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Tattooverse 2.5: WOF builds

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Red Wolf build #427

Postby Tattooedman » Mon Feb 28, 2011 10:59 am

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Red Wolf:
PL: 9
Str 18 [26] (+4/+8.) Dex 14 [22] (+2/+6) Con 18 [26] (+4/+8.) Int 14 (+2) Wis 14 (+2) Cha 12 (+1)

Skills: Bluff 6 (+7), Climb 2 (+10), Handle Animal 10 (+11), Intimidate 6 (+8.), Knowledge (Arcane Lore) 2 (+4), Knowledge (Streetwise) 4 (+6), Knowledge (Theology & Philosophy) 2 (+4), Language (Base: Cheyenne; English), Medicine 2 (+4), Notice 8 (+10), Search 4 (+6), Sense Motive 6 (+8.), Stealth 4 (+10), Survival 6 (+8.), Swim 2 (+10)

Feats: All-Out Attack, Animal Empathy, Challenges 2 (Improved Feint; Slip Between Cover), Chokehold, Damaging Escape, Dodge Focus 4, Equipment 3, Improved Grab, Improved Grapple, Improved Trip, Power Attack, Precise Shot, Ranged Pin, Reversal, Startle, Throwing Mastery 2, Track, Uncanny Dodge [scent]

Powers: Container {Wolf Spirit Blessing} 8
Enhanced Strength 8
Enhanced Constitution 8
Enhanced Dexterity 8
Enhanced Feats 3 (Diehard; Endurance; Improved Initiative)
Speed 2
Super-Senses 11 (Acute Sight; Extended Sight; Darkvision; Low-Light Vision; Accurate Hearing; Extended Hearing; Ultra-Hearing; Scent; Tracking Scent)

Saves: Toughness +8
Fort +8
Ref +6
Will +7

Combat: Attack +8
Damage +8 (unarmed/bow & arrows)/+9 (knife; critical 19-20)/+10 (coup stick/tomahawk; critical 19-20)
Defense +10 (+3 flat-footed)
Initiative +10

Equipment: Tribal Arsenal:
Bow & Arrows: +8 Damage; 40 ft range
-Coup Stick [quarterstaff]: +2 Damage; 10 ft reach
-Tomahawk: +2 Damage; Critical 19-20
-Hunting Knife: +1 Damage; Critical 19-20



Costs: Attributes 30+ Skills 16+ Feats 25+ Powers 40+ Saves 5+ Combat 28= 144 pts.


:arrow: I was gonna try to finish up some of my older to-do builds but I couldn’t help myself here. Red Wolf is one of those characters that appeals to me, slight powers & loads of skills. Then given that he got a small showing in Secret Invasion lately I’ve had a build brewing in my head for a little while now.

:arrow: Basically he’s a street level character with a slight focus on hand to hand ability with some enhanced senses. Plus from what I’ve read it looks like Red Wolf is a pretty decent wrestler as well so I made sure to toss in a couple feats that played to that (Improved Grab & Grapple, Chokehold & Reversal). Red Wolf’s main ability to do damage is his weapons which he has a small, traditional set of Native American style (bow & arrows, tomahawks, knives & a coup stick) so I tried to put in some feats that would give him some options using them in a fight.
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Shriek build #428

Postby Tattooedman » Mon Feb 28, 2011 11:02 am

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

Skills: Bluff 6 (+9), Climb 4 (+4), Concentration 8 (+10), Intimidate 8 (+11), Knowledge (Streetwise) 4 (+5), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+8.)

Feats: All-Out Attack, Attack Spec. (Sonic Array) 2, Distract [Intimidate], Defensive Attack, Dodge Focus 7, Equipment, Improved Initiative, Inspire 2, Set-Up, Startle, Taunt, Teamwork 2, Tough 2

Powers: Blast 12 [sonic]
-Alt. Power: Blast 8 [sonic] (Extra: Area {Cone})
-Alt. Power: Stun 12 (Extra: Ranged)
-Alt. Power: Boost 4 [Emotion Control]

Emotion Control 4 (Extras: Area {Burst}, Contagious); (Power Feats: Subtle, Progression 3); (Flaw: Dark Emotions Only, Uncontrolled)

Saves: Toughness +7*/+5 [*Costume]
Fort +5
Ref +5
Will +3

Combat: Attack +4/+8 (sonic array)
Damage +12 (sonic array)
Defense +13 (+3 flat-footed)
Initiative +6

Equipment: Costume: +2 Toughness


Costs: Attributes 22+ Skills 12+ Feats 23+ Powers 53+ Saves 6+ Combat 20= 136 pts.



