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Tattooverse 2.5: WOF builds

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Pip the Troll build #497

Postby Tattooedman » Fri Mar 04, 2011 12:25 am

Image
Trust me, you really don't wanna even know what's going on with this picture.
Pip the Troll:
PL: 8
Str 18 (+4) Dex 22 (+6) Con 20 (+5) Int 10 (+0) Wis 10 (+0) Cha 8 (-1)

Skills: Acrobatics 0 (+6), Bluff 10 (+9), Climb 0 (+8.), Diplomacy 2 (+1), Gather Information 10 (+9), Notice 4 (+4), Pilot 0 (+6), Sense Motive 4 (+4), Stealth 6 (+16), Swim 0 (+8.)

Feats: Attack Focus (Melee) 5, Contacts, Distract [Bluff], Dodge Focus 4, Equipment, Improved Feint, Set-Up, Sneak Attack [+2 damage], Teamwork 2, Tough

Powers: Feature 1 [Longevity]
Shrinking 4 [Small size: +4 Stealth; +1 attack/defense; -4 Grapple; -2 Intimidate] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
Super Strength 2

Device {Space Gem} 11 [hard to lose] (Power Feats: Indestructible, Restricted [those with +8 Fortitude Save/+8 Will Save]
--Super-Movement 3 [Dimensional Movement {Any Dimension}] (Power Feat: Progression 3); (Flaw: Limited-Can only go to dimensions that he or passengers have been to)
--Teleport 10 (Extras: Accurate, Affects Others [touch]); (Power Feats: Change Direction, Easy, Progression 2 [250 lbs. per rank], Turnabout)

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

Combat: Attack +0/+5 (melee)
Damage +4 (unarmed)/+6 (random club)/+8 (sneak attack w/random club)
Defense +10 (+3 flat-footed)
Initiative +6

Equipment: Randomly Teleported & Taken Club-Like Weapon: +2 Damage


Costs: Attributes 28+ Skills 9+ Feats 18+ Powers 65+ Saves 11+ Combat 12= 143 pts.


:arrow: One of the universe’s oddest side-kicks I’ve seen, Pip the Troll. He’s mostly known for his working with Adam Warlock before his big death and as part of the Infinity Watch. When Adam made Pip’s new body he enhanced it so that Pip was more sturdy physically than he had been the first time around. It had been said he was somewhere around Spider-Man’s strength level but I never really saw it, but I made sure to include it as part of his build. At least in weight lifting ability mostly as I didn’t see him lift any kind of huge amount of weight regularly.

:arrow: Pip’s other biggest trick was his use of the Space Gem to become a skillful teleporte . He would often use it to get out of the way or to do a sudden sneak attack, from behind with some randomly taken weapon that was huge from god only knows where. Not that it seemed to work that much, but then he did do it against the likes of Drax, the Hulk, the Thing, Maxam and others who were tough enough to take the shot. Otherwise Pip is simply the best helper in a fight, using his interaction skills to distract a foe so someone else could take a good shot. Well there is the bit where he does tend to know all kinds of various information about things going on all about the universe. I have no idea how he pulls that off given his poor hygiene and bad manners, but I think it has more to do with people simply overlooking him and forgetting he’s below eye level while they are talking with someone else or he has some really good blackmail on various people who at one time or another did some kind of space pub crawling with him.

:arrow: Pip is really overpriced but that mostly comes from his having ownership of the Space Gem in this build. Take it away and he becomes fairly under-pointed which fits him fairly well. He’s mostly the helper who lends just that little bit of help at just the right moment in a fight or gives the good joke at the serious moment.
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Star Thief build #498

Postby Tattooedman » Fri Mar 04, 2011 12:26 am

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Star Thief:
PL: 10
Str 20 [34] (+5/+12) Dex 12 (+1) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 10 (+0)

Skills: Acrobatics 6 (+7), Intimidate 8 (+8.), Notice 6 (+7), Sense Motive 4 (+5), Stealth 8 (+9)

Feats: Attack Spec. (Radiation Control), Attack Spec. (Unarmed), Dodge Focus 4, Power Attack, Precise Shot

Powers: Radiation Control 12 (Extra: Penetrating)
-Alt. Power: Dazzle 10 [visual] (Extra: Area {Burst})
-Alt. Power: Enhanced Strength 14 & Super Strength 3

Device {Containment Suit} 10 [hard to lose]
--Feature 1 [Removes Disability]
--Flight 8
--Immunity 9 (Life Support)
--Protection 10 (Extra: Impervious)
--Space Flight 1

Saves: Toughness +12* [*Impervious 10]
Fort +8
Ref +4
Will +6

Combat: Attack +6/+8 (radiation control/unarmed)
Damage +5 [+12] (unarmed [boosted unarmed)/+12 (radiation control)
Defense +8 (+2 flat-footed)
Initiative +1

Drawbacks: Disability [Raging Powers] (-1 pts.)


