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Tattooverse 2.5: WOF builds

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Iron Lantern build #276

Postby Tattooedman » Fri Feb 18, 2011 9:52 am

Image
Iron Lantern:
PL:10
Str 10 [24] (+0/+7) Dex 14 (+2) Con 10 (+0) Int 24 (+7) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 4 (+8/+12), Computers 8 (+15), Concentration 12 (+15), Craft (Electronics) 12 (+19), Craft (Mechanical) 12 (+19), Diplomacy 8 (+10), Disable Device 12 (+19), Gather Information 6 (+8.), Knowledge (Business) 4 (+11), Knowledge (Physical Sciences) 12 (+19), Knowledge (Technology) 10 (+17), Notice 4 (+6), Pilot 8 (+10), Sense Motive 4 (+7)

Feats: Assessment, Attack Spec. (Lantern Armor) 2, Attractive, Benefit 7 (Security Clearance; Wealth x6), Connected, Contacts, Dodge Focus 2, Equipment 4, Fearless, Gifted (Bluff), Inventor, Luck 2, Speed of Thought, Ultimate Effort (Ultimate Will Save)

Powers: Device {Iron Lantern Armor Mark V} 18 (hard to lose) (Power Feat: Restricted 2 {brain patterns}; Will Save of +9 or higher); (Drawbacks: Power Loss {when not receiving power signal from battery}[-4 pts]; Power Loss {against the color yellow}[-1 pt])
--Blast 12 [repulsors] {Dynamic Array} (Power Feats: Accurate)
-Alt. Power: Blast 9 [Uni-Beam] (Extras: Area {Line}Penetrating); (Flaw: Full Round Action)
-Alt. Power: Create Objects 12 (Extra: Moveable); (Power Feat: Precise, Tether); (Flaw: Feedback)
-Alt. Power: Force Field 4 (Extra: Imprevious)
--Comprehend 3 [speak & understand all languages]
--Enhanced Strength 14 (Dynamic)
-Alt. Power: Super Strength 7 (Dynamic)
--Flight 8
-Alt. Power: Space Flight 8
--Immunity 9 (Life Support)
--Protection 8 (Extra: Impervious)

Saves: Toughness +12*/+8 [*Impervious Force Field & Impervious Protection]
Fort +4
Ref +2
Will +10

Combat: Attack +4/+8 (lantern armor weapons)
Damage +7 (punch)/+9 (uni-beam)/+12 (repulsors)
Defense +10 (+4 flat-footed)
Initiative +7

Equipment: Headquarters: Stark Aircraft: [16 ep]
Size: Gargantuan; Toughness: 15; Features: Communications, Computer, Fire Prevention System, Hangar, Infirmary, Laboratory, Living Space, Power System, Security System, Workshop


Drawbacks: Normal Identity (Full round action) (-4 pts)


Costs: Attributes 28+ Skills 27+ Feats 26+ Powers 72+ Saves 11+ Combat 24- Drawbacks 4= 184 pts.



:arrow: Before I start on my usual blabbering about the character, let me take yet another quick second or two to say thanks to Thorp & J-Mart for having a excellent build of Iron Man & Hal Jordan for me to use as references on this build.

:arrow: Now this was Iron Lantern was something of a challenging build. Trying to find the balance between Iron Man & Green Lantern was slightly more difficult than I thought it would be, and thinking about it that’s not surprising. Both are highly skilled/powered heroes with lots of abilities, so trying to highlight the best of both and keep it even between them and stay within my goal of 180 was definitely a work out of my build muscles.

:arrow: I think I did a fair job giving both parts their fair showing, Iron Lantern has all of Tony’s skills and the majority of Hal’s power. There are some minor tid-bits that pay tribute to the “parents” mixed in the others high-lighted areas but they work well together I’d say.
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Speed Demon build #277

Postby Tattooedman » Fri Feb 18, 2011 9:53 am

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Speed Demon:
PL: 10
Str 26 (+8 ) Dex 20 (+5) Con 26 (+8 ) Int 18 (+4) Wis 16 (+3) Cha 16 (+3)

Skills: Intimidate 8 (+11), Knowledge (Arcane Lore) 8 (+12), Knowledge (Theology & Philosophy) 6 (+10), Notice 6 (+9), Sense Motive 8 (+11)

Feats: All-Out Attack, Dodge Focus 2, Fearless, Improved Initiative 7, Power Attack, Ritualist, Startle

Powers: Hellfire Control 10 (Extra: Area {Cone})
Impervious Toughness 8
Quickness 12
Speed 12
Super-Movement 7 (Air Walking 2; Sure-Footed 2;Wall Crawling 2; Water Running) (Flaws: Only when running)
Regeneration 4 [Recovery Rate: Bruised 1/round; Injured 1/minute]
Super-Senses 3 (Detect [Souls of Power] Ranged; Tracking [Detect])
Super Strength 3

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

Combat: Attack +6/+8 (melee)/+10 (hellfire blast)
Damage +8 (unarmed)/+10 (hellfire blast)
Defense +8 (+3 flat-footed)
Initiative +33

Drawbacks: Normal Identity: Blaze Allen [full round action] (-4 pts)
Weakness: Holy Items (-1 to all checks) every round (-6 pts)

Costs: Attributes 64+ Skills 9+ Feats 14+ Powers 63+ Saves 7+ Combat 24- Drawbacks 10= 171 pts.


:arrow: I give you Amalgam’s Speed Demon. This is what you get when you add one part Flash/one part Ghost Rider/One part Etrigan the Demon. Honestly I thought Speed Demon was one of the more original creations of all the Amalgam’s and was somewhat unhappy that the second wave didn’t include something about him or his successor Kid Demon.

