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Tattooverse 2.5: WOF builds

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Firehawk build #338

Postby Tattooedman » Thu Feb 24, 2011 10:20 pm

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Firehawk:
PL: 9
Str 10 [20] (+0/+5) Dex 12 [22] (+1/+6) Con 10 [22] (+0/+6) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Aerobatics 6 (+12), Bluff 6 (+8.), Diplomacy 6 (+8.), Gather Information 6 (+8.), Intimidate 4 (+6/+10), Knowledge (Civics) 6 (+8.), Knowledge (Current Events) 6 (+8.), Notice 6 (+8.), Profession (Senator) 4(+6), Sense Motive 6 (+8.), Stealth 4 (+10)

Feats: Aerobatic Bluff, Attack Spec. (Fire Blasts) 2, Attack Spec. (Unarmed) 2, Connected, Contacts, Defensive Roll 2, Dodge Focus 4, Improved Initiative, Luck, Move-By Action, Power Attack, Set-Up, Startle, Teamwork

Powers: Alternate Form {Firehawk} 12
--Blast 10 [Fire/Heat]
-Alt. Power: Environmental Control 10 [Extreme Heat]
-Alt. Power: Environmental Control 8 [Extreme Heat] (Power Feat: Selective)
--Enhanced Constitution 12
--Enhanced Dexterity 10
--Enhanced Strength 10
--Enhanced Skill 1 (Intimidate +4)
--Flight 5
--Immunity 5 (Fire/Heat Effects)

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

Combat: Attack +4/+8 (fire array/unarmed)
Damage +5 (unarmed)/+10 (flame/heat array)
Defense +10 (+3 flat-footed)
Initiative +10


Costs: Attributes 14+ Skills 15+ Feats 20+ Powers 60+ Saves 6+ Combat 20= 135 pts.


:arrow: Firehawk's another one of those characters that's floating around DC for a few years and isn't really used too often. Though from what I've read on Wikipedia she's been a part of the newest Firestorm's cast so that works alright, but then again I've not really read it. She was a main character in the original Firestorm's series that played repeating lady in need of saving. Then she got powers, and then she started to play sidekick to Firestorm up until he got his physical matrix reworked and became a new person.

:arrow: Since then she's always been in the big, background shots of gathered heroes during the current crisis. Not really getting too much aside from the occational panel clip or mention on the side. I like how she fits into a PL 9 so well, in my first draft she was only one point under, and honestly filling a single point is pretty easy. Firehawk is a good blaster and can handle herself in a fist fight alright, but she's best used for flying around the outer edges of the fight taking choice shots.
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Huntress build #339

Postby Tattooedman » Thu Feb 24, 2011 10:22 pm

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Huntress:
PL: 9
Str 14 (+2) Dex 16 (+3) Con 14 (+2) Int 12 (+1) Wis 11 (+0) Cha 12 (+1)

Skills: Acrobatics 7 (+10), Bluff 6 (+7/+11), Climb 4 (+6), Disable Device 9 (+10), Drive 5 (+8.), Escape Artist 6 (+9), Gather Information 7 (+8.), Intimidate 8 (+9), Investigate 4 (+5), Knowledge (Streetwise) 8 (+9), Notice 8 (+8.), Search 8 (+9), Sense Motive 8 (+8.), Stealth 8 (+11), Survival 4 (+4), Swim 4 (+6)

Feats: Acrobatic Bluff, Attack Spec. (Crossbow), Attack Focus (Melee) 2, Attractive, Benefit [Wealth], Blind-Fight, Challenge [Slip Between Cover], Defensive Attack, Defensive Roll 2, Distract, Dodge Focus 6, Elusive Target, Equipment 8, Follow-Up Strike, Grappling Finesse, Improved Aim, Improved Block, Improved Critical (Crossbow) 2, Improved Critical (Unarmed) 2, Improved Feint, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Move-By Action, Quick Draw, Precise Shot, Ranged Pin, Startle, Stunning Attack, Takedown Attack 2, Teamwork

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

Combat: Attack +8/+10 (Crossbow/Melee)
Damage +2 (unarmed-critical 18-20)/+3 (crossbow-critical 17-20)/+4 (bo staff)
Defense +11 (+3 flat-footed)
Initiative +7

Equipment: Costume: +3 Toughness; Subtle; Nightvision Goggles; Comm-Link
Lock Pick Tools
Motorcycle
Utility Belt: (19 ep)
Flash Bangs: Dazzle 4 [audio & visual] Burst Area
-Smoke Pellets: Obscure 2 [visual]
-Bo Staff: +2 Damage
-Crossbow: +3 Damage; Critical 19-20; Range 20 ft.
-5 ep free as needed


Costs: Attributes 19+ Skills 25+ Feats 48+ Saves 15+ Combat 28= 135 pts.


