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Tattooverse 2.5: WOF builds

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Re: Tattooverse 2.5 [2E]

Postby Shock » Mon Feb 28, 2011 9:21 am

Awesome! I love the Zoo Crew.
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Pig-Iron build #414

Postby Tattooedman » Mon Feb 28, 2011 9:23 am

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Pig-Iron:
PL: 10
Str 10 [34] (+0/+12) Dex 10 (+0) Con 10 [26] (+0/+8.) Int 12 (+1) Wis 12 (+1) Cha 14 (+2)

Skills: Bluff 4 (+6), Craft (Structural) 4 (+5), Intimidate 10 (+12), Notice 6 (+7), Sense Motive 4 (+5)

Feats: All-Out Attack, Attack Focus (Melee) 2, Attack Spec. (Unarmed), Benefit (Improved Feint), Crushing Pin, Improved Grab, Improved Sunder, Power Attack, Startle

Powers: Alternate Form {Big Frickin' Pig O' Metal} 13
--Density 4 [+8 Strength; Protection 2 {Extra: Impervious}; Immovable 1; Super Strength 1]
--Growth 8 [Large size-9 ft. tall] [+16 Strength; +8 Constitution]
--Enhanced Constitution 8
--Impervious Toughness 8
--Protection 2 (Extra: Impervious)
--Super Strength 3 (Power Feats: Bracing, Groundstrike)

Saves: Toughness +12* [*Impervious]
Fort +12
Ref +2
Will +5

Combat: Attack +4/+6 (melee)/+8 (unarmed), Damage +12 (unarmed), Defense +6 (+3 flat-footed), Initiative +0


Costs: Attributes 8+ Skills 7+ Feats 10+ Powers 65+ Saves 10+ Combat 20= 120 pts.


:arrow: There's times that I'm glad I can multi-task. I'd been working on some things for the old tabletop game I was running as well as doing the reposting of builds I've done in the last few days.

:arrow: Anyways my point is that in mthat game the PCs are going to be going on a little trip to some alternate realities & while coming up with worlds I realized something that would be fun would be a world full of anthropomorphized talking animals, complete with super heroes! Which led me to the point of coming up with some super powered animals types for that world. Then it dawned on me that I hadn't seen any builds for Captain Carrot & the Zoo Crew. Unfortunately I didn't get a chance to use them but they were still some fun builds to work up.

:arrow: Sooooooo, here's the group's strong-pig Pig-Iron. Very little was shown to be able to scratch him, let alone hurt him. His strength was higher than Captain Carrot's but like a true Powerhouse Pig-Iron is ground based.

:arrow: The biggest thing to remember about Pig-Iron is that he transforms from a cute little piggy that only comes to about everyone else's knees. So when he gets his Growth power kicked in he goes from small size to Large.
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Rubberduck build #415

Postby Tattooedman » Mon Feb 28, 2011 9:24 am

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Rubberduck:
PL: 9
Str 18 (+4) Dex 22 (+6) Con 18 (+4) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 6 (+8.), Climb 2 (+6), Drive 2 (+8.), Diplomacy 4 (+6), Knowledge (Pop Culture) 4 (+4), Notice 6 (+8.), Perform (Acting) 4 (+6), Sense Motive 6 (+8.), Sleight of Hand 2 (+8.), Stealth 4 (+10), Swim 4 (+8.)

Feats: Attack Focus (Melee) 4, Chokehold, Dodge Focus 6, Grappling Finesse, Improved Grab, Improved Throw, Improved Trip, Luck, Taunt, Takedown Attack, Teamwork 2

Powers: Elongation 10
-Alt. Power: Insubstantial 1
-Alt. Power: Flight 2 [kite form] (Flaw: Limited-Gliding)
-Alt. Power: Leaping 3 [lower spring legs]
-Alt. Power: Snare 8 (Power Feat: Improved Grapple); (Flaw: Entangle)

Impervious Toughness 4
Protection 4 (Extra: Impervious)
Strike 4 [hard rubber-knuckle punch] (Power Feat: Mighty)

Saves: Toughness +8 [*Impervious 4]
Fort +8
Ref +8
Will +5

Combat: Attack +4/+8 (melee)
Damage +4 (unarmed)/+8 (h.r.k.p)
Defense +12 (+3 flat-footed)
Initiative +6


Combat: Attributes 36+ Skills 11+ Feats 20+ Powers 31+ Saves 9+ Combat 20= 127 pts.