:arrow: Basically Speed Demon combines the speed powers of Flash with the transforming a host like Ghost Rider with shades of Etrigan added in for extra effects. Pretty cool I say. One top of all that Speed Demon has the hellfire blast of Etrigan and the strength to do some damage in hand to hand if he wants to. He doesn’t have a lot of options in a fight, but what options he does have tend to be fairly well damaging, so it works out pretty well. :D

:arrow: He comes out over the 150 cap for a PL 10 but since he runs around on the fringes of the superhero community fighting against powerful supernatural creatures it works out.
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Dr. Strangefate build #278

Postby Tattooedman » Fri Feb 18, 2011 9:54 am

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Dr. Strangefate:
PL: 10
Str 10 (+0) Dex 10 (+0) Con 12 (+1) Int 20 [22] (+5/+6) Wis 22 [24] (+6/+7) Cha 8 [10] (-1/+0)

Skills: Concentration 10 (+17), Craft (Chemical) 6 (+12), Gather Information 8 (+8.), Knowledge (Arcane Lore) 12 (+18.), Knowledge (Theology and Philosophy) 8 (+14), Medicine 2 (+8.), Notice 4 (+12), Sense Motive 2 (+9)

Feats: Artificer, Attack Spec. (Magic Array) 2, Benefit (Sorcerer Supreme), Connected, Contacts, Eidetic Memory, Equipment 2, Master Plan, Ritualist, Speed of Thought, Trance, Well-Informed

Powers: Comprehend 2 [speak & understand all Languages]
Mind Shield 3
Telepathy 10
-Alt. Power: Astral Form 6
-Alt. Power: Communication 10 (Extra: 2-Way Communication); (Power Feats: Precise, Progression 4)
-Alt. Power: Telelocation 10 (Power Feat: Precise)

Container {Sorcerer Supreme} 2 (Flaw: Limited-Only when Earth Dimension)
-Enhanced Charisma 2
-Enhanced Feats 2 (Luck x2)
-Enhanced Wisdom 4
-Enhanced Intelligence 2

Device {Eye of Anubis} 4 (hard to lose)
--Super-Senses (Aura Reading; Detect {Magic} Ranged; Cosmic Awareness; True Sight) (Power Feats: Dimensional)

Device {Cloak of Levitation} 2 (hard to lose)
--Additional Limbs 2
--Flight 4

Device {Helm of Nabu} 11 (hard to lose) (Power Feat: Restricted 2 [Dr. Strangefate Only])
Magic Array [Dynamic Array] 12
Blast 12 [mystic bolt]
-Alt. Power: Mystic Force Field 12 (Dynamic)
-Alt. Power: Create Object 12 (Power Feat: Tether); (Dynamic)
-Alt. Power: Dazzle 12 [visual] (Dynamic)
-Alt. Power: Obscure 12 [visual & audio]
-Alt. Power: Nullify 12 [Light of Truth] [Concealment & Obscure Effects]
-Alt. Power: Snare 12 [Mystic Bindings] (Power Feats: Tether, Split Attack, Reversible); (Dynamic)
-Alt. Power: Telekinesis 12 (Dynamic)
-Alt. Power: Teleport 6 (Extra: Easy); (Power Feats: Progression 5, Selective); (Dynamic)
-Alt. Power: Transmutation 5 (Dynamic)

Saves: Toughness +13*/+1 [*Impervious Force Field 12]
Fort +3
Ref +3
Will +12 [+15 vs./ Mental Effects]

Combat: Attack +4/+8 (magical array)
Damage +12 (magical array)
Defense +7 (+3 flat-footed)
Initiative +6

Equipment: Headquarters: Sanctum Sanctorum (10ep)
Size: Medium; Toughness: 15; Features: Concealed, Laboratory, Library, Living Space, Security System, Workshop; Powers: ESP 13 (Visual; Power Feat: Dimensional 2 [mystical dimensions])


Drawbacks: Normal Identity; Into Charles Xaiver when Helm removed (-4 pts)
Power Loss: Magic [when unable speak or gesture] (-2 pts)


Costs: Attributes 22+ Skills 14+ Feats 14+ Powers 124+ Saves 10+ Combat 22-Drawbacks 6= 200 pts.


:arrow: Well after running through the Youngblood builds I thought this would be a good change of pace. So back to some of my Amalgam builds, and leading them off is their version of the Sorcerer Superme Dr. Strangefate.

:arrow: Talk about a jerk. This is a guy that knows he’s one of the more powerful beings in the world and he tends to flaunt it in little ways, like having various favors owed to him by minor super beings across the planet and having them perform favors for him that tend to threaten their lives. Then he’ll give them a series of verbal jabs about how they preformed on his favor and then hold it over their head that they still owe him and he’ll call them when he has a need for their aid again.

:arrow: His big claims to infamy are that in the Amalgam world he knew how it was made & tried to prevent Access from undoing it. Then in a revisit he broke out of Dr. Strange’s mind and tried to bring back the Amalgam world fighting against the JLA and the X-Men, which of course resulted in some new amalgams of those 2 groups but he ended up being defeated.

:arrow: What makes him so difficult to handle is his willingness to use any means he feels needed to deal with a situation, well that and his level of power. So far his is the most powerful Amalgam build I’ve done, but it’s justified. Dr. Strangefate has all of the devices & titles of his parts, so he’s Sorcerer Supreme with the helm of Nabu, the Sanctum Sanctorum to work out of with it’s massive magical resources. Plus his magic array is really spread out across various effects so anyone fighting him will have their hands busy to say the least.