:arrow: The bad-girl of the Gotham set. Huntress is a character I’ve liked despite how she’s been handled over the years. Maybe it’s the more violent attitude and willingness to be slightly meaner than most of the Gotham gang in dealing with the gangs and mobs. Maybe it’s the fact she was more than willing to argue with Batman, to his face and did things that she knew would probably piss him off but did ‘em anyways cause it was the way that she saw best to do them.

:arrow: I almost made her a PL 8 but felt that didn’t really do her justice, maybe in her beginnings but not nowadays. Last I knew she was running around working for Oracle as part of the Birds of Prey crew, somewhat taking Black Canary’s spot. Between that, her training with Richard Dragon and working with the original Question I figured a slight bump up in PL was called for.

:arrow: Basically a watered down costume adventurer Huntress is still a goon sweeper specialist. Her ranged choices are limited but she can hit hard with that crossbow when she takes aim at a target. It was kinda challenging mixing in the feats and skills I thought she’s managed to add and improve on, like most of her fighting (like Blind-Fight, Follow-Up Strike, Elusive Target and such) feats and skills (Investigate, though she’s still minor compared to the rest of the Gotham gang). Overall I like how she fits into PL 9. It does her justice, she’s worth mentioning when talks of Gotham vigilantes come up. She’s grown a decent bit, nothing like Tim by any means but she’s definitely improved herself. Though mostly it’s been by trial and error and not on purpose in my mind.
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Elongated Man build #340

Postby Tattooedman » Thu Feb 24, 2011 10:23 pm

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Elongated Man:
PL: 9
Str 10 [18] (+0/+4) Dex 10 [22] (+0/+6) Con 10 [20] (+0/+5) Int 16 (+3) Wis 20 (+5) Cha 16 (+3)

Skills: Bluff 8 (+11), Climb 4 (+8.), Diplomacy 6 (+9), Gather Information 4 (+7), Investigate 8 (+11), Knowledge (Behavioral Sciences) 4 (+7), Knowledge (Civics) 4 (+7), Knowledge (Current Events) 4 (+7), Knowledge (Streetwise) 4 (+7), Language (Base: English; French), Notice 6 (+11), Perform (Oratory) 8 (+11), Search 6 (+9), Sense Motive 6 (+11), Sleight of Hand 4 (+10), Stealth 4 (+10), Swim 4 (+8.)

Feats: Beginner’s Luck, Distract [Bluff], Dodge Focus 6, Elusive Target, Fascinate [Diplomacy], Grappling Finesse, Improved Defense, Improved Grab, Improved Grapple, Improved Pin, Improved Trick, Luck 3, Set-Up, Takedown Attack, Taunt, Teamwork 2

Powers: Container [Gingold Endowments] (Drawbacks: Power Loss [when denied dosage of Gingold] {-2 pts})
--Enhanced Strength 8
--Enhanced Dexterity 12
--Enhanced Constitution 10
--Enhanced Feat 1 [Tough]
--Elongation 6
--Snare 8 (Power Feats: Reversible, Tether)

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

Combat: Attack +6
Damage +4 (unarmed)
Defense +12 (+3 flat-footed)
Initiative +6


Costs: Attributes 22+ Skills 22+ Feats 24+ Powers 53+ Saves 5+ Combat 24= 150 pts.

:arrow: Oh how I have always held a secret liking of Ralph, he was a funny character to me. In the League he was always underpowered compared to the majority of the members but he brought a “everyman” kinda feel to the team. Plus he was the comic relief most of the times during non-fighting times unless there was something to be figured out. Then the reason why the League kept him around was clear. Aside from Batman, Ralph is one of the best deductive minds around and that says something when at one point Batman recommends you as his replacement on the team for that reason.

:arrow: Even if you take away Ralph’s stretching powers, he’s still a great NPC kind of character to use, especially with his history in the DC Universe. Plus if your players all decide to play the “massively, huge list of powers” angle with little amounts of skills having Ralph somehow tied to them can be helpful. I’ve used him as a mentor type before and the laughs were a pretty regular thing, especially when I’d have Ralph break out the secret stash of Gingold to rescue the team.

:arrow: Ralph’s under pointed when it comes to combat, and he’s not really meant to be a fighter. He’s all about the mental angles in my mind, don’t get me wrong now, he’s great for dealing with mooks and minions but that’s about it. Well aside from using his team working skills to lend a hand to the bigger guns on the team but that’d be about it. He’s great for distracting and setting up a foe for someone else to takedown.

