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Tattooverse 2.5: WOF builds

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Hellstrom build #350

Postby Tattooedman » Fri Feb 25, 2011 1:42 pm

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Hellstrom:
PL: 10
Str 18 [22] (+4/+6) Dex 14 (+2) Con 18 [22] (+4/+6) Int 16 (+3) Wis 14 (+2) Cha 16 (+3)

Skills: Bluff 8 (+11), Concentration 6 (+8.), Diplomacy 6 (+9), Gather Information 4 (+7), Intimidate 6 (+9/+13), Investigate 4 (+7), Knowledge (Arcane Lore) 8 (+11), Knowledge (Theology & Philosophy) 8 (+11), Notice 6 (+8.), Profession (Occult Investigator) 2 (+5), Sense Motive 6 (+8.), Stealth 4 (+6)

Feats: Artificer, Assessment, Attack Spec. (Unarmed) 2, Attack Spec. (Trident) 2, Challenges 2 (Durable Lie; Read Situation), Contacts, Distract [Intimidate], Dodge Focus 5, Ritualist

Powers: Container {Darksoul} 7
--Enhanced Constitution 4
--Enhanced Feats 2 (Diehard; Quick Change)
--Enhanced Skill 1 (Intimidate 4 ranks)
--Enhanced Strength 4
--Hellfire Control 8
-Alt. Power: Blast 8 [force]
--Protection 4

Device {Netharanium Trident} 4 (easy to lose) (Power Feats: Indestructible, Restricted 2-Hellstrom only)
--Flight 2
--Hellfire Control 4
--Strike 3 (Power Feats: Extended Reach 2, Mighty, Thrown)

Saves: Toughness +10
Fort +8
Ref +5
Will +8

Combat: Attack +4/+8 (hellfire control/unarmed)
Damage +6 (unarmed)+8 [+12] (hellfire control [with trident])
Defense +10 (+2 flat-footed)
Initiative +2


Costs: Attributes 36+ Skills 17+ Feats 16+ Powers 47+ Saves 11+ Combat 18= 145 pts.


:arrow: The Son of Satan, also known as Hellstrom. He was brought in to kinda replace Dr. Strange in a way, more along the lines of having the arcane knowledge while his hellfire powers helped out a fair amount due to it’s mystical nature. Kinda like a prettier Ghost Rider who read a bit more.

:arrow: Hellstrom was also one of the angst filled kinda characters Marvel made interesting to read. He was bothered that his powers came from his demonic heritage and tried to find a way to rid himself of it before he did something that condemned him to hell despite his father being who he was. In the end though Hellstrom did manage to finally rid himself of his Darksoul and he married Hellcat which followed the Marvel tradition of having the villains attack during the ceremony. Which the bad guys lost, but hey it was a fun read where a non-powered Hellstrom kicked Mad Dog’s butt. This version of Hellstrom is way weaker than the later 90s version who ruled his own little piece of hell. Though after doing the finishing research I’m tempted to do a build of him from that time.
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Valkyrie build #351

Postby Tattooedman » Fri Feb 25, 2011 1:44 pm

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

Skills: Climb 4 (+8.), Handle Animal 6 (+7), Intimidate 8 (+9), Knowledge (Tactics) 8 (+8.), Notice 6 (+8.), Ride 8 (+13), Search 6 (+6), Sense Motive 6 (+8.), Survival 4 (+6), Swim 4 (+8.)

Feats: All-Out Attack, Attack Focus (Melee) 3, Distract [Intimidate], Dodge Focus 3, Equipment 2, Improved Block, Improved Disarm, Leadership, Minion 5 [Aragorn], Power Attack, Quick Draw, Startle, Takedown Attack, Weapon Bind

Powers: Density 2 [+4 Strength; +1 Impervious Protection] (Extra: Continuous); (Power Feat: Innate); (Flaw: Permanent)
Enhanced Constitution 12
Enhanced Strength 8
Immunity 2 (Aging; Disease)
Impervious Toughness 3
Super-Senses 5 (Death Sense [Mental, Extended x3, Ranged])
Super Strength 2

Device {Dragonfang Sword} 3 (easy to lose) (Power Feat: Indestructible)
--Strike 4 (Extra: Penetrating 10); (Power Feats: Improved Critical, Mighty)

Device {Valkyrie Armor} 1 (hard to lose) (Power Feat: Restricted-Valkyires Only)
--Impervious Toughness 4

Saves: Toughness +8* [*Impervious 8 with Armor/+4 Impervious w/out Armor]
Fort +10
Ref +6
Will +7

Combat: Attack +7/+10 (melee)
Damage +6 (unarmed)/+10 (Dragonfang-critical 18-20)
Defense +11 (+4 flat-footed)
Initiative +5

Equipment: Iron Spear: +3 Damage; Critical 18-20; [Melee Range-10 ft./Thrown Range-40 ft.]


Costs: Attributes 20+ Skills 15+ Feats 23+ Powers 54+ Saves 8+ Combat 30= 150 pts.