:arrow: Course then on top of all that add in the fact that Strangefate is Charles Xaiver as well is simply almost too much to take. So he's got at least the basic telepath set of powers, at least that's what I tried to make it seeing as his attack abilities come from his spell casting.
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Chaos build #279

Postby Tattooedman » Fri Feb 18, 2011 9:55 am

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

Skills: Bluff 4 (+7), Intimidate 8 (+9), Notice 4 (+4), Sense Motive 4 (+4), Stealth 4 (+4)

Feats: All-Out Attack, Distract [Intimidate], Dodge Focus 4, Fast Overrun, Gifted (Bluff), Improved Initiative 2, Improved Overrun, Startle, Taunt, Tough 2

Powers: Cosmic Energy Control 12 (Extra: Area {Burst}, Penetrating); (Flaw: Uncontrolled); (Dynamic)
-Alt. Power: Flight (Dynamic)

Device {Control Suit} 5 (hard to lose) 25 pts
--Enhanced Feats 3 (Attack Spec. [Cosmic Energy Control Array] 2; Power Attack)
--Protection 4
--Removes Uncontrolled Flaw 12
-Alt. Power: Cosmic Energy Control 10 (Extra: Penetrating)
-Alt. Power: Drain Toughness 10 [melt] (Flaw: Limited-Objects Only)
-Alt. Power: Environmental Control 10 [extreme heat]

Saves: Toughness +7*/+3 [*Control Suit]
Fort +4
Ref +5
Will +7

Combat: Attack +2/+6 (Cosmic Energy Control Array)
Damage +10 (Cosmic Energy Control Array)
Defense +7 (+1 flat-footed)
Initiative +8


Costs: Attributes 6+ Skills 6+ Feats 15+ Powers 64+ Saves 15+ Combat 10= 116 pts.


:arrow: The younger brother of Apollo, Chaos is basically just that. Chaos. He barely has control over his powers and they manifested when he was young & Mr. X manipulated it so that he was placed in cryonic stasis for his own safety. Needless to say that when he was brought out of his stasis he was slightly pissed off. Then throughout the rest of the adventure he did nothing but ignore orders and make Fin Fang Flame even more pissed off than he already was.

:arrow: I guess Havok was mixed with the younger brother of DC’s the Ray to make Chaos, but I see a really younger, less controlled, seriously pissed off Havok that makes Wolverine look like a nice, well adjusted team player.

:arrow: That says something.

:arrow: As for his powers, Chaos is all about keeping his powers in check. His power cost is actually higher than Havok’s but that’s because of his extra Extra on the Cosmic Energy Control. Chaos’ powers tended to manifest radiating from him to affect the area around him, so he gets the burst added on. His Control Suit is what allows Chaos to even begin to use his powers without harming others around him aside from his flight. Everything else comes from the suit, without it he would just randomly manifest the burst or one of the Alternate powers if you wanted to be really nasty.
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Super Soldier build #280

Postby Tattooedman » Fri Feb 18, 2011 9:57 am

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Super Soldier:
PL: 12
Str 12 [32] (+1/+11) Dex 13 (+1) Con 16 [30] (+10/+3) Int 14 (+2) Wis 16 (+3) Cha 16 (+3)

Skills: Concentration 10 (+13), Diplomacy 10 (+13), Disguise 4 (+7), Gather Information 6 (+9), Investigate 4 (+6), Knowledge (Tactics) 8 (+10), Notice 8 (+10), Profession [Reporter] 4 (+7), Sense Motive 10 (+13), Stealth 8 (+9)

Feats: Assessment, Attack Focus (Melee) 4, Challenges 2 (Combat Diplomacy; Read Situation), Contacts, Diehard, Dodge Focus 2, Fascinate (Diplomacy), Fearless, Improved Initiative 2, Inspire 4, Interpose, Leadership, Luck 3, Power Attack, Takedown Attack 2

Powers: Enhanced Strength 20 (Dynamic)
-Alt. Power: Blast 10 [Heat Vision] (Extra: Penetrating); (Flaw: Distracting); (Dynamic)
Enhanced Constitution 14
Impervious Toughness 6
Protection 4 (Extra: Impervious)
Immunity 9 (Life Support)
Flight 7
-Alt. Power: Speed 7 & Quickness 7

Device {"S" Shield} 5 (easy to lose)
--Enhanced Feats 4 (Dodge Focus 2; Improved Block 2)
--Immovable 1
--Strike 1 (Extra: Penetrating 12); (Power Feats: Improved Critical 2, Mighty, Weapon Break)

Saves: Toughness +14* [*Impervious 10]
Fort +12
Reflex +5
Will +9

Combat: Base Attack +6/+10 (melee)
Damage +10 (heat vision)/+11 (unarmed)/+12 (shield strike)
Defense +6 (+1 flat-footed)
Initiative +9

Drawbacks: Power Loss: When exposed to Kryptonite or Red Sun radiation (-5 pts)
Vulnerable: Magic [Eliminates Impervious Protection] (-1 pt)
Weakness: [Kryptonite poisoning -1 con per minute; can kill] (-4 pts)


Costs: Attributes 27+ Skills 18+ Feats 27+ Powers 90+ Saves 12+ Combat 16- Drawbacks 10= 180 pts.