:arrow: I wasn’t crazy about making him a PL with 150 points, I like to try and keep PL/point totals matching, but Ralph is one of those rare hero types that it fits. He’s on the team for skills mostly and while those are still limited by levels he’s got a fair amount of points total spent on his skills in the overall scheme of his build. The powers are simply a gimmick for him in my mind.
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Power Girl build #341

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

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Power Girl:
PL: 11
Str 10 [32] (+0/+11) Dex 14 (+2) Con 10 [30] (+0/+10) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 2 (+4/+8.), Computers 4 (+6), Diplomacy 2 (+4/+8.), Intimidate 4 (+6), Notice 4 (+6), Sense Motive 4 (+6)

Feats: All-Out Attack, Attack Focus (Melee) 2, Attractive, Dodge Focus 2, Eidetic Memory, Interpose, Power Attack, Takedown Attack

Powers: Blast 10 [heat vision] (Extra: Penetrating); (Flaw: Distracting)
-Alt. Power: Super-Senses 15 (Acute Vision; Extended Vision x2; Acute Hearing; Extended Hearing x2; Ultra-Hearing; Microscopic Vision; X-Ray Vision [can't penetrate lead])
Enhanced Strength 22
Enhanced Constitution 20
Enhanced Feats 4 (Endurance, Improved Initiative, Tough 2)
Flight 6
Immunity 5 (Disease; Environmental Cold; Environmental Heat; Pressure; Vacuum)
Impervious Toughness 10
Super Strength 6 (Power Feats: Bracing, Counter Punch)

Saves: Toughness +12* [*Impervious 10]
Fort +12
Ref +3
Will +5

Combat: Attack +8/+10 (melee)
Damage +10 (heat vision)/+11 (unarmed)
Defense +10 (+4 flat-footed)
Initiative +6

Drawbacks: Power Loss [when exposed to Kryptonite/Red Sun Radiation] (-5 pts)
Weakness [Kryptonite Poisoning [-1 Constitution per minute, can kill] (-5 pts)
Vulnerable [Magic {Eliminates Impervious Toughness}] (-1 pt)

Costs: Attributes 16+ Skills 5+ Feats 10+ Powers 107+ Saves 6+ Combat 32 - Drawbacks 11= 165 pts.


:arrow: Well, I finally broke down and did a Power Girl build, I’d been holding off since her drawbacks are really kinda up in the air but I figured that if they haven’t straightened it out yet it’s gonna be awhile. So I followed what was said about her powers at the DC Database and gave her the standard Kryptonian drawbacks even though it’s going back & forth if she’s really affected by most of it or not.

:arrow: Not too much else to say really aside from Power Girl’s a really good brawler and I tried to show it in the build but she’s still kinda lite on skills & feats. Most of her points are spent on her powers clearly, I know that she’s supposed to have all these mad computer skills but I’ve not really seen them ever used so I kept them kinda low but still represented. That given her eidetic memory allows her to pull it off I’d say, but that’s just me though.

:arrow: Honestly I like Power Girl, I just think that sometimes she’s a red-headed step-child in DC. She gets kinda screwed over most of the time when it comes to her background, once that mess ever gets straightened out then I’d like to think that she’ll become a really popular character overall in DC. But that’s just my 2 cents on the subject though.
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Zero-G build #342

Postby Tattooedman » Thu Feb 24, 2011 10:59 pm

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

Skills: Climb 4 (+4), Computers 4 (+4), Concentration 8 (+9), Craft (Electronic) 4 (+5), Craft (Mechanical) 4 (+5), Diplomacy 6 (+6), Notice 6 (+6), Sense Motive 6 (+6), Stealth 6 (+6), Swim 4 (+4)

Feats: Attack Focus (Melee) 4, Defensive Roll 2, Dodge Focus 3, Improved Defense, Improved Initiative 2, Inspire 2, Leadership, Master Plan, Move-By Action, Redirect, Set-Up, Teamwork 3

Powers: Gravity Control 8 (Dynamic)
-Alt. Power: Flight 1 (Extra: Useable on Others); (Dynamic)
-Alt. Power: Strike 7 [counterweight punch] (Dynamic)

Device {Elsewhere Costume} 2 (hard to lose) (Power Feat: Restricted-Power siblings)
--Enhanced Feat 1 (Quick Change)
--Feature 3 [Changeable Environment Immunities] {see comments below}
--Protection 5

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

Combat: Attack +4/+8 (melee)
Damage +7 (counterweight punch)
Defense +9 (+3 flat-footed)
Initiative +8


Costs: Attributes 4+ Skills 13+ Feats 22+ Powers 29+ Saves 13+ Combat 20= 101 pts.


