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Tattooverse 2.5: WOF builds

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4-D build #378

Postby Tattooedman » Fri Feb 25, 2011 9:58 pm

Image
4-D:
PL: 12
Str 12 [30] (+1/+10) Dex 14 (+2) Con 14 (+2) Int 10 (+1) Wis 12 (+1) Cha 12 (+1)

Skills: Diplomacy 6 (+7), Notice 8 (+9), Sense Motive 8 (+9), Stealth 10 (+12)

Feats: Attack Focus (Melee) 2, Challenge (Slip Between Cover), Defensive Roll 4, Dodge Focus 6, Improved Initiative, Sneak Attack, Teamwork 2, Uncanny Dodge [visual]

Powers: Mental Blast 10 [2-D overload] (Linked to Dimensional Control)
-Alt. Power: Stun 10 [2-D compression] (Extra: Alternate Save [Will], Ranged)

Dimensional Control 7 [2-D Form]
-Alt. Power: 4-D Form

2-D Form: [33 pts]
-Insubstantial 1 (Flaw: Limited [by width])
-Concealment 6 [visual] (Flaw: Limited [to one side])
-Strike 10 [razor thin fingers] (Extra: Penetrating 10); (Power Feats: Improved Critical 5)

4-D Form: [33 pts]
--Enhanced Feats 3 (Tough x3)
-Enhanced Strength 18 & Super Strength 2
-Super-Senses 8 (Sight & Hearing Penetrate Concealment)


Saves: Toughness +9*/+6** [*Defensive Roll & 4-D Form/**+Defensive Roll & normal form]
Fort +6
Ref +6
Will +7

Combat: Attack +8/+10 (melee)
Damage +10 (4-D unarmed)/+10 (2-D overload & compression)/+11 (razor thin fingers-critical 15-20)
Defense +13 (+3 flat-footed)
Initiative +6


Costs: Attributes 14+ Skills 4+ Feats 18+ Powers 76+ Saves 14+ Combat 30= 155 pts.


:arrow: Rounding out the Ultramarines is 4-D the team’s sneak specialist. I was surprised at her cost, I thought she’d rival Warmaker One for most expensive member but she came out cheap. Course it’s the curse of the bad guy build basically, there’s not too much known about her aside from her powers. If she ever got some more showings then she’d probably come out close on costs.

:arrow: Most times 4-D has to use her sneak attack to do her caps damage, but she knows it and does it as much as she can. She’ll shift between 2-D and 4-D as needed for whoever she’s facing off against. Course then there’s her dimensional blasts, which end up scrambling foe’s brains depending on of much energy she uses (mental blast or stun) but it makes for a good choice against physically tougher opponents who have went a couple rounds against her and know her hit & run tricks.
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Vulcan build #379

Postby Tattooedman » Fri Feb 25, 2011 10:10 pm

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

Skills: Bluff 4 (+5), Climb 4 (+6), Intimidate 4 (+7), Knowledge (Streetwise) 4 (+5), Notice 4 (+6), Sense Motive 4 (+6), Stealth 4 (+6)

Feats: Attack Spec. (Sword) 2, Attack Spec. (Flame Powers), Improved Initiative, Luck 2, Power Attack, Talented (Intimidate)

Powers: Container {Flame of Vulcan Metavirus} 10
--Blast 10 (flame)
--Energy Aura 4 (heat/flame)
--Immunity 10 (Heat/Fire Effects)

Device (Monomolecular Sword) 2 (easy to lose)
--Strike 6 (Power Feats: Improved Critical 3, Mighty)

Device (Vulcan Armor) 2 (hard to lose)
--Protection 5
--Shield 4

Saves: Toughness +8*/+3 [*Vulcan Armor]
Fort +5
Ref +5
Will +5

Combat: Attack +4/+6 (flame powers)/+8 (sword)
Damage +2 (unarmed)/+8 (sword)/+10 (fire blast)
Defense +8 (+2 flat-footed)
Initiative +7

Costs: Attributes 22+ Skills 7+ Feats 8+ Powers 64+ Saves 7+ Combat 16= 124 pts.


:arrow: Vulcan is a character I honestly only know about through things I’ve read on Wikipedia and little snips of reading Teen Titans stuff, but I just couldn’t resist the simple set of powers he had. Just really straightforward all in all, Vulcan can generate heat or flames from any point on his body and is armed with a monomolecular bladed sword and some armor.

