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Tattooverse 2.5: WOF builds

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Brimstone Love build #453

Postby Tattooedman » Wed Mar 02, 2011 10:38 am

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Brimstone Love:
PL: 11
Str 12 [26] (+7) Dex 12 (+1) Con 12 [26] (+7) Int 16 (+3) Wis 18 (+4) Cha 16 (+3)

Skills: Bluff 12 (+15), Diplomacy 10 (+13), Gather Information 8 (+11), Intimidate 12 (+15), Knowledge (Current Events) 8 (+11), Knowledge (Philosophy & Theology) 8 (+11), Knowledge (Technology) 8 (+11)Notice 8 (+11), Perform (Oratory) 8 (+11), Search 8 (+11), Sense Motive 10 (+13), Stealth 4 (+1)

Feats: All-Out Attack, Attack Spec. (Brimstone Array) 2, Attack Spec. (Unarmed) 3, Challenges 5 (Combat Diplomacy; Durable Lie; Forceful Intimidation; Mass Intimidation; Powerful Intimidation), Diehard, Distract (Intimidate), Equipment 5, Fascinate 2 (Bluff/Diplomacy), Power Attack

Powers: Brimstone Array: Blast 13 [Fire]
-Alt. Power: Blast 12 [Magma] (Power Feat: Indirect x2 [from the ground])
-Alt. Power: Blast 8 [Magma Fissure] (Extra: Explosion); (Power Feat: Indirect x2 [from the ground])
-Alt. Power: Strike 13 [Flame Aura] (Extra: Aura)

Enhanced Strength 6
Enhanced Constitution 10
Immunity 10 (Fire Effects)
Impervious Toughness 7
Growth 4 [+8 Str; +4 Con; +2 Intimidate; +5 Carry Capacity; -4 Stealth; ] (Extra: Continuous); (Power Feat: Innate); (Flaw: Permanent)
Protection 4 (Extra: Impervious); (Flaw: Noticeable-thick, leathery looking skin)
Super Strength 2

Saves: Toughness +11* [*Impervious]
Fort +10
Ref +3
Will +10

Combat: Attack +5/+8 (brimstone array)/+10 (unarmed)
Damage +7 (unarmed)/+13 (brimstone array)
Defense +7 (+3 flat-footed)
Initiative +1

Equipment: Headquarters: The Slaughterhouse: use 25 ep to build as needed


Costs: Attributes 26+ Skills 17+ Feats 45+ Powers 92+ Saves 11+ Combat 26= 227 pts.


:arrow: Brimstone Love seemed to me to be X-Men 2099’s answer to Mr. Sinister and Apocalypse. Big time behind the scenes manipulator of people who has the power to back up his big talking. Basically when the X-Team finally went after him and the Theater of Pain it took the whole team, even the members who had been out on their own for awhile plus a couple others who just happened to show up at the right time to bust up the Theater on their own. Even then they almost didn’t pull it off until X’ian (whose evil personality was in control at the time) revealed his plan to take out Brimstone on his own and take over the Theater for himself.

:arrow: After that Brimstone wasn’t seen again, but he was talked about some which gave me the idea they were going to bring him back again but then the end of the 2099 world came about so it was pretty much dropped like a hot potato and nothing else was said about him. As for his powers, Brimstone is a monster. Able to unleash fire & magma blasts and cover his body in flames as well added to his superhuman strength and constitution he is able to hold himself well in hand-to-hand. On top of all that his skin is tough enough to shrug off most attacks that can be thrown at him, a real monster that should take a really good use of Master Plan and some other sneaky tricks for the players to come up with to beat.
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Agent Liberty build #454

Postby Tattooedman » Wed Mar 02, 2011 1:06 pm

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Agent Liberty:
PL: 10
Str 20 (+5) Dex 22 (+6) Con 20 (+5) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 2 (+8.), Climb 4 (+9), Diplomacy 4 (+5), Gather Information 6 (+7), Intimidate 6 (+7), Investigate 4 (+5), Knowledge (Civics) 6 (+7), Knowledge (Current Events) 6 (+7), Knowledge (Streetwise) 4 (+5), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 4 (+10), Swim 2 (+7)

Feats: Attack Focus (Melee) 2, Attack Focus (Ranged) 4, Connected, Cunning Warrior, Defensive Attack, Dodge Focus 2, Improved Aim, Improved Feint, Improved Initiative, Move-By Action, Power Attack, Precise Shot, Quick Draw, Startle, Takedown Attack 2

Powers: Device [Liberty Suit] 4 (hard to lose)
--Enhanced Feats 5 [Force Shields] (Dodge Focus 3, Improved Block, Improved Defense)
--Immunity 5 (Fire Descriptor) (Flaw: Limited-half effective)
--Protection 5
--Strike 3 [arm blades] (Improved Critical 2, Mighty)

Device [Jet Pack] 1 (hard to lose)
--Flight 2

Device [Plasma Pistol] 5 (easy to lose)
--Blast 8 (Extra: Autofire); (Power Feat: Improved Critical)

Saves: Toughness +10*/+5 [*Liberty Suit]
Fort +7
Ref +9
Will +7

Combat: Attack +8/+10 (melee)/+12 (plasma pistol)
Damage +5 (unarmed)/+8 (plasma pistol)/+10 (arm blades)
Defense +10 (+4 flat-footed)
Initiative +10

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


Costs: Attributes 40+ Skills 15+ Feats 21+ Powers 35+ Saves 10+ Combat -Drawbacks 4= 150 pts.


