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Tattooverse 2.5: WOF builds

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Celsius build #438

Postby Tattooedman » Wed Mar 02, 2011 9:44 am

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

Skills: Acrobatics 4 (+7), Bluff 4 (+7/+9), Climb 2 (+4), Diplomacy 4 (+7/+9), Knowledge (Life Sciences) 4 (+6), Knowledge (Tactics) 4 (+6), Knowledge (Technology) 4 (+6), Medicine 2 (+4), Notice 8 (+9), Sense Motive 6 (+7), Stealth 6 (+9)

Feats: Attack Spec. (Unarmed) 2, Attack Spec. (Thermal Blast Array) 2, Attractive, Benefit 3 (Wealth x3), Defensive Roll 4, Dodge Focus 3, Distract [Bluff], Equipment 7, Improved Block, Improved Critical (Unarmed) 2, Improved Disarm, Improved Initiative, Improved Throw, Improved Trip, Leadership, Luck 3, Power Attack, Set-Up, Talented [Bluff/Diplomacy], Teamwork

Powers: Blast 8 [Fire/Heat] (Flaw: Tiring)
-Alt. Power: Blast 8 [Ice/Cold] (Flaw: Tiring)

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

Combat: Attack +4/+8 (thermal blast array/unarmed)
Damage +2 (unarmed-critical 18-20)/+10 (fire/ice blast)
Defense +10 (+3 flat-footed)
Initiative +7

Equipment: Headquarters: Private Estate Base [equal to Abandoned Warehouse]: Features: Communications, Computer, Garage, Gym, Hangar, Living Space, Power System, Security System; Medium Size; Toughness 10

Private Jet: Strength 40; Speed 7; Defense 6; Toughness 11; Gargantuan size


Costs: Attributes 22+ Skills 12+ Feats 38+ Powers 9+ Saves 8+ Combat 22= 111 pts.


:arrow: Celsius was an interesting character back in the days of the second Doom Patrol. Claiming to be the wife of the Chief and gathered together the sole survivor of the original DP and a couple new members she promised to help them with their problems if they would help her locate the Chief.

:arrow: Along the way the team discovered that Celsius was something of a not nice person. She was a manipulator, and while she could make a sales pitch her follow thru on keeping her end up or the appearance of trying to really leaves something to be desired. Her biggest contribution to the DP was that she “owned” the Chief’s estate and equipment he held for the original DP (their plane mostly). These came into play more when she was able to convince the team to reunite a year or so later and then started to gather young superhumans who suffered problems because of their powers. Again though the team fell apart despite or rather because of Celsius’ actions and designs. It was an interesting read overall.

:arrow: Her powers are really minor honestly, being able to manipulate her own internal body temperature and project it. While that sounds kinda cool it can leave her hurting as she wears her body out projecting it so I added in the Tiring flaw. Though Celsius has shown enough fortitude to be able to push herself I did give her a few ranks in the Luck feat to allow her to buy off her fatigue effect a time or two.

:arrow: Otherwise Celsius tends to favor her martial skills she developed to get by in a fight, using her thermal powers as a surprise attack if she needs it. While she tries to be team leader she really just doesn’t have the right skills & feats to pull it off right. Sometimes she would come across as just in over her head and lost as a result. So she ends up getting under-pointed as a PL 8 to me.
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Tempest build #439

Postby Tattooedman » Wed Mar 02, 2011 9:45 am

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

Skills: Aerobatics 6 (+8.), Bluff 6 (+8.), Climb 4 (+6), Diplomacy 6 (+8.), Drive 4 (+6), Intimidate 4 (+6), Knowledge (Life Sciences) 6 (+8.), Medicine 6 (+8.), Notice 6 (+8.), Profession (Physician) 4 (+6), Search 4 (+6), Sense Motive 6 (+8.), Stealth 6 (+8.), Survival 2 (+4), Swim 2 (+4)

Feats: Attack Spec. (Blast) 2, Benefit [Alternate Identity], Distract [Bluff], Dodge Focus 4, Equipment, Fast Overrun, Favored Environment [Airborne] 4 [+4 defense], Improved Initiative, Improved Overrun, Move-By Action, Power Attack, Precise Shot, Takedown Attack, Teamwork

Powers: Blast 12 (Extra: Penetrating); (Power Feat: Improved Critical 2)
Flight 5

Saves: Toughness +*+6**/+3 [*Costume & Defensive Roll/**Costume]
Fort +6
Ref +6
Will +6

Combat: Attack +4/+8 (Blast)
Damage +2 (unarmed)/+12 (blast-critical 18-20)
Defense +12 [airborne]/+8 [grounded] (+4 [airborne]/+2 [grounded] flat-footed)
Initiative +6

Equipment: Costume: +3 Toughness; Subtle


Costs: Attributes 26+ Skills 18+ Feats 21+ Powers 48+ Saves 11+ Combat 16 = 140 pts.


:arrow: Part of the 2nd generation of the Doom Patrol, Tempest fills the role of blaster for them. He’s not breaking any kind of new ground with his powers, though they are fairly powerful. The high rank combined with Penetrating and a couple ranks of Improved Critical since I recall every foe that got hit by him saying something about how strong his blasts were even if they were super resistant to damage physically. Tempest is more on the team for his background in medicine, helping Negative Woman with her power complications and then helping the new recruits deal with the physical side effects of their powers. That and he was often the one to disagree the most with their leader, Celsius, who tended to be fairly shady in all her dealings with the group. That made for half the entertainment of the book IMO, how the team didn’t agree with each other too often and would in-fight like crazy. Then they’d put it all aside to beat the snot outta the bad guys.