:arrow: Caranage’s sweetheart and the mommy figure in their fractured family, Shriek. She later had a run with her & Carrion where they revealed more of her background of child abuse. Which explains a fair amount of why she is so screwed up. Basically Shriek is a blaster with some minor mental effects for good surprise if your players don’t know anything about her.

:arrow: I think I got her Emotion Control done the way I wanted, it was said that she is always broadcasting at low levels but can crank it up when she wants too. So I gave her a minor ranked base Emotion Control and then a Boost effect as part of her Sonic Blast array. I’m a little surprised with her point total, but I hit all the parts I could remember from way back then.
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Spider-Woman III build #429

Postby Tattooedman » Mon Feb 28, 2011 11:03 am

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

Skills: Acrobatics 4 (+11), Bluff 4 (+6), Climb 2 (+10), Notice 6 (+7), Stealth 4 (+11)

Feats: Acrobatic Bluff, Attack Spec. (Unarmed) 2, Attack Spec. (Snare Array) 2, Dodge Focus 3, Taunt

Powers: Additional Limbs 3 [4 spider legs] (Extra: Sustained) (Linked to Speed)
Speed 1 (Linked to Additional Limbs)
Snare 9 (Power Feat: Indirect)
-Alt. Power: Super-Movement 2 (Swinging)
-Alt. Power: Blast 9 [Venom Blast-Bio-Electric]
-Alt. Power: Blast 6 [Venom Blast-Stun] (Extra: Ranged)

Flight 3
-Alt. Power: Super Strength 3

Emotion Control 5 (Extra: Action {Continuous}); (Flaw: Limited-Love Only, Limited-Men Only, Sense Dependent {Olfactory}, Uncontrolled); (Linked to Emotion Control {Fear})
Emotion Control 5 (Extra: Action {Continuous}); (Flaw: Limited-Fear Only, Limited-Women Only), Sense Dependent {Olfactory}, Uncontrolled); (Linked to Emotion Control {Love})
Enhanced Strength 14
Enhanced Constitution 14
Enhanced Dexterity 12
Enhanced Feats 4 (Challenge {Perfect Balance}; Dodge Focus 3)
Immunity 2 (Radiation, Disease, Poisons) (Flaw: Limited - Most be exposed first])
Super-Movement 2 (Wall-Crawling 2)
Super-Senses 4 (Acute Hearing; Tremorsense)
Telepathy 4
-Alt. Power: Super-Senses 4 (Precognition) (Flaw: Uncontrolled)

Saves: Toughness +8
Fort +8
Ref +9
Will +4

Combat: Attack +6/+10 (snare array/unarmed)
Damage +8 (unarmed)/+9 (snare array)
Defense +12 (+3 flat-footed)
Initiative +7


Costs: Attributes 12+ Skills 5+ Feats 9+ Powers 95+ Saves 5+ Combat 24= 150 pts.


:arrow: Mattie Franklin was really a challenging build. A purely wiki powered build I was shocked she had so many frickin’ powers! Then I did the math & was shocked again! That's alot of power for such a young & inexperienced hero to have!
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Stilt-Man build #430

Postby Tattooedman » Mon Feb 28, 2011 11:05 am

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Stilt-Man:
PL: 8
Str 10 [20] (+0/+5) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 12 (+1) Cha 10 (+0)

Skills: Acrobatics 5 (+7), Bluff 6 (+6), Craft (Electronic) 6 (+8.), Craft (Mechanical) 8 (+10), Disable Device 10 (+12), Intimidate 4 (+4), Knowledge (Physical Sciences) 6 (+8.), Knowledge (Streetwise) 6 (+8.), Knowledge (Technology) 6 (+8.), Notice 6 (+8.), Search 6 (+8.), Sense Motive 6 (+7), Stealth 5 (+7)