:arrow: Valkyrie was a kinda tough build to get done, as I had a couple different ideas on how I should build her before I settled on one certain way that I liked best. I think this build really hits all her abilities at the time frame I'm coming from, she's a good melee fighter and while she can hold her own using her fists to really do damage she needs the Dragonfang sword, though she could use her iron spear in a pinch. And of course she has her winged horse Aragorn to get around on too, for now with all the problems people seem to be having logging on I'll add a copy of Jab's pegasus later on (cause hey, it's a darn excellent build).

:arrow: Honestly I looked at Thorp's 2e build of Valkyrie for a few pointers on some of her powers, specifically her Death Perception ability. I like to think of his build being a more modern take on her all these years after her time in the Defenders, while this one is more from then. But that's just me. :P
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Gargoyle build #352

Postby Tattooedman » Fri Feb 25, 2011 1:46 pm

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Gargoyle:
PL: 10
Str 22 (+6) Dex 16 (+3) Con 24 (+7) Int 13 (+1) Wis 14 (+2) Cha 12 (+1)

Skills: Bluff 6 (+7), Intimidate 10 (+11), Knowledge (Arcane Lore) 4 (+5), Knowledge (Theology & Philosophy) 4 (+5), Notice 6 (+8.), Sense Motive 8 (+10), Stealth 6 (+9)

Feats: Attack Focus (Melee) 4, Attack Spec. (Bio-Mystical Blast), Distract [Intimidate], Dodge Focus 2, Endurance, Improved Grapple, Improved Initiative, Improved Pin, Ritualist, Startle, Tough

Powers: Blast 8 [Bio-Mystical Energy Array]
-Alt. Power: Drain Constitution 8
-Alt. Power: Emotion Control 8 (Flaw: Limited-Fear Only)

Flight 2
Immunity 2 (Aging; Disease)
Protection 4 (Extra: Impervious)
Regeneration 7 [Recovery Rate: Bruised: 1/after one round; Injured: 1/5 minutes; Staggered: 1/5 minutes] (Power Feat: Diehard, Regrowth)
Super Strength 1

Saves: Toughness +12* [*Impervious 4]
Fort +9
Ref +6
Will +6

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


Costs: Attributes 41+ Skills 12+ Feats 15+ Powers 43+ Saves 10+ Combat 24= 145 pts.


:arrow: One of the more interesting heroes that Marvel came up with is the Gargoyle. A man who made a deal with a demon to save the town his father basically founded, this led to him at first fighting against the Defenders though he finally rebelled against the demon and joined the team fighting against the Six-Fingered Hand until they were finally beaten.

:arrow: Gargoyle made for an interesting kind of member as he didn't really bring too much power or skill to the team. Basically he was just a highly driven being who would do pretty much anything to end the threat of his former masters. Though there's something to be said for having such devotion to a cause.

:arrow: It all comes down to Gargoyle basically being a scrapper kinda hero, not the best or most damaging in melee or ranged but he can hang in for the long fights and keep the bad guys busy so the others on the team can work out how to stop said bad guys. Though his drain attack is a nasty little trick he tends to be highly careful in it’s use since it can be lethal to his foes if used too much.
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Moondragon build #353

Postby Tattooedman » Fri Feb 25, 2011 1:47 pm

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

Skills: Climb 2 (+4), Computers 6 (+9), Craft (Electronic) 8 (+11), Craft (Mechanical) 8 (+11), Concentration 10 (+14), Gather Information 4 (+4), Intimidate 6 (+6), Knowledge (Life Sciences) 8 (+11), Knowledge (Technology) 6 (+9), Notice 4 (+8.), Pilot 4 (+8.), Stealth 4 (+8.), Swim 2 (+4)

Feats: Attack Focus (Melee) 2, Defensive Attack, Defensive Roll 4, Dodge Focus 4, Improved Block, Improved Defense, Improved Disarm, Improved Initiative, Improved Throw, Improved Trip, Luck, Power Attack, Prone Fighting, Redirect, Takedown Attack, Trance, Uncanny Dodge [mental]

Powers: Telepathy 10
-Alt. Power: Mental Transform 6 [personality alteration] (Extra: Continuous)
-Alt. Power: Mental Transform 10 [memory modification] (Extra: Continuous)
-Alt. Power: Mental Blast 5
-Alt. Power: Mind Control 10

Saves: Toughness +7*/+3 [*Defensive Roll]
Fort +5
Ref +8
Will +10

Combat: Attack +6/+8 (melee)
Damage +2 (unarmed)/+5 (mental blast)
Defense +10 (+3 flat-footed)
Initiative +8


Costs: Attributes 32+ Skills 18+ Feats 24+ Powers 24+ Saves 12+ Combat 24= 134 pts.


:arrow: Frickin' telepaths. They're always a pain to figure out how their powers break down in M&M, plus I'm doing this build from Moondragon's time in the Defenders so she's only about half as powerful as she was in the last few years.