:arrow: Tempest is under-pointed but I felt it fit him. He’s not been part of the super hero scene too long and he’s went back to normal life a few times as well. So he’s not going to be as skilled/feated out like most other heroes in my mind but his power damage helps to keep him a threat.
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Neagtive Woman build #440

Postby Tattooedman » Wed Mar 02, 2011 9:47 am

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

Skills: Bluff 6 (+8.), Concentration 4 (+7), Gather Information 4 (+6), Knowledge (Current Events) 4 (+5), Language (Base: Russian; English), Notice 6 (+9), Pilot 4 (+8.), Profession (Pilot) 4 (+8.), Sense Motive 6 (+9), Survival 4 (+7), Stealth 6 (+10)

Feats: Connected, Defensive Roll 2, Dodge Focus 6, Fast Overrun, Improved Initiative, Improved Overrun

Powers: Alternate Form [Negative Energy Body] 18 (Flaw: Projection)
--Flight 5
--Immunity 30 (Fortitude Effects)
--Insubstantial 3
--Protection 5
--Strike 10 [Negative Energy Aura] (Extras: Affects Corporeal, Aura)

Saves: Toughness +8*/+7**/+2 [*Alternate Form’s Protection & Defensive Roll/**Alternate Form‘s Protection]
Fort +5
Ref +6
Will +6

Combat: Attack +8
Damage +1 (Unarmed)/+10 (Negative Energy Aura)
Defense +10 (+2 flat-footed)
Initiative +8


Costs: Attributes 26+ Skills 13+ Feats 12+ Powers 72+ Saves 8+ Combat 24= 155 pts.


:arrow: Alright here's Valentina Vostok, also known as Negative Woman. She’s not too different from Negative Man honestly, the biggest differences are the mechanics how they summon the Negative Energy Being. Larry was shown using it like a summoned minion that left his body drained, while Valentina actually controlled the Negative Energy Being herself and left her body behind while she worked.

:arrow: As a result Valentina is very similarly powered to Larry as well as being very similarly skilled (by writer's choice). The only real difference between them, besides looks that is, is that Valentina had some minor connections in the intelligence community due to her being a defected Russian pilot. She had reached out over a long period of time to make good her escape to America and stayed in contact with those people after she crashed in the site where the original Doom Patrol died and she had absorbed the Negative Energy Being.

:arrow: Otherwise Valentina was mostly the angry member, upset and bothered by the end effects of having the Negative Energy Being inside her (being forced to wear the specially treated bandages from head to toe day-in, day-out. Can‘t say I blame her though.). She had started a romance with teammate Tempest at first but when she started having to wear her bandages she broke it off and became distant which led to him leaving the team the first time.

:arrow: Then when the team broke up she reached out to her friends in the intelligence community and disappeared into that shadowy areas of government supported superhumans. When the Doom Patrol reunited she only went back mostly at the order of her superiors to act as a spy. Then there was the whole deal with being back around Tempest again and opening that on-again/off-again relationship as well as being the still angry member.
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Karma build #441

Postby Tattooedman » Wed Mar 02, 2011 9:50 am

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

Skills: Bluff 8 (+9), Climb 2 (+4), Disable Device 4 (+5), Drive 4 (+6), Intimidate 4 (+5), Knowledge (Streetwise) 6 (+7), Notice 4 (+6), Sense Motive 6 (+8.), Stealth 6 (+8.)

Feats: Attack Focus (Melee) 4, Distract [Bluff], Dodge Focus 6, Equipment, Sneak Attack [+2 damage], Taunt

Powers: Deflect 13 [all attacks] (Extras: Automatic [+1], Reaction [+3], Reflection [+1]); (Power Feat: Subtle); (Flaw: Limited [Only works against “sentient” foes] {-2 pts})

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

Combat: Attack +4/+8 (melee)
Damage +2 [+4 ] (unarmed [sneak attack])
Defense +13 (+3 flat-footed)
Initiative +2

Equipment: Uniform: +3 Toughness; Subtle
Lock Picks

Costs: Attributes 18+ Skills 11+ Feats 14+ Powers 78+ Saves 7+ Combat 22= 150 pts.


:arrow: One of the new add-ons in the Doom Patrol during their revival in the late 80’s early 90’s. Basically at this point the DP was ripping the X-Men so hard in theme of “helping freaks deal with their powers” that it was ridiculous but the characters were actually fairly interesting, without the baggage that came with the X-Crew, plus they didn’t really get along that well. One of the first back at that time in a team book, and this guy didn’t help too much. Basically he's a street thug with a horrible attitude, ole Wayne here (he didn’t really use his code name Karma [thank god! It sucks!!]) was simply a jerkass who gave everyone crap no matter what, talked mad crap constantly, and really couldn’t back most of it up.

:arrow: What saved him was his power. It was said to be a kind of probability control that affected anyone who took an aggressive mind set towards him. Basically at the last possible second they would unconsciously twitch, move, jerk or somehow screw their shot at him and miss and half the time it would either reflect back at them or an ally instead of Wayne. In M&M his power is best reflected as a monstrous Deflect with a ton of extras that make it stupid expensive and is more than half his total cost.

