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Tattooverse 2.5: WOF builds

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Puff Adder build #588

Postby Tattooedman » Wed Mar 09, 2011 9:44 am

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Puff Adder:
PL: 8
Str 16 [24] (+3/+7) Dex 12 (+1) Con 14 [22] (+2/+6) Int 10 (+1) Wis 10 (+0) Cha 12 (+1)

Skills: Intimidate 4 (+7/+9 [full size]), Knowledge (Streetwise) 4 (+4), Notice 6 (+6), Sense Motive 4 (+4), Stealth 6 (+6/+2 [full size])

Feats: All-Out Attack, Attack Focus (Melee) 4, Attack Spec. (Acid Puff) 2, Chokehold, Equipment, Dodge Focus 4, Improved Grab, Improved Grapple, Improved Initiative, Talented (Intimidate), Teamwork

Powers: Growth 4 [+8 Strength; +4 Constitution; +4 Grapple; +2 Intimidate; +5 Carry Capacity; -1 Attack/Defense; -4 Stealth]

Drain Toughness 8 [Acid Puff] (Power Feat: Extended Range 2)

Saves: Toughness +8*/+4**/+2 [*Full Sized w/ Costume/**Normal Sized w/ Costume]
Fort +10/+6 [normal size]
Ref +4
Will +4

Combat: Attack +4/+7 [full size] (melee)/+8 (melee) [normal size]/+7 [full size] (acid puff)/+8 [normal size] (acid puff)
Damage +7 (unarmed)/+8 (acid puff)
Initiative +5
Grapple +18, Defense +8 [normal size]/+7 [full size] (+1 flat-footed)

Equipment: Costume: +2 Toughness; Comm-Link; Feature [adjusts to Puff Adder's powers]


Costs: Attributes 14+ Skills 6+ Feats 18+ Powers 22+ Saves 11+ Combat 16= 77 pts.


:arrow: The strong man of the Serpent Society, Puff Adder is so far the cheapest costing member it seems. Course it all comes down to his being a 2nd rate brick whose damage ability mainly comes from his increasing his size and being able to slug it out then. Course once he's full size he suffers the normal penalties for being Large sized making it slightly harder for him to be effective.

:arrow: Anyways Puff Adder was another one of Viper's moles that stayed on after she left. Since that time Adder has stayed with the Society and has been a loyal member, using his strength and acid puff to break into places and break legs for the highest bidder. Also he can work as a poor substitute for Anaconda as a grappler because of his growth, though his bonus is fairly crappy compared to hers. I decided to make the acid puff Drain Toughness since I recalled it being able to affect metals as well as people though it's range is pretty limited to about 10 feet or so before losing it's corrosive prosperities.
Last edited by Tattooedman on Wed Mar 09, 2011 9:53 am, edited 1 time in total.
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Bloodstrike build #589

Postby Tattooedman » Wed Mar 09, 2011 9:52 am

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Bloodstrike:
PL: 9
Str 20 [30] (+5/+10) Dex 14 (+2) Con 20 [30] (+5/+10) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)

Skills: Bluff 4 (+7), Drive 2 (+4), Intimidate 6 (+11), Knowledge (Streetwise) 4 (+5), Notice 4 (+6), Sense Motive 4 (+6), Stealth 4 (+6)

Feats: All-Out Attack, Attack Spec. (Unarmed), Dodge Focus 2, Endurance, Improved Initiative, Improved Sunder, Power Attack, Seize Initiative, Startle, Stunning Attack, Talented (Bluff/Intimidate), Taunt

Powers: Enhanced Strength 10
Enhanced Constitution 10
Impervious Toughness 10
Super Strength 2

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

Combat: Attack +6/+8 (unarmed)
Damage +10 (unarmed)
Defense +6 (+2 flat-footed)
Initiative +6


Costs: Attributes 32+ Skills 7+ Feats 13+ Powers 36+ Saves 8+ Combat 20= 116 pts.


:arrow: Bloodstrike, well he's certainly got a name straight from the 90s doesn't he? He's your standard 90s brick, easy to hit kinda hard to hurt if you’re a normal person but a hero doesn't really have that problem, then it's simply a matter of hitting him hard enough to put him down.

