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Tattooverse 2.5: WOF builds

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Triple Threat build #323

Postby Tattooedman » Thu Feb 24, 2011 3:28 pm

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Triple Threat:
-Sometimes a job just sound too easy, ya know?


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

Skills: Acrobatics 4 (+6), Climb 2 (+2), Knowledge (Business) 4 (+5), Knowledge (Pop Culture) 4 (+5), Knowledge (Streetwise) 4 (+5), Notice 4 (+5), Sense Motive 4 (+5), Stealth 6 (+8.)

Feats: Attack Focus (Melee) 2, Attack Focus (Ranged) 4, Defensive Roll 2, Dodge Focus 4, Improved Initiative, Power Attack, Precise Shot, Teamwork

Powers: Blast 8 [electrical]
-Alt. Power: Strike 8 [shock punch]

Saves: Toughness +4*/+2 [*Defensive Roll]
Fort +4
Ref +4
Will +4

Combat: Attack +4/+6 (melee)/+8 (ranged)
Damage +8 (electric array)
Defense +8 (+2 flat-footed)
Initiative +6


Costs: Attributes 12+ Skills 8+ Feats 16+ Powers 17+ Saves 7+ Combat 16= 76 pts.

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

Skills: Acrobatics 6 (+8.), Bluff 4 (+6), Knowledge (Business) 4 (+5), Knowledge (Pop Culture) 4 (+5), Knowledge (Streetwise) 4 (+5), Notice 6 (+7), Sense Motive 6 (+7), Stealth 6 (+8.)

Feats: Acrobatic Bluff, Attack Focus (Melee) 4, Defensive Roll 2, Dodge Focus 4, Fast Overrun, Improved Initiative, Improved Overrun, Power Attack, Taunt, Teamwork

Powers: Flight 6 (Dynamic)
-Alt. Power: Strike 8 (Dynamic)

Saves: Toughness +4*/+2 [*Defensive Roll]
Fort +4
Ref +4
Will +4

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


Costs: Attributes 16+ Skills 10+ Feats 17+ Powers 19+ Saves 7+ Combat 16= 85 pts.

>>>>>>>>>>>>>>>>>>>
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Hammer:
PL: 8
Str 10 [26] (+0/+8.) Dex 10 (+0) Con 10 [26] (+0/+8.) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)

Skills: Climb 4 (+12), Intimidate 6 (+7), Knowledge (Business) 4 (+5), Knowledge (Pop Culture) 4 (+5), Knowledge (Streetwise) 4 (+5), Notice 4 (+5), Sense Motive 4 (+5), Stealth 4 (+5), Swim 2 (+10)

Feats: Attack Focus (Melee) 4, Dodge Focus 4, Improved Initiative, Improved Sunder, Power Attack, Startle, Teamwork

Powers: Enhanced Strength 16
Enhanced Constitution 16
Impervious Toughness 8
Protection 2
Super Strength 1

Saves: Toughness +10* [*Impervious 8]
Fort +8
Ref +3
Will +3

Combat: Attack +4/+8 (melee)
Damage +8
Defense +6 (+1 flat-footed)
Initiative +4


Costs: Attributes 6+ Skills 9+ Feats 13+ Powers 46+ Saves 6+ Combat 12= 92 pts.


:arrow: Well again, my unceasing interest in minor, mooks & jobber villains have brought me to stat up this trio of…..well serious mook jobbers. They called themselves Triple Threat & they were trying to get into the villain business & were sent against Catwoman.

:arrow: Their so low-end that they didn’t even have individual names, so I came up with some just because I didn’t want to call them by their suit colors as a name.

:arrow: Lets just say they didn’t fair too well. She was under a time crunch and didn’t have time to be nice and also had some Hero Chips to use from various complications going on and went through them in short order. One got a broke arm, another got kicked in the jimmy, and the last was intimidated into running away. Not the best showing possible I’d say.

:arrow: So I built them about half under cost just to show their newness and the only way that they could even hope to win a fight is to play the numbers game on a hero. That and they have to use their Teamwork feat as well, without that they’re gonna suffer from the same kind of treatment Catwoman gave them in every possible future fight they get in.
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3-D Man build #324

Postby Tattooedman » Thu Feb 24, 2011 3:37 pm

Image
3-D Man:
PL: 10
Str 16 [26] (+8.) Dex 16 [26] (+8.) Con 16 [26] (+8.) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+12), Bluff 6 (+8.), Climb 2 (+10), Diplomacy 6 (+8.), Knowledge (Current Events) 4 (+5), Knowledge (Religion & Philosophy) 4 (+5), Notice 8 (+10), Perform (Oratory) 4 (+6), Search 6 (+8.), Sense Motive 6 (+8.), Swim 2 (+10)

Feats: Acrobatic Bluff, Attack Focus (Melee) 2, Defensive Roll 2, Dodge Focus 2, Endurance, Evasion 2, Equipment, Fast Overrun, Improved Overrun, Improved Grab, Improved Grapple, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Set-Up, Takedown Attack 2, Taunt, Teamwork, Uncanny Dodge [audio]

Powers: Enhanced Strength 10
Enhanced Constitution 10
Enhanced Dexterity 10
Regeneration 5 [Recovery Bonus: Bruised: 1/after round; Injured: 1/minute] (Power Feat: Diehard)
Speed 3
-Alt. Power: Leaping

Device {3-D Goggles} 1 (hard to lose)
--Super-Senses 4 (Detect [Skrulls], Ranged {visual}, Counters Concealment)

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

Combat: Attack +8/+10 (melee)
Damage +8 (unarmed)
Defense +10 (+4 flat-footed)
Initiative +12


Equipment: Initiative Communicator


Costs: Attributes 28+ Skills 13+ Feats 25+ Powers 38+ Saves 9+ Combat 32= 150 pts.