:arrow: The Flaw on the Deflect is meant to reflect the fact that while a sentient foe is affected, things that weren’t had no problem hitting Wayne (things like bombs for instance). Robots weren’t affect either (I think) but then again it’s been a long time since I’ve read the series, though I‘d be inclined to include them within the realm of the Flaw since there isn‘t too much that doesn‘t fall in it. Wayne’s got some decent interaction skills, mostly an unusually high ability to irritate the hell out of most people via his bluff skill. Wayne is always talking smack, no matter what. He trusts in his power to keep him safe from any kind of retaliation of any kind.
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Loadstone build #442

Postby Tattooedman » Wed Mar 02, 2011 9:52 am

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Loadstone:
PL: 10
Str 12 (+1) Dex 15 [18] (+2/+4) Con 13 (+1) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+6/+8.), Bluff 4 (+6), Climb 2 (+3), Concentration 8 (+10), Drive 2 (+4), Knowledge (Pop Culture) 4 (+5), Notice 6 (+8.), Profession (Circus Performer) 6 (+8.), Sense Motive 6 (+8.), Stealth 4 (+6/+8.), Swim 2 (+3)

Feats: Attack Focus (Melee) 2, Defensive Attack, Dodge Focus 4, Equipment, Improved Initiative, Interpose, Move-By Action, Power Attack, Uncanny Dodge [visual]

Powers: Container [Electromagnetic Field] 10
--Enhanced Dexterity 3
--Telekinesis 10 (Extra: Damaging); (Flaw: Limited [Half effective against non-ferrous objects])
-Alt. Power: Strike 10
--Flight 5
--Force Field 8 (Extra: Impervious)

Saves: Toughness +12*/+4**/+1 [*Costume & Impervious Force Field 8/**Costume]
Fort +5
Ref +5 [+6]
Will +6

Combat: Attack +8
Damage +1 (Unarmed)/+5 (Telekinesis [vs. non-ferrous])/+10 (Telekinesis [vs. ferrous])/+10 (Strike)
Defense +8 (+2 flat-footed)
Initiative +6 [+8]

Equipment: Costume: +3 Toughness; Subtle



Costs: Attributes 20+ Skills 12+ Feats 13+ Powers 50+ Saves 11+ Combat 24= 130 pts.

:arrow: Loadstone was part of the “next generation” of the Doom Patrol where they were started to train freaks in the uses of their powers. Loadstone was odd in that group given that she’d been using her powers for almost a decade as part of her strong-girl act in a circus. She fit in way better with the older members of the team given her knowledge of her powers and she kept things simple with her powers but she did know her limits and what she could bring to a fight. Loadstone was a great counter to the impulsive, hot-headedness of Karma who would jump into a fight without thinking.

:arrow: Course this was all before Grant Morrison got ahold of her and gave her a massively huge push in powers & weirdness for his run on the Doom Patrol but I choose to ignore that time in the team’s history.

:arrow: The big thing about Loadstone is that she has no experience in the world of super heroes and a big part of why I under-pointed her build. Basically she spent a decent bit of time translating her experience with her powers into tricks she could use in fights, often times coming up with something on the fly and impressing the older members.

:arrow: The Flaw on Loadstone’s Electromagnetic Field needs a bit of explaining, in description her powers are magnetic in nature but she is able to affect objects that normally wouldn’t be affected by Magnetic Control. So for ease of mind (at least to me) I made the core power of the Container Telekinesis. Now for the basics of how her powers are supposed to work; Basically everything has a magnetic field no matter what it is (paper, wood, copper and so on). Loadstone’s abilities allow her to use her own magnetic field to affect the magnetic fields of anything around her, thus allowing her to manipulate and move things as she wants. The problem is that non-ferrous items have a weaker magnetic field than ferrous items do and thus are more difficult for her to manipulate. In the old DC MEGS game this was reflected by reducing her ranks of power against any non-ferrous object (even other people) and I felt that would be the simplest way to go here. Simply reducing the total effect ranks of her power by half against a non-ferrous item. Even the Damaging Extra on her Telekinesis is affected by the Flaw, if it’s used against an organic creature then it’s ranks are reduced by half to figure the Save DC.
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Danny the Street build #443

Postby Tattooedman » Wed Mar 02, 2011 9:53 am

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Danny the Street:
PL: 10
Str -- Dex -- Con -- Int 14 (+2) Wis 18 (+4) Cha 18 (+4)

Skills: Bluff 8 (+12), Diplomacy 10 (+14), Notice 8 (+12), Sense Motive 10 (+14)

Feats: Distract [Bluff], Set-Up, Teamwork 2

Powers: Animate Objects 10 (Extras: Horde); (Power Feat: Progression 2 [5 max]); (Flaw: Limited [objects on his street])
ESP 8 [all senses] (Flaw: Limited-Within his street only)
Feature 1 [Fits right in]
Growth 8 [Huge size; 40 ft] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
Immunity 32 (Critical Hits, Fortitude Saves)
Protection 12
Teleport 10 (Extra: Accurate, Selective); (Power Feat: Easy)
-Alt. Power: Telekinesis 10 (Extra: Damaging, Perception Range); (Power Feat: Precise); (Flaw: Limited [objects on his street only])
-Alt. Power: Transform 8 [inanimate objects into other inanimate objects] (Limited [items on his street only])

Saves: Toughness +12
Fort n/a
Ref +2
Will +15

Combat: Attack +8
Damage +10 (Telekinesis)
Defense +10 (+5 flat-footed)
Initiative +0

Drawbacks: Disability [Mute] (-4 pts)


Costs: Attributes -10+ Skills 9+ Feats 4+ Powers 176+ Saves 11+ Combat 36- Drawbacks 4= 222 pts.