:arrow: Rubberduck is the goon sweeper of the Zoo Crew, his elongation lets him sneak around fairly well and allows him to get the drop on most of 'em pretty easy.

:arrow: He was also the faceduck of the group too, kinda. In his secret id he was a movie star and would make use of his fortune to help out by providing a base as well as other supplies for the Zoo Crew. Plus Rubberduck was the joker of the group too often making jokes in the vein of Blue Beetle if my memory serves me right. Lots of puns based on pop culture and with the slight twist of the animalized naming they used.
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Yankee Poodle build #416

Postby Tattooedman » Mon Feb 28, 2011 9:25 am

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Yankee Poodle:
PL: 10
Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 16 (+3)

Skills: Bluff 4 (+7/+11), Diplomacy 6 (+9/+13), Gather Information 6 (+9), Knowledge (Pop Culture) 6 (+7), Notice 4 (+5), Profession (Columnist) 4 (+5), Sense Motive 6 (+7)

Feats: Attack Spec. (Animal Magnetism) 2, Attractive, Defensive Roll 4, Distract [Bluff], Dodge Focus 4, Fascinate [Bluff], Interpose, Set-Up, Teamwork

Powers: Container {Animal Magnetism Powers} 6
--Flight 5 (Limited-Requires use of both T.K. powers to use)
--Telekinesis 10 [repeling blue stars] (Flaw: Limited-From right hand only; Limited-Can only move items/targets away from her)
-Alt. Power: Blast 5 [Mano Beam]
-Alt. Power: Deflect 10 [slow & fast projectiles] (Flaw: Limited-From right hand only)

--Telekinesis 10 [attracting red & white stripes] (Flaw: Limited-From left hand only; Limited-Can only move items/target towards her)
-Alt. Power: Blast 5 [Magno Beam]
-Alt. Power: Trip 10 (Extra: Knockback); (Flaw: Limited-From left hand only)

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

Combat: Attack +4/+8 (animal magnetism)
Damage +5/+10 (single magno blast/double magno blast)
Defense +11 (+3 flat-footed)
Initiative +2


Costs: Attributes 18+ Skills 9+ Feats 15+ Powers 30+ Saves 8+ Combat 22= 102 pts


:arrow: Yankee Poodle was basically the set up person for the Zoo Crew, her powers are built just for that. Basically a very focused telekinetic that had to use one or the other of her arms to get a certain effect. Though she could combine the blasts from both hands for some decent damage but she tended to keep that saved for an absolute last shot kinda deal. Most of the time Poodle would use her trip effect on goons to set them up for the other members to finish off, or she would step between her friends and deflect attacks.

:arrow: Unfortunatly though my memory is lacking as to how her personality was written though there were some instants of tension with her fellow teammate Alley-Cat Abera. Though it was mostly over the affections of Captain Carrot. :roll:
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Mon Feb 28, 2011 9:26 am

Shock wrote:Awesome! I love the Zoo Crew.


Yep, me too Shock. I thought they'd be something a bit different to do builds of. :D
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Adam Strange build #417

Postby Tattooedman » Mon Feb 28, 2011 9:34 am

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

Skills: Acrobatics 4 (+7), Bluff 8 (+10), Climb 2 (+4), Craft (Electronic) 4 (+6), Craft (Mechanical) 4 (+6), Diplomacy 4 (+6), Drive 4 (+7), Intimidate 4 (+6), Knowledge (History) 4 (+6), Knowledge (Tactics) 6 (+8.), Knowledge (Technology) 4 (+6), Notice 6 (+8.), Pilot 4 (+7), Search 4 (+6), Sense Motive 6 (+8.), Survival 4 (+6), Stealth 6 (+9), Swim 2 (+4)

Feats: Assessment, Attack Spec. (Energy Gun), Benefit [Champion of Rann], Challenge (Fast Planning), Dodge Focus 4, Improved Aim, Improved Feint, Improved Initiative, Improvised Tools, Luck 2, Master Plan, Move-By Action, Power Attack, Precise Shot, Quick Draw, Uncanny Dodge [visual]