:arrow: The oldest of the Power children and leader of Power Pack, Zero-G. He was basically the leader simply because he was the oldest of all the kids and was normally the one left in charge by their parents. So it fell to him to keep the others out of trouble when they would go on adventures, not that he was really good at it. Zero-G’s idea of being a leader was to do it like an older brother would do, bossy, overbearing and sometimes condescending. It was a pretty dead-on idea for how a kid his age would treat his siblings on the team.

:arrow: I remember reading Power Pack way back when it was out & it was one of the more interesting books at the time. Superpowered kids. Seriously, at that point they weren’t any older than middle school I think, plus the youngest had the most destructive power of them all and could barely control it. They were such cute kids and all that even the gruffest X-Men of all, Wolverine, always made it a point to be the “friendly uncle” to their youngest, Katie.

:arrow: Heck the one time the X-Men kinda fought Power Pack Wolverine went easy on them and did they make him pay for it. Zero-G dropped him from 20 ft in the air landing flat on his face onto the concrete floor (course this was back when Wolverine was more human level in his showings, so it actually kinda hurt him.)

:arrow: It was a unique read since it seemed to focus on them as a family more than stomping on villains, which was very different for when it was out in Marvel’s history when their mutants were just starting their climb to controlling 12 or so different titles a month and Fall of the Mutants & the Mutant Massacre were just starting.

:arrow: Power Pack’s costumes had a unique feature that allowed them to change it around as they needed. The tailors of where the costumes were stored were able to repair them as well as make any changes that the kids wanted, which could include making the costumes able to protect from hostile environments (underwater and in space spring to mind from the series). So the Changeable Environment Immunities Feature on the costume is basically the Immunity power that can be changed around, but at only 3 points it will mainly do things like Immunity 1 (Underwater Suffocation) or Immunity 2 (Vacuum Environment; Space Suffocation). I believe it would only take a round for the changes to be made, but the kids had to send the costumes back to the “Elsewhere” storage where the changes could be made.

:arrow: I’m trying to keep the builds true to the books, but I’m having a little trouble with having the main characters being so under pointed (I mean that only happens to their villains. Doesn’t it?) It’s tough to remember that Power Pack are only kids who are still learning to use their powers, so I figure a PL 8 works best for them but they’re going to come out under point totals.
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Mass Master build #343

Postby Tattooedman » Thu Feb 24, 2011 11:00 pm

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

Skills: Bluff 6 (+8.), Climb 4 (+4/+10), Stealth 6 (+6/+18.), Swim 4 (+)

Feats: Distract [Bluff], Improved Initiative 2, Luck, Move-By Action, Seize Initiative, Set-Up, Taunt, Teamwork

Powers: Shrinking 12 [Diminutive size] (Extra: Normal Strength, Normal Toughness); (Flaw: Full Power) [+4 Attack/Defense; +12 Stealth; -6 Intimidate; -12 Grapple] (Linked to Protection)
Protection 3 (Linked to Shrinking)
Strike 8 [Jack-hammer] (Linked to Shrinking)
-Alt. Power: Alternate Form {Fog/Smoke Body} 7
--Flight 2
--Immunity 11 (Critical Hits; Life Support)
--Insubstantial 2
--Obscure 8 [visual]

Device {Elsewhere Costume} 2 (hard to lose) (Power Feat: Restricted-Power siblings)
--Enhanced Feat 1 (Quick Change)
--Feature 3 [Changeable Environment Immunities] {see comments below}
--Protection 5

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

Combat: Attack +4/+8 (shrunken attacks)
Damage +8 (Jack-hammer)
Defense +4/+8 (shrunken) (+2/+4 [shrunken] flat-footed)
Initiative +8

Drawbacks: Impatient [-2 whenever taking 10/20] (-1 pt)

Costs: Attributes 6+ Skills 5+ Feats 9+ Powers 56+ Saves 14+ Combat 16- Drawbacks 1= 105 pts.


:arrow: Jack is the member of the family that loves the fact that he has powers, as a result he regularly takes part in the traditional smart-talking, joke-telling hero that’s so popular back in the day.

:arrow: Jack is the one who normally goes with the idea of laying the smack down on bad guys to stop them, which about half the time gets him into trouble that his siblings have to bail him out of. The whole time he’s talking trash (of the 9-10 year-old variety that is) about how he’s gonna make his foes look dumb getting taking down by him.

:arrow: Always the adventurous one, Jack could always play with his power to figure out new ways to use the powers when the kids traded them out (much to the frustration of his siblings), course he would show them how to do those new tricks once they gained the powers so it wasn’t all bad.

:arrow: Normally with his mass controlling ability Jack will tend to play back up in his fog/smoke form. Often times this means using his Obscure power to cover wherever the fight is happening giving his siblings the edge in a fight and for the times when they aren’t kicking butt to his liking he’ll make use of his “Jack-hammer” trick where he’ll shift to full density at smaller size to hit a bad guy in the head.