:arrow: Though Bloodstrike is slightly different in the idea that his interaction skills let him sometimes force an opponent to drop their guard against him and he can slip in a nice haymaker for his troubles. Though Bloodstrike is similar to his teammate Smiling Tiger in that he's better at dealing with normal people than heroes so that he'll have the edge, against low-level heroes Bloodstrike will kind of struggle though not as badly as the rest of his team since he is probably the 2nd most powerful member after Silk Fever.
Last edited by Tattooedman on Wed Mar 09, 2011 9:55 am, edited 1 time in total.
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Smiling Tiger bulid #590

Postby Tattooedman » Wed Mar 09, 2011 9:54 am

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Smiling Tiger:
PL: 8
Str 20 (+5) Dex 24 (+7) Con 22 (+6) Int 10 (+0) Wis 16 (+3) Cha 10 (+0)

Skills: Climb 4 (+9), Intimidate 10 (+10), Notice 4 (+7), Search 4 (+4), Sense Motive 6 (+9), Stealth 4 (+11), Swim 4 (+9)

Feats: All-Out Attack, Attack Spec. (Claws) 2, Defensive Roll, Dodge Focus 5, Fearless, Instant Up, Move-By Action, Power Attack, Takedown Attack 2

Powers: Leaping 2
-Alt. Power: Speed 2

Regeneration 5 (Recovery Rate: Injured: 1/5 minutes; Staggered: 1/5 minutes] (Power Feat: Diehard)
Strike 3 [finger blades] (Power Feats: Improved Critical 3, Mighty)
Super-Senses 5 (Low-Light Vision; Accurate, Analytical Scent; Tracking {Scent})

Saves: Toughness +7*/+6 [*Defensive Roll]
Fort +8
Ref +10
Will +7

Combat: Attack +4/+8 (claws)
Damage +8 (claws-critical 17-20)
Defense +9 (+2 flat-footed)
Initiative +7


Costs: Attributes 42+ Skills 9+ Feats 15+ Powers 20+ Saves 9+ Combat 16= 111 pts.


:arrow: Basically Smiling Tiger is about as useful as an attack dog in the world of super heroes, at least that's pretty much how he was used in the New Warriors. The Left Hand would basically set a target in front of Tiger and turn him loose on them, often times using that as a demonstration of the Folding Circle's power and willingness to use force to achieve their goals to people they were attempting to intimidate.

:arrow: Smiling Tiger doesn't ever speak actual words, he simply growls alot, so I have no idea if he actually had any kind of actual speaking ability or if he simply gave into his animalistic urges.

:arrow: Smiling Tiger is a nightmare against normal people mostly due to his using All-Out Attack & Power Attack together, but against a PL 9 Costumed Detective he's out of his class as Night Thrasher showed when he took Tiger down a couple different times all by himself. Plus Smiling Tiger suffers from the typical 90s under characterization even with me giving him some regeneration, as he seemed to take the most of the but whupping of the Folding Circle but would be up and around with no problem. So he's missing about 10 pts from his build but a creative GM could quickly fill in those blanks to turn him around and into something slightly more of a challenge for players to face off against.
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Midnight's Fire build #591

Postby Tattooedman » Wed Mar 09, 2011 9:56 am

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Midnight's Fire:
PL: 9
Str 22 (+6) Dex 24 (+7) Con 22 (+6) Int 12 (+1) Wis 12 (+1) Cha 14 (+2)

Skills: Acrobatics 4 (+11), Bluff 4 (+6), Climb 2 (+8.), Disable Device 6 (+7), Gather Information 4 (+6), Intimidate 4 (+6), Knowledge (Streetwise) 4 (+5), Languages 2 (Base: English; Khmer; Vietnamese), Notice 6 (+7), Sense Motive 6 (+7), Stealth 4 (+11)

Feats: Acrobatic Bluff, All-Out Attack, Ambidexterity, Attack Spec. (Pommel Spikes), Defensive Attack, Defensive Roll 2, Dodge Focus 4, Elusive Target, Equipment, Improved Block, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Sneak Attack [+2 damage], Stunning Attack, Takedown Attack 2, Taunt, Weapon Bind