:arrow: I remember when 3-D Man made his first showing in the pages of Heroes Return Avengers. Back then he called himself Triathlon and sported a pretty crappy attitude towards the rest of the team being put on as a token, good-will member to smooth out rough feelings between the Avengers and the public. Kinda of a bad start, along the way during adventures his attitude changed and he learned how he had been manipulated by Lord Templar. He finally made his stand and played a big part in defeating Templar, and then faded away into Marvel Limbo.

:arrow: And then the Initiative started and with it the Secret Invasion, suddenly 3-D Man (as Triathlon renamed himself after discovering the source of his powers) became very useful since he had been given the original 3-D Man’s goggles that let him see Skrulls no matter what shape they may be using. So from the latest I’ve read about he’s cruising around the U.S. with members of the Skrull Kill Krew & Devil Slayer taking out the Skrull agents that are on all of the Initiative teams. I kinda like the idea, but I guess I’ll have to see how Marvel plays that story out.

:arrow: 3-D Man is more of what I like to call a Semi-Paragon. While he's stronger, faster, tougher and all that above normal people he's not about being just all that. He's more about being able to use those abilities well and making the most of them as the situations demands, using his brain in a fight as well as his muscles. I know the picture is of his old Triathlon outfit, but honestly I like it better than his modernized version of 3-D Man’s Christmas nightmare of a suit. It’s simply a matter of personal tastes, plus it has goggles as well.
Last edited by Tattooedman on Thu Feb 24, 2011 8:20 pm, edited 2 times in total.
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Gravity build #325

Postby Tattooedman » Thu Feb 24, 2011 3:52 pm

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

Skills: Aerobatics 4 (+6), Bluff 6 (+8.), Concentration 8 (+10), Diplomacy 6 (+8.), Knowledge (Business) 4 (+5), Knowledge (Current Events) 4 (+5), Knowledge (Pop Culture) 4 (+5), Knowledge (Tactics) 4 (+5), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 4 (+6)

Feats: Assessment, Accurate Attack, Attack Focus (Melee) 2, Attack Spec. (Gravity Control Array), Dodge Focus 2, Environmental Adaptation [Zero/Low Gravity], Equipment, Improved Initiative, Leadership, Luck, Move-By Action, Power Attack, Set-Up, Teamwork

Powers: Gravity Control 12 (Power Feats: Improved Ranged Disarm, Improved Pin, Precise); (Dynamic)
-Alt. Power: Blast 12 [graviton energy] (Dynamic)
-Alt. Power: Environmental Control 12 [low gravity] (Dynamic)
-Alt. Power: Environmental Control 12 [high gravity] (Dynamic)
-Alt. Power: Force Field 12 (Extra: Impervious); (Dynamic)
-Alt. Power: Strike 12 [gravity punch] (Dynamic)
-Alt. Power: Telekinesis 8 (Extra: Damaging)
-Alt. Power: Trip 10 (Extra: Knockback)

Flight 5

Saves: Toughness +14*/+2 [*Force Field]
Fort +4
Ref +6
Will +7

Combat: Attack +6/+8 (melee)/+8 (gravity control array)
Damage +1 (unarmed)/+12 (gravity control array)
Defense +6 (+2 flat-footed)
Initiative +6

Equipment: Flash Goggles
Initiative Communicator
3 ep free


Costs: Attributes 20+ Skills 14+ Feats 17+ Powers 53+ Saves 11+ Combat 20= 135 pts.


:arrow: Another young hero from Marvel who’s gotten some time thanks to the Initiative, Gravity. This guy has been all around the Marvel Universe, beginning hero, kinda excepted among the solo people (working with Dr. Strange & Spidey), to almost becoming a space worthy hero. He’s kinda done it all in his short career in Marvel, not too bad considering he’s only died once so far.

:arrow: Originally I was gonna do this build of Gravity based more on his short solo series, but after reading about everything he had done I didn’t feel that I could only do that build and be happy with it. So I modified it a fare amount to show his increase in power & control while attempting to keep most of the things I was going to use in my original build of him. I like how it came out overall, a little like a young Gravitron but there are some small differences.
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Ultra Girl build #326

Postby Tattooedman » Thu Feb 24, 2011 3:54 pm

Image
Ultra Girl:
PL: 10
Str 30 (+10) Dex 16 (+3) Con 30 (+10) Int 10 (+0) Wis 12 (+1) Cha 14 (+2)

Skills: Acrobatics 4 (+7), Bluff 2 (+4/+6), Diplomacy 4 (+6/+8.), Knowledge (Pop Culture) 4 (+4), Notice 4 (+5), Search 4 (+4), Sense Motive 6 (+7)

Feats: Attack Focus (Melee) 2, Attractive, Dodge Focus 2, Equipment, Improved Initiative, Move-By Action, Power Attack, Teamwork, Uncanny Dodge [audio]

Powers: Flight 5
-Alt. Power: Quickness 5 & Speed 5
Impervious Toughness 5
Regeneration 5 [Recovery Bonus: Bruised: 1/round; Injured: 1/minute] (Power Feat: Diehard)
Super-Senses 5 (Extended Vision; Infravision; Ultravision; Extended Hearing; Ultra-Hearing)
Super Strength 3

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

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

Equipment: Initiative Communicator


Costs: Attributes 52+ Skills 7+ Feats 11+ Powers 32+ Saves 9+ Combat 24= 145 pts.


:arrow: Ahh, I remember way back when Ultra Girl first showed up in Marvel. I thought "Wow! Marvel's answer to Supergirl."