:arrow: So no telekinesis, telepathy only so that makes her pretty cheap, add in the fact that it was during this time that Odin had put restrictions on her powers but it didn't seem that she couldn't put the bad guys down with her powers despite all that so a PL 10 seemed to fit best.

:arrow: I also remember that she would make use of her hand to hand training from time to time when her mental powers didn't have any affects or she was making a point that she didn't have to rely on them alone. Considering that she could, at that time, take on Mantis and hold her own I figured Moondragon has a wide choice of fighting based feats to give her some options in a fight. On top of all that Moondragon was schooled on Eternal tech, so as a result she has good tech skills as well as an understanding of human biology is the best among the team.
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Nighthawk build #354

Postby Tattooedman » Fri Feb 25, 2011 1:47 pm

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Nighthawk:
PL: 10
Str 20 [26] (+5/+8.) Dex 20 [26] (+5/+8.) Con 20 [26] (+5/+8.) Int 13 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+9/+12), Bluff 6 (+8.), Climb 4 (+9/+12), Intimidate 4 (+6), Notice 6 (+9.), Search 4 (+5), Sense Motive 4 (+6), Stealth 4 (+9/+12), Swim 4 (+9/+12)

Feats: Acrobatic Bluff, Attack Spec. (Unarmed), Benefit (Wealth), Diehard, Dodge Focus 2, Endurance, Equipment 2, Evasion, Instant Up, Move-By Action, Power Attack, Prone Fighting, Seize Initiative, Takedown Attack, Teamwork, Uncanny Dodge [visual]

Powers: Container {Alchemic Potion} 5 (Flaw: Limited-Can only be used at night)
--Enhanced Strength 6
--Enhanced Constitution 6
--Enhanced Dexterity 6
--Enhanced Feats 2 (Evasion; Improved Initiative)
--Super-Senses 5 (Extended Vision; Darkvision; Extended Hearing; Ultra-Hearing)

Device {Wing Harness} 4 (hard to lose)
--Blast 6
--Flight 4

Saves: Toughness +7*/+5 [+10*/+8] [*Costume ]
Fort +8 [+11]
Ref +9[+12]
Will +6

Combat: Attack +8/+10 (unarmed)
Damage +5 (unarmed)/+7 (talons)/+8 (enhanced unarmed)/+10 (enhanced talons)
Defense +10 (+4 flat-footed)
Initiative +5 [+12]

Equipment: Costume: +2 Toughness; Subtle; Comm-Link
Talons: +2 Damage; Critical 19-20


Costs: Attributes 41+ Skills 11+ Feats 18+ Powers +36 Saves 11+ Combat 32= 149 pts.


:arrow: Nothing super fancy here, just a very slight reworking of my 616 Nighthawk to show him during his first time with the Defenders. All it comes down to is that he wore a wing harness that allowed him to fly giving the team some air support in a fight and wearing a set of talons that let him do more damage in melee and less developed skills & feats.

:arrow: Otherwise it’s pretty much the same build just his early gear actually makes him closer to the 150 mark, which I found pretty funny. His old stick actually gave him something of better options as opposed to being just another top end physical fighter that jumps around during a fight.
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Cloud build #355

Postby Tattooedman » Fri Feb 25, 2011 1:49 pm

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

Skills: Bluff 4 (+4), Diplomacy 4 (+4/+8.), Notice 6 (+7), Sense Motive 6 (+7), Stealth 8 (+10)

Feats: Attack Spec. (Blast) 2, Attack Spec. (Suffocate) 2, Attractive, Defensive Roll 2, Hide in Plain Sight, Improved Defense, Improved Initiative, Sneak Attack [+2 damage], Takedown Attack, Teamwork

Powers: Alternate Form {Gaseous-cloud} 11
-Blast 8 [Lightning]
-Concealment 3 [hearing & visual] (Power Feat: Close Range)
-Flight 2
-Immunity 9 (Life Support)
-Insubstantial 2 (Flaw: Permanent)
-Suffocate 5

Morph 2 [Danny] (Power Feat: Metamorph); (Flaw: Uncontrolled)
Telepathy 4

Saves: Toughness +6*/+1 [*Defensive Roll]
Fort +4
Ref +6
Will +6

Combat: Attack +4/+8 (lightning blast/suffocate)
Damage +5 (suffocate)/+8 (lightning blast)
Defense +8 (+3 flat-footed)
Initiative +6

Weird Gender Shifting Plots wrote:For some reason the writers added in the ability for Cloud to shift between a female & a male form based on the two teenagers she first met when she came to Earth. Most of it had to do with her attraction to her teammate Moondragon & it made little sense but I included it by use of the Morph power with the Metamorph power feat. So if you decide to make use of it basically all it does is allow Cloud to become male and change his/her physical stats as follows, even though it's not a big difference aside from shock factor the first couple of times your players may see it :wink: ;

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

Saves: Toughness +7*/+2 [*Defensive Roll]
Fort + 5


Costs: Attributes 12+ Skills 7+ Feats 13+ Powers 61+ Saves 12+ Combat 20= 125 pts.