Powers: Device {Rannian Insulated Costume} 4 (hard to lose)
--Immunity 9 (Life Support)
--Immunity 5 (Fire/Heat Damage)
--Protection 5

Device {Rannian Rocket Pack} 2 (hard to lose)
--Flight 5

Device {Rannian Energy Gun} 5 (easy to lose)
--Blast 8 (Extra: Autofire); (Power Feat: Accurate)

Saves: Toughness +8*/+3 [*Rannian Insulated Costume]
Fort +7
Ref +7
Will +8

Combat: Attack +8/+12 (Rannian blaster pistol)
Damage +2 (unarmed)/+8 (Rannian blaster pistol)
Defense +12 (+4 flat-footed)
Initiative +7


Costs: Attributes 30+ Skills 20+ Feats 20+ Powers 39+ Saves 14+ Combat 32= 155 pts.


:arrow: Adam Strange has always struck me as a kind of throwback to the pulp era, especially with the whole John Carter stories. I just see Adam as the comic book retelling of Carter honestly, but he’s still cool to me in that old skool kinda way.

:arrow: Basically Adam Strange is a skill & feat king that operates in space, with some basic, cool gear. Between the rocket pack, the blaster pistol and his suit he’s equal to most PL 10’s though I felt he did deserve a few extra points since he’s been around for so long and hasn’t been killed once. I know that Adam got some play during the whole 52 stories but honestly I haven’t read them but at this point from what I got from Wikipedia he got a decent upgrade on his gear and some clone eyes that allow him to see the EM spectrum.

:arrow: Not that this build reflects any of that, but it’s nice to know Adam still gets some love from DC. I’ll always like the older version with the classic Silver Age look and gear, but that’s just me.
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Despero build #418

Postby Tattooedman » Mon Feb 28, 2011 9:35 am

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Despero:
PL: 12
Str 18 (+4) Dex 16 (+3) Con 16 (+3) Int 18 (+4) Wis 20 (+5) Cha 20 (+5)

Skills: Climb 2 (+6), Bluff 8 (+13), Concentration 8 (+13), Diplomacy 8 (+13), Gather Information 6 (+11), Intimidate 8 (+13), Knowledge (Civics) 6 (+11), Knowledge (Religion & Theology) 8 (+13), Notice 4 (+9), Search 6 (+10), Sense Motive 4 (+9), Survival 4 (+9)

Feats: Attack Spec. (T.K. Array) 4, Challenges 4 (Conversational Paralysis; Durable Lie; Mass Intimidate; Powerful Intimidation), Diehard, Dodge Focus 5, Fearless, Fearsome Presence 5 [DC 15; 25 ft radius], Improved Initiative, Luck 2, Power Attack, Seize Initiative, Startle, Speed of Thought, Trance

Powers: Force Field 10 (Extra: Impervious)
Hypnosis 12 [3rd eye]
-Alt. Power: Telepathy 12
-Alt. Power: Mental Blast 8 (Flaw: Sense Dependent [visual])

Mind Shield 4
Telekinesis 12 (Extra: Perception)
-Alt. Power: Blast 12 [Flame of Pytar] (Extra: Penetrating)
-Alt. Power: Strike 12 [Flames of Pytar] (Extra: Penetrating)

Saves: Toughness +13*/+3 [*Impervious Force Field 10]
Fort +6
Ref +6
Will +8 [+12 vs. mental powers]

Combat: Attack +4/+12
Damage +4 (unarmed)/+12 (t.k. array)
Defense +11 (+3 flat-footed)
Initiative +7


Costs: Attributes 48+ Skills 18+ Feats 28+ Powers 89+ Saves 9+ Combat 20= 212 pts.


:arrow: I liked how Despero was shown in JLU as a world dictator with ambitions to expand his religion to other worlds. On top of that he was powerful enough to take on GL, Hawkgirl as well as a few other members of the GL Corps. That’s pretty tough customer honestly!