:arrow: Not a bad thing honestly, since it's pretty hard to come up with a completly new character idea nowadays in comics and no matter how hard you try, well someone will figure out a comparision to a known comic character. But I liked how her background was worked within the world of Marvel with Ultra Girl being a super-Kree sent to be raised on Earth to fulfill a prophecy the Kree had. She ended up doing her own thing and even joining my favorite 90s team the New Warriors in the end and then she kinda fell into Marvel Limbo after that before being seen again in the Initiative.

:arrow: Then we have the Initiative start up and suddenly alot of those Lost Limbo characters made a return. I've gotta admit that in the long run some of the reworkings have been good from what little I've been able to gather. Ultra Girl is still your basic Paragon type hero, which is always fun in a break buildings in your fight kinda way (something I always enjoy at least). I tried to do her build based off what I could find in her wiki mainly and keeping in mind that she's not be doing the hero thing too much having a decent span of time being inactive. I didn't get her point totals as low as I wanted but some of her powers, feats & skills just needed to be in the build and I'll have to live with how it came out. Honestly I'm only 5 points above where I wanted to be, but I really wanted her to be at 140 since that's where I see her but since she can hold her own against "Thor-Girl" I guess being a little closer to the 150 point mark isn't all bad.
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Bucky build #327

Postby Tattooedman » Thu Feb 24, 2011 8:32 pm

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

Skills: Acrobatics 6 (+8 ), Bluff 4 (+6), Climb 4 (+5), Drive 4 (+6), Escape Artist 4 (+6), Knowledge (Tactics) 4 (+5), Notice 6 (+8 ), Pilot 4 (+6), Search 4 (+5), Sense Motive 4 (+6), Survival 4 (+6), Swim 4 (+5)

Feats: Acrobatic Bluff, Attack Focus (Melee) 4, Attack Focus (Ranged) 2, Defensive Attack, Defensive Roll 2, Dodge Focus 4, Equipment, Evasion, Improved Defense, Improved Disarm, Improved Initiative, Inspire, Luck 2, Move-By Action, Power Attack, Set-Up, Takedown Attack 2, Taunt, Teamwork 2, Uncanny Dodge [visual]

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

Combat: Attack +4/+6 (ranged)/+8 (melee)
Damage +1 (unarmed)
Defense +8 (+2 flat-footed)
Initiative +6

Equipment: Costume: + 4 Toughness; Subtle


Costs: Attributes 20+ Skills 13+ Feats 29+ Saves 12+ Combat 16= 100 pts.



:arrow: So I’ve been fiddling with this Bucky build for a little while now & I keep looking over the Marvel wiki and Wikipedia plus my HOTMUBOTD trying to make sure I’m not forgetting anything. I tried to keep him down in PL, but when doing Cap’s original sidekick you have to keep him somewhat close to a PL 10 so he can be anything resembling useful to Cap. I still came up short on the PL/point balance but I just can’t really think of anything else to give Bucky.

:arrow: I like how he came out though, he’s good in a fight with melee being specialized in melee at this point. Plus as most good sidekicks of his time Bucky is good at dealing with goons and mooks as well as lending a hand to his pal Cap. Bucky can adjust his caps around pretty well and should be able to handle himself in most situations.

:arrow: In order to do more damage though Bucky will have to pick up a dropped item and use it as a modified club which normally would give him an additional +2 to his damage. Though with power attack and the normal low level of most soldiers compared to him he can still lay on a good bruising. Or he can shift to a defensive style that allows him to occupy a foe to set them up for Cap or he can simply use teamwork or set-up feats to help out in a fight.
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Changeling build #328

Postby Tattooedman » Thu Feb 24, 2011 8:33 pm

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Changeling:
PL: 9
Str 14 (+2) Dex 18 (+4) Con 14 (+2) Int 14 (+2) Wis 16 (+3) Cha 20 (+5)

Skills: Bluff 12 (+17), Climb 4 (+6), Concentration 8 (+11), Disable Device 12 (+14), Disguise 0 (+30), Drive 4 (+8.), Escape Artist 10 (+14), Gather Information 10 (+15), Knowledge (Current Events) 8 (+10), Knowledge (Pop Culture) 8 (+10), Knowledge (Streetwise) 8 (+10), Notice 8 (+11), Perform (Acting) 8 (+13), Pilot 4 (+8.), Search 10 (+12), Sense Motive 8 (+11), Stealth 10 (+14)

Feats: Ambidexterity, Attack Focus (Melee) 2, Attack Focus (Ranged) 3, Connected, Contacts, Dodge Focus 4, Equipment 3, Improved Defense, Improved Initiative, Precise Shot, Quick Draw, Sneak Attack 2 [+3 damage]

Powers: Morph 6 [humanoids only]

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

Combat: Attack +6/+8 (melee)/+11 (ranged)
Damage +2 (unarmed)/+5 (sneak attack unarmed)/+5 (blaster)/+8 (sneak attack blaster)
Defense +10 (+3 flat-footed)
Initiative +8

Equipment: Costume: +3 Toughness; Subtle
Blaster Pistol: +5 Damage; Range 50 ft.


Costs: Attributes 36+ Skills 33+ Feats 21+ Powers 12+ Saves 9+ Combat 24= 135 pts.


:arrow: So here’s Changeling. The first X-Character to die and amazingly enough stay dead aside from a one time resurrection as a zombie. A basic shape-shifter, Changeling can only look like other people. Otherwise I built him as a spy/break-in kind of guy. That seems to be what I recalled him being described as basically, though I’m sure I took a few liberties too with giving him a blaster and some of the rankings of his skills. But it feels right as I always thought he gave the original X-Men fits and seemed to be one step ahead of them most of the times they faced off against him.