:arrow: From what I’ve gathered there have always been a Vulcan running around the DC Universe, most of the times staying off the radar of the big guns in general though they knew of him. The latest Vulcan has managed to lose most of the specialized equipment the previous Vulcan’s had built up (a base & a huge supercomputer) simply because his mentor died before he could give the safety codes that would allow him access and when he tried to access the base it self-destructed.

:arrow: Now the skills, feats and the way the sword & armor are built are pure educated guessing on my part, but I thought they seemed to fit in theme of the character. Again if someone out there knows of anything I missed, feel free to let me know.

:arrow: I made Vulcan a PL 8 for 2 reasons:
a) He is basically a starting out hero and doesn’t have very much experience

b) He was part of Cyborg’s Titans East project, which was basically made up of 2nd string teen heroes.
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Shockwave build #380

Postby Tattooedman » Fri Feb 25, 2011 10:12 pm

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Shockwave:
PL: 8
Str 20 [30] (+5/+10) Dex 12 (+1) Con 16 (+3) Int 10 (+0) Wis 12 (+1) Cha 10 (+0)

Skills: Climb 4 (+9), Drive 2 (+3), Gather Information 4 (+4), Intimidate 8 (+8.), Knowledge (Streetwise) 6 (+6), Notice 4 (+5), Sense Motive 4 (+5), Stealth 4 (+5)

Feats: All-Out Attack, Contacts, Crushing Pin, Distract [Intimidate], Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Startle

Powers: Density 1 [+2 Strength] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)

Device {Shockwave Suit MK III} 13 (hard to lose)
--Enhanced Strength 10
--Protection 9 (Extra: Impervious)
--Super Strength 2 (Power Feats: Groundstrike)
--Vibration Control 10 [blast] (Extra: Penetrating)
-Alt. Power: Vibration Control 8 [shockwave stomp] (Extra: Area {Burst})
-Alt. Power: Drain Toughness 8 [ground tremors] (Extra: Ranged); (Flaw: Limited-Inanimate Objects Only)

Saves: Toughness +12*/+3 [* Shockwave Suit MK III]
Fort +6
Ref +3
Will +2

Combat: Attack +6
Damage +8 (shockwave stomp)/+10 (vibration blast/unarmed)
Defense +6 (+3 flat-footed)
Initiative +5

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


Costs: Attributes 18+ Skills 9+ Feats 9+ Powers 52+ Saves 6+ Combat 24- Drawbacks 4= 114 pts.


:arrow: Isn't is so amazing that I can still find these little shown villains? Here soon though I think I'm gonna have to take a break from doing all of them though, I'm starting to get tired of 'em.

:arrow: Shockwave here basically has fought against Booster Gold more than anyone else in the DC Universe, despite reboots & reworkings of his background. He always seems to fight Shockwave at some point in his career, and with how Shockwave is styled power-wise it can be something of a challenge. He's even went against Blue Devil way back in the day when he was a "strangeness magnet", but Shockwave was one of the more normal villains he fought.

:arrow: Pretty much Shockwave was one of the minor villains who got a facelift thanks to 52, which brought out more of the lesser known heroes & villains. He's kinda been off the grid & in limbo again since as far as I know.

:arrow: Shockwave is the kind of villain that lower level heroes really shouldn't try to go toe-to-toe with unless they're a Paragon or a Brick. Otherwise they'll have to out think him, but that shouldn't be too much of a challenge aside from his ability to damage the surrounding area of the fight with his ground tremors.
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Re: Tattooverse 2.5 [2E]

Postby Horsenhero » Fri Feb 25, 2011 10:39 pm

His name is Shockwave, yet he has a giant "M" on his outfit. They really gotta teach these D-List villains how to spell. :wink:
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Fri Feb 25, 2011 11:07 pm

Horsenhero wrote:His name is Shockwave, yet he has a giant "M" on his outfit. They really gotta teach these D-List villains how to spell. :wink:


There's a reason they're D-list......