:arrow: I liked Agent Liberty, despite his Iron Age-ness, he was a little too willing to break out the plasma pistols and the arm blades against normal foes. But his skill and feat monkey-ness are what make me like him, I can’t help it that’s one of the types of characters that just get my interest.


:arrow: He was full of all kinds of anger against how things in America were done at the time and wasn’t afraid to share his thoughts on what should be fixed. Though he was willing to admit that it would take loads of work to make the changes needed to make things right. In the end though Agent Liberty walked away from it all when he discovered that his mentor in the CIA was the leader of his biggest foes becoming disheartened and losing faith in his misson.

:arrow: But he did make a return here recently when the Crisis happened, taking part in the Fight for Metropolis. Afterwards he was dealing with the arriving Kryptonians in Metropolis when he discovered some things that weren’t on the up & up. I don’t want to ruin it for anyone but Agent Liberty went down trying to discover some hidden agenda that would have threatened the people of Metropolis. Overall Agent Liberty was a pretty well rounded character for a gear equipped hero with a secret agent skill set. I think the character idea may hopefully come back here soon since the government took custody of the suit & equipment but who knows?
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Angle Man build #455

Postby Tattooedman » Wed Mar 02, 2011 1:07 pm

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

Skills: Bluff 6 (+8.), Craft (Electronic) 4 (+6), Craft (Mechanical) 4 (+6), Diplomacy 6 (+8.), Disable Device 8 (+9), Gather Information 8 (+10), Intimidate 4 (+6), Knowledge (Pop Culture) 4 (+6), Knowledge (Streetwise) 6 (+8.), Notice 6 (+8.), Sense Motive 8 (+10), Stealth 8 (+10)

Feats: Attack Spec. (the Angler) 3, Contacts, Improved Initiative, Luck, Power Attack, Seize Initiative, Talented [Craft (Electronic), Craft (Mechanical)], Taunt

Powers: Device [The Angler] 14 (Power Feat: Indestructible)
--Force Field 10 (Extra: Impervious)
--Teleport 8 (Extra: Accurate, Attack, Portal)
-Alt. Power: Blast 10 [dimensional energy] (Extra: Penetrating)
-Alt. Power: Super-Movement 6 (Dimensional Movement 3 [any dimension]; Temporal Movement 3 [any time period])

Saves: Toughness +12*/+2 [*Impervious Force Field]
Fort +4
Ref +5
Will +5

Combat: Attack +2/+8 (angler attacks)
Damage +1 (unarmed)/+10 (angler blast)
Defense +8 (+4 flat-footed)
Initiative +6


Costs: Attributes 20+ Skills 18+ Feats 11+ Powers 56+ Saves 8+ Combat 20= 133 pts.


:arrow: An old-school villain from way back when the Angle Man was one of the first Wonder Woman bad guys I saw in comics. Plus he was funny to boot, I mean look at that outfit! He wanted you to take him serious? Really?!? Aaahhh, the 70s, where a goofy outfit and a gimmick makes you a threat.

:arrow: Though his weapon, the Angler, gave him some serious options in a fight between the penetrating blast, the teleport attack, and the dimensional & time movement he can do with it. Plus Angle Man had made it a point to educate himself in the various uses of his weapon of choice, so he could actually hold his own against the likes of Wonder Woman. Just another one of the random, little seen crooks of DC who has some possibilities in the modern DC Universe. Besides, I felt the urge to do some more mooks & jobber types again after wondering through the Lost In Space theme I did for a few weeks.
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General Immortus build #456

Postby Tattooedman » Wed Mar 02, 2011 1:08 pm

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General Immortus:
PL: 10
Str 10 (+0) Dex 10 (+0) Con 14 (+2) Int 20 (+5) Wis 22 (+6) Cha 16 (+3)

Skills: Bluff 10 (+13), Climb 2 (+2), Diplomacy 8 (+11), Drive 4 (+4), Gather Information 10 (+3), Intimidate 8 (+11), Knowledge (Current Events) 8 (+13), Knowledge (History) 10 (+15), Knowledge (Tactics) 12 (+17), Pilot 4 (+4), Ride 4 (+4), Notice 6 (+12), Sense Motive 6 (+12), Survival 2 (+8.), Swim 2 (+2)