:arrow: I tried to keep Changeling at a PL 9 though he doesn’t really hit his caps by any means, but compared to the X-Men at that time he’s at least a level or two higher than they were. So he could hold his own given his habit of planning his attacks against them, countering their numbers with traps and set-ups to divide the team.

:arrow: An interesting little side note for people who like odd comic character facts. Changeling is the character that the AoA & EXiles Morph is alternate versions of. Just thought that was something worth sharing.
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Controller build #329

Postby Tattooedman » Thu Feb 24, 2011 8:34 pm

Image
Controller:
PL: 11
Str 10 [24] (+0/+7) Dex 10 (+0) Con 10 (+0) Int 14 (+2) Wis 12 (+1) Cha 10 (+0)

Skills: Bluff 6 (+6), Craft (Electronic) 10 (+12), Knowledge (Behavioral Sciences) 6 (+8.), Knowledge (Technology) 8 (+10), Notice 6 (+7), Sense Motive 6 (+7), Stealth 6 (+6)

Feats: Dodge Focus 3, Inventor, Power Attack

Powers: Density 2 [+4 Strength; Impervious Toughness 1]
Enhanced Strength 10
Mimic 6 [psionic powers only {30 pt pool}] (Extra: Perception Range); (Flaw: Medium [Slave Discs]); (Dynamic)
-Alt. Power: Mental Blast 4 (Dynamic)
-Alt. Power: Flight 9 (Dynamic)
Power Reserve 8 [Strength & Super Strength] (Flaw: Limited-Number of slaves; each step on progression table increases reserve by one rank [2 slaves= +1; 5 slaves= +2; 500 slaves= +8]); (Drawback: Proportional [power points must be evenly split between powers] {-1 pt})
Protection 11
Telepathy 10 (Flaw: Medium [Slave Disc wearers])

Device {Slave Discs} 3 (hard to lose)
--Mind Control 6 (Extra: Continuous Duration [applies to Triggered); (Power Feat: Subtle, Triggered [every round slave disc is in contact with target's head]); (Flaw: Requires Grapple)

Saves: Toughness +11 [*Impervious 1]
Fort +6
Ref +4
Will +6

Combat: Attack +8
Damage +
Defense +8 (+2 flat-footed)
Initiative +0


Costs: Attributes 6+ Skills 12+ Feats 5+ Powers 76+ Saves 15+ Combat 26= 140 pts.


:arrow: Another semi-well known villain from Marvel, the Controller is another one of those crooks that, to me at least, has tons of possibilities but doesn’t really get a fair use. His ability to control people alone makes for some good stories, then toss in the powers he has and then he should be running his own small group of superhumans. Not that has happened, but maybe if I get around to doing some adding on to my Earth-75 setting that would be changed.

:arrow: Honestly I looked at how Taliesin’s build for reference mostly on how to build the Slave Discs. I didn’t agree with how he did his but I liked the basic idea behind the set-up and used it for my take on it. Controller has an interesting mix of physical ability combined with possible mental powers that can make for a decent challenge for a hero. Add in the fact that most of the time Controller will have at least, in my mind again, a group of 50 mind controlled minions to do his dirty work that the hero will be hesitant to hurt because of their being controlled. Just another minor thing to make a villain interesting IMO, but it works kinda for the Controller. Not that it helps him win much, but it does make for some good role-playing possibilities if you use friends/family/loved ones of the players in that mentally dominated gang.
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Corruptor build #330

Postby Tattooedman » Thu Feb 24, 2011 8:35 pm

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Corruptor:
PL: 8
Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 18 (+4) Cha 16 (+3)

Skills: Bluff 8 (+11), Craft (Chemical) 6 (+8.), Diplomacy 6 (+9), Disguise 6 (+9), Intimidate 6 (+9), Knowledge (Physical Sciences) 4 (+6), Notice 6 (+10), Sense Motive 6 (+10), Stealth 8 (+10)

Feats: Attack Focus (Ranged) 4, Challenge (Durable Lie), Defensive Roll 2, Distract [Bluff], Dodge Focus 4, Equipment 4, Fascinate 2 [Bluff/Diplomacy], Inspire 3, Master Plan, Minion 10, Tough 2

Powers: Mind Control 8 (Flaw: Sense Dependent-Hearing, Touch Range)
-Alt. Power: Emotion Control 8 [Override Inhibitions] (Flaw: Touch Range)

Saves: Toughness +6*/+4 [*Defensive Roll]
Fort +6
Ref +4
Will +9

Combat: Attack +4, Damage +0, Defense +8 (+2 flat-footed), Initiative +2


Costs: Attributes 26+ Skills 14+ Feats 34+ Powers 9+ Saves 11+ Combat 16= 110 pts.


:arrow: After doing a little run of heroic types I felt the need to work on a few jobber villains, and so I give you for your viewing pleasure (or displeasure depending on the way you look at it) the Corruptor. A mook with powers from the start, Corruptor was a bystander injured in an chemical accident that gave him his powers and then thought he could take on Thor of all people. -sigh-, well credit for aiming high. Then he fought against Nova back during his first run of having powers and he’d get his hind-end handed back to him for his trouble.

:arrow: Following that he was your basic behind the scenes villain who’d be responsible for making a hero go rogue and then getting beaten all in the same issue. Now granted when he had the Squadron Supreme fight off against the Avengers was pretty cool but at that point the Corruptor was working as the middle-man villain for someone else.

:arrow: Personally I’d use Corruptor in a street level type of setting where he deals with more normal people and his powers could be way more effective. Plus his gang would be really, really loyal to him of course but hey that’s half the challenge for the Pcs, overcoming stacked odds.