Powers: Speed 2
Super-Senses 4 (Extended Vision; Low-Light Vision; Extended Hearing; Scent)

Saves: Toughness +8*/+5 [*Defensive Roll]
Fort +9
Ref +11
Will +7

Combat: Attack +8/+10 (pommel spikes)
Damage +6 (Unarmed)/+8 (Pommel Spikes; critical 18-20)
Defense +10 (+3 flat-footed)
Initiative +11

Equipment: Pommel Spikes: +2 Damage; Critical 18-20

Costs: Attributes 46+ Skills 13+ Feats 24+ Powers 6+ Saves 14+ Combat 28= 131 pts.


:arrow: What to say about Midnight's Fire? Well he's keeping the tradition of horrible named characters from the New Warriors going that's for sure. He started off being a fallen ally of Night Thrasher's from before the Warrior's formation who ended up being a kind of dark reflection of Thrash. Shortly after Fire was recruited into the Left Hand's growing group of unknowns where they all learned how they were related & tied to the creation of the New Warriors through the planning of the world's most evil housekeeper.

:arrow: Since then he's basically fallen off the Marvel map & straight into Marvel Limbo. It's too bad really, if you give him some minions and some more street-level skills & feats & some minions he'd be a great gang lord to face off against lower leveled heroes or the obvious street-level hero.
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Left Hand build #592

Postby Tattooedman » Wed Mar 09, 2011 10:00 am

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

Skills: Bluff 10 (+12), Diplomacy 10 (+12), Drive 4 (+6), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (Arcane Lore) 4 (+6), Knowledge (Streetwise) 8 (+10), Knowledge (Tactics) 2 (+4), Language (Base: English; Cambodian), Notice 8 (+11), Search 4 (+6), Sense Motive 8 (+11), Stealth 6 (+8.)

Feats: Attack Focus (Ranged) 4, Contacts, Defensive Roll 4, Distract [Bluff], Dodge Focus 6, Fascinate [Diplomacy], Improved Initiative, Inspire 2, Luck, Power Attack, Precise Shot, Set-Up, Ritualist, Seize Initiative, Taunt, Teamwork 2, Uncanny Dodge [visual]

Powers: Teleport 10 (Extra: Accurate); (Power Feats: Change Direction, Easy, Progression 2)
-Alt. Power: Blast 10 [darkforce] (Power Feat: Improved Critical 2); (Flaw: Limited-From left hand only)

Saves: Toughness +6*/+2 [*Defensive Roll]
Fort +8
Ref +7
Will +10

Combat: Attack +6/+10 (ranged)
Damage +1 (unarmed)/+10 (darkforce blast-critical 18-20)
Defense +12 (+3 flat-footed)
Initiative +6


Costs: Attributes 22+ Skills 20+ Feats 31+ Powers 35+ Saves 19+ Combat 24= 150 pts.


:arrow: The swaying leader of the Folding Circle, the Left Hand (man, this people group have some of the suckiest names I've ever heard). He's not really too bad overall, clearly the meaner member of the team but it's due more to his skills & feats than his raw power. By comparison to the other members of the group the Left Hand is pretty well rounded, he's got some good interaction skills and some feats that let him make use of them, plus his powers let him help get the group outta trouble when they need a fast out. Course the fact that Left Hand will sit in the background of a fight and take choice shots at the heroes fighting the others of the Folding Circle can be viewed as good tactics too, or he knows his strengths & superhuman hand-to-hand aren't one of them.