:arrow: So I figured that I should do Despero as a PL 12 though I’m sticking with my other JLU builds as I tried to keep the attack/damage & defense/toughness within the PL but the point total is more in line with covering the powers he showed to have in his appearance.
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Cheshire build #419

Postby Tattooedman » Mon Feb 28, 2011 9:36 am

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

Skills: Acrobatics 8 (+13), Bluff 6 (+9/+13), Climb 12 (+14), Craft (Chemical) 12 (+14), Disguise 4 (+6), Intimidate 8 (+10), Knowledge (Current Events) 8 (+10), Knowledge (Civics) 8 (+10), Knowledge (Streetwise) 8 (+10), Knowledge (Technology) 10 (+12), Notice 8 (+10), Sense Motive 12 (+12), Stealth 12 (+17), Survival 6 (+6), Swim 6 (+8 )

Feats: Accurate Attack, Attack Focus (Melee) 6, Attack Focus (Ranged) 4, Attractive, Defensive Attack, Defensive Roll 2, Dirty Fighting, Dodge Focus 6, Equipment 6, Evasion, Improved Block, Improved Critical (Unarmed) 2, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Inventor, Master Plan, Move-By Action, Power Attack, Startle, Stunning Attack, Takedown Attack 2, Uncanny Dodge [Audio], Veteran Fighter

Saves: Toughness +4*/+2 [*Defensive Roll]
Fortitude +6
Reflex +10
Will +6

Combat: Attack +6/+10 (ranged)/+12 (melee)
Damage +2 (unarmed)/+5 (hand-blades-critical 18-20)
Defense +14 (+4 flat-footed)
Initiative +9

Equipment: Hand-Blades: +3 Damage; Improved Critical; Mighty
25 Equipment Points.


Costs: Attributes 34+ Skills 32+ Feats 47+ Saves 13+ Combat 28= 154 pts.


:arrow: Cheshire is one of DC's longer running villains, having been around since the Titains dropped the teen from their name. Most of the time when she showed up it was in their books, keeping her strongly intertwined within their setting but always showing her to be highly skilled enough to challenge the entire team on her own with only a handful of well-trained mooks to back her up.

:arrow: Her biggest claims to fame are her realtionship with her baby daddy, Red Arrow & her vast knowledge & skill in creating & using poisons & toxins of all kinds. When dealing with Cheshire you better be sure to have your Fortitude roll ready to go, cause you will need it!

:arrow: I like how in the last few years she has been show to have been becoming more active in the world of super criminals. Part of the Secret Six plus working with Luthor's Society as a double agent as well as continuing with her independent assassin work.

:arrow: Cheshire is all about being able to make use of situations caused by her to take on heroes. She's shown to be a good planner, and being able to often times correctly figure out how her enemies will react to a situation and to plan accordingly. So that was the goal of this build, leaving enough play room for someone to use her in that way and I think I managed to accomplish that so I’m happy with this build.
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Ferrin Colos build #420

Postby Tattooedman » Mon Feb 28, 2011 9:38 am

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

Skills: Acrobatics 4 (+6/+9), Bluff 6 (+7), Climb 2 (+4/+10), Diplomacy 4 (+7), Disable Device 6 (+8.), Gather Information 6 (+9), Intimidate 8 (+9), Investigate 4 (+6), Knowledge (Current Events) 6 (+9), Knowledge (Streetwise) 6 (+9), Notice 6 (+8.), Pilot 4 (+6/+9), Search 6 (+7), Sense Motive 6 (+8.), Stealth 4 (+6/+9), Survival 4 (+6), Swim 2 (+4/+10)

Feats: Assessment, Attack Focus (Ranged) 4, Attack Spec. (Unarmed), Contacts, Cunning Fighter, Dodge Focus 4, Power Attack, Startle, Talented 2 [Diplomacy/Gather Information/Knowledge {Current Events}/Knowledge {Streetwise}], Teamwork

Powers: Container [Cyber-Surgical Graft] 1
--Enhanced Feats 3 (Precise Shot, Improved Aim, Improved Ranged Disarm); (Flaw: Limited-Only with Ex-Mantle's Masers)

Device [Darkstar Exo-Mantle] 14 (hard to lose) (Power Feat: Restricted) [56 pt. Device]
--Blast 10 [masers] (Power Feat: Precise)
-Alt. Power: Enhanced Strength 12 & Super Strength 2
--Enhanced Dexterity 6
--Enhanced Feat 1 (Improved Initiative)
--Force Field 10 (Extras: Affects Others, Impervious)
--Flight 5

Saves: Toughness +12*/+2 [*Impervious Force Field 10]
Fort +6
Ref +7
Will +10

Combat: Attack +6/+10 (ranged)/+8 (unarmed)
Damage +2/+8 (normal unarmed/exo-mantle unarmed)/+10 (masers)
Defense +8 (+2 flat-footed)
Initiative +9

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


Costs: Attributes 20+ Skills 21+ Feats 21+ Powers 61+ Saves 17+ Combat 20- Drawbacks 4= 156 pts.