:arrow: Plus that's a pretty cool pic IMO, and just jumped up and begged me to get used here. :D
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Daken build #331

Postby Tattooedman » Thu Feb 24, 2011 8:37 pm

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Daken:
PL: 11
Str 20 (+5) Dex 16 (+3) Con 20 (+5) Int 14 (+2) Wis 18 (+4) Cha 14 (+2)

Skills: Acrobatics 8 (+10), Bluff 4 (+6), Climb 2 (+7), Gather Info 4 (+6), Intimidate 8 (+10), Languages 4 (Base: Japanese; Mandarin; Russian; French; English), Knowledge (Tactics) 6 (+8 ), Notice 8 (+12), Sense Motive 8 (+12), Stealth 8 (+10), Survival 6 (+10), Swim 2 (+7)

Feats: All-out Attack, Assessment, Attack Focus (Melee) 4, Attack Spec. (Bone Claws), Defensive Roll 2, Dodge Focus 5, Improved Initiative, Luck, Move-by Action, Power Attack, Sneak Attack, Startle, Takedown Attack 2, Tough 2, Uncanny Dodge [Olfactory]

Powers: Emotion Control 8 (Flaw: Limited-Sense Dependent {Olfactory})
-Alt. Power: Concealment 2 [olfactory senses]
-Alt. Power: Displacement (Power Feat: Progression [10 ft away maximum])

Immunity 2 (Aging, Poison [Limited], Disease [Limited])
Regeneration 20 [Recovery Bonus: +3 ; Recovery Rate: Bruised 1/round no rest; Injured 1/round no rest; Staggered 1/round; Disabled 1/minute] (Power Feats: Diehard, Persistent)

Strike 5 [Bone Claws] (Extra: Autofire); (Power Feats: Improved Critical 3, Mighty, Quick Draw, Split Attack)
Super-Senses 4 (Extended Vision; Low-Light Vision; Extended Hearing; Ultra-Hearing)

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

Combat: Attack +6/+10 (melee)/+12 (bone claws)
Damage +5 (unarmed)/+10 (bone claws-critical 17-20)
Defense +13 (+4 flat-footed)
Initiative +7

Drawbacks: Weakness: Carbonadium (Reduces values of Regeneration to half) (-3 pts)


Costs: Attributes 42+ Skills 20+ Feats 24+ Powers 52+ Saves 11+ Combat 28- Drawbacks 3= 174 pts.


:arrow: Let me say right off the bat that this build is entirely a wiki-based build since I’ve never read anything where Daken has appeared. So I may be missing something little, but the wiki seemed to cover a good deal of information on this guy. Hopefully I managed to build Daken close to right.

:arrow: Basically Daken is a younger Wolverine, the only real differences I could find are the following;

a) Daken’s claws have different exit points (two coming from between his first & third knuckles while the third claw extends from the underside of his wrist).
b) Daken has the ability to manipulate his pheremones to become untraceable by scent, manipulate a foe’s emotions and to somehow make it seem like he is at one place when he is actually at another.

:arrow: So it seems that Daken is well suited to fighting against Wolverine and his group of foes and be able to hold his own with little to no problem. Honestly I like the idea behind Daken, kinda like a modern day version of Wolverine just a bad guy or possibly a anti-hero in the making.
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Constrictor build #332

Postby Tattooedman » Thu Feb 24, 2011 8:52 pm

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

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

Feats: Attack Spec. (Coils) 2, Contacts, Defensive Attack, Dodge Focus 4, Equipment, Improved Disarm, Improved Initiative, Improved Throw, Power Attack, Sneak Attack, Startle, Takedown Attack 2

Powers:
Device {Constrictor Suit} 9 (hard to lose) (Power Feat: Indestructible); (Flaw: Limited- Indestructible only applies to coils)
--Protection 6 (Extra: Impervious)
--Elongation 4 [coils] (Power Feat: Improved Grab, Improved Trip)
-Alt. Power: Super-Movement 1 (Swinging)
--Strike 10 [electrified coils] (Power Feat: Extended Reach 4)
-Alt. Power: Strike 6 [coils] (Power Feats: Extended Reach 4, Mighty)

Saves: Toughness +9*/+3 [*Impervious 6]
Fort +6
Ref +5
Will +5

Combat: Attack +6/+10 (coils)
Damage +2 (unarmed)/+8 (coils)/+10 (electrified coils)
Defense +10 (+3 flat-footed)
Initiative +7

Equipment: Comm-Link

Costs: Attributes 24+ Skills 14+ Feats 17+ Powers 45+ Saves 9+ Combat 24= 133 pts.

:arrow: Another long-time Marvel jobber, Constrictor has been bouncing around the criminal circles for years. He’s so low-end that he was something of a joke character to the point that Deadpool used him as a background character (which goes far in saying how low in the rankings of villains Constrictor goes).

:arrow: Before all that though Constrictor was a S.H.E.I.L.D. agent that suffered a breakdown while undercover and believed his cover identity as a criminal. For a while he was a merc for hire fighting whoever needed a slightly challenging villain and with his adamantium coils, Constrictor does offer something of a different threat until the hero figures out that his threat range is only about 20 feet and then they blast him from 25 feet and leave him for the police.

