook-type people (cops trying to stop them, minions of whoever they are attacking {they often robbed from other villains to take whatever they needed}).

:arrow: Warp’s teleporting has been shown as eventually wearing him out, at first I was going to use the Tiring Flaw but I realized that he didn’t suffer that effect until he had used his power multiple times in a short period of time. So I decided that it should be Unreliable, that way he could use a couple times before the fatigue set in on him. I gave his a couple ranks of the Luck feat to show how he can sometimes recover quickly from the fatigue with only a few moments of rest, I also gave him Seize Initiative as he would sometimes also be the first to attack by teleporting lesser threaten foes away from the Brotherhood so they could go on with their plans unimpeded, so that’s what the other ranks of Luck are for.

:arrow: In a normal fight Warp is pretty useless over all. Catch him off guard and he’s probably gonna get K.O.ed pretty quick, that’s one reason he tends to stay in the air out of reach. His only real decent fighting trick is his being able to open one of his portals in front of any ranged attack and redirect it towards one of his foes, thus the Defelct alternate power.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Re: Tattooverse 2.5 [2E]

Postby ClassDunce » Thu Feb 17, 2011 3:38 pm

Poor Mallah... How I'll miss the Gorilla with the rocket launcher...
"When they ask how I died, tell them: still angry." - Quellcrist Falconer
User avatar
ClassDunce
Cosmic Entity
Cosmic Entity
 
Posts: 7201
Joined: Wed Sep 17, 2008 4:34 pm
Location: Texas

Hougan build #260

Postby Tattooedman » Thu Feb 17, 2011 3:47 pm

Image
Hougan:
PL:10
Str 12 (+1) Dex 12 (+1) Con 14 (+2) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 8 (+10), Computers 8 (+10), Craft (Electronic) 8 (+10), Craft (Mechanical) 8 (+10), Handle Animals 4 (+6), Intimidate 8 (+10), Knowledge (Arcane Lore) 8 (+10), Knowledge (Technology) 8 (+10), Notice 8 (+11), Sense Motive 8 (+11), Stealth 8 (+9)

Feats: Artificer, Animal Empathy, Defensive Roll 2, Distract [Intimidate], Dodge Focus 5, Equipment, Improved Initiative, Inventor, Luck 2, Ritualist, Skill Mastery [Computers; Craft {Electronic}; Knowledge {Arcane Lore}; Knowledge {Technology}), Taunt

Powers:
Device {Needle-Stylus & Cybervoodoo Dolls} 8 (hard to lose) (Power Feat: Restricted [those who have +8 Knowledge {Arcane Lore} & +8 Knowledge {Technology})
--Life Control 10 (Flaw: Limited: Can only affect targets that DNA sample of {strands of hair/finger nail clippings/ect.} [-1])
-Alt. Power: Confuse 10
-Alt. Power: Dazzle 10 [audio]
-Alt. Power: Dazzle 10 [visual]
-Alt. Power: Fatigue 10
-Alt. Power: Pain 8 (Extra: Alternate Save {Fort} [+0])
-Alt. Power: Paralyze 10
-Alt. Power: Stun 10
-Alt. Power: Suffocate 10

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

Combat: Attack +4
Damage +1 (unarmed)/+10 (cybervoodoo dolls)
Defense +10 (+2 flat-footed)
Initiative +5

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

Costs: Attributes 22+ Skills 21+ Feats 18+ Powers 32+ Saves 9+ Combat 18= 120 pts.


:arrow: It looks like even villains that have been around for over a decade can suffer from lack of attention as well as newer villains. The Brotherhood have been around for a long time and so far it seems that even the long-time members are coming up under pointed and Houngan is no exception to that either.

:arrow: Houngan is an interesting idea that never has really been used as much or as well as he could IMHO. I mean basically he's a techno-wizard since he has been able to fuse together technology with the magic of voodoo. His cybervoodoo dolls allow him to affect foes at preception range and he can cause various kinds of physical damages, that's some serious versitility.

:arrow: Plus he could honestly give someone like Superman a serious problem since his powers are magic based and other heroes a problem if they're more vulnerable to technology based attacks like Dr. Fate was at one point.

:arrow: In the end though Houngan suffers from a glass jaw when it comes to actual up-close fighting as he is pure unenhanced human. It's not that he isn't in good shape, it's just that the people he fights against tend to be peak of physical shape (Nightwing) or superhuman (Starfire/Donna Troy). In a fight Houngan is like his teammate Warp, best used staying at the edges of a fight and using his powers to help out the more physical members of the Brotherhood (Elephant Man & Gemini at this point) so they can gain the upper hand quickly and finish off their foes.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Bing [Bot], Google [Bot], Kreuzritter and 6 guests