:arrow: Just another stop in my tours of the DC & Marvel space settings basically before I start working on some builds of 4th World characters. This time it’s one of the lead operatives of the Darkstars, Ferrin Colos the Darkstar of Earth.

:arrow: Nothing to take too lightly really, Ferrin used to be a member of the GL Corps way back when but quit over the rules the Guardians put on the members. He felt that the Corps should have been harsher and quicker to react to criminal acts done in their sectors. The leaders of the Darkstars quickly picked Ferrin up and equipped him and turned him loose as a result, and he soon became known as one of the tougher law enforcers in the area. That’s about all I really know about Ferrin really, I only read a few issues of the Darkstars and a few appearances Ferris had during Kyle’s time as the lone ring slinger. From what I got overall though is that Ferris is a skilled investigator who knows how to work a suspect plus he’s driven, not Batman levels mind you, but still he can get pretty single minded when he gets invested in a case.
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Black Bolt build #421

Postby Tattooedman » Mon Feb 28, 2011 10:45 am

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Black Bolt:
PL:12
Str 28 (+9) Dex 26 (+8 ) Con 28 (+9) Int 16 (+3) Wis 16 (+3) Cha 16 (+3)

Skills: Concentration 16 (+19), Diplomacy 8 (+11), Knowledge (Civics) 8 (+11), Knowledge (Current Events) 8 (+11), Knowledge (History) 4 (+7), Language 1 (Secret Sign Language), Notice 8 (+11), Sense Motive 8 (+11), Stealth 4 (+12), Survival 8 (+11)

Feats: All-Out Attack, Attack Specialization [Unarmed] 4, Assessment, Benefit 8 (Status-King of the Inhumans, Wealth 7), Fearless, Improved Aim, Inspire, Leadership, Luck 2, Power Attack, Trance

Powers: Impervious Toughness 8
Vibration Control 15 [Quasi-Sonic Scream] (Extra: Area {Cone})

Device {Power Tuning Fork} 11 (hard to lose)
--Blast 12 [force]
-Alt. Power: Strike 6 [Master Blow] (Extra: Penetrating); (Power Feat: Mighty); (Flaw: Tiring)
--Flight 7
-Alt. Power: Super Strength 7
--Force Field 7 (Extra: Impervious)

Saves: Toughness +15*/+9** [*Impervious Force Field & Toughness/**Impervious Toughness]
Fort +13
Ref +9
Will +10

Combat: Attack +8/ +12 (unarmed)
Damage +9 (unarmed)/+12 (tuning fork blast)/+15 (Master Blow)/+15 (Quasi-Sonic Scream)
Defense +9 (+4 flat-footed)
Initiative +8

Drawbacks: Disability: Mute without using Vibration Control (-3pts)
Vulnerable: Toxins, Diseases, Environmental Pollutants (-5pts)


Costs: Attributes 70+ Skills 19+ Feats 22+ Powers 97+ Saves 12+ Combat 34- Drawbacks 8= 246 pts.


:arrow: I thought that Black Bolt would fit pretty well into a PL 12, well so much for that idea. Maybe I'm over thinking this build, cause I'm not too wild about his total cost but I can't figure out what I did that doesn't fit right now. I do like the way his powers worked out I'm just not too happy with the cost at all. It can't be helped though, Black Bolt comes across as a beast with all of his powers and the levels that they're made out to be. I'll give it a few days and see what I can work out by then.

:arrow: Basically Black Bolt is the ultimate big gun for the Inhumans to pull out, he's the one that can level whole cities with barely any effort. On top of that he's the king of the Inhumans, so he has an entire culture depending on him to get them through the mishaps of the times. So alot of his skills and feats are based on that aspect alone.