:arrow: Constrictor is something of a jerk, even in the underworld, he’s even went as far as to betray other criminals to heroes just to eliminate them as possible rivals, course he ended up getting caught and beaten up for his efforts but he still did it.
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Major Disaster build #333

Postby Tattooedman » Thu Feb 24, 2011 8:53 pm

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

Skills: Bluff 6 (+8 ), Climb 4 (+6), Craft (Electronic) 4 (+6), Craft (Mechanical) 4 (+6), Concentration 8 (+10), Diplomacy 4 (+6), Gather Information 6 (+8 ), Intimidate 6 (+8 ), Knowledge (Earth Sciences) 6 (+8 ), Knowledge (Streetwise) 6 (+8 ), Knowledge (Technology) 4 (+6), Notice 6 (+8 ), Sense Motive 6 (+8 ), Stealth 6 (+8 ), Swim 4 (+6)

Feats: Attack Spec. (Chaos Array) 2, Distract 2 [Bluff/Intimidate], Dodge Focus 2, Improved Initiative, Luck 2, Power Attack, Seize Initiative, Startle, Taunt

Powers: Variable Array {Manipulation of Strands of Chaos} (Multiple Powers of the Chaos Descriptor) [24 pt array] 12 (Flaw: Concentration Check Required)
Force Field 8 (Extra: Impervious)

Saves: Toughness +10*/+2 [*Impervious Force Field]
Fort +5
Ref +5
Will +7

Combat: Attack +4/+8 (chaos array)
Damage +12 (Chaos Array)
Defense +10 (+4 flat-footed)
Initiative +6


Costs: Attributes 26+ Skills 20+ Feats 13+ Powers 64+ Saves 10+ Combat 24= 157 pts.


:arrow: Major Disaster, again another villain who has become a hero-like character in the last few years. But I remember back in the day when he regularly fought against Hal Jordan and other Green Lanterns, then Major Disaster traded his soul for more power in Underworld Unleashed and went against someone he thought was Aquaman (long story, in the end though Disaster did Aquaman a favor).

:arrow: From there he went on to become a member of the stand-in League Batman assembled during the Obsidian Age and then on to the Justice League Elite. Though honestly I only know those last few bits from wikis and not by actually reading them. Though I liked him after Underworld Unleashed, he was, cool, calm and confident in his actions and uses of his powers. So in the Tattooverse Disaster stays a criminal, just a lot more dangerous since his chaos powers allow him to create things to challenge a hero from earthquakes to floods to even things like strokes in people.

:arrow: To cover the range of his updated powers I went with the Variable Power Array and hopefully I gave him enough ranks to be challenging no matter who he faces. Disaster either creates one really big thing that threatens a large area (again F5 tornados or other weather disasters) or several smaller incidents that are of a more personal nature (family members/friends having health issues, getting into a horrible car wreck or something of that nature but is none the less very distracting to the hero). He then sits back and enjoys the trouble he’s caused while he goes on with his business.
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Nemesis II build #334

Postby Tattooedman » Thu Feb 24, 2011 8:56 pm

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Nemesis II:
PL: 10
Str 22 (+6) Dex 24 (+7) Con 24 (+7) Int 12 (+1) Wis 10 (+0) Cha 10 (+0)

Skills: Acrobatics 4 (+11), Bluff 8 (+8.), Climb 2 (+8.), Knowledge (Streetwise) 6 (+7), Languages 2 (Base: Greek; Armenian; English), Intimidate 8 (+8.), Notice 8 (+8.), Sense Motive 8 (+8.), Stealth 4 (+11), Survival 6 (+6), Swim 2 (+8.)

Feats: Acrobatic Bluff, Attack Focus (Melee) 2, Attack Focus (Ranged) 2, Attack Spec. (Swords), Dodge Focus 3, Equipment 2, Improved Critical (Tulwar Sabre), Improved Initiative, Takedown Attack 2

Powers: Reflex Memory 3 [15 pt trait pool] (Extra: Feats)
Copied Abilities: Attack Focus (Melee) 2, Attack Focus (Ranged), Defensive Roll, Dodge Focus 3, Improved Feint, Improved Block, Improved Disarm, Improved Throw, Improved Trip, Move-By Action, Power Attack, Precise Shot
Regeneration 17 [Recovery Rate: Injured: 1/minute; Staggered: 1/5minutes; Disabled: 1/5 minutes; Resurrection: 1/20 minutes {non-effective vs. beheading/massive cardiac damage] (Power Feats: Diehard, Persistent, Regrowth)

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

Combat: Attack +4/+7 (ranged)/+8 (melee)/+10 (Tulwar sabres)
Damage +6 (unarmed)/+10 (Tulwar saber-critical 18-20)
Defense +12 (+3 flat-footed)
Initiative +11

Equipment: Tulwar Sabres [x2]: +3 Damage; Critical 19-20
Shuriken: +1 Damage; Autofire


Costs: Attributes 42+ Skills 16+ Feats 15+ Powers 47+ Saves 10+ Combat 20= 150 pts.


:arrow: I thought Nemesis would be something a little different since I’ve seen more Taskmaster builds than anyone else with Reflex Memory. Nothing against him, heh I’ve even got one of him somewhere around here….

:arrow: But I liked the idea behind her with the whole genetically enhanced assassin from birth idea. So she’s kinda like part Taskmaster and part Wolverine with that healing ability she’s got. Plus with her working with the early JSA gave her a nice little set of moves to pick from between Black Canary & Wildcat on the team.