Feats: Assessment, Attack Focus (Ranged) 2, Challenge [Mass Intimidate], Connected, Defensive Roll 2, Equipment 7, Master Plan, Minions 9 [50 PL: 5 medium sized robots], Multilingual, Precise Shot, Quick Draw, Speed of Thought, Well-Informed

Powers: Container [Immortality Serum] 1
--Enhanced Feats 2 [Diehard, Longevity]
--Regeneration 2 [Resurrection: 1/week] (Power Feat: Regrowth)

Saves: Toughness +4*/+2 [*Defensive Roll]
Fort +6
Ref +4
Will +10

Combat: Attack +6/+8 (Ranged)
Damage +0 (Unarmed)/+2 (saber-critical 19-20)/+5 (blaster)
Defense +10 (+5 flat-footed)
Initiative +5

Equipment: Arsenal: [11 ep]
--Blaster: +5 Damage; Range: 50 ft.
-Saber: +2 Damage; Critical 19-20
-4 ep to use as needed


Headquarters: Undersea Base [20 ep]; Size: Huge; Toughness 10; Features: Communications, Computer, Concealed, Defense System, Dock, Fire Prevention System, Hangar, Holding Cells, Isolated, Laboratory, Library, Living Space, Power System, Security System, Workshop

The period-themed robotic minions wrote:Robot Minions:

PL/ML: 5/3 [44 pp minions]
Str 20 (+5) Dex 9 (-1) Con -- Int -- Wis 11 Cha --

Feats: Teamwork

Powers: Blast 5
Immunity 30 (Fortitude Effects)
Protection 10

Saves: Toughness +10
Fort n/a
Ref +2
Will +1

Combat: Attack +5
Damage +5 (Blast/Unarmed)
Defense +0
Initiative -1


Notes: Well Immortus couldn‘t be a general without some troops to do his dirty work now could he? So I “borrowed“ the idea of robotic period-themed minions from the Batman: Brave & the Bold comics my daughter gets (well I buy them for her but anyways). I‘ve seen him use Samurai, Roman themes just to name a few, so dress them up however you want. They’ll still be the same beatable minions no matter how fancy you dress them.



Costs: Attributes 32+ Skills 24+ Feats 29+ Powers 29+ Saves 12+ Combat 32= 158 pts.


:arrow: A long time foe of the Doom Patrol and actually the reason the group was formed, General Immortus is one of those almost classic behind the scenes villains aside from his need to grandstand.

:arrow: Most of the time he’ll plot and such and run most of the show from his newest hidden base but when it comes time for the big showdown he’s right in the thick of it, leading his latest crop of robot soldiers against whoever it is he’s after. Most of the time it relates to his desire to recreate his immortality serum as he long ago lost the formula for it and he’s spent the last few decades trying to get it back. He’s not much of a threat physically because of his age, but with his blaster and saber he’s kinda a minor threat but not too much really. It’s the minions that can get a little problematic if a team of heroes can’t take them out, though they’re low enough in level to mostly being more of an annoyance than anything else but it can happen if they get some good rolls and their Teamwork feat.
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Jack Flag build #457

Postby Tattooedman » Wed Mar 02, 2011 1:13 pm

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Jack Flag:
PL: 9
Str 14 [23] (+2/+6) Dex 18 (+4) Con 16 [25] (+3/+7) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+8.), Bluff 4 (+6), Climb 2 (+8.), Diplomacy 4 (+6), Gather Information 6 (+8.), Intimidate 6 (+8.), Investigate 4 (+6), Knowledge (Tactics) 4 (+6), Knowledge (Technology) 6 (+8.), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+10), Swim 2 (+8.)

Feats: All-Out Attack, Attack Focus (Ranged), Attack Focus (Melee) 2, Benefit (Improved Feint), Challenges 2 (Durable Lie; Read Situation), Defensive Roll, Dodge Focus 4, Elusive Target, Equipment, Improved Disarm, Improved Grab, Improved Initiative, Improved Throw, Improved Trip, Move-By Action, Power Attack, Takedown Attack, Teamwork

Powers: Enhanced Strength 9
Enhanced Constitution 9
Regeneration 4 [Recovery Bonus: Bruised: 1/after 1 round; Injured: 1/20 minutes] (Power Feat: Diehard, Endurance)
Super Strength 1
-Alt. Power: Leaping 2

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

Combat: Attack +7/+8 (ranged)/+9 (melee)
Damage +5 (blaster)/+6 (unarmed)
Defense +10 (+3 flat-footed)
Initiative +8

Equipment: Comm-Link
Blaster: +5 Damage; Range 50 ft.


Costs: Attributes 30+ Skills 16+ Feats 23+ Powers 25+ Saves 10+ Combat 26= 130 pts.