Costs: Attributes 18+ Skills 8+ Feats 8+ Powers 88+ Saves 14+ Combat 20-Drawbacks 1= 155 pts.


:arrow: Star Thief showed up in the original New Warriors series trying to keep space exploration grounded. He and his family had been the victims of an accident with a space weapon misfiring and he was the only survivor and was highly pissed off because of it.

:arrow: He ended up going to the moon with the Warriors and teaming up with them and the Royal Family to stop a threat to the Inhumans from one of the various industrial types who wanted to clear out their then home (the Blue Area of the Moon) for his company to get the rights too for their own use. Afterwards he was granted permission to live with the Inhumans as a member of their people.

:arrow: Haven’t really seen or heard much about him since and I was hoping to see him during the War of Kings but that doesn’t look like it’s gonna happen by this point. Oh well, maybe the next space war involving the Inhumans.
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Air-Walker build #499

Postby Tattooedman » Fri Mar 04, 2011 12:29 am

Image
Air-Walker:
PL: 15
Str 20 [40] (+5/+15) Dex 20 (+5) Con -- Int 20 (+5) Wis 8 (-1) Cha 8 (-1)

Skills: Knowledge (Physical Sciences) 8 (+13), Knowledge (Technology) 4 (+9), Notice 8 (+7)

Feats: Attack Spec. (Cosmic Energy Array) 4, Dodge Focus 4, Power Attack

Powers: Android Template: [54 pts.]
--Immunity 30 (Fortitude Effects)
--Protection 12 (Extra: Impervious)

Container {Herald of Galactus} 19
--Cosmic Energy Control 12 (Extra: Penetrating); (Power Feats: Variable Descriptor x2)
-Alt. Power: Enhanced Strength 20 & Super Strength 2
-Alt. Power: Transform 7 [inanimate objects into anything] (Power Feats: Progression x3)
--Flight 8
-Alt. Power: Space Flight 8
--Regeneration 20 [Recovery Bonus: +13; Recovery Rate: Bruised: 1/after a round; Injured: 1/minute; Disabled: 1/hour; Resurrection: 1/week]
--Super-Senses 6 [Extended x4 Cosmic Awareness, Tracking (Awareness)]
--Super Strength 5

Saves: Toughness +12* [*Impervious]
Fort N/A
Ref +8
Will +8

Combat: Attack +8/+12 (cosmic energy array)
Damage +5 [+15] (unarmed [boosted unarmed])/+12 (cosmic energy array)
Defense +12 (+4 flat-footed)
Initiative +5


Costs: Attributes 18+ Skills 5+ Feats 9+ Powers 149+ Saves 13+ Combat 32= 225 pts.


:arrow: One of the more powerful androids in comics (IMO), the Air-Walker. Created to replace the original Air-Walker, who was a Herald of Galactus, after he was killed by a race afraid of Galactus coming to their world. Galactus sent the Air-Walker droid to Earth to bring the Silver Surfer back into service. So as a result he faced off against the Fantastic Four and got beaten fairly quick. Following that his self-repairing circuits patched him up and Air-Walker went against Thor of all people. That being said Thor trashed him hard and fast by throwing Mjolnir through his chest and took out the part of his system that was responsible for repairing all damages done to him.

:arrow: For the longest time the Air-Walker droid was laid to rest in space by his old friend the Firelord (who had a close friend to the original Air-Walker before his transformation by Galactus). Then the rogue Herald Morg went on a rampage and several of Galactus’ old Heralds (Silver Surfer, Firelord, and Nova) gathered to stop him, they realized they needed more help and Firelord repaired the damage done to the Air-Walker droid and reactivated it.