:arrow: Nemesis was supposedly been killed a while ago during Black Adam’s take over of his country and hasn‘t been seen from since. But really though an argument can be made for her heart not being hit and with her regeneration being what it is she could come back from that, granted it would take her awhile but it could be done with little effort on the writer’s part.
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Ragman build #335

Postby Tattooedman » Thu Feb 24, 2011 8:58 pm

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Ragman:
PL: 10
Str [10] 14 (+2) Dex [10] 18 (+4) Con [10] 16 (+3) Int 14 (+2) Wis 18 (+4) Cha 14 (+2)

Skills: Climb 4 (+6), Concentration 8 (+12), Disable Device 4 (+8.), Gather Information 4 (+6), Knowledge (Arcane Lore) 4 (+6), Knowledge (History) 4 (+6), Knowledge (Theology & Philosophy) 4 (+6), Language (Base: English; Hebrew), Notice 6 (+10), Sense Motive 6 (+10), Swim 4 (+6)

[Mimicked Skills: Acrobatics 6 (+10), Stealth 6 (+10)]

Feats: Defensive Roll 3, Dodge Focus 2, Improved Initiative, Power Attack, Redirect, Uncanny Dodge [visual]

[Mimicked Feats: Acrobatic Bluff, Attack Focus (Melee) 4, Defensive Roll 3, Dodge Focus 2, Elusive Target, Evasion, Move-By Action]

Powers: Device [Suit of Rags] 19 (hard to lose) (Power Feats: Restricted 2); (Drawbacks: Vulnerable [Fire Effects] (-4 pts)
--Drain Intelligence 8 [Soul Patching] (Extra: Alternate Save [Will; +0])
--Enhanced Feats 2 (Fearsome Presence 2 [DC 12; 10 ft range])
--Flight 2 (Flaw: Levitation)
-Alt. Power: Leaping 2
--Mimic 6 [all traits of target] (Extra: Additional Subject [2 max], Stacking); (Flaw: Limited-Only those souls held within the suit of rags)
--Regeneration 20 [Recovery Rate: +3; Recovery Bonus: Bruised: 1/after a round; Injured: 1/round; Staggered: 1/round; Disabled: 1/minute] (Power Feats: Diehard, Persistent, Regrowth)
--Snare 8 [tattered rag bindings] (Power Feats: Reversible, Tether)
--Super-Senses 5 (Accurate, Radius, Ranged Detect Evil [mental])
--Teleport 5 (Flaw: Trail)

Saves: Toughness +9*/+3 [*Defensive Roll]
Fort [+4] +6
Ref [+3] +7
Will +8

Combat: Attack +4/+8 (melee)
Damage +2 (unarmed)/+8 (tattered rag bindings)/+8 (Soul Patching)
Defense +10 (+3 flat-footed)
Initiative +8


Costs: Attributes 16+ Skills 13+ Feats 9+ Powers 76+ Saves 11+ Combat 20= 145 pts.


:arrow: Well I saw that one thread asking about a Ragman build & I’d been trying to think of something new to build so I figured why not give it a try. I like how it worked out overall, most of what I know of Ragman is from the Who’s Who and a rare few appearances I’ve read though nothing from the Shadow Pact series. I’ve read the story from a few years ago when Batman helped Ragman deal with the rags taking control to where Ragman was able to regain control over their actions by a Rabbi from his past willingly gave himself to help stabilize the corruption within the rags. So IMO I see the Rag Suit as a device more than anything else, since what I’ve seen in little one showing panel shots Ragman has total control of them.

:arrow: Ragman is pretty varied as far as his abilities go, he’s decent in a fight has a wide selection of skills. Though most of his combat ability comes from the Rag Suit honestly, but the skills listed above are all his and then there’s the fact that he can tap into the possible list of could have skills from the souls he’s contained within his suit. From what I’ve heard Ragman’s even been able to cast spells based on knowledge of a sorcerer held in the Rags.

:arrow: I thought that mimic would cover most the attributes, skills, feats and such that most the ruthless, cutthroat types inside the rags would possibly have. I’ve not really seen Ragman use the abilities of the souls too much but it doesn’t really seem like he uses fighter types and intellect types at the same time, more likely he’s using some agile thief along with a fighter kinda guy for handling the rougher side of superheroics and then uses the more educated when intelligence is called for. For that reason I kept his Additional Subject extra at two aside from cost issues with the build, and it only takes him an action to switch them out anyways.
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Fate build #336

Postby Tattooedman » Thu Feb 24, 2011 10:18 pm

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Fate:
PL: 10
Str 12 [22] (+6) Dex 16 (+3) Con 14 [24] (+2/+7) Int 14 (+2) Wis 18 (+4) Cha 12 (+1)

Skills: Bluff 8 (+9), Climb 6 (+9), Disable Device 8 (+10), Drive 4 (+7), Gather Information 6 (+7), Intimidate 6 (+7), Knowledge (Arcane Lore) 6 (+8 ), Knowledge (Civics) 4 (+6), Knowledge (History) 4 (+6), Knowledge (Streetwise) 6 (+8 ), Knowledge (Theology & Philosophy) 4 (+6), Notice 6 (+10), Search 4 (+6), Sense Motive 4 (+8 ), Survival 4 (+8 ), Swim 4 (+7)

Feats: All-Out Attack, Benefit (Agent of Balance), Defensive Roll 2, Distract [Bluff], Fascinate [Bluff], Fearless, Improved Initiative, Luck 2, Quick Draw, Power Attack, Taunt

Powers: Enhanced Strength 10
Enhanced Constitution 10
Immunity 10 (Magical Descriptor)
Telekinesis 8 (Flaw: Limited-Only useable on the Blade of Nabu and Ankh Darts)
Super-Senses 10 (True Sight)
Super-Senses 4 (Precognition); (Flaw: Limited-other people’s futures only)

Device {Blade of Nabu} 7 (easy to lose); (Power Feast: Indestructible, Restricted- Fate only)
--Strike 6 (Extra: Penetrating); (Power Feats: Accurate, Improved Critical 4, Mighty)

Device {Ankh Darts} 8 (easy to lose); (Power Feats: Indestructible, Restricted- Fate only)
--Blast 10 (Extra: Penetrating); (Power Feats: Accurate, Improved Critical 3, Ranged Pin, Ricochet 2)