:arrow: Here’s my take on how Jack Flag is nowadays, with his last showing in GoG. At the abandoned Negative Zone Prison 42, Jack here became one of the leaders of the inmates that were fighting against the army of Blastaar who wants the portal to Earth.

:arrow: To me Jack was a PL 8 before his infamous fight against the T-Bolts and his time at the prison has forced him to develop new skills to survive there between the other inmates & Blastaar's troops. Jack now has some nifty interaction skills that let him deal with people better, in fights & out of them as well as some new fighting techniques since he was in a wheelchair his entire time there.

:arrow: Since Jack has shown some skill with a blaster while holding off the troops of Blastaar, I've included some ranged fighting ability as well as a blaster in his equipment now that he's part of the crew. Plus since he's hooked up with the GoG now since he'd still be a criminal on Earth their medics have repaired the damage done to his spine so he's no longer bound to his chair.
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Lionheart build #458

Postby Tattooedman » Wed Mar 02, 2011 1:14 pm

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Lionheart:
PL: 10
Str 10 [26] (+0/+8.) Dex 12 [22] (+1/+6) Con 10 [24] (+0/+7) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

Skills: Intimidate 10 (+10), Knowledge (Art-writing) 6 (+7), Knowledge (Current Events) 6 (+7), Knowledge (History) 6 (+7), Profession (Teacher) 6 (+7), Notice 6 (+8.), Search 6 (+7), Sense Motive 6 (+8.)

Feats: All-Out Attack, Endurance, Improved Disarm, Improved Initiative, Power Attack, Startle, Takedown Attack

Powers: Enhanced Strength 16
Enhanced Constitution 16
Enhanced Dexterity 10
Flight 5
Immunity 3 (Environmental Cold, Environmental Heat, Pressure)
Super-Senses 4 (Accurate, Extended Vision, Accurate, Extended Hearing)

Device [Sword of Might] 5 (easy to lose) (Power Feats: Indestructible, Restricted 2 [Lionheart only])
--Blast 10
-Alt. Power: Strike 2 (Extra: Penetrating 10); (Power Feats: Improved Critical 2, Improved Block, Mighty)
-Alt. Power: Force Field 5 (Extra: Impervious)

Saves: Toughness +12*/+7 [*Force Field {Impervious 5}]
Fort +11
Ref +8
Will +7

Combat: Attack +8
Damage +8 (unarmed)/+10 (sword of might {blast})/+10 (sword of might {strike}-critical 18-20)
Defense +8 (+4 flat-footed)
Initiative +10


Costs: Attributes 8+ Skills 13+ Feats 7+ Powers 80+ Saves 10+ Combat 32= 150 pts.


:arrow: Now I’ve never read anything with this Lionheart in it, but I’ve read the wiki about her. So that should cover it. Anyways, she started off as the replacement Captain Britain and joined the Avengers right before the Disassembled event but never really fit in with the team it seems. She was bitter and angry over how she gained her powers and was unable to see her kids for some really weakly explained reason.

:arrow: Anyways Lionheart left the team and ended up fighting against the new Excalibur team but at the end she joined them and I think is now working for the British Government as part of the team. Lionheart is pretty much a paragon, super strong, tough and flies around either blasting things or hitting them with the Sword of Might. I do like how she has to choose between using the Sword for attacking or defending, it does help her do some decent damage but in doing that she gives up on her ability to soak damage.
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Backlash build #459

Postby Tattooedman » Wed Mar 02, 2011 6:58 pm

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

Skills: Acrobatics 12 (+18 ), Bluff 6 (+8 ), Climb 8 (+12), Disable Device 8 (+10), Intimidate 8 (+10), Knowledge (Tactics) 6 (+8 ), Notice 8 (+11), Pilot 4 (+10), Search 8 (+10), Stealth 8 (+14), Survival 8 (+11)

Feats: Acrobatic Bluff, Dodge Focus 4, Elusive Target, Equipment 2, Improved Initiative, Set-Up, Sneak Attack, Takedown Attack, Teamwork 2

Powers: Alternate Form {Smoke Form} 4 (Flaw: Unreliable-5 uses)
--Concealment 2 [visual] (Flaw: Limited-in fog/smoke only)
--Insubstantial 2
--Regeneration 7 [Recovery Rate: Bruised 1/round; Injured 1/5 minutes; Disabled 1/20 minutes; Staggered 1/20 minutes]

Elongation 5 {Psi-Whips} [25 ft] (Extra: Projection); (Power Feats: Improved Disarm, Improved Grab, Improved Grapple, Improved Throw, Improved Trip)
-Alt. Power: Strike 9 (Power Feat: Extended Range 4 [20 ft])

Immunity 1 (Aging)

Saves: Toughness +7*/+4 [*Uniform]
Fort +8
Ref +12
Will +8

Combat: Attack +11
Damage +4 (unarmed)/+6 (knife)/+9 (strike)/+2 (sneak attack)
Defense +13 (+5 flat-footed)
Initiative +10

Equipment: Armored Jumpsuit: +3 Toughness; Subtle; Comm-Link
Knife: +2 Damage


Costs: Attributes 42+ Skills 21+ Feats 14+ Powers 37+ Saves 15+ Combat 40 = 178 pts.