:arrow: Cloud is one of the members of the Defenders that I don't really know too much about as she didn't really interest me that much back in the day. She was more of one of those interesting background characters that set up some of the drama between the members on the team. Which to me at the young age I was when I read it was pretty boring & I was waiting to see Gargoyle, Hellstrom & Devil-Slayer and the rest rip into the Six-Finger Hand's minions.

:arrow: Though there is a little bit of interest in the fact that Cloud is actually a condensed Nebula in human form. The fact that her powers were so limited in this body is kinda interesting but it ends up simply making Cloud an under pointed PL 10.

:arrow: Of course someone with that kinda of possible array of cosmic powers would end up leaving the team eventually once her origins were revealed since at that time someone of that power level could end up being trouble for the team in the long run simply from the types of foes they'd have to deal with that could be a challenge for her.

:arrow: The plus side is I guess is that if the team ever gets out into space they could run across her there and maybe get some help from her like Moondragon & her friends did during the min 90s when Moondragon got a new body from Titan. Cloud ended up showing at the last minute & saving them all from dying in space as well as setting them up with a couple minor things that made life easier for them before sending them off their separate ways once again.
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Andromeda build #356

Postby Tattooedman » Fri Feb 25, 2011 1:49 pm

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Andromeda:
PL: 10
Str 24 [26] (+6/+8.) Dex 16 (+3) Con 24 (+7) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 4 (+7), Bluff 6 (+7/+11), Climb 2 (+8.), Diplomacy 4 (+5/+9), Intimidate 6 (+7), Languages (Base: Atlantean; English), Notice 6 (+8.), Pilot 4 (+7), Sense Motive 6 (+8.), Stealth 6 (+9), Survival 4 (+6), Swim 4 (+10)

Feats: Attractive, Attack Spec. (Sword), Attack Spec. (Trident) 2, Defensive Attack, Dodge Focus 4, Environmental Adaptation [Underwater], Equipment 10, Favored Environment 2 [Underwater] (+2 defense), Improved Initiative, Power Attack, Takedown Attack 2

Powers: Communication 2 [mental] (Flaw: Limited to other Atlanteans)
Enhanced Strength 2 (Flaw: Limited-Only in water)
Immunity 3 (Drowning; Environmental Cold; Pressure)
Impervious Toughness 4 (Flaw: Limited-Only in water)
Super-Senses 3 (Low-Light Vision; Darkvision)
Super Strength 1
Super Strength 1 (Flaw: Limited-Only in water)
Swimming 3

Container {Air-breathing Serum} 1
--Removes an Atlantean’s Weakness drawback

Saves: Toughness +10*/+7 [*Atlantean Armor]
Fort +8
Ref +7
Will +7

Combat: Attack +6/+8 (swords)/+10 (tridents)
Damage +6 (unarmed on land)/+8 (unarmed in water)/+9 (trident/sword)/+11 (trident/sword)
Defense +8 [dryland]/+10 [underwater] (+2 [dryland]/+3 [underwater] flat-footed)
Initiative +7

Equipment: Atlantean Armor: +3 Toughness
Atlantean Arsenal: (8 ep)
Trident: +3 Damage; Critical 19-20; 20 ft. Thrown
-Sword: +3 Damage; Critical 19-20

Atlantean Warship: Strength: 40; Swimming/Flight: 7; Defense: 8; Toughness: 9; Size: Huge; Features: Alarm, Hidden Compartments, Navigation System, Blast 10


Drawbacks: Weakness: Lack of Contact with Water [every 5 minutes; -1 Constitution] (-5 pts)


Costs: Attributes 40+ Skills 13+ Feats 26+ Powers 21+ Saves 10+ Combat 20-Drawbacks 5= 125pts.


:arrow: Andromeda is basically an Atlantean Weapons Master who ran around with the Defenders for a short while & helped them with their fight against the Dragon of the Moon. Honestly I didn’t read too much of her time with the team, I’m just trying to be complete for my Defenders postings.

:arrow: Though she played more of back up in most fights she did bring with her some well developed fighting skills as well as the ability to go where most of the other members of the Defenders couldn’t, underwater. Andromeda also brought along with her a small Atlantean sub that had some laser cannons and was able to fly as well as cruise under the seas. So she can play taxi for the team as well.
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Re: Tattooverse 2.5 [2E]

Postby Shock » Fri Feb 25, 2011 1:51 pm

I think Hellcat could stand to have a few more points put into her saves, specifically Reflex and Will. She's pretty slippery and she's come out of a marriage to Mephisto's son and time spent in Hell in pretty good shape. Of course she committed suicide in between so.... Just sayin you could spend 3 points to get her to a starting PL8 and make her a little more resilient.
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Fri Feb 25, 2011 2:03 pm

Shock wrote:I think Hellcat could stand to have a few more points put into her saves, specifically Reflex and Will. She's pretty slippery and she's come out of a marriage to Mephisto's son and time spent in Hell in pretty good shape. Of course she committed suicide in between so.... Just sayin you could spend 3 points to get her to a starting PL8 and make her a little more resilient.