Feats: Attack Focus (Melee) 4, Attack Spec. (Telescopic Attack), Dodge Focus 4, Improved Initiative, Inventor, Move-By Action

Powers: Device {Stilt Suit} 8 (hard to lose)
--Elongation 6 (Flaw: Limited-Legs only)
--Enhanced Strength 10
--Protection 6 (Extra: Impervious)
--Speed 2 [25 mph]
--Strike 6 [telescopic attack] (Power Feats: Extended Range 5)
--Super Strength 1

Saves: Toughness +8*/+2 [*Stilt Suit]
Fort +4
Ref +5
Will +3

Combat: Attack +2/+6 (melee)/+8 (telescopic attack)
Damage +5 (unarmed)/+6 (telescopic attack)
Defense +8 (+2 flat-footed)
Initiative +6

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


Costs: Attributes 14+ Skills 19+ Feats 12+ Powers 32+ Saves 7+ Combat 12- Drawbacks 4= 92 pts.


:arrow: Honesty I’ve not read one of Stilt-Man's appearances. Ever. So most of my info comes from the Marvel Database & Comicvine. But even though he’s got a decent set of abilities the whole growing leg thing just makes him really…..really….well really just kinda stupid honestly. I mean his suit makes him a little faster, a little stronger and a little tougher than most people. Nothing fancy really and in theory it should have helped him out some just the whole extending legs thing again giving the easy way of beating him.

:arrow: His best attack was to use one of his legs to project out to hit a hero, if he had been really smart Stilt-Man would have made a weapon on his arms that did that instead of being forced to do a balancing act just to fight. IDK, this guy was one of the easiest builds I’ve done to date. It only took me about 20 minutes to write out the whole build, the math made it longer (I suck at math & recheck, recheck, recheck & recheck once more before I post). I’m forced to think that this may just be the mookyest mook I’ve made to date.

:arrow: Well, at least until I finally work out that Ten-Eyed Man build……… 8)
Last edited by Tattooedman on Mon Feb 28, 2011 12:42 pm, edited 1 time in total.
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Re: Tattooverse 2.5 [2E]

Postby Shock » Mon Feb 28, 2011 11:07 am

I think a better way to do Shriek's increased Emotion Control is to just have additional ranks inside the array. Then they would add together when she chose to focus. That is, unless she could amp it up and still use the other powers in the array.
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Re: Tattooverse 2.5 [2E]

Postby kenseido » Mon Feb 28, 2011 11:59 am

I don't know about modern appearance, but I remember Stilt-man as being taken out in like a few panel by iron Man during Armor Wars.
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Re: Tattooverse 2.5 [2E]

Postby Shock » Mon Feb 28, 2011 12:19 pm

kenseido wrote:I don't know about modern appearance, but I remember Stilt-man as being taken out in like a few panel by iron Man during Armor Wars.

I love the picture with the briefcase and the grim expression. It looks like he's going to work and he hasn't finished his presentation to the board yet.

I think he probably could stand to have a few more ranks in Knowledge and Craft. Sure it's a lame suit but he did build it himself. A 6 total bonus is just about enough to design silly things like the Garden Weasel.
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Mon Feb 28, 2011 12:44 pm

Shock wrote:
kenseido wrote:I don't know about modern appearance, but I remember Stilt-man as being taken out in like a few panel by iron Man during Armor Wars.

I love the picture with the briefcase and the grim expression. It looks like he's going to work and he hasn't finished his presentation to the board yet.

I think he probably could stand to have a few more ranks in Knowledge and Craft. Sure it's a lame suit but he did build it himself. A 6 total bonus is just about enough to design silly things like the Garden Weasel.