Horrible spelling ability is just one of many.....
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Re: Tattooverse 2.5 [2E]

Postby Woodclaw » Sat Feb 26, 2011 1:16 am

Ouch, you've spoted so many bauilds in the last days that my head is spinning. Great job.
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Sat Feb 26, 2011 7:11 am

And I've only 600 and some other builds to finish transplanting until I'm done with the big move. So with that in mind.....
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Eel II build #381

Postby Tattooedman » Sat Feb 26, 2011 7:12 am

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

Skills: Acrobatics 4 (+7), Bluff 6 (+7), Climb 4 (+6), Craft (Electronic) 6 (+7), Craft (Mechanical) 4 (+5), Drive 4 (+7), Gather Information 6 (+7), Knowledge (Streetwise) 6 (+7), Knowledge (Technology) 6 (+7), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+9)

Feats: Contacts, Distract [Bluff], Dodge Focus 4, Grappling Finesse, Improved Block, Improved Grab, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Move-By Action, Power Attack, Redirect, Taunt

Powers: Device {Eel Suit} 11 (hard to lose)
--Blast 8 [electrical]
--Energy Aura 4 [electrical]
--Immunity 10 (Electrical Damage; Entrapment Effects)
--Paralyze 6 [direct current muscle lockup] (Power Feat: Triggered [Energy Aura used on someone])
--Protection 4
--Super-Senses 4 (Radius Detect [electricity] Ranged; Uncanny Dodge [Detect])

Saves: Toughness +8*/+4 [*Eel Suit]
Fort +5
Ref +5
Will +5

Combat: Attack +8
Damage +2 (unarmed)/+4 (electrical aura)/+6 (paralyze)/+8 (electrical blast)
Defense +8 (+2 flat-footed)
Initiative +7

Drawbacks: Normal Identity [full round action] (-4 pts)


Costs: Attributes 26+ Skills 16+ Feats 17+ Powers 55+ Saves 6+ Combat 24 - Drawbacks 4= 140 pts.


:arrow: The second Eel is slightly different compared to most other jobbers out in the world. He's kinda somewhat good at being a villain, that is he can get a plan rolling along fairly well to the point that the local hero discovers it and starts to interfere with the plan. Then Eel can take advantage of the hero not really knowing who is in charge and get the drop on them to take them out of the way.

:arrow: It's after that he's pretty much screwed. It's then that his meager gathering of semi-decent skills & powers come up short and he gets the beating that's been built up to, and it's off with the coppers he goes.

:arrow: When he first came back onto the scene Eel took on Daredevil and held his own with little effort it seemed. Then he got beaten (hey that's how it goes when you're a jobber villain) and I think he showed up in some group shots of random jobber villain groups. That's about it otherwise for him, and it kinda sucks too. He has some decent possibilities just not enough points, even with me using the GM rules and
building the villain without care about PL/point balance Eel doesn't do enough consistent damage or high enough damage to be a serious threat.
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Equinox build #382

Postby Tattooedman » Sat Feb 26, 2011 7:13 am

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Equinox:
PL: 10
Str 20 (+5) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 10 (+0)

Skills: Concentration 6 (+7), Intimidate 8 (+8.), Knowledge (Physical Sciences) 4 (+4), Notice 6 (+7), Sense Motive 6 (+7), Stealth 6(+8.)

Feats: All-Out Attack, Attack Focus (Ranged) 2, Diehard, Dodge Focus 6, Fearless, Improved Initiative, Improved Overrun, Power Attack, Precise Shot, Startle

Powers: Blast 10 [fire] (Extra: Penetrating)
-Alt. Power: Blast 10 [ice shards] (Extra: Autofire)
-Alt. Power: Create Objects 10 [ice shapes] (Power Feat: Innate)
-Alt. Power: Drain Constitution 10 [extreme cold] (Extra: Ranged)
-Alt. Power: Drain Toughness 10 [super-freezing touch] (Flaw: Affects Objects Only)
-Alt. Power: Fatigue 10 [extreme heat] (Extra: Ranged)
-Alt. Power: Flight 5 [ice slide] (Flaw: Platform)

Enhanced Feats 2 (Fearsome Presence [DC 12; 10 ft radius])
Immunity 2 (Environmental Cold; Environmental Heat)
Protection 8 [ice armor] (Extra: Impervious); (Flaw: Permanent); (Linked to Strike {Aura})
Strike 8 [flaming aura] (Extra: Aura); (Flaw: Permanent); (Linked to Protection)
Super Strength 1

Saves: Toughness +10* [*Impervious 8]
Fort +7
Ref +5
Will +6

Combat: Attack +8/+10 (ranged)
Damage +5 (unarmed)/+10 (fire/ice blasts)
Defense +10 (+2 flat-footed)
Initiative +6


Costs: Attributes 20+ Skills 9+ Feats 15+ Powers 60+ Saves 13+ Combat 24= 140 pts.