:arrow: Power Pack’s costumes had a unique feature that allowed them to change it around as they needed. The tailors of where the costumes were stored were able to repair them as well as make any changes that the kids wanted, which could include making the costumes able to protect from hostile environments (underwater and in space spring to mind from the series). So the Changeable Environment Immunities Feature on the costume is basically the Immunity power that can be changed around, but at only 3 points it will mainly do things like Immunity 1 (Underwater Suffocation) or Immunity 2 (Vacuum Environment; Space Suffocation). I believe it would only take a round for the changes to be made, but the kids had to send the costumes back to the “Elsewhere” storage where the changes could be made.

:arrow: I made use of the Hero High book on Jack's Drawback Impatient. I thought it fitted his swashbuckling attitude, he's the one who always wants to just go in and use their powers to save the day and figure out the plan as they go.
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Lightspeed build #344

Postby Tattooedman » Thu Feb 24, 2011 11:02 pm

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

Skills: Aerobatics 6 (+7), Climb 4 (+4), Diplomacy 6 (+7), Perform (Acting) 4 (+5), Notice 6 (+6), Sense Motive 4 (+4), Stealth 6 (+6), Swim 4 (+4)

Feats: Aerobatic Bluff, Attack Focus (Melee) 2, Dodge Focus 6, Fast Overrun, Gifted (Diplomacy), Improved Defense, Improved Initiative 2, Improved Overrun, Move-By Action, Redirect, Set-Up, Teamwork 3

Powers: Enhanced Feat 2 (Improved Initiative; Tough)
Flight 8 [lightspeed ram] (Dynamic)
-Alt. Power: Strike (Dynamic)
-Alt. Power: Dazzle [visual-those caught in her rainbow trail] (Extra: Area {Line}); (Flaw: Touch Range); (Dynamic)

Super Strength 1

Device {Elsewhere Costume} 2 (hard to lose) (Power Feat: Restricted-Power siblings)
--Enhanced Feat 1 (Quick Change)
--Feature 3 [Changeable Environment Immunities] {see comments below}
--Protection 5

Saves: Toughness +6* [*Costume]
Fort +3
Ref +7
Will +4

Combat: Attack +4/+6 (melee)
Damage +7 (lightspeed ram)
Defense +10 (+2 flat-footed)
Initiative +12


Costs: Attributes 6+ Skills 10+ Feats 21+ Powers 33+ Saves 13+ Combat 16= 99 pts.


:arrow: The oldest sister in Power Pack Julie Power a.k.a. Lightspeed.

:arrow: She gained the power of high speed flight first which led to her being the main form of transport for the Pack. Often carrying Katie and dragging Alex while he kept his personal gravity low. She complained about it a good bit.

:arrow: In a fight Julie tended to skirt around the fight lending some help where she could, moving her siblings out of harms way. Every now & then she would ram herself into a foe. When Alex wasn’t around she took over as leader, though it tended to be that snide, older sister kinda leading (as in do as I say or I’m telling on you!). Julie tended to be the sibling who had the over-active imagination, often reading fantasy books and quoting them at different times. Though to me she was something of the underused member of the team, Alex is the leader, Jack is the adventurous one, and Katie is……well Katie’s just plain cute.

:arrow: So yeah, Julie kinda got lost in the mix sometimes.

:arrow: Power Pack’s costumes had a unique feature that allowed them to change it around as they needed. The tailors of where the costumes were stored were able to repair them as well as make any changes that the kids wanted, which could include making the costumes able to protect from hostile environments (underwater and in space spring to mind from the series). So the Changeable Environment Immunities Feature on the costume is basically the Immunity power that can be changed around, but at only 3 points it will mainly do things like Immunity 1 (Underwater Suffocation) or Immunity 2 (Vacuum Environment; Space Suffocation). I believe it would only take a round for the changes to be made, but the kids had to send the costumes back to the “Elsewhere” storage where the changes could be made.
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Energizer build #345

Postby Tattooedman » Thu Feb 24, 2011 11:03 pm

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Energizer:
PL: 8
Str 8 (+0) Dex 8 (+0) Con 8 (+0) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills: Climb 2 (+2), Notice 2 (+2), Sense Motive 2 (+2), Stealth 4 (+4), Swim 2 (+2)

Feats: Attack Focus (Ranged) 6, Disarming 3 [DC 13], Dodge Focus 6, Improved Aim, Improved Defense, Improved Initiative, Teamwork

Powers: Transfer 8 [Toughness to Blast 8] (Power Feat: Slow Fade 2)
-Alt. Power: Absorption 8 [Energy Only] [boost Blast] (Power Feat: Energy Conversion, Slow Fade)

Device {Elsewhere Costume} 2 (hard to lose) (Power Feat: Restricted-Power siblings)
--Enhanced Feat 1 (Quick Change)
--Feature 3 [Changeable Environment Immunities] {see comments below}
--Protection 5

Saves: Toughness +5* [*Costume]
Fort +2
Ref +3
Will +4

Combat: Attack +0/+6 (ranged)
Damage +8 (blast)
Defense +11 (+2 flat-footed)
Initiative +4


Costs: Attributes 0+ Skills 3+ Feats 19+ Powers 29+ Saves 9+ Combat 10= 70 pts.