:arrow: A long while ago Thorpacolypse passed this build off to me as he said “it’ll take me a while since I don’t know the character.” But now here’s my take on Danny the Street from the Doom Patrol. It’s hard to figure out what a “living street” can and can’t do. That said I pulled some ideas from Hawksmoor and Dr. Metropolis to get a handle on some of what Danny can do, cause I see him as a way less mobile take on either of those two. I figured the Animate Objects would cover anything that moved around inside him and the making words on signs or other visual tricks to communicate would be covered by power stunting off of Transform.

:arrow: Not too much else to say about the build since I’ve not read anything at all about him. The wiki on him just covers his powers and that’s it, no history or anything else so I guess I’ll just shut up now.
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Bloodhawk build #444

Postby Tattooedman » Wed Mar 02, 2011 10:25 am

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Bloodhawk:
PL: 8
Str 14 [20] (+2/+5) Dex 14 (+2) Con 14 [20] (+2/+5) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills: Acrobatics 8 (+10), Gather Information 6 (+6), Intimidate 6 (+8 ), Knowledge (Life Sciences) 4 (+4), Notice 6 (+6), Sense Motive 8 (+8 ), Stealth 6 (+8 )

Feats: Acrobatic Bluff, Attack Focus (Melee) 4, Attack Spec. (Grenades) 2, Connected, Defensive Roll, Dodge Focus 4, Equipment 7, Talented (Intimidate)

Powers: Alternate Form (Winged Lizard-man) 10
--Enhanced Constitution 6
--Enhanced Feats 2 (Improved Initiative x2)
--Enhanced Strength 6
--Immunity 1 (environmental radiation)
--Flight 4 (Flaw: Winged)
--Regeneration 15 [Recovery Bonus +3; Recovery Rate : Bruised 1/round; Unconscious 1/round; Injured 1/minute; Staggered 1/minute; Disabled 1/5 minutes]
--Strike 3 [claws] (Power Feat: Improved Critical 2, Mighty)
--Strike 3 [wing slap] (Power Feat: Mighty)
--Super-Senses 4 (Extended Vision; Darkvision; Ultravision)

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

Combat: Attack +4/+8 (grenades)/+8 (melee)
Damage +5 (unarmed)/+8 (wing slap/(claws)
Defense +10 (+3 flat-footed)
Initiative +10

Equipment: Fragmentation Grenade: Blast 5 (Extra: Explosion)
Tear Gas Grenade: Dazzle 4; Nauseate 4 (Extra: Explosion)


Costs: Attributes 12+ Skills 11+ Feats 21+ Powers 50+ Saves 14+ Combat 20= 128 pts.


:arrow: Ahhhh, Bloodhawk. One of the most Iron Age names I’ve ever heard!! But still a pretty decent character overall.

:arrow: Basically ‘Hawk is Angel on some serious steroids, in his lizard form he is stronger, more durable, enhanced vision, plus he heals better than average and on top of all that he has actual natural weapons to attack with. Sounds to me like ‘Hawk is just a little better off than Angel is. Well there is the thing about his looks compared to Angel but hey in the long run I’d rather be scaly, ugly and have natural weapons than only flying around distracting people and looking pretty. Honestly though I liked how he worked out, now the point total is a wee bit high for PL 8 but it covers all the things I’ve seen him do in books so I can live with it.
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La Lunatica build #445

Postby Tattooedman » Wed Mar 02, 2011 10:26 am

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La Lunatica:
PL: 9
Str 24 [28] (+7) Dex 20 (+5) Con 24 [28] (+7) Int 10 (+0) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 4 (+9), Bluff 4 (+6/+10), Diplomacy 4 (+6/+10),Intimidate 4 (+10), Language 1 (Base: Spanish; English), Notice 6 (+9), Sense Motive 6 (+9), Stealth 4 (+9), Survival 4 (+7)

Feats: All-Out Attack, Attractive, Attack Spec. (Unarmed) 2, Diehard, Distract [Intimidate], Endurance, Improved Grab, Improved Grapple, Improved Initiative, Luck 2, Seize Initiative, Stunning Attack, Power Attack, Startle, Track

Powers: Emotion Control 8 (Flaws: Limited [Despair Only], Touch Range)
Super-Senses 1 [Thermal Vision]
Super Strength 1
Transfer 8 [Drain Wisdom=Boost Strength & Constitution] (Flaws: Alternate Save Will, Limited [Can only be used on those that have failed against Emotion Control the previous round])

Saves: Toughness +7 [+9 boosted constitution]
Fort +8 [+10]
Ref +6
Will +8

Combat: Attack +5/+9 (unarmed)
Damage +7 (unarmed)/+9 (boosted strength damage)/+8 (emotion control)/+8 (transfer drain)
Defense +8 (+4 flat-footed)
Initiative +9

Costs: Attributes 48+ Skills 10+ Feats 17+ Powers 27+ Saves 7+ Combat 26= 135 pts.