:arrow: A really small time Marvel villain, Equinox gained his powers from an accident in his father’s lab that allowed him to manipulate the laws of thermal dynamics. He’s constantly in his mutated form and that caused him lots of mental problems at first, though from what I’ve heard he made something of a comeback recently in Secret Invasion. Even though he was a Skrull in disguise.

:arrow: Equinox’s powers let him do all kinds of damage with fire & ice, so he’s something of a bad guy mixture of Human Torch & Iceman. Though since he spreads his powers around all those effects he’s not gonna be as effective as either one is with their powers.

:arrow: Overall Equinox’s powers let him be a challenge to a solo hero though, even someone like Spider-Man had to call in some back up when he fought Equinox. He's that much of a challenge, not too bad. Though once you can figure out a way to beat him, it's pretty straight forward since Equinox is more of a power player type.
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Looter build #383

Postby Tattooedman » Sat Feb 26, 2011 7:14 am

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Looter:
PL: 9
Str 12 [26] (+1/+8.) Dex 12 [24] (+1/+7) Con 14 (+2) Int 14 (+2) Wis 10 (+0) Cha 12 (+1)

Skills: Bluff 6 (+7), Climb 2 (+10), Craft (Electronic) 4 (+6), Craft (Mechanical) 4 (+6), Disable Device 6 (+8.), Gather Information 4 (+5), Intimidate 4 (+5), Knowledge (Earth Sciences) 6 (+8.), Knowledge (Physical Sciences) 6 (+8.), Knowledge (Streetwise) 4 (+6), Knowledge (Technology) 6 (+8.), Notice 6 (+6), Perform (Oratory) 8 (+9), Sense Motive 4 (+4), Stealth 4 (+11), Swim 2 (+10)

Feats: Attack Focus (Melee) 4, Attack Focus (Ranged) 3, Diehard, Dodge Focus 5, Equipment, Fascinate [Perform (Oratory)], Improved Aim, Inventor, Power Attack, Quick Draw, Startle

Powers: Container {Gas-Given Powers} 6
--Enhanced Strength 14
--Enhanced Dexterity 12
--Super Strength 2

Gadgets (hard to lose [10 pp traits])
Sample Gadgets:
--Dazzle Gun: Dazzle 5 [visual]


Saves: Toughness +6*/+2 [*Loot Suit]
Fort +4
Ref +7
Will +5

Combat: Attack +5/+8 (ranged)/+9 (melee)
Damage +8 (unarmed)/+10 (dazzle gun)
Defense +10 (+2 flat-footed)
Initiative +7

Equipment: Loot Suit: +4 Toughness


Costs: Attributes 14+ Skills 19+ Feats 34+ Powers 30+ Saves 7+ Combat 20= 124 pts.


:arrow: Another long time, mostly Spider-Man foe for me to do a build of, the Looter. And boy does he have issues. He gained his powers from breathing in gas from a meteorite he discovered and that gave him peak human agility and super human strength. So of course he becomes a thief to make the best of it all, clearly he’s a normal guy.

:arrow: Personally I think that whiff or 20 of gases he’s taken over the years have rotted his brains but that’s just me. Most the places I go for info checks say that he’s got to occasionally take a fresh hit of those gases but it doesn’t seem to be too hard for him to do so I didn’t make it a drawback for him.

:arrow: Looter is actually fairly intelligent, he just has no kind of common sense. He knows all about his field of choice, which I’m not sure what it is but between Earth Sciences & Physical Sciences he should be covered. Plus given his theme of coming up with unique weapons and equipment for his crimes I tossed in Knowledge (Technology) and the Inventor feat for good measure as well.

:arrow: Like my Dr. Stratos build I gave Looter the Perform (Oratory) skill and the Fascinate [Perform (Oratory)] to show his habit of breaking of into a long winded tale of how he is supposed to be able to achieve whatever it is his goal for that story is and how it will make him so very powerful and someone to be feared. It tends to leave Spidey in wonder of how Looter manages to get dressed every morning without hurting himself.