:arrow: After the defeat of Morg, Firelord and Air-Walker roamed the galaxies together both working for Galactus as Heralds. Firelord tried to restore the Air-Walker’s humanity thinking that part of his essence was held within the android. I’ve not really heard anything about him since then and given that was at least 7 or so years ago I’m sure he was scrapped by now. But he could be one hell’va challenge for a group of players working for Galactus again or something along those lines.
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Tattooed Man build #500

Postby Tattooedman » Fri Mar 04, 2011 9:29 am

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

Skills: Bluff 8 (+9), Climb 4 (+7), Craft (Artistic) 8 (+9), Drive 4 (+6), Gather Information 6 (+7), Intimidate 6 (+7), Knowledge (Streetwise) 6 (+7), Notice 6 (+9), Pilot 4 (+6), Sense Motive 4 (+7), Stealth 4 (+6), Swim 4 (+7)

Feats: Ambidexterity, Attack Focus (Melee) 4, Contacts, Defensive Attack, Distract [Bluff], Dodge Focus 6, Endurance, Improved Initiative, Luck, Power Attack, Seize Initiative, Set-Up, Taunt, Teamwork 2, Tough 3, Uncanny Dodge [visual]

Powers: Animate Objects 4 [60 pt constructs; tattoos] (Power Feat: Progression [2 tattoos max])

Sample Tattoos:
Axe: 9 pt construct
Strike 3 (Power Feats: Improved Critical 3, Mighty)
Immunity 2 (GL Ring Effects)

Bundle of Rope: 18 pt construct
Snare 8
Immunity 2 (GL Ring Effects)

Tiger: 47 pt construct [Large size]
Str 20 (+5) Dex 14 (+2) Con N/A Wis 1 (-5) Cha 1 (-5)

Feats: Attack Focus (Melee) 4, Improved Initiative

Powers: Growth 4 (Power Feat: Innate); (Flaw: Permanent)
Immunity 32 (Fortitude Effects; GL Ring Effects)
Protection 5 (Extra: Impervious)
Strike 3 [claws] (Power Feats: Improved Critical 2, Mighty)

Saves: Toughness +7 Fort N/A Ref +7 Will -5

Combat: Attack +1/+5 (melee), Damage +8 (claws-critical 18-20), Defense +1, Initiative +6

Dragon: 57 pt construct [Huge size]
Str 28 (+9) Dex 10 (+0) Con N/A Wis 1 (-5) Cha 1 (-5)

Powers: Blast 10 [fire]
Flight 2 (Drawback: Power Loss-If wings are restricted [-1 pt])
Growth 8 (Power Feat: Innate); (Flaw: Permanent)
Immunity 32 (Fortitude Effects; GL Ring Effects)
Protection 5 (Extra: Impervious)

Saves: Toughness +9 Fort N/A Ref +0 Will -5

Combat: Attack +1, Damage +9 (unarmed)/+10 (fire blast), Defense +1, Initiative +0


Saves: Toughness +6
Fort +5
Ref +4
Will +6

Combat: Attack +6/+10 (melee)
Damage +3 (unarmed)/+6 (tattoo melee weapon)
Defense +10 (+2 flat-footed)
Initiative +6

Drawbacks: Power Loss: Must touch tattoos to animate them (-3pts)


Costs: Attributes 26+ Skills 15+ Feats 27+ Powers 13+ Saves 7+ Combat 20- Drawbacks 3= 105 pts.


:arrow: Honestly, who did you think I was gonna do for the big #500 build? Good old Abel Tarrant, the original Tattooed Man, was cool enough for me the first time around so why not the second?

:arrow: Basically an old school villain who can cause his tattoos to come to a semblance of life and do his bidding. Due to the chemical used in their making the tattoos are immune to the effects of Green Lantern rings. Which made TM something of a challenge for Hal to deal with, and often showed us how creative Hal could be in the various ways he could use his ring. Unfortunately though TM was one of the classic Silver Age villains who was soon dropped due to his serious 4 color style (even I have some problems with the whole sailor on leave look. Though it does make an odd kinda sense given when he was made) and has been killed and then got better and milled around whenever a known name criminal was needed that could be made to look like a horse’s hind end.