:arrow: Figuring Lunatica’s powers out was something of a challenge, her psychic vampirism that boosted her strength & durability is easy enough to cover with Transfer, simply draining her target’s Wisdom and increasing her Strength and Constitution. Making it so that it only affected victims of her Emotion Control makes it the longest, most specific Flaw I’ve ever done. I like how it all works out, and it seems to be fairly straight-forward game mechanics-wise.

:arrow: I decided to make Lunatica a PL 9, since in her first appearance she was able to hold her own against a third of the team. She will only hit her damage caps by draining a target, which she tended to be only to happy to do. Her defense is just under caps, but she never seemed to be real worried about taking a hit in a fight and would sometimes take a hit to give a hit (often using her Transfer to improve her Toughness right after). It was never shown that she had to drain a person’s mental energy to survive, but it seemed that it was implied that she needed to do it. I decided against making that a part of her power since it hadn’t been talked about more in depth or shown to have any negative effects.
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Xi‘an build #446

Postby Tattooedman » Wed Mar 02, 2011 10:28 am

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Xi‘an:
PL: 10
Str 16 (+3) Dex 20 (+5) Con 16 (+3) Int 16 (+3) Wis 20 (+5) Cha 16 (+3)

Skills: Acrobatics 6 (+11), Climb 4 (+7), Concentration 8 (+13), Diplomacy 8 (+13), Gather Information 6 (+9), Knowledge (History) 4 (+7), Knowledge (Streetwise) 4 (+7), Knowledge (Theology & Philosophy) 8 (+11), Notice 8 (+13), Sense Motive 8 (+13), Stealth 8 (+13), Survival 4 (+9), Swim 4 (+7)

Feats: Contacts, Defensive Roll 4, Dodge Focus 3, Fascinate [Diplomacy], Grappling Finesse, Inspire 2, Luck 3, Move-By Action, Second Chance [Intimidate Checks], Seize Initiative, Talented (Diplomacy), Trance, Ultimate Effort (Ultimate Skill-Diplomacy), Uncanny Dodge [visual] {Fighting Style: All-Out Attack, Attack Focus (Melee) 4, Defensive Attack, Elusive Target, Improved Block, Improved Grab, Improved Initiative, Improved Trip, Instant Up, Power Attack}

Powers: Disintegration 9 (Flaw: Touch Range)
-Alt. Power: Healing 9 (Extra: Restoration); (Power Feats: Persistent, Stabilize); (Flaws: Empathic, Limited to Others)

Regeneration 6 [Recovery Bonus +6] (Power Feat: Diehard)

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

Combat: Attack +5/+9 (melee)
Damage +3 (unarmed)/+9 (disintegration)
Defense +9 (+3 flat-footed)
Initiative +9


Costs: Attributes 44+ Skills 20+ Feats 35+ Powers 18+ Saves 11+ Combat 22= 150 pts.


:arrow: Now in my mind Xi’an is a PL 10 and he slums around with the rest of the team. He doesn’t lord over them mind you, he is driven by his desire to better life for all mutants and others that were discriminated against in 2099. That’s what allowed him to form his core team of X-Men, that passion.

:arrow: He is an interesting character to me solely because he doesn’t hit his caps really as a PL 10 but in the lower setting I’ve been using for the rest of the team he is top-notch (but then since he has 30 more points than everyone else so that’s not too surprising). Xi’an often stays in the background of the fight using his Inspire feat to help out and to guide the team, but when he does get involved boy he cleans house pretty quick! Of course his disintegration touch tended to help him out a good bit in that area, all he has to do is keep ahold of his foe and let it take effect.

:arrow: Now I wanted to cover Xi’an’s other personality, basically there are only a few key differences between the two of them, “good Xi‘an“ relies more on his Diplomacy while “evil Xi‘an“ gets the job done with a mix of Intimidate and Bluff and the changes to feats further improves their uses with those skills. What it boils down to is that some skills & feats are traded off below:

Good Skills/ Bad Skills
Skills:
Concentration = Intimidate
Knowledge (History) = Bluff

Feats:
Contacts = Taunt
Fascinate [Diplomacy] = Fascinate [Intimidate]
Second Chance [Intimidate Checks] = Ultimate Effort (Bluff Skill)
Trance = Fearless

:arrow: Now I know that I make no mention of the healing shell Xi'an grew during the first storyline. That's because I see that as a complication of the story, pure GM messing with a character or a GM creating a story hook to explain the new power the character had been saving points for the last 12 games. Either way I saw it as a one time thing that didn't ever show up in the series again.
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Metalhead build #447

Postby Tattooedman » Wed Mar 02, 2011 10:30 am

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Metalhead:
PL: 8
Str 14 [30] (+2/+10) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Craft (Musical) 6 (+8 ), Drive 4 (+6), Diplomacy 4 (+6), Knowledge (Theology & Philosophy) 4 (+4), Notice 4 (+6), Perform (Music) 6 (+8 ), Sense Motive 4 (+6)

Feats: All-Out Attack, Attack Focus (Melee) 4, Endurance, Improved Grab, Improved Grapple, Seize Initiative, Talented (Craft {Musical})

Powers: Object Mimicry 10 (Extra: Duration {Continuous}); (Flaw: Limited-Metals only)
Sample Form: Steel Body [toughness 10]
Enhanced Strength 16
Super Strength 5 (Power Feats: Counter-Punch, Groundstrike)
Protection 10


Saves: Toughness +12
Fort +7
Ref +5
Will +7

Combat: Attack +2/+6 (melee), Damage +10 (unarmed), Defense +4 (+2 flat-footed), Initiative +2

Costs: Attributes 22+ Skills 8+ Feats 10+ Powers 50+ Saves 13+ Combat 12 = 115 pts.