You bring up a good point Shock, I'd already upped some of her skills while moving her over here. So I went ahead and bumped all her saves up by 1 each, which does bring her to 120 pp total. She could possibily rate a few more pp spent there but I want to keep her at a blanced PL 8.
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Atom build #357

Postby Tattooedman » Fri Feb 25, 2011 3:22 pm

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Atom:
PL: 10
Str 14 [34] (+2/+12) Dex 14 (+2) Con 20 (+5) Int 14 (+2) Wis 12 (+1) Cha 14 (+2)

Skills: Bluff 2 (+6/+10), Concentration 8 (+9), Diplomacy 2 (+6/+10), Intimidate 6 (+8.), Knowledge (Current Events) 6 (+8.), Knowledge (Physical Sciences) 4 (+6), Knowledge (Technology) 4 (+6), Notice 6 (+7), Search 4 (+6), Sense Motive 6 (+7)

Feats: Attack Focus (Melee) 4, Attractive, Benefit (Celebrity), Chokehold, Diehard, Dodge Focus 2, Improved Grab, Improved Grapple, Improved Initiative, Interpose, Power Attack, Talented (Bluff/Diplomacy)

Powers: Density 10 [+20 Strength; Protection 5 {Extra: Impervious}; Immovable 3; Super Strength 3] (Power Feat: Subtle)
Flight 4
Immunity 7 (Disease; Poison; Radiation Effects)
Impervious Toughness 5
Super Strength 1
Transform 8 {Anything into jelly-like form} [loosening of molecular bonding] (Extra: Continuous Duration); (Flaw: Concentration Check Required, Touch Range)

Saves: Toughness +10*/+5** [*Max Density/ **Normal]
Fort +8
Ref +4
Will +7

Combat: Attack +4/+8 (melee)
Damage +2 (normal density unarmed)/+8 (transform)/+12 (max density unarmed)
Defense +8 (+3 flat-footed)
Initiative +6

Drawbacks: Vulnerable: Power Drains (-3 pts)


Costs: Attributes 28+ Skills 12+ Feats 16+ Powers 76+ Saves 11+ Combat 20- Drawbacks 3= 160 pts.


:arrow: Tangent’s Atom is more like Superman than the Atom, which was the idea basically. Tangent was an idea with the catchphrase of “The only thing you know is the name.” Which held up really well with two entire runs of books with alternate takes or spins on the names of several heroes & villains. From the JLA to the Doom Patrol and the Secret Six to the Sea Devils there were more twists & surprises than an M. Night Shyamalan movie. Personally I liked it overall, cause I’m all about taking an idea that everyone knows and turning it on it’s ear & enjoying the players freak out over your tweak.

:arrow: Anyways Atom here is a paragon that gets his strength from increasing his density. He can also mess with other people’s density as well, which can get messy as the person turns into goo as their molecular density goes out the door. It was hinted that later on his density increasing power would develop into the ability to go insubstantial as well (which was shown in the Doom Patrol book which started off 20 some years in the future). I don’t recall Atom being able to fire off any kind of energy blasts, but with his Grandpa being able to do it I’m sure that if he hadn’t used it when facing his father’s killers then he can’t do it yet. It’s just something he’d develop as time went on I’m sure. I like how Atom worked out though, he’s only 10 points over the PL/point balance but he was supposed to be one of the more powerful heroes on his world.
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Manhunter build #358

Postby Tattooedman » Fri Feb 25, 2011 3:23 pm

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

Skills: Climb 4 (+6), Computers 4 (+6), Drive 4 (+8.), Gather Information 8 (+8.), Intimidate 10 (+10), Knowledge (Streetwise) 8 (+10), Knowledge (Tactics) 6 (+8.), Notice 8 (+11), Pilot 4 (+8.), Search 6 (+8.), Sense Motive 8 (+11), Stealth 6 (+10), Survival 4 (+7), Swim 4 (+6)

Feats: Assessment, All-Out Attack, Attack Focus (Ranged) 5, Defensive Roll, Dodge Focus 6, Diehard, Equipment 6, Evasion, Improved Aim, Improved Initiative, Move-By Action, Power Attack, Precise Shot, Quick Draw 2, Sidekick [Pooch] 12, Sneak Attack [+2 damage], Startle, Uncanny Dodge [visual]

Powers: Device {Manhunter Suit} 3 (hard to lose)
--Enhanced Feat 1 (Equipment {Digital Audio Recorder; Flash Goggles; Gas Mask; Night Vision Goggles})
--Immunity 7 (Disease; Environmental Cold; Environmental Heat; Environmental Radiation; Poisons; Suffocation)
--Protection 4