:arrow: It seems that despite his inability to speak, due to the nature of his powers, Black Bolt is one of the most loved and respected kings there has been. Despite the damages he caused when he was younger and his powers were less controlable and the various crimes done by his brother Maximus. I have managed to stay somewhat informed about the goings on in Marvel in the last year and the whole Secret Invasion seems slightly interesting especially with Black Bolt being shown to have been one of the longer replaced people in Marvel. Which puts alot of the things that Black Bolt has done in question and how those choices will affect the Inhumans.
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Crystal build #422

Postby Tattooedman » Mon Feb 28, 2011 10:46 am

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

Skills: Climb 2 (+5), Concentration 8 (+10), Diplomacy 8 (+11/+15), Handle Animal 4 (+7), Knowledge (Civics) 8 (+9), Knowledge (Earth Sciences) 8 (+10), Knowledge (Technology) 4 (+5), Notice 4 (+6), Pilot 4 (+7), Sense Motive 4 (+6), Stealth 4 (+9), Swim 2 (+5)

Feats: Accurate Attack, Attack Spec. (Elemental Powers) 3, Attractive, Benefit (Status Inhuman Royalty), Defensive Attack , Defensive Roll 4, Dodge Focus 4, Improved Initiative, Power Attack, Precise Shot, Set-Up, Teamwork 2

Powers: Air Control 10
-Alt. Power: Air Blast 10
-Alt. Power: Environmental Control 10 [Hamper Movement-high winds: DC 10]
-Alt. Power: Obscure 10 [visual-mist]
-Alt. Power: Tornado 10

-Alt. Element: Earth Control 10
-Alt. Power: Blast 10 [grit shot]
-Alt. Power: Environmental Control 10 [Visibility: -4 Notice & Search]
-Alt. Power: Snare 10
-Alt. Power: Trip 6 (Extra: Area {Burst})

-Alt. Element: Fire Control 10
-Alt. Power: Blast 10 [flames]
-Alt. Power: Dazzle 10 [visual-fire-flash]
-Alt. Power: Environmental Control 10 [Extreme Heat]
-Alt. Power: Ignite 6

-Alt. Element: Water Control 10
-Alt. Power: Current Control 10
-Alt. Power: Environmental Control 10 [Distraction-rain: DC 10]
-Alt. Power: Environmental Control 10 [Hamper Movement-wet surfaces: DC 10]

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

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

Drawbacks: Power Loss: Elemental Powers (after one hour of use of any single element/45 minutes of multiple elements) (-3 pts)
Vulnerable: Toxins, Diseases, Environmental Pollutants (-2 pts)


Costs: Attributes 32+ Skills 15+ Feats 21+ Powers 38+ Saves 9+ Combat 20- Drawbacks 5= 130 pts.


:arrow: Crystal is probably the most recognized member of the Inhumans, mainly due to her time spent as part of the Fantastic Four and then the Avengers. Both times she did long stays on both teams and is respected within the hero community, since she has shown she can handle herself under stress. Because of her long stretches of time spent outside of Attilan, I figured that Crystal has built up a better immune system than other Inhumans since I’ve never really read anything about her having to deal with the problems aside from what she suffered from at the end of her time in the FF. So I made it less frequent a problem for her when compaired to the other members of the Royal Family.

:arrow: Crystal has seemed to be the rebellious child of the bunch, as she has been the one who does all the things that makes life rough for the Inhumans. She brought Johnny Storm to Attilan, she married Quicksilver and had a child that they didn’t subject to the Terrigen Mist, then she joined the Avengers, then pushed for Quicksilver to come back into Attilan which allowed him to steal Terrigen Mist for his own use and I’m sure the list goes on.
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Triton build #423

Postby Tattooedman » Mon Feb 28, 2011 10:47 am

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Triton:
PL: 10
Str 24 (+7) Dex 22 (+6) Con 26 (+8 ) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 8 (+12), Diplomacy 4 (+5), Handle Animal 4 (+6), Knowledge (Earth Sciences) 6 (+7), Notice 8 (+10), Search 8 (+9), Stealth 4 (+8 ), Survival 8 (+10), Swim 2 (+13)

Feats: Acrobatic Bluff, Ambidexterity, Benefit (Status: Inhuman Royalty), Environmental Adaptation 2 (Underwater; Zero Gravity), Defensive Attack, Endurance, Fast Overrun, Favored Environment (Underwater) 6 (+2 attack/+3 defense), Move-By Action, Power Attack, Redirect, Teamwork

Powers: Immunity 3 (Environmental Cold; High Pressure; Underwater Suffocation)
Impervious Toughness 5
Super-Senses 1 (Low-Light Vision)
Super-Strength 2
Swimming 6