Good point. I went ahead and adjusted his skills around a bit, nothing huge but it's a couple points higher now.
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Hourman II build #431

Postby Tattooedman » Tue Mar 01, 2011 1:23 pm

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Hourman II:
PL: 10
Str 12 [30] (+1/+10) Dex 10 [26] (+0/+8.) Con 12 [30] (+1/+10) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 6 (+8.), Climb 4 (+5/+14), Craft (Artistic) 6 (+8.), Craft (Chemical) 8 (+10), Diplomacy 6 (+8.), Intimidate 6 (+8.), Investigate 2 (+4), Knowledge (Physical Sciences) 4 (+6), Notice 8 (+10), Sense Motive 6 (+8.), Stealth 4 (+4/+12), Swim 4 (+5/+14)

Feats: Attack Spec. (Unarmed), Defensive Roll 2, Dodge Focus 3, Equipment, Improved Grab, Improved Grapple, Inspire, Interpose, Power Attack, Set-Up, Stunning Attack, Takedown Attack 2, Teamwork 2, Uncanny Dodge [visual]

Powers: Container [Miraclo Augmentation] 14 (Flaw: Limited-Useable once a day)
--Enhanced Strength 18
--Enhanced Dexterity 16
--Enhanced Constitution 18
--Enhanced Feats 3 (Diehard; Evasion; Improved Initiative)
--Impervious Toughness 8
--Speed 3
--Super Strength 2

Device [Hourglass Amulet] 2 (hard to lose)
--Supermovement 1 (Dimensional Movement [Timepoint]); (Power Feats: Master Plan, Progression 3)
--Super-Senses 4 (Precognition) (Flaw: Limited-Only one hour into the future); (Drawback: Uncontrolled)

Saves: Toughness +6* [+11* Miraclo]/+4** [+9** Miraclo] [*Costume & Defensive Roll/**Costume]
Fort +4 [+13]
Ref +3 [+11]
Will +8

Combat: Attack +8/+10 (unarmed)
Damage +1 (unarmed)/+10 (unarmed with Miraclo]
Defense +9 (+3 flat-footed)
Initiative +4 [+8 Miraclo]

Equipment: Costume: +3 Toughness; Subtle; Comm-Link


Costs: Attributes 18+ Skills 16+ Feats 19+ Powers 66+ Saves 11+ Combat 28= 150 pts.


:arrow: I can’t help myself, I’m WAAAYYYY into legacy heroes. That said I can’t get enough of Hourman II and his time in the JSA, for that matter I actually went out & got my greedy little tattooed hands on the TPB of the JSA way back when it was first started up (now consider the fact that I haven‘t collected comics in a decade). That was some of the best reworkings of the classic heroes and legacies of the first heroes of DC IMO.

:arrow: I like how Hourman came out cost-wise, just 10 points below the normal PL/point balance, it fits him really well. Hourman is super powered but only slightly compared to members like Green Lantern but still decked out with skills and feats enough to be useful when not sporting his super strength. Check out when the Ultra-Humanite took over the world and lo & behold Hourman is leading the rag-tag JSA team fighting against him, that’s a good example of Hourman at his best.

:arrow: Then when Hourman activates his hour of power (I can never say that with a straight face now, blast Robot Chicken & their “male enhancement drug” skit!!) he can hold his own in a fight. I think if he got some good dice rolls he could maybe stale Wonder Woman until one of the big guns of the JSA showed, but most times Hourman is willing to play the support role and handle the goons & mooks of the Mastermind villain with only taking a few well placed shots at the big villain. So I made sure to include the feats that make him better suited to the helper role with Set-Up, Takedown Attack & Teamwork.

:arrow: His Master Plan feat is more for when he gets one of his “Flash-forward” visions from an hour in the future, that way he can make even more use of his Set-Up feat or things that are located around the area of the fight. The best example of that is when the JSA & the JLA fought Despero & Johnny Sorrow and Hourman had Captain Marvel, the Green Lanterns, Superman and Wonder Woman push Despero to where Hourman knew that Captain Atom would explosively return from the Quantum Stream, which took Despero out of the fight.
Last edited by Tattooedman on Wed Mar 16, 2011 9:21 pm, edited 2 times in total.
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Hourman III build #432

Postby Tattooedman » Tue Mar 01, 2011 1:24 pm

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Hourman III:
PL: 12
Str 26 (+8.) Dex 20 (+5) Con -- Int 22 (+6) Wis 10 (+0) Cha 8 (-1)