:arrow: A fun build for a quirky villain I always enjoy seeing really, but understand that when he plan fails it will fall flat in a big, dramatic way and Looter will spend a couple rounds bemoaning how he was robbed of his greatest victory and so on. All while being carried away by the authorities.
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Nomad build #384

Postby Tattooedman » Sat Feb 26, 2011 7:16 am

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Nomad:
PL: 10
Str 12 [26] (+8 ) Dex 10 [22] (+6) Con 12 [24] (+7) Int 14 (+2) Wis 16 (+3) Cha 16 (+3)

Skills: Acrobatics 6 (+12), Bluff 4 (+7), Climb 0 (+8.), Escape Artist 4 (+10), Gather Information 6 (+9), Intimidate 4 (+7), Knowledge (Tactics) 4 (+6), Notice 6 (+9), Search 2 (+5), Sense Motive 8 (+13), Stealth 6 (+12), Survival 2 (+5), Swim 0 (+8.)

Feats: All-Out Attack, Assessment, Attractive, Attack Focus (Melee) 5, Attack Focus (Ranged) 2, Attack Spec. (Stun Discs) 2, Defensive Attack, Dodge Focus 5, Elusive Target, Equipment 3, Evasion, Fearless, Improved Grab, Improved Initiative, Improved Throw, Improved Trip, Luck 2, Power Attack, Move-By Action, Takedown Attack 2, Uncanny Dodge [audio]

Powers: Enhanced Strength 14
Enhanced Constitution 12
Enhanced Dexterity 12
Immunity 2 (Intoxication, Disease)

Device {Stun Discs} 2 (easy to lose)
--Blast 2 (Extra: Autofire); (Power Feats: Ricochet 3, Mighty)

Saves: Toughness +8*/+7 [*Costume]
Fort +9
Ref +9
Will +8

Combat: Attack +6/+8 (shotgun)/+10 (stun discs)/+11 (melee)
Damage +5 {+6} (shot gun)/+8 (unarmed)/+10 (stun discs)
Defense +11 (+3 flat-footed)
Initiative +10

Equipment: Costume: +1 Toughness; Subtle
Shotgun: +5 [buckshot]/+6 [solid slug] Damage
Lock Picks
2 ep left over


Costs: Attributes 20+ Skills 13+ Feats 35+ Powers 46+ Saves 9+ Combat 24= 147 pts.


:arrow: Well, I was cruising around J-Mart late tonite after I got off work & what do I see but a All-American special!

:arrow: Soooo, I got to thinking about some of the other people who have worked with Captain America over the last 10 years or so I remembered Jack Monroe, the Nomad. Who for a long time was shown to be the disillusioned modern American to Cap’s mom & apple pie image.

:arrow: Jack had been one of several Buckys in the years after Cap’s deep freeze who had been given only the Super-Solider Serum without the vita-rays and was then put into a deep freeze of his own after being the partner of Captain America IV (also known as the Grand Director).

:arrow: For a good bit of time Jack worked with Cap as his sidekick, getting schooled in Cap’s unique fighting style and tactics. They parted ways after awhile and somewhere along the line Jack became disenfranchised with the way America was heading, combined with the psychotic effects of the Super-Solider Serum led him to take on something of a Punisher attitude and began wandering across the country fighting all kinds of low-level crime using a harsher form of justice than what Cap taught him to use.

:arrow: This led to some tension between the two when they finally came face-to-face in an adventure, and though they fought they were able to set aside their differences and stop the criminals. They parted on somewhat friendly terms but Cap was worried about Jack’s future considering the methods he was using.
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Shroud build# 385

Postby Tattooedman » Sat Feb 26, 2011 7:17 am

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

Skills: Acrobatics 4 (+9), Bluff 10 (+13), Climb 4 (+7), Disable Device 8 (+10), Escape Artist 6 (+11), Gather Information 6 (+9), Intimidate 6 (+9), Knowledge (Streetwise) 8 (+10), Notice 6 (+9), Search 6 (+8.), Sense Motive 6 (+9), Stealth 10 (+15)

Feats: Challenges 2 [Durable Lie, Vanish], Contacts, Defensive Roll, Dodge Focus 4, Evasion 2, Equipment, Favored Environment [Darkness] 2, First Strike, Improved Critical (Unarmed) 2, Improved Initiative, Improved Throw, Improved Trip, Power Attack, Startle, Takedown Attack 2, Uncanny Dodge [audio]

Powers: Darkforce Manipulations: Immunity 2 (Darkforce Concealment Effects)
Obscure 8 [visual-Darkforce cloud]

Martial Strikes: Strike 5 (Power Feats: Improved Critical, Mighty)

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

Combat: Attack +8
Damage +8 (Martial Strikes; critical 17-20)
Defense +10 (+3 flat-footed)
Initiative +9

Equipment: Costume: +2 Toughness; Subtle
Grapple Gun [Super-Movement 1 (Swinging)]


Costs: Attributes 40+ Skills 20+ Feats 20+ Powers 25+ Saves 12+ Combat 28= 145 pts.