:arrow: Super Solider obviously is a mixture of Superman & Captain America. It makes for an odd pairing honestly power-wise (they mesh well in personality) and the last 3 points were kinda tough to use up. In the end Super Solider is a healthly mix of skills, feats & powers, he hits like Superman plus has the heat vision for a ranged attack. Tank shells basically bounce off him plus he has the shield to help him out some more, on top of all that his interaction skills are top notch and he knows how to use them.
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Runaway build #281

Postby Tattooedman » Fri Feb 18, 2011 9:58 am

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Runaway:
PL: 10
Str 12 [24] (+1/+7) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 4 (+6), Intimidate 6 (+8.), Knowledge (Current Events) 4 (+4), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+8.)

Feats: Attack Focus (Melee) 3, Attack Focus (Ranged) 2, Dodge Focus 2, Improved Grab, Improved Initiative, Luck, Power Attack, Seize Initiative, Teamwork 2

Powers: Mimic 10 [all traits] (Extras: Aura, Continuous Duration, Extra Subjects 2); (Flaws: Permanent, Side Effect {Stun}, Split Personality, Tainted); (Linked to Mind Reading & Drain Constitution)
Drain Constitution 10 (Extra: Aura, Continuous); (Power Feat: Slow Fade 2); (Flaw: Permanent); (Linked to Mimic)
Mind Reading 6 (Flaw: Touch Range); (Linked to Mimic)

Container {Permanently Kept Powers} 8
--Enhanced Strength 12
--Flight 4
--Protection 6 (Extra: Impervious)
--Super Strength 3

Saves: Toughness +8
Fort +4
Ref +5
Will +6

Combat: Attack +5/+7 (ranged)/+8 (melee)
Damage +7 (unarmed)/+10 (stun)
Defense +8 (+3 flat-footed)
Initiative +6


Costs: Attributes 18+ Skills 8+ Feats 14+ Powers 118+ Saves 9+ Combat 22= 189 pts.


:arrow: To me Runaway was simply a case of too many characters to write and some were just gonna suffer some, and unfortunately Runaway was one of the characters that suffered.

:arrow: The Amalgams were supposed to be a mixing of DC/Marvel characters, but with Runaway they simple changed Rogue’s hair color & accent and there ya go a new character. Everything she talked about were problems that Rogue has dealt with for a long time now.

:arrow: Honestly if it had been my choice I would have dropped the Container and used Gypsy’s invisibility powers instead (probably the 4 pt version) and be done with it. Course I’d probably also add something in that would have whatever powers she would steal override her normal set of powers just too make sure she wouldn’t get too outta hand in a fight. That would have been a good mix of powers and made for something different, her sneaking around a fight invisibly using her drain power to take out stronger foes and use their powers against their team or lend a helping hand to her own teammates.
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Dark Claw build #282

Postby Tattooedman » Fri Feb 18, 2011 9:59 am

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Dark Claw:
PL: 11
Str 20 (+5) Dex 18 (+4) Con 20 (+5) Int 20 (+5) Wis 18 (+4) Cha 12 (+1)

Skills: Acrobatics 6 (+10), Bluff 8 (+9), Climb 0 (+5), Computers 0 (+5), Craft (Artistic) 4 (+9), Craft (Chemical) 4 (+9), Craft (Mechanical) 4 (+9), Disable Device 4 (+9), Disguise 4 (+5), Drive 0 (+4), Escape Artist 6 (+10), Gather Information 8 (+9), Handle Animal 6 (+7), Intimidate 8 (+13), Investigate 6 (+11), Knowledge (Streetwise) 4 (+9), Knowledge (Technology) 4 (+9), Languages 9 (Base: English; Arabic; Japanese; Lakota; Mandarin; Russian; Spanish; French; 2 more of choice), Medicine 0 (+5), Notice 8 (+12), Pilot 0 (+4), Profession (Artist) 0 (+4), Ride 0 (+4), Search 0 (+5), Sense Motive 8 (+12), Sleight of Hand 0 (+4), Stealth 8 (+12), Survival 4 (+10), Swim 0 (+5)

Feats: All-Out Attack, Assessment, Attack Specialization (Claws), Benefit (Wealth x2), Challenges 2 (Forceful Intimidation; Vanish), Contacts, Defensive Attack, Dodge Focus 8, Eidetic Memory, Equipment 9, Evasion, Improved Initiative, Inventor, Jack-of-All-Trades, Luck 2, Power Attack, Skill Mastery 2 [Bluff; Disable Device; Escape Artist; Intimidate; Investigate; Sense Motive; Stealth; Survival], Startle, Talented (Intimidate, Survival), Takedown Attack, Tough 2, Ultimate Effort (Ultimate Will Save), Uncanny Dodge [scent]

Powers: Container {Adamantium Skeleton} 5 (Power Feat: Innate)
Density 3 (Extra: Duration); (Flaw: Permanent) [Str +6, Impervious Toughness +1, Immovable +1, Super-Strength +1]
Strike 3 (Extra: Penetrating 6); (Power Feat: Improved Critical x2)
Protection 1

Immunity 2 (Aging, Poison [Limited], Disease [Limited])
Regeneration 26 [Recovery Bonus: +3; Recovery Rate: Bruised 1/round no rest; Injured: 1/round no rest; Staggered: 1/round; Disabled: 1/minute; Resurrection: 1/day] (Power Feats: Diehard, Persistent, Regrowth)
Strike 4 [Claws] (Extra: Auto-Fire); (Power Feats: Improved Critical, Quick Draw, Mighty, Split Attack)

Saves: Toughness +8
Fort +8
Ref +8
Will +9

Combat: Attack +9/+11 (claws)
Damage +5 (unarmed)/+11 (claws-critical 17-20)
Defense +14 (+3 flat-footed)
Initiative +8

Equipment: Costume: Comm-Link; Night Vision; Rebreather
Burglar’s Kit
Mini-Tracer
Flash Light
Handcuffs

Utility Belt: [18 ep]
Flash Bangs
Smoke Grenades
Grapple Gun & Swing Line (Super-Movement [Swinging] 1 & Speed 1)


Clawmobile (Vehicle: Huge [20ep])
Str 35, Spd 5, Def 7, Tough 9 (Extra: Impervious - 3), Alarm (5, DC 40), Hidden Compartments, Navigation System, Remote Control, Smoke Screen


Drawbacks: Vulnerable: Magnetic Attacks (-3 pts)


Costs: Attributes 42+ Skills 35+ Feats 43+ Powers 65+ Saves 9+ Combat 34- Drawbacks 3= 225 pts.