:arrow: Clearly the Left Hand is best suited to act as a main player in a lower level game where he can take advantage of his greater XP compared to everyone else around him. He likes to act like a big shot who knows what's going on but once confronted with someone that's even close to him in PL & his lower numbers set him up for a beating no matter how the conflict is done.
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Re: Tattooverse 2.5 [2E]

Postby Arkrite » Wed Mar 09, 2011 5:01 pm

You know, I liked the New Warriors but it's no wonder they didn't sell well.
Look at their arch nemesis ;~)

A real blast from the past, nice!
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Air Wave build #593

Postby Tattooedman » Fri Mar 11, 2011 10:44 am

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

Skills: Concentration 4 (+6), Knowledge (Physical Sciences) 4 (+5), Knowledge (Technology) 4 (+5), Notice 4 (+6), Sense Motive 4 (+6)

Feats: Attack Spec. (Blast) 2, Defensive Roll 2, Dodge Focus 4, Equipment, Improved Initiative, Move-By Action, Power Attack, Seize Initiative

Powers: Alternate Form [Electromagnetic Energy] 11
Flight 12
Immunity 9 (Life Support)
Insubstantial 3
Space Travel 3
Super-Senses 4 (Detect {sense; ranged} [Electromagnetic Energies]; Tracking [Detect])

Blast 10 (Extra: Variable Descriptor {any electromagnetic})
-Alt. Power: Blast 10 (Extra: Area {Burst})
-Alt. Power: Communication 8 [Radio] (Extra: Area, Two-Way)
-Alt. Power: Nullify (Electronics) 10

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

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

Equipment: Uniform: +2 Toughness; Subtle


Costs: Attributes 18+ Skills 5+ Feats 13+ Powers 90+ Saves 8+ Combat 16= 150 pts.


:arrow: One of the legacy heroes from the JSA, Air Wave. While never a full-time member, he was always on call for them willing to lend a hand whenever they needed it. This is build is based on his appearances in JSA, from his capture by Kobra and his helping out during small showings and stories in the JSA series. Air Wave is shown to be vastly powerful, though a little unsure of himself at times which seemed to be the norm for him.

:arrow: Basically Air Wave is able to transform his body into electromagnetic energy and can manipulate that energy for various effects. He has studied some on the subject so he does have some creative uses for his powers. Air Wave can also shift his energy into the different wavelengths of energy that falls under electromagnetic energy, thus the variable descriptor for his blast array. He is also able to sense fluctuations in the electromagnetic spectrum and can track any energy signal with ease. With a bit more training, Air Wave could become a very powerful hero, but unless he develops more skills and feats he tends to get by on the powerful nature of his powers alone.
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Dr. Mid-Nite II build #594

Postby Tattooedman » Fri Mar 11, 2011 10:46 am

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Dr. Mid-Nite II:
PL: 9
Str 16 (+3) Dex 16 (+3) Con 16 (+3) Int 20 (+5) Wis 18 (+4) Cha 14 (+2)

Skills: Acrobatics 4 (+7), Bluff 6 (+8.), Climb 4 (+7), Diplomacy 6 (+8.), Knowledge (Life Sciences) 10 (+15), Medicine 10 (+15), Profession (Physician) 4 (+8.), Notice 8 (+12), Sense Motive 8 (+12), Stealth 8 (+11)

Feats: Attack Focus (Ranged) 3, Dodge Focus 6, Elusive Target, Equipment 5, Favored Environment [Darkness] 2 [+2 attack/defense], Improved Critical (Unarmed) 2, Improved Initiative, Improved Throw, Improved Trip, Minion 3 [Charlie the owl], Move-By Action, Power Attack, Precise Shot, Seize Initiative, Skill Mastery [Medicine, Notice, Sense Motive, Stealth], Sneak Attack [+2 damage], Teamwork, Ultimate Effort [Ultimate Medicine Skill]

Powers: Super-Senses 3 (Darkvision, Infravision)

Device [Blackout Bombs] 2 [easy to lose]
--Darkness Control 5

Device [Goggles] 1 [hard to lose]
--Feature 3 [Counters Disability]
--Super-Senses 2 [Sensory Link {to Charlie’s camera}, Ultravision]

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

Combat: Attack +6 [+8]/+9 [+11] (Ranged)
Damage +1 (Shuriken)/+3 (Unarmed)/+5 (Boomerang)
Defense +10 [+12] (+2 [+3] flat-footed)
Initiative +7

Equipment: Costume: +3 Toughness; Subtle
Masterwork Doctor’s Tools (2 ep)
Utility Belt: (18 ep)
--Flash-Bangs: Dazzle 4 {audio & visual} [Area {Burst}] (16 ep)
-Boomerang: +2 Damage; Range: 20 ft. (1 ep)
-Shuriken: +1 Damage: Autofire (1 ep)


Drawbacks: Disability [Blindness {unless in total darkness}] (-3 pts)


Costs: Attributes 40+ Skills 17+ Feats 33+ Powers 15+ Saves 11+ Combat 20- Drawbacks 3= 133 pts.