:arrow: The youngest and most arguably most powerful member of the Power Pack, the 7 year old Katie Power.

:arrow: Man, whoever thought of giving her the power to disintegrate matter to convert the released energy into herself was simply just a person with a bad sense of humor. At first whenever Katie got angry or frightened she would release her stored up energy, though she soon worked to gain better control over her powers.

:arrow: Katie was kinda the powerhouse of the group as they would often set her up to do the big takedown on their opponents which normally led to them underestimating her and her getting mad and releasing even more energy and then the bad guys were telling stories of how they got beat by a 7 year old little girl.

:arrow: Though in many of their fights Alex & Julie would work to keep Katie out of direct danger, though it wasn’t like she couldn’t handle herself it was just second nature to the eldest siblings to protect the youngest. Of course Jack would pick on her every chance he got in true middle child style.

:arrow: One thing I thought was interesting was when the Power Pack interacted with the X-Men, which was semi-often though it was well written and not a “team-up” for the sake of a team-up, the members of the X-Men would take on the attitude of friend of the family “aunts & uncles”. Even Wolverine. He also was especially fond of Katie since she was simply a sweet little girl who viewed the world with simpler joy. Like her siblings Wolverine went out of his way to take care of her in a fight and during non-combat time he would often encourage her to practice with her powers to gain better control of them, even going as far as to set up a couple “training sessions” with some of the Morlocks who could really help.

:arrow: Power Pack’s costumes had a unique feature that allowed them to change it around as they needed. The tailors of where the costumes were stored were able to repair them as well as make any changes that the kids wanted, which could include making the costumes able to protect from hostile environments (underwater and in space spring to mind from the series). So the Changeable Environment Immunities Feature on the costume is basically the Immunity power that can be changed around, but at only 3 points it will mainly do things like Immunity 1 (Underwater Suffocation) or Immunity 2 (Vacuum Environment; Space Suffocation). I believe it would only take a round for the changes to be made, but the kids had to send the costumes back to the “Elsewhere” storage where the changes could be made.

:arrow: Now Katie’s build is slightly different from the other members of Power Pack, I used Hero High a little bit for her. All of her attributes below 10 don’t gain her back any points, in an effort on my part to show the differences in their ages and physical abilities mostly which make her the cheapest costing member of Power Pack. Plus I finally got to use the Disarming feat, which was part of why I did these builds for Power Pack. To play with some new feats and drawbacks.
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Re: Tattooverse 2.5 [2E]

Postby kenseido » Fri Feb 25, 2011 7:23 am

I count 39 builds posted yesterday and this morning. Busy?
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Re: Tattooverse 2.5 [2E]

Postby Horsenhero » Fri Feb 25, 2011 10:59 am

A couple of things...in the new BoP, Huntress takes Lady Shiva off her feet. Everyone including her knows that she's probably going to lose in the end, but, Gail Simone is writing her with a Ben Grimm level of determination that really sets her apart. In the fight, she literally uses her own blood to blind Shiva...so awesome.

Also. I think PG is finally getting her due in the DCU, with her own ongoing series, that's holding its' own sales-wise, and for a non-Bat, non-GL book these days, that's saying something.
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Fri Feb 25, 2011 1:08 pm

kenseido wrote:I count 39 builds posted yesterday and this morning. Busy?


Man, I was shooting for 40...... :lol:
I've been somewhat lazy about getting my builds moved here to the new thread and decided to put forth a serious effort. As far as new builds I've done one or two (I think), I've been sitting on a others as I wanted to focus on getting the old ones settled in. Though I might start posting a couple of them just to liven things up.

Horsenhero wrote:A couple of things...in the new BoP, Huntress takes Lady Shiva off her feet. Everyone including her knows that she's probably going to lose in the end, but, Gail Simone is writing her with a Ben Grimm level of determination that really sets her apart. In the fight, she literally uses her own blood to blind Shiva...so awesome.

Also. I think PG is finally getting her due in the DCU, with her own ongoing series, that's holding its' own sales-wise, and for a non-Bat, non-GL book these days, that's saying something.