:arrow: There have also been a couple successors though the means for how their tattoos are animated are different the idea is still the same. Plus with all the really great artists that I’ve seen lately I’m loving all the details that are given to those pretty tattoos.
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Dr. Light I build #501

Postby Tattooedman » Fri Mar 04, 2011 9:30 am

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Dr. Light I:
PL: 11
Str 12 (+1) Dex 12 (+1) Con 12 (+1) Int 18 (+4) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 4 (+6), Concentration 8 (+10), Craft (Electronic) 4 (+8.), Craft (Mechanical) 4 (+8.), Diplomacy 6 (+8.), Gather Information 6 (+8.), Intimidate 6 (+8.), Knowledge (Earth Sciences) 6 (+8.), Knowledge (Physical Sciences) 6 (+8.), Knowledge (Streetwise) 6 (+8.), Notice 4 (+6), Sense Motive 4 (+6), Stealth 4 (+6)

Feats: Attack Spec. (Light Powers) 3, Equipment 5, Fascinate [Diplomacy], Improved Initiative, Inventor, Power Attack, Precise Shot, Set-Up, Speed of Thought, Teamwork

Powers: Light Control 14
-Alt. Power: Blast 14 [laser]
-Alt. Power: Dazzle 10 [visual]
-Alt. Power: Force Constructs 14
-Alt. Power: Obscure 10 [visual, withdraw light]
-Alt. Power: Power Control 14 (Flaw: Light based powers only)

Flight 5
Immunity 10 (Light Effects)

Saves: Toughness +14*/+4**/+1 [*Costume & Force Wall/**Costume]
Fort +4
Ref +3
Will +6

Combat: Attack +5/+8 (light powers)
Damage +1 (unarmed)/+14 (light powers)
Defense +8 (+4 flat-footed)
Initiative +8

Equipment: Costume: +3 Toughness; Subtle; Comm-Link
20 ep to build Headquarters



Costs: Attributes 22+ Skills 17+ Feats 16+ Powers 53+ Saves 9+ Combat 26= 143 pts.


:arrow: Dr. Light got reworked by DC back into a serious villain again, he’s not someone to mess around with. He’s mean nasty & he knows exactly what he can and can’t do with his powers plus he’s smart enough to come up with a couple new ways on the fly.

:arrow: My take on him came in a few points under 150 so I may take another look at some of his feats & skills to see if maybe I could add something else but overall I like how he came out here. Though he came across to me in the comics as more of a thug kinda guy that knew loads about a particular area of science and that was it, maybe it was just a bad attitude or it maybe it came from his being in the criminal setting for too long. Who knows? All I know is that I like how he was handled before the Specter snuffed him out.
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Gizmo build #502

Postby Tattooedman » Fri Mar 04, 2011 9:38 am

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Gizmo:
PL: 10
Str 10 (+0) Dex 14 (+2) Con 16 (+3) Int 22 (+6) Wis 12 (+1) Cha 10 (+0)

Skills: Aerobatics 6 (+8.), Bluff 4 (+4), Computers 4 (+10), Concentration 4 (+5), Craft (Mechanical) 8 (+14), Disable Device 4 (+10), Drive 6 (+8.), Escape Artist 2 (+8.), Knowledge (Technology) 4 (+10), Notice 4 (+5), Pilot 6 (+8.), Sense Motive 4 (+5), Stealth 4 (+6)

Feats: Aerobatic Bluff, Attack Focus (Ranged) 2, Benefit (Smart Escape-Use Intelligence Modifier for Escape Artist), Connected, Defensive Roll, Dodge Focus 2, Evasion, Favored Environment [airborne] 4 (+2 attack/+2 defense), Improved Initiative, Improvised Tools, Inventor, Luck, Seize Initiative, Set-Up, Teamwork 2

Powers: Shrinking 4 [Dwarf Stature] (Feats: Innate) (Flaws: Permanent)

Device {Gizmo Costume} 2 (hard to lose)
--Flying 4
--Protection 2

Device {Gadgets} 8 (easy to lose) [48 pts]
--Example Gadgets:
-Net Gun: Snare 8 (Power Feat: Tether)
--or--
-Ion Rifle: Blast 8 (Extra: Area {Burst}); (Power Feat: Improved Critical 2)
--or--
-Neural Scrambler: Mental Blast 8

Saves: Toughness +6*/+5**/+3 [*Costume & Defensive Roll/**Costume]
Fort +4
Ref +6
Will +3

Combat: Attack +6/+8 [airborne]/+8 (ranged)/+10 [ranged airborne]
Damage +8 (gadgets: ion rifle/net gun)
Defense +11 [airborne]/+9 [grounded] (+4 [airborne]/+3 [grounded] flat-footed)
Initiative +6



Costs: Attributes 28+ Skills 15+ Feats 20+ Powers 59+ Saves 7+ Combat 26= 155 pts.