Device {Bandages of Nabu} 3 (hard to lose); (Power Feats: Indestructible, Restricted- Fate only)
--Protection 3 (Extra: Impervious)
--Regeneration 4 [Recovery Rate: Bruised 1/round; Injured 1/minute]

Saves: Toughness +12**/+10*/+7 [**Bandages of Nabu {3 Impervious}& Defensive Roll/*Bandages of Nabu {3 Impervious}]
Fort +9
Ref +6
Will +11

Combat: Attack +6/+8 (blade of nabu & ankh darts)
Damage +6 (unarmed)/+10 {critical: 17-20} (ankh darts)/+12 {critical: 16-20} (blade of nabu)
Defense +8 (+4 flat-footed)
Initiative +9


Costs: Attributes 26+ Skills 21+ Feats 13+ Powers 108+ Saves 12+ Combat 28 =248 pts.


:arrow: The one version of Dr. Fate that is either loved by the readers or hated by the readers. Guess which side of that debate I’m on? Honestly though even though Fate (Jared Stevens) was introduced through Zero Hour, he was one of the better written heroes from it.

:arrow: Basically he was a tomb-robber who ended up taking on the vestments of Fate as at the time he was the only person who was worthy of them (the other choice was a pair of demons who had killed Kent Nelson). Because Jared wasn’t a mystic by any stretch of imagination, the vestments reformed into items he could handle & understand (as much as magical weapons can be understood). Jared was also empowered more when he was fought over by agents of Order & Chaos, during which he rejected both of them. This is what led to him becoming the Agent of Balance in the mystic community, a job that got Jared lots of grief from those who knew the Nelsons and thought that Jared was a joke compared to them (of course his attitude didn‘t help him any, hey being forced into a job he didn‘t want that got him nothing but trouble {example below} was a good reason to be fairly short tempered and a foul mouth kinda guy).

:!: Dealing with things like this would probably make me a bit of smarty-mouth too.
Image

:arrow: In the end Jared ended up proving them wrong, taking on demons that had plaque Dr. Fate over the years, earning the respect he deserved. Unfortunately for him though that wasn’t enough to save him despite 2 separate series and a butt-load of guest shots in other books where his personality and powers were never consistent. This led to Jared’s end at the beginning of the JSA’s big return when Jared was killed by Mordu in his bid to take control of the vestments of Fate for his own purposes. Of course the writer had to be cute and finish Jared off with his own weapon to his back….(writers and their humor).

:arrow: When I sat down and wrote down what I had seen Jared do in his series it didn’t seem like that big of a list. Then once I started adding up all the costs then I realized he was a huge skill monkey with a basic set of superpowers as well as major magic weapons! As a result he way breaks the PL 10/150 pts guideline I try to go by, but I wanted to do him up fairly so he costs just under 100 points over that limit. While I’m not happy with it, I can live with it, as to me Jared mainly operated alone and under the radar 98% of the time, so he needs all those points to take on the bad things in the magical world.
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Firestorm build #337

Postby Tattooedman » Thu Feb 24, 2011 10:19 pm

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Firestorm:
PL: 10
Str 20 (+5) Dex 18 (+4) Con 26 (+7) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Aerobatics 4 (+8.), Bluff 6 (+8.), Concentration 6 (+8.), Knowledge (Pop Culture) 4 (+4), Knowledge (Physical Sciences) 2 (+2), Notice 4 (+6), Sense Motive 6 (+8.), Stealth 4 (+8.)

Feats: Aerobatic Bluff, Attack Spec. (Blast) 2, Defensive Roll 2, Distract [Bluff], Dodge Focus 6, Improved Initiative, Move-By Action, Power Attack, Precise Shot, Quick Change, Set-Up, Taunt

Powers: Flight 5
Impervious Toughness 7
Super-Senses 6 (Infravision; Low-Light Vision; Microscopic Vision 4 [atomic size])
Super Strength 2
Transform 8 [inorganic matter into anything] (Extra: Continuous Duration); (Flaw: Knowledge (Physical Sciences) Roll Required)
-Alt. Power: Insubstantial 4
-Alt. Power: Radiation Control 10
-Alt. Power: Shape Matter 8 (Extra: Continuous Duration); (Power Feat: Precise)

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

Combat: Attack +6/+10 (blasts)
Damage +6 (unarmed)/+10 (blast)
Defense +11 (+2 flat-footed)
Initiative +8

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


Costs: Attributes 42+ Skills 9+ Feats 19+ Powers 72+ Saves 5+ Combat 22- Drawbacks 4= 165 pts.


:arrow: Firestorm from way back when it was only Ron Raymond in control, no Professor Stein to help him out during his time in Extreme Justice. Ahhhhh, the joy of the 90s! Firestorm is one of those characters from comics that I will always hold a special place in my tattooed heart for. Mainly cause I remember watching the Challenge of the Super Friends with him & Cyborg and thinking how cool those 2 were. I couldn't understand his comic for spit however but I was quickly drawn to other titles I could better comprehend.

:arrow: I thought this version of Firestorm was ok, nothing great especially compared to his early glory days but the history that came with him was worth the read to me. At this point without Prof. Stein to help him out Ron can barely make use of his Transforming power since he doesn't understand the differences of the atomic structures of objects, leaving him with mostly the Shaping Matter & Blasting powers to use for fighting.

:arrow: He's still got his other tricks like passing through items, atomic structure vision, as well as being slightly superhumanly tougher and stronger than most people but at this point he better understands his options in a fight but he can get carried away in what he's doing and make mistakes. Which seemed to be the norm for him.......
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