And that's why I like Huntress, she gets by many times just on pure grit IMO.
I've been hearing good things about PG's series but just haven't had the chance to go and check it out. I might have to fix that here soon.
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Beast build #346

Postby Tattooedman » Fri Feb 25, 2011 1:35 pm

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Beast:
PL: 10
Str 18 [26] (+4/+8.) Dex 16 [28] (+3/+9) Con 18 [22] (+4/+6) Int 20 (+5) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+13), Climb 4 (+12), Computers 4 (+9), Craft (Electronic) 4 (+9), Craft (Chemical) 8 (+13), Diplomacy 6 (+8.), Knowledge (Life Sciences) 10 (+15), Knowledge (Technology) 8 (+13), Knowledge (Theology & Philosophy) 4 (+9), Medicine 6 (+11), Notice 6 (+8.), Pilot 2 (+11), Sense Motive 4 (+6), Stealth 2 (+11)

Feats: Acrobatic Bluff, Ambidexterity, Attack Focus (Melee) 2, Beginner's Luck, Challenges 2 (Accelerated Acrobatics; Perfect Balance), Defensive Attack, Defensive Roll 2, Dodge Focus 6, Endurance, Improved Grab, Improved Pin, Instant Up, Inventor, Jack-of-All-Trades, Move-By Action, Power Attack, Teamwork 2

Powers: Enhanced Strength 8
Enhanced Constitution 4
Enhanced Dexterity 12
Features 2 [Fur {Immunity to Environmental Cold}; Use feet as hands with no penalty]
Super-Movement 2 (Slow Fall; Sure-Footed)
Super-Senses 2 (Low-Light Vision; Extended Scent)
Super Strength 1
-Alt. Power: Leaping 2
-Alt. Power: Speed 2

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

Combat: Attack +6/+8 (melee)
Damage +8 (unarmed)
Defense +12 (+3 flat-footed)
Initiative +9


Costs: Attributes 40+ Skills 18+ Feats 26+ Powers 36+ Saves 6+ Combat 24= 150 pts.


:arrow: Ahhh back in the days when Beast didn't look like a big blue lion, back when he worked with the Defenders. Beast did his stint with them between his time in the Avengers & before X-Factor started up. Alot of old skool X-Men fans liked it because some of his other teammates were old buddies Angel & Iceman, others liked it since the Defenders came across like a 2nd tier Avengers. Beast played something of a leader role on the team, along with Angel & Valkyrie keeping them all organized fairly well. His experience with the Avengers helped a good bit but basically it wasn't anything Beast hadn't done before. At this point in his heroic career Beast's mutation hasn't had it's secondary effect yet. thank god
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Angel build #347

Postby Tattooedman » Fri Feb 25, 2011 1:35 pm

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Angel:
PL: 9
Str 18 (+4) Dex 22 (+6) Con 19 (+4) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 12 (+18.), Bluff 4 (+6/+10), Diplomacy 6 (+8/+12), Gather Information 6 (+8.), Knowledge (Business) 8 (+10), Knowledge (Physical Sciences) 4 (+6), Notice 6 (+8.), Search 6 (+8.), Sense Motive 4 (+6), Stealth 4 (+10)

Feats: Acrobatic Bluff, Attack Focus (Melee) 2, Attractive, Benefit 6 (Improved Feint; Wealth x5), Contacts, Defensive Attack, Defensive Roll 2, Environmental Adaptation [High Altitudes], Elusive Target, Evasion, Fast Overrun, Favored Environment [Airborne] 10 (+4 attack/+6 defense), Move-By Action, Power Attack, Teamwork 2

Powers: Flight 4
Super-Senses 3 (Extended Vision x 2; Low-Light Vision)
Super Strength 1

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

Combat: Attack +6/+8 (melee)/+12 (airborne melee)
Damage +4 (unarmed)
Defense +8 [grounded]/+14 [airborne] (+4 [grounded]/+7 [airborne] flat-footed)
Initiative +6

Drawbacks: Power Loss: [Flight] When wings are immobilized (-2 pts)


Costs: Attributes 41+ Skills 15+ Feats 32+ Powers 13+ Saves 8+ Combat 28- Drawbacks 2= 135 pts.


:arrow: Another mutant member of the Defenders Angel got brought into the group as a good back-up kinda guy as well as a bankroller for the team. It was during this time that Warren and Candy Southern started dating seriously also showing how much he had gotten over his feeelings for Jean Grey.