:arrow: Metalhead is a great example of a character that has only one power that can allow the person to be somewhat versatile. His metal mimicking allows his body to take on the properties of whatever metal he touches, and in 2099 he had was able to get his hands on samples of Vibranium, Adamantium as well as the usual favorites of gold, silver, copper and steel. Now that’s a list that allows for some good tricks to use in a fight, I mean think about fighting a man made outta Adamantium! The Impervious Protection alone would be enough to make sure he could last through a physical conflict.

:arrow: Metalhead was also a musician, I can’t remember what it was called specifically but he danced around inside a special chamber that allowed the sounds of his music to be played based on whatever physical action he made. Metalhead was also able to produce different tones and pitches as well by using his power to mimic metals and to play with the different properties of the resonance of them.

:arrow: Ironically enough Metalhead was a very peaceful man, who often took a philosophical outlook on life. Often quoting from various writers of the past (both real & made up). He was a calming influence on the team, and was often times looked to for mediation of arguments within the group.

:arrow: Metalhead’s point total was somewhat surprising to me, but after thinking about it he hadn’t been shown using many skills or feats. So the most expensive part of his build is his Object Mimicry costs of course. To me Metalhead is more of a supporting character in the story that suddenly gained powers and has recently joined the group. I'm not too sure on how to handle the special properties of the varies super metals. So I'll leave it to whatever GM is brave enough to try & use Metalhead in their games. The way I see it, on average there are about 10 or so points left over in the Obect Mimicry to use however they want.
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Meanstreak build #448

Postby Tattooedman » Wed Mar 02, 2011 10:31 am

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

Skills: Acrobatics 6 (+9), Bluff 4 (+6), Computers 6 (+8 ), Craft (Electronics) 5 (+7), Disable Device 5 (+7), Knowledge (Technology) 6 (+8 ), Search 4 (+6), Sense Motive 4 (+7)

Feats: Attack Spec. (Melee) 3, Defensive Roll 3, Endurance, Improved Critical (unarmed) 2, Improved Defense, Improved Disarm 2, Improved Initiative, Power Attack, Set-Up, Stunning Attack, Takedown Attack 2, Teamwork 2

Powers: Superspeed 8 (Power Feats: Dodge Focus 4, Instant Up, Water Walk)
-Alt. Power: Rapid Attack
-Alt. Power: Strike
-Alt. Power: Takeaway

Saves: Toughness +6*/+3 [*Defensive Roll]
Fort +5
Ref +9
Will +5

Combat: Attack +2/+8 (melee)
Damage +1 (unarmed)/+8 (speed strike)
Defense +10 (+3 flat-footed)
Initiative +39


Costs: Attributes 28+ Skills 10+ Feats 20+ Powers 49+ Saves 10+ Combat 16+ = 123 pts.


:arrow: Meanstreak is a hard character to figure out in a way, as far as powers go he’s pretty straightforward (he’s a speedster), but his skills are kinda vague. It was said that he had managed to break his contract with Alchemax (which was supposed to be impossible) and he was shown to be a skilled communications & electronics operator but his area of specialty was never stated.

:arrow: As far as personality, Meanstreak was the one who would fly off the handle fairly quick (go figure) and tear off in a huff (at superspeed of course) and would have to be collected by Krystalin normally. It was said that the two of them were very close, possibly a romantic connection, it made for some tense moments with Victor Ten-Eagles who had also had romantic dealings with Krystalin.

:arrow: As the series went on, Meanstreak became more focused on helping others and developed more of a heroic personality (especially once the team faced off against the Theater of Pain). Once the X-Men became the protectors of Halo City, Meanstreak was shown to have mellowed a bit and enjoyed the job as well as the fame that came along with being part of the Protectorate.

:arrow: As far as his powers go, Meanstreak is your typical speedster with the typical speedster tricks. He never showed anything different or unusual for in the use of his powers, but he was a more direct in his actions. Meanstreak was more likely to just punch a guy a dozen times than to generate wind gusts or anything like that, which personally I liked since that was something a little different at the time.
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Cerebra build #449

Postby Tattooedman » Wed Mar 02, 2011 10:32 am

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

Skills: Climb 4 (+6), Craft (Electronics) 4 (+7), Craft (Mechanical) 4 (+7), Diplomacy 8 (+10), Disable Device 6 (+9), Drive 4 (+7), Escape Artist 4 (+7), Gather Information 8 (+10), Knowledge (Technology) 6 (+9), Medicine 6 (+9), Pilot 4 (+7), Search 6 (+9), Sense Motive 8 (+11), Swim 4 (+6)

Feats: Attack Spec. (Unarmed) 2, Attack Focus (Ranged) 2, Contacts, Defensive Attack, Defensive Roll 3, Dodge Focus 3, Equipment 3, Improved Block, Improved Disarm, Improved Initiative, Power Attack, Well-Informed

Powers: Mind Control 8 (Extra: Instant Command); (Power Feat: Mental Link); (Flaw: Aware Subject, Range {Touch})
-Alt. Power: Stun 4 (Alternate Save-Will)

Super-Senses 3 [Mutant Awareness, Tracking] (Flaw: Limited [Tracking can only be used against Mutants that she has used Awareness on])

Device [Neural Jack] 1 (hard to lose)
--Comprehend 1 (machines)
--Datalink 1 (Power Feat: Cyberspace)

Saves: Toughness +5*/+2 [*Defensive Roll]
Fort +5
Ref +7
Will +9

Combat: Attack +4/+6 (ranged)/+8 (unarmed)
Damage +2 (unarmed)
Defense +11 (+4 flat-footed)
Initiative +7

Equipment: Comm-Link
Blaster Pistol: +5 damage {50 ft}


Costs: Attributes 30+ Skills 19+ Feats 20+ Powers 16+ Saves 13+ Combat 24 = 122 pts.