:arrow: Well I’m finding out that stating the Wildstorm characters ends up breaking the PL 10/150 pts rule just a little bit. Especially when you’re doing someone like Backlash. This is a guy who has been around for a long, long time. So he has a fair amount of skills at a higher rank, as well as being known for being one of the best hand-to-hand fighters in Wildstorm and the sneakest. This is the guy that can get the drop on the likes of Grifter and the gang from StormWatch, heck he even trained most of them in how to fight and survive in the field!

:arrow: Backlash is more about having a good combat skill with a set of powers, relying more on his know-how than the power he has at his disposal. That said he could kick the crap outta most foes, even if he had to fight a little bit dirty to win. But hey, he won and that’s what matters at the end of the day, at least that was what he said. I mainly based this off what I read of Backlash during his time as leader of Wild Core, so I don’t know much about his history aside from what I’ve read in, (surprise, surprise) Wikipedia. So I’ll just leave it at that.
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Re: Tattooverse 2.5 [2E]

Postby ClassDunce » Wed Mar 02, 2011 7:00 pm

I like Backlash's costume, it matches his hair.
"When they ask how I died, tell them: still angry." - Quellcrist Falconer
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Brawl build #460

Postby Tattooedman » Wed Mar 02, 2011 7:00 pm

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Brawl:
PL: 9
Str 14 [34] (+2/+12) Dex 10 (+0) Con 14 (+2) Int 10 (+0) Wis 14 (+2) Cha 12 (+1)

Skills: Diplomacy 6 (+7), Intimidate 6 (+7), Knowledge (Tactics) 6 (+6), Notice 6 (+8 ), Sense Motive 6 (+8 ), Stealth 6 (+6)

Feats: All-Out Attack, Endurance, Equipment, Distract [Intimidate], Fearless, Improved Block 2, Improved Critical (Unarmed) 2, Improved Grab, Improved Grapple, Improved Overrun, Improved Sunder, Interpose, Power Attack, Set-Up, Stunning Attack, Takedown Attack, Teamwork 2, Weapon Break

Powers: Enhanced Strength 20
Protection 12 (Extra: Impervious); (Drawback: Noticeable)
Super Strength 5

Saves: Toughness +14* [*Impervious 12]
Fort +10
Ref +3
Will +5

Combat: Attack +6
Damage +12 (unarmed-critical 18-20)
Defense +4 (+ flat-footed)
Initiative +0
Grapple +43

Equipment: Comm-Link


Costs: Attributes 14+ Skills 9+ Feats 21+ Powers 54+ Saves 14+ Combat 20- Drawbacks 1 = 131 pts.


:arrow: Still trying to work through my Wildstorm builds, here’s a member of WildCore, Brawl. Basically he is a super-brick. There wasn’t much that could affect him physically, he would take Knockback if the hit was hard enough but other than that…. Well he would just stand there after getting hit and tell his opponent how they needed to surrender.

:arrow: Then his team was killed. He joined WildCore just so he could get his revenge on the aliens that did it. Unfortunately I have no idea if he ever got it, since that was around the time I fell out of my comic collecting due to money issues. Blasted responsibilities.

:arrow: Overall I like Brawl. Straight forward & simple when all is said and done, he is all about hitting hard and being able to take a shot or 3 or doing some serious grappling. He can lend a hand to a teammate as well, also he can fill in as a secondary leader if push comes to shove, or simply play as the wall for a teammate to hide behind while they blast at the bad guys. Anything else and Brawl is kinda lost. Put him against a mental powered foe & unless he can get ahold of them in the first round and he will get his mind fried!! Build-wise Brawl seemed to fit into a PL 9 and just barely. Again like most of the characters of Wildstorm, not much really said aside from a few certain skills and their powers defined and whatever feats help them in those areas. I like doing these builds as it’s something of a challenge, but after a couple of them I start to get tired of making educated guess’. I like to try and keep my builds as close to what I’ve read and some of these Wildstorm builds have worn me out trying to make sure I’ve gotten everything reasonable for them. Anyways, end of rant. (sorry)
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Ferrian build #461

Postby Tattooedman » Wed Mar 02, 2011 7:01 pm

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Ferrian:
PL: 10
Str 24 (+7) Dex 18 (+4) Con 24 (+7) Int 20 (+5) Wis 20 (+5) Cha 16 (+3)