:arrow: Shroud always was a interesting idea to me. Being a hero by acting like a low-level villain. Honestly it makes a really weird kinda sense, he’d be able to find out about all kinds of things going on that a lot of heroes probably would even know of and could make things look like it was some kind of rival to the criminals he finished off. Course his powers help him to make sure he isn’t identified doing it. All his victims can say is that something blinded them all and then someone snuck in and beat the crap outta them.

:arrow: Shroud’s popped in all kinds of places over the years. His biggest run came when the Avengers opened the West Coast branch and Hawkeye led his group against Shroud’s gang of lesser to do wells (all of whom basically had no idea they were helping to fight crime).

:arrow: I figure I do enough C & D List worthy villains, so maybe a C List hero would be a nice change of pace. Shroud was a fun little build, a Batman-lite with some minor powers basically. He works really well in a Street Level setting and can hang a little bit with the bigger boys but when he runs out of HPs/Fiats he’ll get into trouble. Cause in the end Shroud is pretty much a under-pointed PL 10 and that can sometimes come back and bite him in the backside if he's not careful.
Last edited by Tattooedman on Sat Feb 26, 2011 3:25 pm, edited 1 time in total.
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Re: Tattooverse 2.5 [2E]

Postby Horsenhero » Sat Feb 26, 2011 8:14 am

In his very first outing, the Shroud took on Dr. Doom...solo. Of course, then the "new hero smell" wore off and he became a much less capable character. Still, his showing in Shadowlands: Blood on the Streets was awesome. Granted, he was looking great in comparison to Paladin, Misty Knight and Silver Sable, but, still a good showing for an under appreciated street hero.
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Porcupine build #386

Postby Tattooedman » Sat Feb 26, 2011 3:27 pm

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Porcupine:
PL: 10
Str 12 [22] (+1/+6) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 12 (+1)

Skills: Bluff 6 (+7), Craft (Chemical) 6 (+8.), Craft (Electronic) 6 (+8.), Craft (Mechanical) 6 (+8.), Intimidate 6 (+7), Knowledge (Physical Sciences) 6 (+8.), Knowledge (Streetwise) 4 (+6), Knowledge (Technology) 6 (+8.), Notice 4 (+6), Sense Motive 4 (+6)

Feats: Attack Focus (Melee) 6, Attack Spec. (Porcupine Suit) 3, Dodge Focus 4, Improved Grapple, Improved Initiative, Inventor, Power Attack, Precise Shot, Set-Up, Talented (Sense Motive), Teamwork 2

Powers:
Device {Porcupine Suit} 16 (hard to lose)
--Enhanced Feats 8 (Chokehold, Equipment 5, Improved Grab, Improved Initiative)
--Enhanced Strength 10
-Gas Mask
-Tear Gas: Dazzle 4/Nauseate 4 (Extra: Area {Burst})
-Smoke Bomb: Obscure 2 [visual]
--Blast 12 [quills] (Power Feat: Improved Critical 3)
-Alt. Power: Acid 12
-Alt. Power: Blast 8 (laser) (Extra: Penetrating)
--Protection 8
--Strike 8 (Extra: Aura); (Power Feat: Improved Critical 3)

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

Combat: Attack +2/+8 (melee/suit powers)
Damage +6 (unarmed)/+12 (quill blast-critical 17-20)/+12 (acid)/+8 (laser)/+8 (quill punch/armor)
Defense +10 (+3 flat-footed)
Initiative +6
Grapple +16

Drawbacks: Normal Identity (-4 pts)


Costs: Attributes 20+ Skills 10+ Feats 23+ Powers 64+ Saves 8+ Combat 16-Drawbacks 4= 137 pts.


:arrow: Another of the Marvel “jobber” villains we have the Porcupine. He spent the majority of his criminal career fighting against Captain America, working for himself or as part of a group that Cap was fighting against. Though give the man some credit though his first choice of a foe was Hank Pym, but since he sucks Porcupine decided to aim at a higher caliber foe and upgraded to Cap (who says that villains aren’t smart after all? Even they know that Pym sucks!!).