Skills: Craft (Chemical) 6 (+12), Craft (Mechanical) 4 (+10), Knowledge (History) 12 (+18.), Knowledge (Physical Sciences) 4 (+10), Knowledge (Technology) 6 (+12)

Feats: Eidetic Memory, Luck 2

Powers: Android Template: [45 pts.]
--Immunity 30 (Fortitude Effects)
--Protection 10 (Extra: Impervious 5)

Container {Hour of Power} 9 (Flaw: Limited-Only useable once per 24 hrs. {-1 pt})
--Feature 1 [Temporal Anchored]
--Super-Movement 3 [Temporal Movement [anywhere in time}] (Power Feat: Progression 3)
--Time Stop 4
-Alt. Power: Blast 10
-Alt. Power: Drain Toughness 10 (Extra: Ranged); (Flaw: Limited-Objects Only)
-Alt. Power: Healing 10 (Extra: Restoration); (Flaw: Non-Lethal Damage Only)
-Alt. Power: Super-Senses 8 [Postcognition, Precognition]

Saves: Toughness +10* [*Impervious 5]
Fort n/a
Ref +6
Will +5

Combat: Attack +8
Damage +8 (unarmed)/+10 (blast)
Defense +8 (+4 flat-footed)
Initiative +5


Costs: Attributes 26+ Skills 8+ Feats 3+ Powers 112+ Saves 6+ Combat 32= 185 pts.


:arrow: Hourman III was an interesting idea for a legacy character using an android built in the far future with a synthetic genetic structure based on the original hero. Then add in that he was given the role of protecting an object that gave him mastery over time and space. Of course he’d be powerful enough to be a member of that time’s Justice League. The problem came when he came back in time to visit the decendents/legends/founders of the League and the nano-virus that his time’s greatest foe had secretly infected him with started to infect people and machines. Made for some serious problems. Good thing the League could handle it.

:arrow: As a result Hourman III decided to hang around and learn more about being a hero afterwards. He also decided to learn more about being human since he was still considered a newly built being and after a small fight with Amazo (of all people) he figured it would be a good idea to limit his access to his time manipulating abilities. Plus it made him less reliant on those powers and be able to deal with things more like a normal person (right, just one whose entire body is artificial, can lift a few tons and shrug off most gun fire. Completely normal kinda guy….).

:arrow: Anyways I actually liked Hourman III since he had some interesting points of view on how things were done. His solo series was something of a minor headtrip to read, but the art is great and the stories had some interesting interactions between him and the rest of the cast.

:arrow: During his Hour of Power, Hourman III is a problem solving monster. He can pretty much handle any kind of threat will little problem given his time manipulating powers then toss in his ability to come up with unique uses for those powers as well. Outside of the Hour of Power he’s still a good scrapper type who can dish some decent hits as well.
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Beast Boy build #433

Postby Tattooedman » Wed Mar 02, 2011 9:36 am

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Beast Boy:
PL: 8
Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 11 (+0) Cha 14 (+2)

Skills: Bluff 6 (+8.), Handle Animal 4 (+6), Knowledge (Life Sciences) 4 (+4), Knowledge (Pop Culture) 4 (+4), Notice 6 (+6), Search 6 (+7), Sense Motive 8 (+8.), Stealth 6 (+8.), Survival 4 (+4)

Feats: Defensive Roll 2, Dodge Focus 4, Improved Initiative, Move-By Action, Set-Up, Taunt, Teamwork

Powers: Shapeshift 8 (Flaws: Limited-Animals Only [-1 pt]; Limited-Medium size only [-1 pt])

Saves: Toughness +3*/+1 [*Defensive Roll]
Fort +5
Ref +6
Will +5

Combat: Attack +4
Damage +? [varies based on form used]
Defense +6 (+2 flat-footed)
Initiative +6

Drawbacks: Noticeable [All animals are the color green] (-1 pt)


Costs: Attributes 15+ Skills 12+ Feats 11+ Powers 48+ Saves 13+ Combat 12- Drawbacks 1= 110 pts.