:arrow: The techie for the Fearsome Five, Gizmo. He can make weapons from anything, anything! Blasters from hairdryers, freezing snare devices from fire fighting supplies, you name it and between his Inventor & Improvised Tools feats Gizmo can build it!

:arrow: Otherwise he's this freakishly small, funny head shaped, Fu-Manchu wearing, flying nutcase. He's full of bad one-liners and air based attacks, put him on the ground & his defense goes down, he's that used to being in the air.

:arrow: Like most of the other members of the Fearsome Five Gizmo has the potential to stimulate any power (like Jinx & Shimmer). That gives them a serious power option that many teams don't have, what sinks them is the fact that they tend to agrue with each other and not work together too well. A team that can make use of good teamworking skills can kick the crap outta them.
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Jinx build #503

Postby Tattooedman » Fri Mar 04, 2011 9:41 am

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

Skills: Bluff 4 (+5/+9), Concentration 8 (+11), Craft (Structural) 4 (+6), Craft (Chemicals) 4 (+6), Intimidate 4 (+5/+9), Knowledge (Arcane Lore) 8 (+10), Knowledge (Streetwise) 4 (+6), Language 1 (Base: Urdu; English), Notice 4 (+7), Sense Motive 4 (+7), Stealth 4 (+6)

Feats: Artificer, Attack Focus (Magic Attacks) 4, Attractive, Defensive Roll 3, Dodge Focus 2, Eidetic Memory, Improved Initiative, Luck 2, Power Attack, Ritualist, Seize Initiative, Set-Up, Ultimate Effort (Ultimate Will Save)

Powers: Magic 12 [Elemental Sorcery]
Base Power: Magic Blast 12
-Alt. Power: Disintegration 6
-Alt. Power: Fire Blast 12
-Alt. Power: Trip 10 [Earthquake] (Extras: Area-Burst)
-Alt. Power: Transform 4 (Anything to Anything Else)

Saves: Toughness +4*/+1 [*Defensive Roll]
Fort +4
Ref +4
Will +6

Combat: Attack +4 (+8 Magic Attacks)
Damage +6 (Disintegration)/+12 (Fire/Magic Blast)
Defense +8 (+3 flat-footed)
Initiative +6

Drawbacks: Power Loss: When Not in Touch with the Ground(-4 pts)


Costs: Attributes 18+ Skills 13+ Feats 20+ Powers 30+ Saves 9+ Combat 20- Drawbacks 4= 106 pts.


:arrow: Jinx could be considered one of the more powerful members of the Fearsome Five, though there's not a lot of information on her that I've been able to find yet. I've even got her first appearance no less, but they're pretty light on her background aside from her being a criminal from another country that can manipulate elemental magic. One of the best ways to beat Jinx is to get her off of the ground and keep her there somehow, since if she loses contact with the ground she can't use her magic.

:arrow: Don't ask me why, I just repeat the way they were wrote. Anyways, since I couldn't find too much info Jinx comes in under pointed, though I've found that villains being underpointed is somewhat normal.
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Mammoth build #504

Postby Tattooedman » Fri Mar 04, 2011 9:49 am

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Mammoth:
PL: 9
Str 18 [34] (+4/+12) Dex 14 (+2) Con 16 [26] (+2/+8.) Int 6 (-2) Wis 4 (-3) Cha 8 (-1)

Skills: Intimidate 8 (+7)

Feats: All-Out Attack, Attack Focus (Melee) 4, Crushing Pin, Improved Critical (Unarmed) 3, Improved Grab, Improved Grapple, Interpose, Power Attack, Startle

Powers: Enhanced Strength 16
Enhanced Constitution 10
Impervious Toughness 8
Protection 4 (Extra: Impervious 2)
Super-Strength 5 (Feats: Groundstrike)
-Alt. Power: Leaping 5

Saves: Toughness +12 [*Impervious 10]
Fort +11
Ref +3
Will +2

Combat: Attack +2/+6 (melee)
Damage +12 (unarmed-critical 17-20)
Defense +6 (+3 flat-footed)
Initiative +0


Costs: Attributes 6+ Skills 2+ Feats 13+ Powers 52+ Saves 9+ Combat 10= 92 pts.


:arrow: I tried too get Mammoth close to point level but his being a Powerhouse (since most of their powers are simple & cheap) and his really limited skills made it impossible.