Devices {Water Circulation Harness} 1 (hard to lose)
--Buys off Suffocation Disability

Saves: Toughness +8* [*Impervious 5]
Fort +9
Ref +8
Will +6

Combat: Attack +6 /+8 [underwater]
Damage +7 (unarmed)
Defense +7 [land based]/+10 [underwater] (+4 flat-footed)
Initiative +6


Drawbacks: Disability: Suffocates out of water (-5pts)
Vulnerable: Toxins, Diseases, Pollutants (-5pts)
Vulnerable: Heat Effects (-3pts)


Costs: Attributes 52+ Skills 13+ Feats 18+ Powers 24+ Saves 7+ Combat 26- Drawbacks 13= 127 pts.


:arrow: Triton is an oddity among the other Inhumans to me, while he’s clearly a large part of their lives he must be sure to immerse himself in a body of water for much of his time due to his mutation by Terrigen Mist. Which tends to limit the amount of time he can interact with the others aside from them coming to see him, kinda like Abe Sapien in Hellboy.

:arrow: I recall times he would be sent to Earth as a scout or to swim in the ocean’s for some change of pace since he would get lonely in Attilan. Which basically meant he would show up in Namor’s books from time to time, heck he even saved Namorita and the Warriors one time. Well he actually took care of Nita while she recovered and then the rest of the Inhumans teamed up with the Warriors but that’s a whole other story.
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Medusa build #424

Postby Tattooedman » Mon Feb 28, 2011 10:48 am

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Medusa:
PL: 10
Str 18 (+4) Dex 26 (+6) Con 20 (+5) Int 14 (+2) Wis 16 (+3) Cha 20 (+5)

Skills: Climb 2 (+6), Diplomacy 10 (+15), Knowledge [Civics] 6 (+8 ), Language 1 (Black Bolt’s secret language), Notice 6 (+9), Sense Motive 12 (+15), Survival 2 (+5), Swim 2 (+6)

Feats: Ambidexterity, Attack Spec. (Prehensile Hair) 6, Benefit (Status: Inhuman Royalty), Defensive Attack, Defensive Roll 3, Dodge Focus 4, Improved Critical 2 (Hair-Whip), Inspire 2, Leadership, Power Attack

Powers: Prehensile Hair 10 (Power Feats: Improved Throw, Improved Trip, Precise); (Flaw: Ranged Reduced to 20 ft)
-Alt. Power: Hair-Blower 5 [super-breath]
-Alt. Power: Hair-Catcher 10 [deflect]
-Alt. Power: Hair-Net 5 [snare]
-Alt. Power: Hair-Whip 10 [strike] (Power Feat: Extended Reach 4)
-Alt. Power: Super-Movement 2 (Sure-Footed; Swinging)

Super Strength 2 (Flaw: Limited to Prehensile Hair)

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

Combat: Attack +2/+8 (Prehensile Hair)
Damage +4 (unarmed)/+5 (hair-blower/hair-snare)/+10 (hair-whip-critical 18-20)
Defense +10 (+3 flat-footed)
Initiative +8

Drawbacks: Vulnerable: Toxins, Diseases, Environmental Pollutants (-5pts)


Costs: Attributes 54+ Skills 9+ Feats 22+ Powers 24+ Saves 9+ Combat 16- Drawbacks 5= 129 pts.


:arrow: The Queen of the Inhumans and wife of Black Bolt, Medusa. She started off in comics as a member of the Frightful Four, but was the one responsible for the trend of the 4th member betraying them to the Fantastic Four. The rest of the time Medusa has stayed in Attilan with her family only being really seen when their home was threatened in some serious way.