:arrow: Come on now, I couldn't do a run of the Doom Patrol without their most famous member could I? Nope! So here's a back in the day build of Beast Boy, I felt like he'd be an underpointed PL 8 compared to the rest of the team (Negative Man, Elasti-Girl, Mento &Robot Man) given his age and all.

:arrow: Nothing really new otherwise aside from at this point BB couldn't become animals that were larger than medium sized, something he eventually got past and even got to the point where he could do more unique animals as well.
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Elasti-Girl build #434

Postby Tattooedman » Wed Mar 02, 2011 9:38 am

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Elasti-Girl:
PL: 10
Str 10 [34] (+0/+12) Dex 14 (+2) Con 12 [24] (+1/+7) Int 12 (+1) Wis 14 (+2) Cha 16 (+3)

Skills: Bluff 6 (+9), Climb 4 (+4), Diplomacy 4 (+7/+11), Drive 2 (+4), Notice 6 (+8.), Perform (Acting) 6 (+9), Profession (Actress) 6 (+7), Sense Motive 6 (+8.), Swim 4 (+4)

Feats: Attractive, Defensive Roll 3, Dodge Focus 2, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Interpose, Power Attack, Takedown Attack 2

Powers: Growth 12 [Gargantuan Size; +24 Strength ; +12 Constitution; +12 Grapple; +6 Intimidate; +15 Carry Capacity; -4 attack/defense; -12 Stealth; Space/Reach: 20 ft./15 ft.]
-Alt. Power: Shrinking 16 [Fine Size; -9 Strength; 10 ft Speed; +8 attack/defense; -16 Grapple; -8 Intimidate; Space/Reach: 6 inches/0 ft.]
Super Strength 2 (Power Feat: Groundstrike); (Linked to Growth)

Saves: Toughness +4*/+1 [+10*/+7 full size] [*Defensive Roll]
Fort +4 [+10]
Ref +5
Will +5

Combat: Attack +8 [+4 full size]
Damage +1 [+7] (unarmed [full sized])
Defense +10 [+6 full size] (+4 [+2 full size] flat-footed)
Initiative +6


Costs: Attributes 18+ Skills 11+ Feats 14+ Powers 42+ Saves 9+ Combat 32= 126 pts.


:arrow: Elasti-Girl was probably the most normal of all of the Doom Patrol honestly, her powers were totally under her control but she couldn’t get any acting work because of the public nature of her accident which gave her those powers. Once she was part of the team Elasti-Girl became something of the team mom really, especially once Beast Boy joined. Plus her relationship with Mento added the sometimes dasmel in distress angle to her at some points. It’s a pitty she’d been the one member that stayed dead out of the team, all the others got some kind of last minute save that barely saved their bacon but not poor Elasti-Girl. She stayed dead up until the DP got rebooted here recently in comics, their deaths and history tossed up into question.

:arrow: Again Elasti-Girl is under-pointed, but that’s seeming to be the norm for members of the Doom Patrol. So it makes sense that they’d have to be a team to be able to deal with their foes, alone they just fall short of taking care of business. Course I could’ve tossed in the alternate power of Shrinking for her but I don’t recall it being used too often in the early years of the team. So to me that would make it a Power Stunt that later developed into a power.
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Mento build #435

Postby Tattooedman » Wed Mar 02, 2011 9:39 am

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

Skills: Bluff 6 (+8.), Concentration 8 (+13), Craft (Electronics) 8 (+13), Computers 6 (+11), Disable Device 4 (+9), Diplomacy 6 (+8.), Knowledge (Business) 6 (+11), Knowledge (Technology) 8 (+13), Notice 6 (+11), Pilot 6 (+8.), Search 4 (+9), Sense Motive 6 (+11), Stealth 6 (+8.)