Device {Custom Autopistols} 4 (easy to lose)
--Blast 6 (Extra: Autofire); (Power Feats: Improved Critical, Split Attack)

Saves: Toughness +8*/+7**/+3 [*Manhunter Suit & Defensive Roll/**Manhunter Suit]
Fort +5
Ref +7
Will +8

Combat: Attack +9/+14 (ranged)
Damage +2 (unarmed)/+4 (unarmed sneak attack)/+6 (custom autopistols)/+8 (sneak attack w/autopistols)
Defense +12 (+3 flat-footed)
Initiative +8

Equipment: Hunter's Base: Size: Medium; Toughness: 10; Features: Communications, Computer, Consealed, Garage, Hangar, Living Space, Power System, Workshop

-and just in case manhunter is on a special job & needs a unique weapon that her autopistols won't cover she can pull from the list below-
Arsenal: (20 pts)
Sniper Rifle: +5 Damage; Critical 19-20; 250 ft Range
-Heavy Pistol: +4 Damage; 40 ft Range
-Frag Grenades: Blast 5 (Extra: Area {Explosion}); 50 ft radius
-Smoke Grenades: Obscure 2 [visual]; 10 ft radius
-Tear Gas: Dazzle 4 & Nauseate 4 (Extra: Area {Explosion}); 40 ft radius



Angry Cyber-Dog wrote:Pooch
PL: 4 (60 pp sidekick)
Str 20 (+5) Dex 16 (+3) Con N/A Int 6 (-2) Wis 12 (+1) Cha 6 (-2)

Skills: Climb 4 (+9), Notice 8 (+9), Stealth 4 (+7), Swim 4 (+9)

Feats: Elusive Target, Evasion, Improved Initiative, Improved Throw, Improved Trip

Powers: Immunity 30 (Fortitude Effects)
Protection 5
Speed 1
Super-Senses 3 (Scent; Track [scent]; Ultra-Hearing)

Saves: Toughness +5 Fort N/A Ref +6 Will +4

Combat: Attack +3, Damage +5 [bite], Defense +1 (+1 flat-footed), Initiative +7

Drawbacks: Disability: Mute (-4 pts)
Disability: No Hands (-4 pts)



Costs: Attributes 28+ Skills 21+ Feats 44+ Powers 24+ Saves 10+ Combat 30= 157 pts.


:arrow: Manhunter fills a much needed role in the Tangent world, that of the gun toting vigilante. Every world needs one, it’s just that simple. But to be fair to Manhunter though she specializes in hunting down those that were responsible for the creation & use of a deadly biological weapon called Red Tornado.

:arrow: Nothing of her history was revealed but there were rumors abound, like she was a victim of Red Tornado herself and her suit kept her from spreading to anyone she came into contact with. Another was that she was the product of a one-night stand between a member of the military team known as the Metal Men and a foreign agent and they were killed and that is what put her on her path as a hunter. Basically Manhunter is the one completely human member of the Secret Six but is able to keep up with the others due to her weapons and skills. Well, she does have Pooch but he’ll do whatever she wants since he’s only a cyber mutt that is on a short leash by her command.
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Spectre build #359

Postby Tattooedman » Fri Feb 25, 2011 3:27 pm

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Spectre:
PL: 8
Str 12 (+1) Dex 16 (+3) Con 14 (+2) Int 18 (+4) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 8 (+10), Computers 4 (+8.), Craft (Electronic) 6 (+10), Craft (Mechanical) 6 (+10), Diplomacy 4 (+6), Knowledge (Physical Sciences) 6 (+10), Knowledge (Technology) 6 (+10), Notice 8 (+10), Search 8 (+12), Stealth 12 (+15)

Feats: Defensive Roll 2, Dodge Focus 2, Evasion, Equipment, Improved Initiative, Inventor, Luck 2, Seize Initiative, Set-Up, Sneak Attack 3 [+4 damage], Taunt

Powers: Insubstantial 4
Invisibility 2 [all visual senses]

Saves: Toughness +6*/+4**/+2 [*Costume & Defensive Roll/**Costume]
Fort +5
Ref +8
Will +7

Combat: Attack +4
Damage +1 (unarmed)/+5 (unarmed sneak attack)
Defense +7 (+2 flat-footed)
Initiative +7

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


Costs: Attributes 28+ Skills 17+ Feats 16+ Powers 28+ Saves 13+ Combat 18= 120 pts.


:arrow: Spectre is kinda like Spider-Man for me. A geeky high-school kinda kid has a lab accident and gets some powers, and then uses those powers to the best of his ability. The similarities end there, Spectre used his powers to become a well known thief that caught the attention of the secret organization Nightwing. They sent Plastic Man to recruit him for some missions that led to the pair joining the Secret Six.