:arrow: Well Darkclaw turned out about as expensive as I figured. Go figure considering he one half Batman & one half Wolverine, either one of those push the limits at this PL. So putting them together makes for a character who breaks through the PL/point balance idea pretty fast.

:arrow: But boy do I like how he turned out!! Mixing all of Batman’s skills and equipment with Wolverine’s powers and their combat ability makes for a tough customer. Just think about being a thug on the street & you run into this guy in your dark alley your hiding in while you’re counting your stolen cash. Talk about needing a set of depends……..
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Iceberg build #283

Postby Tattooedman » Fri Feb 18, 2011 10:00 am

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

Skills: Acrobatics 6 (+9), Climb 4 (+4), Concentration 8 (+9), Diplomacy 6 (+8.), Notice 6 (+7), Sense Motive 4 (+5), Stealth 6 (+9), Swim 4 (+4)

Feats: Accurate Attack, Attack Spec. (Cold Powers) 3, Dodge Focus 2, Fast Overrun, Improved Initiative, Move-By Action, Set-Up, Teamwork

Powers: Alternate Form {Ice Lady} 5
--Enhanced Strength 10
--Flight 3 (Flaw: Platform [ice])
--Immunity 2 (Critical Hits)
--Protection 10

Create Object 10 [ice shapes] (Power Feats: Innate, Precise)
-Alt. Power: Blast 10 [ice shards]
-Alt. Power: Blast 10 [cold blast]
-Alt. Power: Environmental Control 10 [Hamper Movement: Icy surfaces {1/4}]
-Alt. Power: Snare 8 [ice bonds] (Extra: Independent)

Immunity 10 (Cold Effects)
Super-Movement 2 (Surefooted [ice & snow])

Saves: Toughness +12*/+2 [*Alternate Form]
Fort +5
Ref +7
Will +5

Combat: Attack +4/+10 (cold powers)
Damage +10 (cold powers)
Defense +10 (+3 flat-footed)
Initiative +7

Drawbacks: Vulnerable: Heat/Fire based attacks (50% extra damage) (-3 pts)


Costs: Attributes 18+ Skills 11+ Feats 13+ Powers 66+ Saves 11+ Combat 24-Drawbacks 3= 140 pts.


:arrow: Another member of the JLX, Iceberg merged Ice with Iceman (big surprise there!) and was something of a required background character since her powers were supposed to be the main part of taking down Fin Fang Flame.

:arrow: Because Fin Fang Flame was more powerful than the JLX thought it didn’t work and Iceberg was basically tuned into more of a background character. She ended up getting the bystanders out of the line of fire during the fight after Fin Fang Flame started the second part of the fight.

:arrow: Iceberg didn’t get much characterization since the majority of the story was about Apollo, Chaos, Mr. X & Amazon. Though she was shown talking with Nightcreeper a bit and showing a bit of a self depreciating attitude which comes from Iceman more than Ice and her powers got a boost as well. Mostly being able to turn her body into living ice which allowed her to survive better in fights.
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Apollo build #284

Postby Tattooedman » Fri Feb 18, 2011 10:11 am

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

Skills: Acrobatics 4 (+6), Bluff 4 (+6), Climb 2 (+4), Concentration 6 (+10), Diplomacy 6 (+10), Knowledge (Current Events) 4 (+6), Knowledge (Tactics) 8 (+10), Notice 6 (+9), Pilot 6 (+8 ), Sense Motive 6 (+9), Stealth 6 (+8 ), Survival 4 (+7), Swim 2 (+5)

Feats: All-out Attack, Assessment, Attack Specialization (Blast), Challenge (Read Situation), Defensive Roll 2, Dodge Focus 5, Equipment, Improved Initiative, Inspire 2, Leadership, Luck 2, Master Plan, Power Attack, Set-Up, Teamwork 2

Powers: Blast 12 (Flaw: Uncontrolled)
Absorption 5 [Boost Blast] (Extra: Power Magnet); (Flaw: Limited-Light energy only)
-Alt. Power: Absorption 5 [Healing] (Extra: Power Magnet); (Flaw: Limited-Light energy only)
Immunity 2 (own powers & siblings)

Device {Visor} 4 (hard to lose)
--Removes Uncontrolled Flaw 12
--Enhanced Feats 4 (Accurate Attack, Improved Aim, Improved Ranged Disarm, Precise Shot)
-Alt. Power: Blast 8 (Extra: Autofire)
-Alt. Power: Blast 8 (Extra: Area {Cone})
-Alt. Power: Blast 8 (Extra: Area {Line})
-Alt. Power: Blast 8 (Extra: Penetrating)

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

Combat: Attack +6/+8 (blast)
Damage +2 (unarmed)/+12 (blast)
Defense +10 (+2 flat-footed)
Initiative +6

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

Drawbacks: Power Loss: When in complete darkness (-4 pts)


Costs: Attributes 26+ Skills 16+ Feats 23+ Powers 46+ Saves 9+ Combat 22- Drawbacks 4= 138 pts.