Feats: Assessment, Attack Spec. (Telekinesis) 2, Benefit 2 [Wealth x2], Challenge [Fast Planning], Defensive Roll 4, Dodge Focus 5, Inventor, Improved Initiative, Leadership, Luck, Master Plan, Mechanical Genius [Electronics], Takedown Attack 2, Teamwork, Uncanny Dodge [mental]

Powers: Device [Mento-Helmet] 8 [hard to lose] (Power Feat: Restricted [brain waves])
--Mind Shield 5
--Telekinesis 10 (Extra: Damaging)
-Alt. Power: Illusion 7 [visual & audio]
-Alt. Power: Mental Blast 7
-Alt. Power: Telepathy 10

Saves: Toughness +6*/+2 [*Defensive Roll]
Fort +5
Ref +5
Will +6 [+11 vs. mental]

Combat: Attack +6/+10 (Telekinesis)
Damage +1 (unarmed)/+7 (mental blast)/+10 (telekinesis)
Defense +11 (+3 flat-footed)
Initiative +6


Costs: Attributes 34+ Skills 20+ Feats 25+ Powers 40+ Saves 7+ Combat 24= 150 pts.


:arrow: Where to start with Mento? Well he’s been a long time member of the Doom Patrol, joining mostly to woo Elasti-Girl and prove himself to her Mento became something of the back-up guy for a long time given the nature of his powers with the early Mento-Helmet. As time went on Mento continued to improved and redesign it until it reached the point it’s at now. Course a side effect caused him to become paranoid and after the death of the team he blamed Beast Boy for it and became a villain to make him pay. After years of trying Beast Boy was able to get Mento cured with help from the Titans and Mento became a behind the scenes supporter of the team.

:arrow: After that he kind of went nuts again playing with the Mento-Helmet more and returned to crime secretly and caused problems for the Titans for awhile but with events of DC’s latest events Mento’s been cured it seems of his mental problems and has returned to the Doom Patrol. He’s even managed to deal with the Chief and his manipulating ways, kicking him out of the Doom Patrol and taking over as the leader in his place.

:arrow: Mento’s mental powers are fairly powerful, and the build was slightly influenced by the episodes of the Teen Titans where the Doom Patrol showed up. Mostly though Mento does need to stay somewhat in the background and use his t.k. and telepathy to help the others of the team. Otherwise he’s there to help deal with any tech troubles they may have to deal with while on missions, course his money does help to keep the team running too. Being something like the 5th richest man in the world does help out with that.
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Negative Man build #436

Postby Tattooedman » Wed Mar 02, 2011 9:41 am

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

Skills: Bluff 6 (+7), Climb 4 (+6), Concentration 4 (+6), Craft (Electronic) 6 (+7), Craft (Mechanical) 6 (+7), Knowledge (Current Events) 4 (+5), Notice (+8.), Pilot 8 (+11), Profession (Test Pilot) 6 (+7), Sense Motive 8 (+10), Survival 4 (+6), Stealth 6 (+9), Swim 4 (+6)

Feats: Attack Focus (Melee) 2, Challenge (One Hand on the Wheel), Defensive Roll 3, Dodge Focus 4, Improved Initiative, Set-Up, Teamwork

Powers: Summon Minion 10 [the Negative Man] (Extras: Fanatical, Heroic, Sensory Link); (Power Feat: Mental Link); (Flaw: Unconscious)

the Negative Minion:

Image
PL: 10
Str 24 (+7) Dex 24 (+7) Con -- Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Feats: Attack Focus (Melee) 5, Dodge Focus 4, Fast Overrun, Improved Initiative, Improved Overrun, Move-By Action, Teamwork

Powers: Flight 5
Immunity 30 (Fortitude Effects)
Insubstantial 3
Protection 5
Strike 10 [Negative Energy Aura] (Extras: Affects Corporeal, Aura)

Saves: Toughness +5
Fort n/a
Ref +10
Will +6

Combat: Attack +5/+10 (melee)
Damage +7 (unarmed)/+10 (negative energy aura)
Defense +12 (+4 flat-footed)
Initiative +11

Drawbacks: Disability [Mute] (-4 pts)
Power Loss [all powers vs. Lead; Common Frequency/Moderate Intensity] (-3 pts)

Costs: Attributes 18+ Feats 14+ Powers 90+ Saves 9+ Combat 26- Drawbacks 7= 150 pts.