:arrow: From then on Spectre was a total sneak for the team, seeing as how he couldn’t fight his way out of a wet paper bag. Spectre is all about getting in and checking out everything he can while not being seen, other than that he’s kinda useless. Well maybe if it was something related to the area of science he was trained in, harmonics I believe. So I made it a point to give him some related knowledge skills and craft skills just in case he would need them.
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Batman build #360

Postby Tattooedman » Fri Feb 25, 2011 3:29 pm

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

Skills: Climb 4 (+6), Concentration 12 (+15), Craft (Metalworking) 8 (+10), Diplomacy 8 (+10), Intimidate 8 (+10), Knowledge (Arcane Lore) 8 (+10), Knowledge (History) 8 (+10), Medicine 4 (+6), Notice 8 (+11), Ride 8 (+9), Sense Motive 8 (+11), Survival 4 (+7), Swim 4 (+6)

Feats: All-Out Attack, Attack Spec. (Sword), Defensive Attack, Dodge Focus 2, Equipment 5, Improved Block 2, Improved Critical (Sword) 2, Improved Disarm 3, Interpose, Move-By Attack, Multilingualism, Power Attack, Quick Draw, Ritualist, Startle, Takedown Attack 2, Uncanny Dodge (Sight), Weapon Bind

Powers: Astral Form 9 [anywhere in the world] (Linked to Animate Object)
Animate Object 5 (Linked to Astral Form) *see Batman Armor
Immortality

Device {Sword} 1 (easy to lose)
--Strike 3 (Power Feats: Improved Critical, Mighty)

Device (Shield) 4 (hard to lose)
--Deflect 10 [all ranged]

Batman Armor: [75 pt construct]
Strength 24 (+7) Dexterity 20 (+5)

Feats: Improved Initiative, Improved Overrun

Powers: Flight 4
Super Strength 1
Super-Senses 3 (Darkvision; Thermal Vision)

Saves: Toughness +12
Ref + 6


Saves: Toughness +4*/+2 [*Chain Mail Armor]
Fort +6
Ref +4
Will +10

Combat: Attack +8/+10 (sword)
Damage +7 (armor unarmed)/+10 (armored sword)
Defense +8 (+3 flat-footed)
Initiative +9

Equipment: Chain Mail Armor: +2 Toughness
Headquarters: Castle Bat:
Size: Large; Toughness: 10; Features: Concealed 3, Laboratory, Library, Living Space, Workshop


Drawbacks: Disability: Cursed to be unable to leave the Castle Bat until he has atoned for his sins (-5 pts)


Costs: Attributes 24+ Skills 23+ Feats 28+ Powers 84+ Saves 14+ Combat 28- Drawbacks 5= 196 pts.


:arrow: Tangent’s Batman plays more to the idea of the Dark Knight idea of Batman, Sir William is cursed to stay in his hidden castle performing various good deeds to atone for his sins against Camelot using his enchanted armor as a vessel for his spirit as his only way out of the castle.

:arrow: In the Reign of Superman Sir William opened Castle Bat to the remaining members of the Secret Six and the few others who were fighting against the World Rule of their Superman to use as a base since it was undetectable.
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Flash build #361

Postby Tattooedman » Fri Feb 25, 2011 3:33 pm

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

Skills: Bluff 4 (+6/+8.), Diplomacy 4 (+6/+8.), Disguise 0 (+15), Knowledge (Physical Sciences) 6 (+8.), Knowledge (Pop Culture) 6 (+8.), Knowledge (Technology) 4 (+6), Notice 6 (+8.), Perform (Acting) 8 (+10), Search 4 (+6), Sense Motive 6 (+8.)

Feats: Attack Spec. (Light Powers) 4, Attractive, Dodge Focus 2, Evasion, Improved Initiative, Luck, Uncanny Dodge [visual]

Powers: Alternate Form {Girl of Light}18 (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
--Create Objects 10 [hard light shapes] (Power Feat: Precise)
-Alt. Power: Blast 10
-Alt. Power: Dazzle 10 [visual]
-Alt. Power: Dazzle [visual] (Extra: Area {Burst})
-Alt. Power: Environmental Control {Light}
-Alt. Power: Power Control 10 (Flaw: Light based powers only)
--Enhanced Feats 15 (Dodge Focus 5; Evasion; Improved Initiative 4;Quick Change 2; Tough 3)
--Immunity 9 (Life Support)
--Insubstaintial 3
-Alt. Power: Morph 3
--Teleport 10 (Extra: Accurate); (Flaw: Medium-ambient light)
-Alt. Power: Flight 10

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

Combat: Attack +2/+10 (light powers)
Damage +10 (light powers)
Defense +13 (+3 flat-footed)
Initiative +24


Costs: Attributes 24+ Skills 12+ Feats 12+ Powers 90+ Saves 10+ Combat 16= 164 pts.