Skills: Bluff 8 (+11), Climb 4 (+11), Concentration 8 (+13), Craft (Chemical) 4 (+9), Craft (Electronics) 4 (+9), Craft (Mechanical) 4 (+9), Diplomacy 8 (+11), Disable Device 4 (+9), Disguise 4 (+7), Escape Artist 4 (+8 ), Gather Information 6 (+10), Investigate 6 (+11), Knowledge (Behavioral Sciences) 4 (+9), Knowledge (Current Events) 4 (+9), Knowledge (History) 4 (+9), Knowledge (Life Sciences) 4 (+9), Knowledge (Physical Sciences) 4 (+9), Knowledge (Tactics) 6 (+11), Knowledge (Technology) 6 (+11), Medicine 4 (+9), Notice 4 (+9), Search 4 (+9), Sense Motive 8 (+13), Stealth 8 (+12), Survival 4 (+9), Swim 4 (+11)

Feats: Assessment, Attack Spec. (Kherubim Dual Blade) 2, Challenge 5 (Combat Diplomacy; Discrete Inquiry; Durable Lie; Fast Planning; Read Situation), Connected, Contacts, Diehard, Distract [Bluff], Defensive Attack, Defensive Roll, Dodge Focus 3, Eidetic Memory, Endurance, Equipment, Elusive Target, Evasion, Fascinate [Diplomacy], Improved Block, Improved Disarm, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Inventor, Luck 3, Master Plan, Move-By Action, Multilingualism, Power Attack, Set-Up, Takedown Attack 2, Teamwork 2, Ultimate Skill (Knowledge Skills), Uncanny Dodge [visual], Well-Informed

Powers: Immunity 1 (Aging)
Impervious Toughness 5
Super-Senses 4 (Psychometry)

Device {Kherubim Dual Blade} 4 (easy to lose)
--Strike 10 (Extra: Penetrating)

Device {Bag of Gear} 1 (easy to lose)
--Enhanced Feats 5 (Equipment 4; Improvised Tools)

Saves: Toughness +10**/+9*/+7 [**Costume & Defensive Roll/*Costume]
Fort +9
Ref +9
Will +9

Combat: Attack +6/+10 (kherubim dual blade)
Damage +7 (unarmed)/+10 (kherubim dual blade)
Defense +10 (+3 flat-footed)
Initiative +8

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


Costs: Attributes 62+ Skills 33+ Feats 45+ Powers 24+ Saves 10+ Combat 26= 200 pts.


:arrow: Wow! I’m finding out that stating members of the Kherubims that have been on Earth are gonna cost somewhere around 200 points or so. It all comes down to the mountains of skills & feats that they have built up over their hundreds of years of living on the planet. I actually really like Ferrian, in combat he is something of a melee expert able to hold his own against the likes of Backlash and Zealot if they don’t go all out on him. So against “normal” foes that would be faced Ferrian seems to be very relaxed during a fight, something like the aged master gauging the student during a sparring session. Then of course once he’s decided enough is enough he promptly knocks them on their hind-ends.

:arrow: Ferrian was more the type to be happy ready mounds of dusty old tomes on any given number of subjects. He joined WildCore only to help out Backlash due of a sense of responsibility owed to him. His various knowledge & people skills were of a good use to the team, he seemed to know a little bit of something about just about anything. He also seemed to be able to talk an Eskimo into buying a ice maker if he wanted to. I played with the Challenge Feat a bit more with this build. I like out those work, they really helped to show some of the things that Ferrian is able to do.
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Styrian build #462

Postby Tattooedman » Wed Mar 02, 2011 7:06 pm

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

Skills: Aerobatics 8 (+10), Bluff 4 (+6), Concentration 8 (+9), Diplomacy 6 (+8 ), Notice 6 (+7), Sense Motive 4 (+5), Stealth 4 (+7)

Feats: Aerobatic Bluff, Attack Spec. (Air Control Array) 2, Defensive Roll 2, Dodge Focus 4, Equipment, Improved Initiative, Luck 2, Move-By Action, Power Attack, Precise Shot, Set-Up, Takedown Attack 2, Teamwork 2

Powers: Air Control 10 (Dynamic Array)
-Alt. Power: Blast 8
-Alt. Power: Flight 2
-Alt. Power: Trip 6 (Extra: Area {Cone}); (Power Feat: Improved Trip)
-Alt. Power: Trip 6 (Extra: Area {Burst}); (Power Feat: Improved Trip)

Saves: Toughness +8**/+6*/+3 [**Costume & Defensive Roll/*Costume]
Fort +6
Ref +7
Will +4

Combat: Attack +4/+8 (air control array)
Damage +2 (unarmed)/+6 (trip)/+8 (air blast)
Defense +8 (+2 flat-footed)
Initiative +7

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


Costs: Attributes 24+ Skills 10+ Feats 21+ Powers 33+ Saves 10+ Combat 16= 114 pts.