:arrow: The second carrier of the legacy of Dr. Mid-Nite, but the second one to get the spelling right. Pieter Cross seems to be waaayyyy better suited to the life of a hero than the last person (though she tried really hard). Maybe it was because this version of Mid-Nite was a favorite of the writer and got loads of subtle pushes to show his coolness. I don’t know but I liked it. This build is focused more on what I’ve read of him in the early parts of the JSA’s series (love my TBPs! Great way to catch up on things!). I’ve not read anything newer so this may seem a little out of date but I think I covered most the bases with him.

:arrow: Mid-Nite is mostly a goon sweeper and team medic (cause the team seemed to take loads of serious injuries during their fights) and he can only really hit his caps when in his favored environment, darkness. Though he’s still better than the average goon on his worst day but to be sure to close the deal against large numbers of mooks (which is the norm with most of the teams foes) Mid-Nite needs to use his Blackout Bombs.
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Hawkman build #595

Postby Tattooedman » Fri Mar 11, 2011 10:48 am

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

Skills: Acrobatics 4 (+7), Climb 2 (+6), Intimidate 8 (+10), Knowledge (History) 6 (+8.), Knowledge (Tactics) 8 (+10), Notice 6 (+10), Search 6 (+8.), Sense Motive 8 (+12), Stealth 6 (+9), Survival 4 (+8.), Swim 2 (+6)

Feats: All-Out Attack, Assessment, Attack Focus (Melee) 4, Challenge [Fast Planning], Cunning Fighter, Defensive Roll 3, Dodge Focus 4, Equipment, Fascinate [Intimidate], Follow-Up Strike, Improved Block, Improved Critical (Mace) 2, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trick, Luck, Master Plan, Move-By Action, Power Attack, Startle, Track, Takedown Attack 2, Uncanny Dodge [visual], Withstand Damage

Powers: Container [Reincarnating Soul] 1
--Enhanced Feats 4 [Beginner’s Luck, Jack-of-all-Trades, Luck 2 {Skill Inspiration}]
--Regeneration 1 [Resurrection: 1/week] (Power Feat: Reincarnation); (Flaw: Uncontrolled)

Device [Nth Metal Harness] 4 [hard to lose]
--Flight 4
--Regeneration 8 [Recovery Bonus: Injured: 1/minute; Disabled: 1/5 minutes] (Power Feat: Regrowth)
--Super Strength 1

Saves: Toughness +8*/+5 [*Defensive Roll]
Fort +8
Ref +7
Will +10

Combat: Attack +8/+12 (Melee)
Damage +4 (Unarmed)/+5 (Throwing Axe)/+7 (Heavy Mace-critical 18-20)
Defense +12 (+4 flat-footed)
Initiative +7

Equipment: Medieval Arsenal: (5 ep)
--Heavy Mace: +3 Damage (4 ep)
-Throwing Axe: +1 Damage; Ranged 10 ft. (1 ep)



Costs: Attributes 40+ Skills 15+ Feats 35+ Powers 25+ Saves 13+ Combat 32= 160 pts.


:arrow: One of the more well known names running around DC, Hawkman has been one of their problem characters to say the least. I won’t go into it here but let’s just say that his history has been somewhat problematic given how DC has tried to clean up their various histories/alternate world/universes and such.

:arrow: With that said this version of Hawkman that came around for the restarted JSA a few years ago was a well done answer to that problem (at least IMO). Giving him all the memories of his past lives and the skills he’d developed in those lives and his new attitude (more aggressive and ready to throw out a beating like nobody else). Basically when it he’s all boiled down, Hawkman is a weapons master with a couple gimmicks tossed in. The flight (as well as the bonuses the Nth Metal gives the wearer) and reincarnating spirit helps round him out. His dozens of lifetimes as a warrior gives him a pretty wide deep of knowledge on how to plan for a fight, so some Master Plan added in with the Fast Planning Challenge allow him to come up with plans on the fly.