:arrow: In the world of Amalgam, Apollo is a mix of Marvel's Cyclops (clearly) and DC's Ray. From the way it read to me it looked like they based most of Apollo's powers on Cyclops but used Ray's light absorption to fuel it as well as his vulnerability to darkness. Apollo has all of Cyclop's combat skills and leadership abilities but all the physicality of Ray, which while isn't bad it ain't what Cyclops has.

:arrow: So in the end Apollo comes out like a cheap Cyclops mostly but he can heal himself by absorbing some light from the area or boost his blast some for extra blasting power. But I liked the idea overall and it could be fun to use the Amalgam version of X-Men just to throw players outta their comfort zone if you feel like messing with them a little bit in a game. :twisted:
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Firebird build #285

Postby Tattooedman » Fri Feb 18, 2011 10:13 am

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

Skills: Acrobatics/Aerobatics 6 (+9), Diplomacy 4 (+6/+10), Notice 4 (+6), Sense Motive 4 (+6), Stealth 6 (+9), Swim 4 (+7)

Feats: Aerobatic Bluff, Attractive, Attack Spec. (Fire Control Array) 2, Defensive Roll 4, Dodge Focus 4, Equipment, Improved Initiative, Move-By Action, Power Attack, Precise Shot, Set-Up, Taunt, Teamwork 2

Powers: Fire Control 12
-Alt. Power: Blast 12
-Alt. Power: Dazzle 10 [visual]
-Alt. Power: Ignite 8

Strike 10 [phoenix flame aura] (Extra: Aura, Selective) (Dynamic)
-Alt. Power: Flight 4 (Dynamic)

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

Combat: Attack +4/+8 (fire control array)
Damage +8 (ignite)/+12 (fire blast)
Defense +12 (+4 flat-footed)
Initiative +6

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


Drawbacks: Power Loss: Fire Powers when in a non-oxygenated environments (-3 pts)


Costs: Attributes 16+ Skills 7+ Feats 21+ Powers 60+ Saves 10+ Combat 24 - Drawbacks 3= 135 pts.


:arrow: Firebird is a weaker version of both her parts it seemed. Especially considering the Jean Grey part, basically Firebird is a pyrokinetic meta-mutant with only a few options in combat, but they are pretty good choices.

:arrow: In a fight Firebird often stays close to Apollo and they use team working & set-up feats to help each other out. Plus the light she gives off allows Apollo to either boost his attacks or heal himself if needed.

:arrow: Clearly the writer tried to keep the Cyclops/Jean Grey romance going with Apollo/Firebird, though to me it came across as kinda wishy-washy. They basically were either spouting off about how much they’ve been through or how they were simply fighting to make the world better for meta-mutants.
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Mariner build #286

Postby Tattooedman » Fri Feb 18, 2011 10:14 am

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Mariner:
PL: 10
Str 20 [26] (+5/+8.) Dex 22 (+6) Con 20 [26] (+5/+8.) Int 10 (+0) Wis 12 (+1) Cha 14 (+2)

Skills: Handle Animals 8 (+10), Intimidate 8 (+12), Knowledge (Current Events) 6 (+6), Language (Base: English; Atleantean), Notice 6 (+7), Stealth 4 (+10), Survival 6 (+7), Swim 6 (+14)

Feats: Attack Focus (Melee) 2, Attack Spec. (Anchor-Axe), Distract [Intimidate], Diehard, Dodge Focus 2, Endurance, Environmental Adaptation [Underwater], Fearless, Move-By Action, Power Attack, Rage [+4 Strength; +2 Fort/Will Saves; -2 Defense], Startle, Stunning Attack, Talented (Handle Animals/Intimidate), Tough 2, Ultimate Effort (Ultimate Toughness Save)

Powers: Comprehend 2 [speak to & understand animals]
Enhanced Strength 6
Enhanced Constitution 6
Immunity 3 (Environmental Cold; Pressure; Drowning)
Impervious Toughness 8
Super-Senses 5 (Darkvision; Detect {Emotions} Ranged; Low-Light Vision)
Super Strength 2
Swimming 8
-Alt. Power: Flight 4

Device {Anchor-Axe} 4 (easy to lose)
--Strike 2 (Extra: Penetrating 10); (Power Feats: Extended Reach 3, Improved Block, Improved Critical 3, Mighty)

Saves: Toughness +10
Fort +9
Ref +7
Will +9

Combat: Attack +6/+8 (melee)/+10 (anchor-axe)
Damage +8 (Unarmed)/+10 (Anchor-Axe; critical 17-20)
Defense +8 (+3 flat-footed)
Initiative +6

Drawbacks: Weakness: Dehydration (must submerge himself every 12 hours) [-1 Constitution per hour; can kill] (-3 pts)


Costs: Attributes 38+ Skills 12+ Feats 19+ Powers 57+ Saves 10+ Combat 24- Drawbacks 3= 157 pts.


:arrow: The resident brick of the JLX, and my vote one of the worse amalgams the Mariner. Basically they took all the things that were similar between Aquaman & Namor, kept the power level closer to Aquaman's and gave him a massive dose of Namor's attitude. Honestly I thought this guy was actually worse than Namor has been with all his "righteous fury" and all that.