:arrow: I gotta admit, Cerebra was easier to figure out than I thought. Her mind control is a little bit unique compared to most others with similar powers. Basically her version only allows her to control the conscious muscles of a target and nothing else, plus was only ever shown to be effective within a short distance from her, so I went with touch range.

:arrow: Her mutant detecting power is super simple, and her ability to locate people she has scanned with her detect power. The only other thing she has is her neural jack, which allows her to access computers that are set-up to receive signals, it also has a plug-in aspect. I went with Comprehend simply because I had only ever seen her use it once in the entire series. I didn’t want to get too wrapped up in the details of Inter-Web Surfing (especially in the 2099 setting, it gets complicated).

:arrow: The majority of Cerebra’s point cost comes from her skills and feats. She was shown to have a wide range of tech skills as well as hand-to-hand ability (supposedly she claims to have lived on the streets of 2099 Hong Kong for several years). If the X-Men (2099) needed to get ahold of someone for a special connection Cerebra was the one to have make the call, as it seemed she knew someone somewhere that was willing to help out, so I tried to give her some people manipulating skills and feats. Overall I like how she came out, I hit all the high points and kept her cost at PL 8. Which is where I see the majority of the X-Men 2099.
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Krystalin build #450

Postby Tattooedman » Wed Mar 02, 2011 10:33 am

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

Skills: Bluff 6 (+9/+11), Craft (Artistic) 8 (+9), Drive 4 (+6), Diplomacy 6 (+9/+11), Notice 4 (+6), Search 6 (+7), Sense Motive 6 (+8 ), Stealth 8 (+10)

Feats: Attack Focus (Melee) 2, Attack Spec. (Crystal Powers) 2, Attractive, Defensive Roll 4, Distract [Bluff], Dodge Focus 4, Equipment, Improved Initiative, Improved Throw, Improved Trip, Precise Shot, Set-Up, Teamwork 2

Powers: Create Object 8 [crystal shapes] (Extras: Continuous Duration); (Power Feats: Innate, Precise)
-Alt. Power: Blast 8
-Alt. Power: Blast 8 (Extra: Autofire)
-Alt. Power: Blast 8 (Extra: Penetrating)
-Alt. Power: Snare 8
-Alt. Power: Strike 8 [crystal staff] (Power Feat: Mighty)

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

Combat: Attack +4/+6 (crystal staff)/+8 (crystal powers)
Damage +1 (unarmed)/+8 (crystal powers)/+9 (crystal staff)
Defense +10 (+3 flat-footed)
Initiative +6

Equipment: Comm-Link


Costs: Attributes 22+ Skills 12+ Feats 22+ Powers 34+ Saves 10+ Combat 20= 120 pts.


:arrow: Krystalin filled the roll of Iceman to a large degree in X-Men 2099. She was able to extract minerals from the atmosphere around her to form hard crystalline constructs of different shapes and sizes. She did some of the same tricks as Bobby, trapping foes and bursts of crystals (blunted and razor sharp). Her biggest used trick became her generating a crystal staff to use as a weapon by others (normally Meanstreak) or herself, and since she had been trained in combat by the Sons of the Panther (a group that combined aspects of the Black Panthers of the 70’s and the lore of T’Challa) she knew how to handle herself pretty well.

:arrow: Often times during the big team fights she would partner up with Meanstreak, though sometimes she would work with other members so I made sure to give her a dose of good team working skills. Krystalin also had a flair for the artistic, using her powers to make crystal sculptures she would sell or trade as a means of supporting herself. Krystalin was also often used as the “face” of the team as she was a dedicated believer of Xi’an’s teachings and could often gain the trust of young mutants very quickly.
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Skullfire build #451

Postby Tattooedman » Wed Mar 02, 2011 10:35 am

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

Skills: Climb 4 (+5), Drive 6 (+8 ), Intimidate 6 (+10), Pilot 6 (+8 ), Survival 4 (+6), Stealth 6 (+8 ), Swim 4 (+5)

Feats: Attack Spec. (Blast Array) 3, Defensive Roll 2, Dodge Focus 4, Endurance, Fearless, Improved Initiative, Inspire 2, Luck 2, Power Attack, Startle

Powers: Blast 8 (Enhanced Feats: Diehard, Talented {Intimidate})
-Alt. Power: Blast 5 (Extra: Area {Burst})
-Alt. Power: Blast 5 (Extra: Area {Line})
-Alt. Power: Blast 5 (Extra: Area {Explosion})
-Alt. Power: Dazzle 8 [visual]
-Alt. Power: Strike 8 (Extra: Aura)

Absorption 10 [Energy Only]; [Blast Array/Healing] (Extras: Energy Storage, Power Magnet); (Power Feat: Slow Fade 3)

Device [Unstable Molecule Costume] 5 (hard to lose)
--Immunity 1 (Skullfire’s powers)
--Protection 4

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

Combat: Attack +2/+8 (blast array)
Damage +1 (unarmed)/+8 (blast)/+5 (blast array)/+12 (boosted blast)/+8 (blast array)
Defense +10 (+3 flat-footed)
Initiative +6


Costs: Attributes 22+ Skills 9+ Feats 18+ Powers 91+ Saves 12+ Combat 16 = 168 pts.