:arrow: Same old Angel though, he's not too good as a front line kinda guy. Angel is without a doubt the guy you want backing you up in a fight, and in the air. It's been proven that when it comes to fighting in the air very few are in his league. Between him & Beast working with a third pal against a foe that person doesn't really have a chance. Angel is a great team player, more than willing to help an ally get set up so that they can perform some special trick on the bad guys.
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Iceman build #348

Postby Tattooedman » Fri Feb 25, 2011 1:37 pm

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

Skills: Acrobatics 4 (+6), Bluff 8 (+10), Concentration 10 (+11), Knowledge (Business) 4 (+5), Knowledge (Pop Culture) 6 (+7), Notice 8 (+9), Sense Motive 4 (+5), Stealth 4 (+6)

Feats: Attack Spec. (Cold Control Array) 3, Dodge Focus 4, Fast Overrun, Improved Initiative, Move-By Action, Power Attack, Taunt, Teamwork

Powers: Cold Control 10
-Alt. Power: Blast 10 [ice]
-Alt. Power: Blast 10 [cold]
-Alt. Power: Create Objects 10 [ice shapes] (Power Feat: Precise)
-Alt. Power: Drain Toughness 10 [flash freeze]
-Alt. Power: Environmental Control 6 [Hamper Movement-icy surfaces: 1/4 speed] (Extra: Independent)
-Alt. Power: Environmental Control 6 [Distraction-snowfall: DC 10]
-Alt. Power: Snare 10 [ice cuffs] (Extra: Independent); (Power Feat: Reversible)

Flight 3 (Flaw: Platform)
Immunity 10 (Cold Effects)
Protection 8 [ice armor] (Drawback: Noticeable [-1 pt])
Super-Movement 3 (Sure-Footed 2; Trackless) (Flaw: Limited-Ice & Snow Only)

Saves: Toughness +10*/+2 [*Protection ]
Fort +4
Ref +8
Will +6

Combat: Attack +4/+10 (cold control array)
Damage +1 (unarmed)/+10 (cold control array)
Defense +12 (+4 flat-footed)
Initiative +6

Drawbacks: Vulnerable: Heat/Fire Attacks [+50% damage] (-3 pts)


Costs: Attributes 18+ Skills 12+ Feats 13+ Powers 55+ Saves 13+ Combat 24- Drawbacks 4= 131 pts.


:arrow: Iceman back in the day, like Beast there’s no secondary mutations or huge boosts in power from trickster gods. As a result I see Iceman as an under pointed PL 10, he’s still got all the same tricks they’re just not as powerful as he is nowadays. Same goes for all his skills, while he’s got all the same skills.

:arrow: A nice and simple energy controller build overall, simply just under pointed. Like his pals Angel & Beast, Bobby brings some experience to the team as well as some ranged attack ability for the team as it seems that most of the team were more focused on melee fighting.
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Hellcat build #349

Postby Tattooedman » Fri Feb 25, 2011 1:40 pm

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

Skills: Acrobatics 8 (+11), Climb 6 (+8.), Diplomacy 6 (+8.), Escape Artist 4 (+7), Handle Animal 4 (+6), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 8 (+11)

Feats: Acrobatic Bluff, Attack Focus (Melee) 2, Defensive Attack, Defensive Roll, Distract [Bluff], Dodge Focus 3, Elusive Target, Improved Initiative, Inspire 2, Instant Up, Luck, Move-By Action, Power Attack, Redirect, Uncanny Dodge [visual]

Powers: Leaping 2
Telekinesis 3
Mind Shield 5

Device {Hellcat Suit} 3 (hard to lose)
--Protection 2 (Power Feat: Subtle)
--Strike 2 [claws] (Power Feats: Improved Critical 2, Mighty)
--Super-Movement 2 (Swinging; Wall-Crawling)

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

Combat: Attack +6/+8 (melee)
Damage +2 (unarmed)/+4 (claws-critical 18-20)
Defense +11 (+4 flat-footed)
Initiative +7


Costs: Attributes 24+ Skills 12+ Feats 19+ Powers 25+ Saves 12+ Combat 28= 120 pts.


:arrow: One of the longest running members of the Defenders, Hellcat is came across like a hyper-cheerleader kinda member a lot. Nothing wrong with that but sometimes I wished she would just shut up & fight.

:arrow: Really though Hellcat was the one that could hold the team together, keeping them motivated during their fights as I recall. Acting as the heart & soul of the team often times, she's just been one of those characters Marvel hasn't really figured out a way to do a series for her that isn't tied to the Defenders or her screwed up relationships.

:arrow: Hellcat's biggest thing was her romantic dealings with teammate Hellstrom made up alot of her side story when the Defenders weren't fighting the bad guys. In the end though the two were married in true Marvel fashion with a few criminal types invading the wedding only to be beaten and the wedding to be finished.

:arrow: For this build I went with the idea that most of the enhanced attributes come from Pasty and not the suit. It's simply a giant security blanket for her to use so she can access her abilities, though some of her powers do come from the suit.
Last edited by Tattooedman on Fri Feb 25, 2011 1:55 pm, edited 1 time in total.
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