:arrow: The only other thing he really had was the anchor styled axe he used in fights, well he could fly too. So when I did this build I took some liberties with it and added in some other aspects of Aquaman's powers to round him out more as a amalgam of both his parts. So in came the Comprehend & Detect {Emotions}, and it's not that bad since they don't really add alot to his total cost.
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Wraith build #287

Postby Tattooedman » Fri Feb 18, 2011 10:15 am

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Wraith:
PL: 10
Str 14 [24] (+2/+7) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 10 (+0)

Skills: Acrobatics 6 (+8.), Climb 2 (+9), Diplomacy 6 (+6), Disable Device 10 (+11), Escape Artist 4 (+6), Gather Information 4 (+4), Knowledge (Streetwise) 4 (+5), Notice 6 (+7), Profession (Thief) 4 (+5), Sense Motive 6 (+7), Stealth 8 (+10)

Feats: Attack Focus (Melee) 2, Attack Spec. (Shadow Staff), Challenge (Hide Tampering), Contacts, Dodge Focus 6, Equipment, Evasion, Improved Critical 2 (Shadow Staff), Improved Defense, Improved Initiative, Luck, Move-By Action, Power Attack, Second Chance [Disable Device Check Against Security Devices], Set-Up, Teamwork

Powers: Alternate Form {Wraithform} 14 (Extra: Continuous); (Flaw: Permanent)
--Elongation 5
--Enhanced Strength 10
--Immunity 5 (Stun Effects)
--Insubstantial 4 (Extra: Affects Others)
--Mind Shield 5
--Protection 5
--Strike 3 [Shadow Staff] (Extra: Affects Corpreal 10); (Power Feats: Extended Reach 2, Mighty)

Saves: Toughness +7
Fort +6
Ref +8
Will +5 [+10 vs. Mental Effects]

Combat: Attack +6/+8 (melee)/+10 (shadow staff)
Damage +7 (unarmed)/+10 (shadow staff)
Defense +11 (+2 flat-footed)
Initiative +6

Drawbacks: Vulnerable: Light Based Attacks [+50%] (-3 pt)


Costs: Attributes 16+ Skills 15+ Feats 22+ Powers 70+ Saves 14+ Combat 22- Drawbacks 3= 156 pts.


:arrow: The sneaky member of the JLX, Wraith seemed like an interesting merger of Gambit & Obsidian. Taking only a little bit of each to create a mostly unique character, plus he go some decent face time in the first JLX book so maybe that helped.

:arrow: He’s more of a story based guy, his relationship with Runaway being the larger focus for him. He really didn’t do much in the team’s fights until he takes down Magnus’ robot girlfriend but it looked pretty cool knocking her head clean off.
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Mercury build #288

Postby Tattooedman » Fri Feb 18, 2011 10:16 am

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

Skills: Acrobatics 6 (+9), Bluff 6 (+8.), Knowledge (Pop Culture) 4 (+6), Notice 6 (+5), Sense Motive 6 (+5), Sleight of Hand 4 (+7)

Feats: Attack Focus (Melee) 6, Beginner's Luck, Defensive Roll 2, Equipment, Jack-of-All-Trades, Sneak Attack [+2 damage], Set-Up, Taunt, Teamwork

Powers: Enhanced Feats 10 (Dodge Focus 7, Elusive Target, Evasion, Move-By Action)
Super Speed 7
-Alt. Power: Rapid Attack 7 [35 ft. radius]
-Alt. Power: Strike 7
-Alt. Power: Takeaway

Super-Movement 3 (Wall-Crawling 2, Water Run) (Flaw: Limited-Only while
running)

Saves: Toughness +7*/+5**/+2 [*Speed Suit & Defensive Roll/**Speed Suit]
Fort +6
Ref +12
Will +6

Combat: Attack +2/+8 (melee)
Damage +7 (speed strike)/+9 (sneak attack speed strike)
Defense +13 (+3 flat-footed)
Initiative +31

Equipment: Speed Suit: +3 Toughness; Subtle


Costs: Attributes 14+ Skills 8+ Feats 15+ Powers 53+ Saves 20+ Combat 20= 130 pts.


:arrow: Another build I’ve been putting off for some reason that I can’t remember, Mercury of the Amalgam’s JLX. Clearly a mix of early Impluse & Quicksilver he’s more like Quicksilver than Impluse but it works in the team setting.

:arrow: Mostly he seemed to play back up to the rest of the team, dealing with the hail of arrows that the Judgment League Avengers was raining down on his pals the JLX. So I made sure he had those abilities in his super speed array, and I know it’s odd for me to use super speed but I felt it fit Mercury better than the Super Speed Container I normally use.

:arrow: To me it simply fits better, the container works best for people who are like the members of DC’s Speed Force Crew (pick a Flash, Jesse Quick, Max Mercury, and the Marvel counterparts like the Squadron Supreme’s Whizzer.). They simply have a whole list of related abilities that fit better into the container than super speed, though maybe in comparison I should start giving the builds that use the container a couple more ranks in Improved Initiative to equal them out to the builds that use the initiative bonus from Super Speed since it gives a higher bonus based on the rank of the power.
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Nightcreeper build #289

Postby Tattooedman » Fri Feb 18, 2011 10:17 am

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Nightcreeper:
PL: 10
Str 20 (+5) Dex 26 (+8.) Con 20 (+5) Int 12 (+1) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 10 (+18.), Bluff 6 (+8.), Climb 6 (+8.), Escape Artist 4 (+12), Intimidate 6 (+10), Notice 6 (+9), Sense Motive 8 (+11), Stealth 6 (+14)

Feats: Acrobatic Bluff, Ambidexterity, Attack Focus (Melee) 4, Attack Spec. (Unarmed), Challenge (Accelerated Acrobatics), Defensive Attack, Defensive Roll 2, Dodge Focus 8, Elusive Target, Gifted (Intimidate), Hide In Plain Sight, Improved Grab, Improved Initiative, Improved Throw, Improved Trip, Move-By Action, Power Attack, Taunt, Tough, Uncanny Dodge [audio]