:arrow: The last recruit to the X-Men 2099 and the required crazy mutant on the team, Skullfire. At first he was timid and scared of almost everything and everyone, unable to manifest his powers without help from Cerebra.

:arrow: That all changed once Luna sunk her mental claws into him, causing him to relive when his powers first fully manifested during which he killed the girl he loved. After that Skullfire was a little……well nuts. He would do stupid things like jump off flying vehicles and grabbing ahold of flying teammates ankles, standing on train tracks with a train coming head-on to see if he could drain the power from them in time to save himself, deal with a crowd of mutant haters by manifesting his powers in broad daylight while undercover. The kind of things that would make Lobo happy to watch, and gave me a good laugh as well.

:arrow: I liked this version of Skullfire the best, able to handle his powers and was willing to use them in ways that reminded me of a player in a game. To me the entire X-Men 2099 seemed like something a group of players would make for a team, so I’m a little more comfortable with how Skullfire’s point costs are. I felt that while he was a PL 10 his blast array was a few ranks under it and his absorption of ambient energy boosted him to a couple ranks above it and that is where most of his cost comes from (a whopping 91 points no less!!).

:arrow: I thought that Skullfire’s absorption helped him to stay healthy in a fight, so I gave him the Absorption Healing as an alternate power, as well as giving him Diehard Power Feat as part of his Blast Array since I thought the energy helped to sustain him. Skullfire’s ability to intimidate people grew a far amount after his mind raping by Luna, so he got the Talented feat as part of his Blast Array since most times he really put the scare into people was when he manifested some aspect of his powers.
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Junkpile build #452

Postby Tattooedman » Wed Mar 02, 2011 10:36 am

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Junkpile:
PL: 10
Str 14 [34] (+2/+12) Dex 12 (+1) Con 10 [34] (+0/+12) Int 12 (+1) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 6 (+8 ), Climb 2 (+12), Drive 6 (+7), Gather Information 4 (+6), Intimidate 8 (+10), Knowledge (Streetwise) 8 (+9), Notice 4 (+7), Search 6 (+7), Sense Motive 6 (+9), Stealth 6 (+3), Survival 4 (+7)

Feats: All-Out Attack, Attack Focus (Ranged) 3, Attack Spec. (Unarmed) 2, Contacts, Fearless, Improved Initiative 2, Improved Throw, Improved Trip, Luck, Prone Fighting, Power Attack, Startle, Stunning Attack, Takedown Attack 3, Ultimate Effort (Toughness Save)

Powers: Alternate Form {Scrapmetal Body} 12 (Extra: Continuous Duration); (Flaw: Permanent)
--Enhanced Strength 12
--Enhanced Constitution 16
--Imprevious Toughness 10
--Growth 4 [+8 Str; +4 Con;+4 Grapple; +2 Intimidate; +5 Carry Capacity; -1
attack/defense; -4 Stealth]
--Super Strength 4

Regeneration 11 [Recovery Rate: Bruised 1/after a round; Injured 1/minute; Staggered 1/5 minutes; Disabled 1/20 minutes] (Power Feats: Diehard, Regrowth, Persistent); (Flaw: Source-metal)

Telekinesis 8 (Extra: Continuous); (Flaw: Limited-only useable on metals, Limited-only useable when Regeneration is in use)

Device {Nerual Blocker} 1 (hard to lose)
--Immunity 2 (Mind Control)

Saves: Toughness +12* [*Impervious 10]
Fort +12
Ref +2
Will +5

Combat: Attack +4/+6 (ranged)/+7 (unarmed)
Damage +12 (unarmed)
Defense +7 (+3 flat-footed)
Initiative +9


Costs: Attributes 18+ Skills 15+ Feats 21+ Powers 91+ Saves 4+ Combat 26= 175 pts.


:arrow: Junkpile is your classic brick with all the norms they have, big strength, resistance to damage and plenty of bad attitude. Though I do seem to recall Junkpile having more attitude than most other people in the world of 2099, he really reminds me of something of a redneck with powers and a bad outlook.

:arrow: His actual powers were pretty different, he could use metal to rebuild his body from injuries. Clearly he went crazy with his healing ability cause when the series opens up over 90% of his body is metal. As a result of the super-strong metals commonly found in the time Junkpile has superhuman strength & resistance to injury. I mean this guy is tough enough to take on pretty much the whole team and keep the fight at a standstill, they're playing it defensivly against him and such so that he can't touch them and they can't generate enough damage to get through his metal shell over his body.

:arrow: But I do like how he worked out, a over-pointed PL that's difficult to damage unless you go mental or magical powered against him. Seeing as how most of the characters were PL 8 or 9 that caused them some trouble dealing with him and only guys like X'ian with his disintergrating hand or Skullfire with his boosted blast could really put a hurting on Junkpile.
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