:arrow: That said Mammoth isn't someone to take too lightly in a fight, cause if he connects...... well someone will just have to mail you your teeth in whatever state you land in. Plus he's tough to put down, so be ready to come up with some original ideas on the fly to take him out of the fight, cause simply beating on him is gonna take forever.
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Re: Tattooverse 2.5 [2E]

Postby Shock » Fri Mar 04, 2011 9:51 am

Tattooedman wrote:Tattooed Man:


That is one UGLY m$%&$ f#^#$3 ;}
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Shimmer build #505

Postby Tattooedman » Fri Mar 04, 2011 9:52 am

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

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

Feats: Distract [Bluff], Dodge Focus 2, Equipment, Improved Initiative, Set-Up, Taunt, Teamwork 2

Powers: Transform 10 [Anything into Anything] (Feats: Extended Reach {3 ft}) (Flaw: Touch Range)

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

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

Combat: Attack +8, Damage +10 (Transform), Defense +8 (+3 flat-footed), Initiative +6


Costs: Attributes 18+ Skills 9+ Feats 9+ Powers 51+ Saves 8+ Combat 28= 123 pts.


:arrow: Man! I tried to get Shimmer close to the 150 limit, but I just couldn't do it! While her transmuting power is strong as can be (being able to turn anything into anything she can think of) it just doesn't cover the other areas she's lacking in.

:arrow: Those missing parts are what make her a lousy team player, even with her having a couple feats that are for nothing but teamworking. Her lacking of other feats not to mention skills, make her pretty limited in many ways. Added to that is the limited range of her area of effect (only 3 feet) and she really needs to have someone to back her up or come up with a surprising attack to be really effective.
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Fri Mar 04, 2011 9:55 am

Shock wrote:
Tattooedman wrote:Tattooed Man:


That is one UGLY m$%&$ f#^#$3 ;}


Yep, he sure is. ^_^
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Psimon build #506

Postby Tattooedman » Fri Mar 04, 2011 9:56 am

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Psimon:
PL: 10
Str 10 (+0) Dex 10 (+0) Con 10 (+0) Int 22 (+6) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 6 (+8.), Concentration 10 (+13), Intimidate 8 (+10), Knowledge (Physical Sciences) 6 (+12), Notice 4 (+7), Sense Motive 6 (+9)

Feats: Attack Spec. (Telekinetic Powers) 3, Dodge Focus 2, Power Attack, Set-Up, Speed of Thought, Startle, Taunt

Powers: Telepathy 12
-Alt. Power: Illusion 6 [all senses] (Extra: Selective)
-Alt. Power: Mind Control 10
-Alt. Power: Mind Control 8 (Extra: Area {Cone})
-Alt. Power: Stun 8 (Extra: Ranged)
-Alt. Power: Telelocation 12

Telekinesis 12 (Extra: Perception); (Power Feats: Improved Aim, Improved Disarm)
-Alt. Power: Blast 12
-Alt. Power: Deflect [slow & fast projectiles] 12
-Alt. Power: Force Field 10 (Extra: Impervious)

Saves: Toughness +10*/+0 [*Impervious Force Field]
Fort +4
Ref +2
Will +8

Combat: Attack +2/+8 (t.k. attacks), Damage +12 (t.k. blast), Defense +8 (+3 flat-footed), Initiative +6


Costs: Attributes 22+ Skills 10+ Feats 10+ Powers 73+ Saves 11+ Combat 16= 142 pts.


:arrow: Another telepath/telekinetic, this time from DC. Psimon from the Fearsome Five, even though most of the time they only had 4 members……ah the joys of super villain math. Like most other mentalist types, Psimon comes in seriously under pointed since most of his powers are fairly cheap and based more on Psimon’s ability to actually see his targets more than be able to actually hit them.

:arrow: Considering how powerful he actually is I have to wonder why Psimon really bothered with joining a team. But in the end I guess it all came down to his need for wanting to lord over others and the writer wanting to show that the Titans actually had some tough foes to fight.
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Boar build #507

Postby Tattooedman » Fri Mar 04, 2011 9:57 am

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Boar:
PL: 8
Str 10 [26] (+0/+8.) Dex 10 [18] (+0/+4) Con 10 [24] (+0/+7) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills: Climb 4 (+4/+12), Drive 2 (+2/+6), Intimidate 2 (+2/+6), Knowledge (Pop Culture) 4 (+4), Notice 4 (+4), Sense Motive 4 (+4), Stealth 4 (+4/+8.)