Powers: Additional Limb 1 [tail]
Regeneration 14 [Recovery Bonus: +3; Recovery Rate: Bruised: 1/round no rest; Injured: 1/round; Staggered: 1/minute] (Power Feats: Diehard, Persistent, Regrowth)
Super-Senses 4 (Darkvision; Distance Sense; Low-Light Vision)
Super Movement 2 (Wall Crawling 2)
Teleport 6 (Power Feats: Change Direction, Change Velocity, Progression 2, Turnabout)

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

Combat: Attack +6/+10 (melee)/+12 (unarmed)
Damage +5 (unarmed)
Defense +12 (+2 flat-footed)
Initiative +12


Costs: Attributes 48 + Skills 13 + Feats 31 + Powers 40+ Saves 6+ Combat 20= 158 pts.


:arrow: This build is brought to you by cramming together my Nightcrawler build with J-Mart’s 2E Creeper build. Another member of the JLX and continuing my Amalgams builds, Nightcreeper. This guy is full of great hidden little one-liners during both his appearances in the JLX books. Personality-wise Nightcreeper takes more from the Creeper than Nightcrawler, but combined with Nightcrawler’s looks and the Creeper’s coloring……..well let’s just say that Kurt “Jack” Wagner has suffered some hard times in his life.

:arrow: As for his powers most of what was shown played more towards Nightcrawler, but in this build I felt throwing in some bits of the Creeper to stay within the ideal of the Amalgams, so the higher strength & constitution as well as the regeneration get played up here.

:arrow: As for his fighting style, Nightcreeper takes a little more after Creeper than Nightcrawler, preferring to mix it up more in hand to hand and rely on his higher strength than anything else. His teleporting is more for getting where he can take advantage of attacking from odd angles during a fight, laughing like a maniac the whole time.
Last edited by Tattooedman on Wed Dec 07, 2011 9:37 am, edited 2 times in total.
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Mr. Majestic build #290

Postby Tattooedman » Fri Feb 18, 2011 10:27 am

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Mr. Majestic:
PL: 12
Str 34 (+12) Dex 14 (+2) Con 30 (+10) Int 18 (+4) Wis 12 (+1) Cha 10 (+0)

Skills: Bluff 2 (+4/+6), Concentration 10 (+11), Craft (Electronic) 4 (+8.), Craft (Mechanical) 4 (+8.), Intimidate 8 (+10), Knowledge (Civics {Kheran}) 8 (+12), Knowledge (History {Kheran}) 8 (+12), Knowledge (Technology) 8 (+12)

Feats: All-Out Attack, Assessment, Attack Focus (Melee) 3, Attack Focus (Ranged) 4, Attractive, Crushing Pin, Diehard, Dodge Focus 2, Fearless, Improved Grab, Improved Initiative, Interpose, Inventor, Move-By Action, Power Attack, Quick Change 2, Startle, Talented (Intimidate/Bluff), Taunt

Powers: Kherubim Lord Template:
--Enhanced Strength 10 (Power Feat: Innate)
--Enhanced Constitution 10 (Power Feat: Innate)
--Immunity 1 (Aging)
--Impervious Toughness 5
--Cosmic Energy Control 14 [eye blasts] (Extra: Penetrating); (Flaw: Distracting); (Dynamic)
-Alt. Power: Flight (Dynamic)
-Alt. Power: Quickness 7 & Speed 7 (Dynamic)

Enhanced Strength 10
Enhanced Constitution 6
Immunity 9 (Life Support)
Protection 5 (Extra: Impervious)
Super Strength 6 (Power Feats: Bracing, Counter-Punch)

Saves: Toughness +15* [*Impervious 10]
Fort +12
Ref +4
Will +6

Combat: Attack +6/+9 (melee)/+10 (ranged)
Damage +12 (unarmed)/+12 (eye blasts)
Defense +8 (+3 flat-footed)
Initiative +6
Grapple +27


Costs: Attributes 22+ Skills 13+ Feats 24+ Powers 112+ Saves 9+ Combat 24= 204 pts.


:arrow: What to say about Mr. Majestic? Well for starters he’s seriously suffers from the idea that he is superior to humans.

:arrow: And honestly, he is. But the way he talks to most people is just so condescending that he tends to just simply piss them off. But he’s never brought in for his people skills, it’s his powers that have people calling him for help. When it’s all said and done Majestic is one of the top 3 most powerful beings in the WildStorm universe, and considering that one of the other 2 of is Helspont of the Cabal, Majestic is in a class on his own. Hell in WildStorm they came up with a scale to measure SPB power-levels and the top tier is called Majestic-Class, I’d say that makes him pretty powerful.

:arrow: What it all comes down to is attitude, and Majestic’s got plenty of it. He’s what you’d call Superman from the Marine Corps, as a Kherubim Lord Majestic was raised with a more militaristic slant on life and he tends to take the direct approach in most of his fights. If using his blast to shoot through a gunman's shoulder is what will end the whole ordeal that’s what Majestic will do.

:arrow: Now I made it a point to keep Majestic's caps lower on average mainly cause he always made comments about not having a equal level challenge during his time on Earth. That plus his ego I figure he doesn't rate too many of the "humans criminals" as a real threat so his ability to hit is gonna be a little off, but it's offset by his being as powerful as he is. So it comes down to that he might not hit the broadside of the barn that much, but when he does.......well the barn won't be standing. Add in the fact that Majestic doesn’t have a weakness to glowing rocks from space or is extra vulnerable to magic and that can spell trouble for the bad guys.
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