Saves: Toughness +6*/+3 [*Defensive Roll]
Fort +5
Ref +7
Will +8

Combat: Attack +6/+8 (melee)
Damage +1 (unarmed)
Defense +10 (+3 flat-footed)
Initiative +7


Costs: Attributes 22+ Skills 18+ Feats 13+ Powers 41+ Saves 12+ Combat 24= 130 pts.


:arrow: One of the odder heroes I’ve seen, Negative Man presents a unique challenge to his team when he uses his powers. He leaves his normal body behind to be taken care of by someone or else he’s screwed. Kinda a bit to stick them with but given how useful his negative energy form is I guess it can be worth dealing with depending on the situation. Plus N.M isn’t totally dependent on the Negative Minion to be useful. He’s said to be a skilled fighter and has shown to be able to handle himself in the vein of adventure hero kinds of action. Add to that his background as an air pilot and he’s got some usefulness even without the Negative Minion.

:arrow: This build reminded me of Kid Eternity kinda, at least in the idea that I used Extras & Flaws from other powers with Summon Minion to get across how Negative Man works in M&M. The Unconscious flaw leaves his body laying around while he’s using the Negative Minion and the Sensory Link extra lets him stay aware of what all is seen and felt by the Negative Minion.

:arrow: Pretty straightforward I thought. I couldn’t really come up with a Drawback for the time limit on how long the Negative Minion could stay outside of N.M.’s body but with it only being about a minute and 9 outta 10 times there’s not an issue with it getting back I’d rule it more of a complication. Not all of the Doom Patrol’s foes would take advantage of that weakness every time they dealt with them.
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Tattooedman
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Robotman build #437

Postby Tattooedman » Wed Mar 02, 2011 9:42 am

Image
Robotman:
PL: 10
Str 30 (+10) Dex 16 (+3) Con -- Int 12 (+1) Wis 16 (+3) Cha 12 (+1)

Skills: Bluff 6 (+7), Diplomacy 4 (+5), Drive 8 (+11), Intimidate 8 (+9), Knowledge (Current Events) 6 (+7), Knowledge (Pop Culture) 6 (+7), Notice 6 (+9), Pilot 4 (+7), Sense Motive 6 (+9), Survival 2 (+5)

Feats: All-Out Attack, Attack Focus (Melee) 2, Cunning Fighter, Equipment, Improved Critical (Unarmed) 2, Improved Overrun, Improved Sunder, Power Attack, Startle, Stunning Attack, Takedown Attack

Powers: Immunity 30 (Fortitude Effects)
Protection 10 (Extra: Impervious 6)
Super Strength 2 (Power Feats: Bracing, Groundstrike)

Saves: Toughness +10* [*Impervious 6]
Fort n/a
Ref +5
Will +7

Combat: Attack +8/+10 (melee)
Damage +12 (unarmed)
Defense +8 (+4 flat-footed)
Initiative +3

Equipment: Chest Mounted Camera

Drawbacks: Vulnerable [Magnetic Attacks] (-3 pts)


Costs: Attributes 26+ Skills 14+ Feats 13+ Powers 52+ Saves 6+ Combat 32- Drawbacks 3= 140 pts.


:arrow: The muscle of the Doom Patrol, Robotman. Cliff Steele (man what a cool name!!!) was what I like to think of as your typical all-around, modern day Doc Savage kinda guy. He grew up reading about adventure types who went to strange lands and had massive adventures and excitement and wanted that life for himself. So he trained himself until he was good enough to be able to do stunt shows demonstrating his skills and made some cash that way and eventually he started getting work as a special consultant brought in by whatever company needed things tried out and didn’t want to lose their own people and plus Cliff was good enough he could pull off the test with little trouble.

:arrow: Then he had a bad crash. Not just multiple fractures and spinal injuries but bad enough that his body was trashed totally and he was going to die no matter what the doctors did to save him. That’s when the Chief stepped in and put Cliff’s brain into the robot body that he’s been in since.

:arrow: Since then Cliff has been pretty much what I like to think of as the counter-part of Ben Grimm in DC. He’s been a member of pretty much every version of the DP and has kept them going despite whatever problems they were facing, leading from the front lines no matter who they’re facing off against. He’s the inhuman looking guy with a huge heart that’s always trying to take care of his extended “family”.
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Tattooedman
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