Feats: Attack Focus (Melee) 4, Dodge Focus 3, Improved Critical (Unarmed) 2, Move-By Action, Power Attack

Powers: Alternate Form {Boarman Form} 8
--Enhanced Feats 7 (Improved Grapple, Improved Initiative, Improved Overrun, Rage [+4 Strength;+2 Fortitude/Will Saves], Tough 3)
--Enhanced Strength 8
--Enhanced Constitution 10
--Growth 4 [Large size: +8 Strength, +4 Constitution]
--Speed 1

Saves: Toughness +10
Fort +9
Ref +5
Will +3

Combat: Attack +4/+8 (melee)
Damage +8 (unarmed)
Defense +6 (+1 flat-footed)
Initiative +8


Costs: Attributes 0+ Skills 6+ Feats 11+ Powers 40+ Saves 6+ Combat 14= 77 pts.


:arrow: Meet another one of Marvel’s lamer, mooks villains the Boar. He’s only shown up once so far & in that impressive showing he got his rear-end spanked by both Spider-Man & Beta-Ray Bill. Plus they weren't even working together, they just both were fighting him. Long story, really even for this foot note in Marvel history.

:arrow: Not too good really. Boar comes across like a kid whose played GTA just a little toooo much maybe, quoting lines from the game while he fought. He’s the kind of crook that’ll blame innocent bystanders for his failures, like the guy that made him wreck his getaway car and knocked him into a wall for the trouble. More or less this is the kind of crook you’d use just to give your players something of a minor challenge and some laughs at the same time. They should have no problem handling this guy, no problem.
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Human Torch I build #508

Postby Tattooedman » Fri Mar 04, 2011 9:59 am

ImageImage
Human Torch I:
PL: 11
Str 14 (+2) Dex 14 (+2) Con -- Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Aerobatics 6 (+8.), Bluff 6 (+8.), Diplomacy 4 (+6), Intimidate 6 (+8.), Knowledge (Business) 4 (+6), Knowledge (Current Events) 4 (+6), Knowledge (Tactics) 4 (+6), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+8.)

Feats: All-Out Attack, Attack Spec. (Fire Control Array) 2, Distract [Intimidate], Dodge Focus 2, Favored Environment [Airborne] 4 [+4 defense], Improved Defense, Improved Initiative, Luck 2, Move-By Action, Power Attack, Precise Shot, Startle

Powers: Android Template: [40 pts.]
--Immunity 30 (Fortitude Effects)
--Protection 10

Fire Control 12 (Power Feat: Precise)
-Alt. Power: Blast 12 [Fire]
-Alt. Power: Blast 8 [Nova Burst] (Extra: Area {Burst})
-Alt. Power: Blast 9 [Nova Blast] (Extra: Penetrating)
-Alt. Power: Create Objects 8 [Fire Shapes] (Extra: Movable)
-Alt. Power: Dazzle 10 [visual-Fire Flash]
-Alt. Power: Thermal Control 12 [Heat]

Immunity 10 (Fire/Heat Effects)
Strike 10 [Fire Aura] (Extra: Aura); (Power Feat: Selective); (Dynamic)
-Alt. Power: Flight 10 (Dynamic)

Saves: Toughness +10
Fort n/a
Ref +7
Will +5

Combat: Attack +6/+10 (fire control array)
Damage +2 (unarmed)/+10 (fire aura)/+12 (fire control array)
Defense +8 [+12 airborne] (+3 flat-footed [+5 airborne])
Initiative +6

Drawbacks: Power Loss [Fire Control Array & Fire Aura when in a non-oxygenated environment] (-2 pts.)


Costs: Attributes 10+ Skills 14+ Feats 16+ Powers 105+ Saves 8+ Combat 24-Drawbacks 2= 175 pts.


:arrow: The granddaddy of most android characters, Jim Hammond the original Human Torch.

:arrow: He’s not like most android characters nowadays, course most of that comes from the fact he’s been operating on & off since WW2. So he’s got a decent amount of experience under his synthetic belt so to speak. Where most android characters are dealing with “being human” and odd emotional problems like “empathy” and “romance”, Jim has already dealt with it and moved on. He knows he’s not human and has accepted it but is secure enough to know that he is a unique being himself and works to take care of himself just like anyone else would. He’s so comfortable with his artificial nature and dealt with all that normal android baggage by this point that it’s other people that forget he’s an android until he gets cut in half and keeps fighting and talking. Or the villain takes control of him via some high tech means because he’s an android.