:arrow: Well there was the time when she took Invisible Woman’s spot in the FF while she was on a personal leave, but she managed to get the Richards to work out their problems and she soon returned home.
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Gorgon build #425

Postby Tattooedman » Mon Feb 28, 2011 10:49 am

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Gorgon:
PL: 10
Str 28 (+9) Dex 14 (+2) Con 30 (+10) Int 10 (+0) Wis 12 (+1) Cha 10 (+0)

Skills: Climb 4 (+12), Intimidate 8 (+8 ), Knowledge (Tactics) 8 (+8 ),
Notice 6 (+7), Sense Motive 6 (+7), Stealth 4 (+6), Survival 8 (+9)

Feats: All-Out Attack, Benefit (Status: Inhuman Royalty), Diehard, Fast Overrun, Fearless, Improved Initiative, Improved Overrun, Instant Up, Interpose, Power Attack, Startle

Powers: Protection 2
Super-Strength 4 ( Power Feat: Bracing)
-Alt. Power: Leaping 4
-Alt. Power: Speed 4

Trip 10 [shockwave] (Extra: Line)
-Alt. Power: Trip 10 [shockwave](Extra: Area {Burst})
-Alt. Power: Trip 10 [shockwave] (Extra: Area {Cone})
-Alt. Power: Strike 3 (Power Feat: Mighty)

Combat: Attack +8
Damage +10 (shockwaves)/+12 (Strike)
Defense +8 (+4 flat-footed)
Initiative +6

Saves: Toughness +12
Fort +12
Ref +5
Will +5

Drawbacks: Vulnerable: Toxins, Diseases, Environmental Pollutants (-5pts)


Costs: Attributes 44+ Skills 11+ Feats 11+ Powers 48+ Saves 9+ Combat 32- Drawbacks 5= 150 pts.


:arrow: The heavy muscle of the Inhumans, well more like the more aggressive member of the Royal Family, Gorgon. While Black Bolt is more powerful physically, Gorgon is more willing to get his hands dirty so that Black Bolt doesn’t have to bother with it himself. Gorgon was also a teacher in Attilan, working with young Inhumans to gain understanding and control over their new abilities they have gained from being exposed to the Mists. Like most of the other members of the Royal Family Gorgon has stayed in Attilan rarely leaving unless there is a huge threat to the Inhumans as a whole.
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Karnak build #426

Postby Tattooedman » Mon Feb 28, 2011 10:50 am

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Karnak:
PL: 10
Str 24 (+7) Dex 26 (+8 ) Con 24 (+7) Int 14 (+2) Wis 18 (+4) Cha 10 (+0)

Skills: Acrobatics 8 (+16), Climb 2 (+9), Concentration 12 (+16), Escape Artist 0 (+12), Knowledge (Tactics) 8 (+10), Knowledge (Theology and Philosophy) 8 (+10), Notice 8 (+12), Search 10 (+14), Sense Motive 10 (+14), Stealth 8 (+16), Survival 4 (+8 ), Swim 2 (+9)

Feats: Assessment, Acrobatic Bluff, Attack Focus (Melee) 3, Benefit (Status: Inhuman Royalty), Defensive Attack, Defensive Roll, Dodge Focus 2, Improved Block 2, Improved Disarm, Improved Initiative, Improved Sunder, Improved Throw, Improved Trip, Move-By Action, Power Attack, Second Chance (Assessment), Stunning Attack, Takedown Attack 3, Trance, Weapon Break

Powers: Enhanced Feats 2 (Talented {Escape Artist})
Strike 3 (Extra: Penetrating ); (Power Feat: Mighty)
Super-Senses 4 [stress point detection] (Detect Weakness [visual] Ranged,
Acute, Analytical])
Super-Strength 1 (Power Feat: Groundstrike)

Saves: Toughness +8*/+7 [*Defensive Roll]
Fort +8
Ref +11
Will +7

Combat: Attack +7 / +10 (Melee)
Damage +7 (unarmed)/+10 (strike)
Defense +12 (+5 flat-footed)
Initiative +12

Drawbacks: Vulnerable: Toxins, Diseases, Environmental Pollutants (-5pts)


Costs: Attributes 56+ Skills 20+ Feats 26+ Powers 22+ Saves 7+ Combat 24- Drawbacks 5= 150 pts.

:arrow: Karnak is the one member of the Inhumans that is the most normal, well as normal as they get with the mutating of their young that they do. Instead Karnak was raised in the Tower of Wisdom and trained in the physical & mental disciplines the priests practiced. During the course of those teachings Karnak learned how to see the weak points of anything he looked at as well as their unique martial skills, which combined together allow Karnak to break items that would normally be considered to be almost unbreakable.

:arrow: Karnak has pretty much stayed at Attilan ever since only coming out when their home was threatened only. So he and the other Inhumans were seen mainly in the company of the members of the Fantastic Four.
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