:arrow: What little I know about Styrian I’ve read from WildCore Styrian was always more of a background filler who happened to go on missions sometimes. His powers were very basically described, and he showed very little skills aside from being a fairly decent beginning face-man. I gave Styrian some feats that allows him to help out the other members of WildCore in a fight and deal with alien mook-troopers (Set-Up/Takedown Attack/Teamwork), mainly since that was what I saw him do in the series.

:arrow: To be honest I’m surprised (happily) that his costs came out to what it is with what little I know of him. He’s still a few points under the PL limits, which I’m not happy with but I just don’t like branching out and putting extra stuff in to just fill empty points. But that’s just how I am about my builds though. :wink:
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Taboo build #463

Postby Tattooedman » Wed Mar 02, 2011 7:07 pm

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Taboo:
PL: 10
Str 12 [22] (+1/+6) Dex 12 [22] (+1/+6) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 16 (+3)

Skills: Acrobatics 4 (+10), Bluff 6 (+9/+13), Climb 4 (+10), Diplomacy 6 (+9/+13), Disable Device 6 (+7), Escape Artist 4 (+10), Knowledge (Streetwise) 6 (+7), Notice 6 (+9), Sense Motive 8 (+11), Stealth 6 (+12), Swim 4 (+10)

Feats: Attractive, Attack Spec. (Symbiote Powers) 4, Dodge Focus 4, Improved Initiative, Move-By Action, Power Attack, Set-Up, Taunt, Uncanny Dodge (visual)

Powers:
Device {Vampire Symbiote} 16 (hard to lose) (Power Feat: Restricted 2)
--Additional Limb 1 [tail]
--Blast 8 [bio-electric]
--Enhanced Dexterity 10
--Enhanced Feats 2 (Diehard; Environmental Adaptation {Underwater}]
--Enhanced Strength 10
--Flight 3 (Flaw: Winged)
-Alt. Power: Swimming 3
--Mind Control 8 (Flaw: Sense-Dependent [must hear her voice])
--Protection 8 (Extra: Impervious)
--Regeneration 6 [Recovery Bonus: Injured 1/minute; Staggered 1/minute] (Flaw: Source {Blood})
--Strike 4 [claws] (Power Feat: Mighty)

Saves: Toughness +10* [*Impervious 8]
Fort +7
Ref +9
Will +7

Combat: Attack +4/+12 (symbiote powers)
Damage +6 (unarmed)/+8 (bio-electric blast)/+10 (claws)
Defense +10 (+3 flat-footed)
Initiative +10


Costs: Attributes 22+ Skills 15+ Feats 15+ Powers 80+ Saves 12+ Combat 20= 164 pts.


:arrow: So here’s Taboo, now what’s bad is I remember her from Backlash’s series & WildCore, but nothing super specific about her powers really. I had to look her up on a wiki, and I wasn’t too sure about some of the powers it listed but I kept the majority of them since I didn’t read all of the WildCore series. So I’m pretty happy with build overall, but I feel like I’m missing something but at the moment I can’t think of it.
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Vigor build #364

Postby Tattooedman » Wed Mar 02, 2011 7:13 pm

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

Skills: Acrobatics 6 (+11), Bluff 6 (+9), Climb 4 (+7), Drive 4 (+9), Knowledge (History) 6 (+8 ), Notice 4 (+7), Pilot 4 (+9), Profession (Paleontologist) 4 (+7), Search 4 (+6), Sense Motive 4 (+7), Stealth 6 (+11), Survival 4 (+7), Swim 4 (+7)

Feats: Acrobatic Bluff, Attack Spec. (Unarmed), Attack Spec. (Vigor Jewel) 2, Distract [Bluff], Dodge Focus 4, Equipment, Improved Initiative, Set-Up, Taunt, Teamwork 2

Powers: Immunity 1 (need for sleep) (Power Feat: Endurance)

Device (Vigor jewel) 6 (hard to lose)
--Blast 10 (Extra: Penetrating)

Saves: Toughness +8*/+5 [*Uniform]
Fort +8
Ref +8
Will +7

Combat: Attack +6/+8 (unarmed)/+10 (vigor jewel)
Damage +3 (unarmed)/+10 (blast)
Defense +12 (+4 flat-footed)
Initiative +9

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


Costs: Attributes 42+ Skills 15+ Feats 15+ Powers 32+ Saves 10+ Combat 28= 122 pts.


:arrow: Vigor was one of what I call the “fringe” members of Wildcore, while he was a full member he was only shown about every 3 issues or so. As a result there isn’t too much information about what kind of powers he really has, his main thing was he didn’t need to sleep and could go for hours on end without any sign of tiring. His only other shown trick was the jewel he would wear that was able to fire blasts of energy that seemed to be able to cut through almost anything.