:arrow: I built Jim as a over-pointed PL 11 mostly because of all the different times he’s been deactivated for long stretches of time. But really he’s also the original fire manipulator for Marvel and he’s gonna have some tricks so while he doesn’t have tons of alternate powers on his fire control array his ranks of the Luck feat as well as any other chips he may have can easily go towards power stunts that he knows will work for any given situation. I mean this guy’s been a member of the Invaders, the All-Winner’s Squad, the Avengers, and a couple other teams I’m skipping over. He’s pretty much seen it or done it one way or another.
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The Leader build #509

Postby Tattooedman » Fri Mar 04, 2011 10:02 am

Image
The Leader:
PL: 8
Str 10 (+0) Dex 12 (+1) Con 12 (+1) Int 10 [26] (+0/+8.) Wis 14 [18] (+2/+4) Cha 10 (+0)

Skills: Computers 10 (+18.), Craft (Electronic) 8 (+16), Craft (Mechanical) 8 (+16), Knowledge (Current Events) 6 (+14), Knowledge (Life Sciences) 6 (+14), Knowledge (Earth Sciences) 4 (+12), Knowledge (Technology) 12 (+20), Medicine 6 (+14), Notice 4 (+8.)

Feats: Equipment 6, Inventor, Master Plan, Minions 20 [synthetic humanoids], Speed of Thought

Powers: Enhanced Intelligence 16 (Power Feat: Eidetic Memory)
Enhanced Wisdom 4
Mind Control 10 (Flaw: Touch Range)
Super-Senses 3 (Precognition) (Flaw: Limited-Requires access to information on subject [-1 pt])
Super-Senses 1 (Uncanny Dodge [Mental]); (Linked to Precognition)

Saves: Toughness +5*/+1 [*Armor]
Fort +4
Ref +4
Will +9

Combat: Attack +2
Damage +0 (unarmed)
Defense 10 (+5 flat-footed)
Initiative +8

Equipment: Armor: +4 Toughness; Subtle
-Headquarters: Moonbase [25 ep]: Toughness: 20; Size: Awesome; Features: Communications, Computer, Defense System, Fire Prevention System, Hangar, Holding Cells, Infirmary, Isolate, Laboratory, Living Space, Power System, Security System [DC 25], Teleport [Affects Others], Workshop

Synthetic Humanoids:

Image
"Yes! Yes my Humanoids! Crush him with your fluffy, pink evilness!

PL: 5 [minion lvl 3]
Str 20 (+5) Dex 10 (+0) Con -- Int -- Wis 10 (+0) Cha --

Feats: Improved Initiative, Power Attack, Teamwork

Powers: Elongation 3
Immunity 32 (Critical Hits; Fortitude Effects)
Protection 10
Super Strength 2

Saves: Toughness +10
Fort n/a
Ref +3
Will n/a

Combat: Attack +5
Damage +5 (unarmed)
Defense +0 (+0 flat-footed)
Initiative +4


Costs: Attributes -20 Feats 3+ Powers 49+ Saves 3+ Combat 10= 45 pts



Costs: Attributes 8+ Skills 14+ Feats 29+ Powers 34+ Saves 11+ Combat 24= 120 pts.


:arrow: Wow, I didn't really think I'd be able to fit the Leader into a PL 8. Well more honestly I didn't think I'd be able to keep him at a PL 8 cost with all his big gear & minions. But somehow I managed to do it dead on the nose with my first draft, lucky me!! 8)

:arrow: The Leader is what I like to consider a "true" Mastermind. That is he has some kind of crazy sounding, yet comic-book sciency plausible enough plan to RULE THE WORLD!! Cool ain't he? That and he doesn't tend to do the whole "fighting off the heroes" deal when they finally get to him after fighting a huge horde of minions. Leader will fold like a cheap suit in a fight against Willie Lumpkin, let alone the likes of the Hulk and other possible heroic-types.

:arrow: Granted though, the Leader does have a couple of decent tricks up his funny colored sleeve that help him stay a couple steps ahead of the heroes while he's putting everything together as well as some more tricks to keep the heroes at bay while he puts the final touches on his master plan.
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