:arrow: Porcupine was one of those villains that actually tried to improve his gear as time went on, though it never did help him win in his fights but he gets points for trying. It all comes from the fact that Porcupine started off as a weapon designer who was trying to make some money buy building a suit that he thought he would be able to make some serious cash off of. So all of his improvements, in Porcupine’s mind, were to make his suit a better deal to whoever he could sell it to.

:arrow: In the end though nobody wanted to buy the suit since he had never been able to score a serious win with it, they considered it to be flawed in some way. To fix that Porcupine did a complete rebuild and went around to every criminal organization possible trying to resell it, again he was refused by all of them due to his history. Finally Porcupine decided to sell the suit to the Avengers to keep it from falling into criminal hands, to which Cap was interested in but upon discovering that Porcupine knew how to get ahold of the Serpent Society talked Porcupine into helping him set up a sting on them.

:arrow: Porcupine did help Cap set up the Serpents, but he was attacked by then time criminal Diamondback and she managed to damage his suit with an explosive weapon to which Porcupine freaked out and went bananas attacking her. Unfortunately though Porcupine’s bad luck struck again and he ended up getting injured by one of his discarded quills and that ended his life. Because of how Porcupine died, Captain America decided to still take the armor and gave it a place of honor in Avengers’ Mansion as one of their more honorable foes. Me personally, I liked how Porcupine had a small variety of attacks to his suit, and since there’s always a need for villains for heroes to fight he gets a build here along with the others.
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Tattooedman
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Cascade build #387

Postby Tattooedman » Sat Feb 26, 2011 3:29 pm

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

Skills: Acrobatics 8 (+11), Climb 4 (+10), Diplomacy 8 (+11), Knowledge (Tactics) 8 (+10), Notice 8 (+11), Sense Motive 6 (+9), Stealth 4 (+11), Swim 2 (+8.)

Feats: Acrobatic Bluff, Attack Focus (Melee) 5, Attack Focus (Ranged) 4, Defensive Attack, Dodge Focus 3, Equipment, Improved Critical (Unarmed) 2, Improved Defense, Improved Disarm, Improved Initiative, Inspire 3, Leadership, Martial Strike 2, Move-By Action, Power Attack, Stunning Attack, Teamwork 2

Powers: Teleport 10 [Cascade effect] (Power Feats: Change Direction, Dodge Focus 3, Easy, Progression 3, Redirect); (Flaw: Limited-Only to places she has been to)
-Alt. Power: Super-Movement 3 (Dimensional Movement [any]) (Power Feat: Progression 3); (Flaw: Limited-Only to dimensions she has been to)

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

Combat: Attack +4/+8 (ranged)/+9 (melee)
Damage +8 (unarmed-critical 18-20)
Defense +12 (+3 flat-footed)
Initiative +11

Equipment: Armor: +2 Toughness; Subtle

Drawbacks: Power Loss: When exposed to powerful electromagnetic fields (-4 pts)


Costs: Attributes 54+ Skills 13+ Feats 31+ Powers 20+ Saves 8+ Combat 20- Drawbacks 4= 142 pts.


:arrow: The leader of the Sovereign Seven, Cascade is a pretty decent leader kind of hero it seems. She got most of the good leader type feats with Inspire & Leadership, her Teamwork feat helps out pretty well too since in looked like the S7 tended to work together in most of their fights. Plus her tactical knowledge helped I’m sure.

:arrow: Basically her powers make her team transport, which is good since they were world hoppers before they came to Earth. Cascade has been training with her powers for a decent number of years now and is fairly well skilled in using them in a fight which makes her a more challenging foe than one would think just by looking at her. Cascade has been trained in-depth it seems in hand-to-hand combat as she has been shown to be able to take on multiple foes at once and come out of the fight without a scratch on her.

:arrow: Cascade seemed to be the voice of the S7 as well, keeping their in-fights to a minimum as well as speaking for the group in most situations. So I made sure to toss in some interaction skills as well into her build. Overall she’s pretty decently rounded aside from not having any offensive powers but I think she fits well into the slightly under-pointed PL 10 hero mold pretty well, which is where I see most of the Sovereign Seven sitting at mostly. They’d make a good group for some beginner players to use in a starting game I think.
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Tattooedman
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