:arrow: Other than that he was shown as being a well-rounded special operative kinda guy skill-wise. It was said that he had been a paleontologist before he joined the team, but nothing was done with it really that I saw. Vigor is part of a group of heroes in Wildstorm that I call “combat PL 10s”, basically meaning that as far as fighting goes they fill out PL 10 easy, but are lacking in all other areas and tend to only cost around a PL 8 normally. That’s mostly because (IMHO) that while needed for team fights and such nothing else was really done with them to establish them more as a more tangible character and they were more of a space filler in the series as most of the focus was only on a few particular characters that the series was based around. Wildcore seemed to me to be that kind of series unfortunately, most of the stories seemed to be about Backlash, Taboo & Crimson with everyone else there for minor bits for them to interact with.
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Dane build #465

Postby Tattooedman » Wed Mar 02, 2011 7:14 pm

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Dane:
PL: 11
Str 14 [21] (+2/+5) Dex 14 (+2) Con 14 [21] (+2/+5) Int 14 (+2) Wis 16 (+3) Cha 16 (+3)

Skills: Bluff 6 (+9), Climb 4 (+9), Concentration 10 (+13), Diplomacy 6 (+9), Intimidate 6 (+9), Knowledge (Current Events) 6 (+9), Knowledge (Streetwise) 8 (+10), Knowledge (Tactics) 10 (+12), Notice 8 (+11), Sense Motive 8 (+11), Stealth 8 (+10), Survival 8 (+11), Swim 4 (+9)

Feats: Assessment, Attack Focus (Ranged) 5, Attack Focus (Melee) 5, Challenge (Fast Planning), Connected, Contacts, Dodge Focus 2, Equipment 5, Improved Initiative, Inspire 2, Master Plan, Precise Shot, Set-Up, Teamwork 2

Powers: Telepathy 8
-Alt. Power: Mental Blast 4 (Flaw: Distracting)
-Alt. Power: Telekinesis 4 (Flaw: Distracting)

Container {Symbiote} 8 (Drawback: Noticeable-golden skin)
--Communication 4 [Mental]
--Enhanced Feats 4 (Diehard; Improved Initiative; Quick Change 2)
--Enhanced Constitution 7
--Enhanced Strength 7
--Protection 8 (Extra: Impervious)
--Super-Senses 2 (Darkvision)

Saves: Toughness +13* [*Impervious 8]
Fort +8
Ref +7
Will +9

Combat: Attack +6/+11 (melee/ranged)
Damage +4 (mental blast)/+5 (unarmed)/+(varies by weapons used)
Defense + 9 (+3 flat-footed)
Initiative +10

Equipment: 25 ep to use for weapons and specialized gear as needed


Costs: Attributes 28+ Skills 23+ Feats 29+ Powers 40+ Saves 14+ Combat 24= 158 pts.


:arrow: All my comments are going to be short on all the members of Wetworks, I haven't read the series. Only a few appearances in other titles and cross overs. So with that in mind........Dane was originally a member of Team 7 who was kept to lead the new team that replaced them. It was said that he was an expert in combat be it hand to hand or group fire-fighting.
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Claymore build #466

Postby Tattooedman » Wed Mar 02, 2011 7:16 pm

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Claymore:
PL: 10
Str 14 [21] (+2/+5) Dex 12 (+1) Con 12 [19] (+1/+4) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

Skills: Climb 4 (+9), Craft (Chemical) 6 (+7), Drive 4 (+5), Craft (Electronics) 6 (+7), Knowledge (Current Events) 4 (+5), Knowledge (Physical Sciences) 6 (+7), Knowledge (Tactics) 6 (+7), Notice 6 (+8 ), Sense Motive 6 (+8 ), Stealth 8 (+9), Survival 4 (+6), Swim 4 (+9)

Feats: All-Out Attack, Attack Focus (Ranged) 5, Attack Spec. (Heavy Weapons) 2, Attack Focus (Melee) 4, Dodge Focus 4, Endurance, Equipment 5, Improved Initiative, Power Attack, Set-Up, Teamwork 2

Powers: Mimic 8 [all powers] (Extra: Perception); (Flaw: Limited-Only the powers of the other symbiote wearer’s)

Container {Symbiote} 8 (Drawback: Noticeable-golden skin)
--Communication 4 [Mental]
--Enhanced Feats 4 (Diehard; Improved Initiative; Quick Change 2)
--Enhanced Constitution 7
--Enhanced Strength 7
--Protection 8 (Extra: Impervious)
--Super-Senses 2 (Darkvision)

Saves: Toughness +12* [*Impervious 8]
Fort +8
Ref +5
Will +6

Combat: Attack +5/+9 (heavy weapons/melee)/+10 (ranged)
Damage +5 (unarmed)/+ (varies by weapons used)
Defense +8 (+2 flat-footed)
Initiative +9

Equipment: 25 ep to use for weapons and specialized gear as needed


Costs: Attributes 14+ Skills 16+ Feats 26+ Powers 72+ Saves 12+ Combat 18= 158 pts.


:arrow: Claymore was the demolitions expert for the team I believe, though he might have shared that job with Jester.
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