:arrow: Tangent's Flash isn't really a speedster by any means but her ability to manipulate her solid light body into any shape she wants, or fire off lasers or blinding flashes or manipulate light energy however she wants seems to make up for it a good deal. Plus with her ability to move at the speed of light she can keep up with the likes of Wally no problem.
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Jokers build #362

Postby Tattooedman » Fri Feb 25, 2011 3:36 pm

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Joker:
PL: 10
Str 12 (+1) Dex 22 (+6) Con 16 (+3) Int 14 (+2) Wis 16 (+3) Cha 18 (+4)

Skills: Acrobatics 10 (+16), Bluff 10 (+14), Climb 8 (+9), Diplomacy 6 (+10), Escape Artist 4 (+10), Gather Information 6 (+10), Knowledge (Streetwise) 6 (+8.), Notice 8 (+11), Sense Motive 8 (+11), Sleight of Hand 6 (+12), Stealth 8 (+14)

Feats: Acrobatic Bluff, Attack Spec. (Punch Line) 3, Challenges 2 (Perfect Balance; Perilous Balance), Defensive Attack, Defensive Roll 3, Distract [Bluff], Fascinate [Bluff], Dodge Focus 7, Evasion, Improved Initiative, Improved Trip, Luck 2, Move-By Action, Master Plan, Redirect, Sneak Attack [+2 damage], Takedown Attack 2, Taunt, Uncanny Dodge [visual]

Powers: Device {Joker Gadgets-various comedic themed items} 3 (easy to lose)
-Example Gadgets:
--Punch Line [Strike 5 {Power Feat: Mighty}
-Alt. Power: Super-Movement 1 (Swinging) & Speed 2]
--Cream Pie [Dazzle 7 {visual}]
--Yo-Yo [Trip 7]
--Giant Slinky [Snare 7]
--Rocket Skateboard [Speed 3; Super-Movement 2 (Wall-Crawling)]

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

Combat: Attack +6/+12 (punch line/Joker gadgets)
Damage +1 (unarmed)/+3 (unarmed sneak attack)/+6 (punch line)/+8 (punch line sneak attack)/+7 (Joker gadgets)
Defense +14 (+3 flat-footed)
Initiative +10


Costs: Attributes 38+ Skills 20+ Feats 32+ Powers 9+ Saves 10+ Combat 26= 135 pts.


:arrow: Ahhh, the Maid of Mirth, the one that keeps the villains in jail and the people in stitches with laughter. Tangent’s Joker. Basically she boils down to a costumed adventurer with a comedic theme to her gear and her style in total. Acting as an agent of chaos in a city that is full of mostly laws, Joker is something of an underground hit with the way Tangent’s timeline is set. She is considered to be the pinnacle of the counterculture, with mobs of fans using her image in their protests.

:arrow: Now I know there was some mystery as to who was the Joker at first and then we learned that there were actually 3 people who played the part that were working together. I’d hoped there would be a 3rd wave of Tangent’s so that someone could further define what was going on there with all 3 of the ladies and their heroic 4th identity.

:arrow: There’s an argument to be made for builds of Mary Marvel & Madame Xanadu but mainly there is only a few changes that need to be made to the above build and those changes are all to either attributes, skills or feats. So if you’d rather have one of those two be your Joker then feel free to trade out the stuff below.

Other Jokers wrote:Image
Image
Mary Marvel:
Str 10 (+0) Int 16 (+3)

Skills: Acrobatics 10 (+16), Bluff 10 (+14), Climb 8 (+9), Escape Artist 4 (+10), Knowledge (Electronics) 6 (+9), Knowledge (Mechanical) 6 (+9), Knowledge (Physical Sciences) 6 (+9), Knowledge (Streetwise) 6 (+8.), Notice 8 (+11), Sense Motive 8 (+11), Stealth 8 (+14)

Feats: Acrobatic Bluff, Attack Spec. (Punch Line) 3, Challenges 2 (Perfect Balance; Perilous Balance), Defensive Attack, Defensive Roll 3, Distract [Bluff], Fascinate [Bluff], Dodge Focus 7, Evasion, Improved Initiative, Improved Trip, Inventor, Luck 2, Move-By Action, Master Plan, Sneak Attack [+2 damage], Takedown Attack 2, Taunt, Uncanny Dodge [visual]



Image
Image
Madame Xanadu:
Skills: Acrobatics 10 (+16), Bluff 10 (+14), Climb 8 (+9), Escape Artist 4 (+10), Knowledge (Business) 6 (+8.), Knowledge (Current Events) 6 (+8.), Knowledge (Pop Culture) 6 (+8.), Knowledge (Streetwise) 6 (+8.), Notice 8 (+11), Sense Motive 8 (+11), Stealth 8 (+14)

Feats: Acrobatic Bluff, Attack Spec. (Punch Line) 3, Benefit 2 (Wealth x2), Challenges 2 (Perfect Balance; Perilous Balance), Defensive Attack, Defensive Roll 3, Distract [Bluff], Fascinate [Bluff], Dodge Focus 7, Evasion, Improved Initiative, Improved Trip, Luck 2, Move-By Action, Sneak Attack [+2 damage], Takedown Attack 2, Taunt, Uncanny Dodge [visual]
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