:arrow: Everything else, the attitude and ways of dealing with both teammates and opponents are pure role-playing goodness. He’s a guy you play when you wanna be in someone’s face, sport some attitude, and break things with a big honking mace. Pure fun & good times.
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Hawkgirl build #596

Postby Tattooedman » Fri Mar 11, 2011 10:56 am

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Hawkgirl:
PL: 10
Str 12 [20] (+1/+5) Dex 18 [20] (+4/+5) Con 14 [18] (+2/+4) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics/Aerobatics 8 (+13), Knowledge (History) 6 (+8 ), Knowledge (Pop Culture) 4 (+6), Knowledge (Streetwise) 6 (+8 ), Notice 8 (+11), Search 6 (+8 ), Stealth 6 (+11), Survival 4 (+7)

Feats: Acrobatic/Aerobatic Bluff, Attack Focus (Melee) 2, Beginnner's Luck, Defensive Roll 4, Dodge Focus 2, Environmental Adaptation (High Altitude), Eqipment 3, Evasion, Favored Environment [airborne] 6 (+3 attack/+3 defense), Improved Initiative, Jack-of-All-Trades, Luck, Move-By Action, Power Attack, Precise Shot, Set-Up, Teamwork 2, Uncanny Dodge (visual)

Powers: Regeneration 2 [Resurrection] (Power Feat: Reincarnation); (Flaw: Uncontrolled Reincarnation)

Device {Nth Metal Harness} 7 (hard to lose)
-Enhanced Constitution 4
--Enhanced Dexterity 2
--Enhanced Strength 8
--Flight 5 (Flaw: Winged)
--Immunity 2 (Environmental Cold; Environmental Heat)
--Regneration 12 [Recovery Bonus +4; Recovery Rate: Bruised 1/standard action; Injured 1/5 minutes; Disabled 1/20 minutes] (Power Feats: Regrowth)
--Super-Senses 2 (Extended Vision 2)

Saves: Toughness +8*/+4 [*Defensive Roll]
Fort +6
Ref +10
Will +8

Combat: Attack+ 8/+10 (melee)
Damage +5 (unarmed)/+7 (claws)/+8 (mace)
Defense +12 [airborne]/+9 [grounded] (+5 [airborne]/+3 [grounded] flat-footed)
Initiative +8

Eqipment: Claws: +2 Damage (Power Feats: Improved Critical 2, Mighty)
Mace: +3 Damage (Power Feats: Mighty, Thrown)


Costs: Attributes 28+ Skills 12+ Feats 31+ Powers 37+ Saves 12+ Combat 30= 150 pts.


:arrow: From what I've heard from others I'm not the only person who is really liking the early handling of Hawkgirl. The writers have seemed to capture the idea behind the characters and while moderizing them have managed to add some newer ideas on personalities and the more amazing thing of actually making some kind of sense out of the super messed up history of Hawkman/Hawkgirl/Hawkwoman!!

:arrow: Obviously this Hawkgirl takes alot from the Unlimited version, but hey the readers seem to like it enough that she got her own series (a first for the female members of the Hawk family). The biggest thing about Hawkgirl to remember is that she is a fighter and is actually better at fighting in the air, so I made sure to give her Favored Environment to boost her attack & defense. Recently she has started to regain some of her past life memories so I gave her Beginner's Luck & Jack of All Trades to cover any new skills she may show on the fly.

:arrow: Honestly the only thing I don't like about the Hawks nowadays is the fact that their wings aren't real (I just feel that if you're whole thing is flying around and fighting and you've got a bird motif your wings should be real!). But I guess I shouldn't complain about that tiny little fact, with everything else finally getting fixed with them... :roll:
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Jesse Quick build #597

Postby Tattooedman » Fri Mar 11, 2011 10:58 am

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Jesse Quick:
PL: 9
Str 12 [20] (+1/+5) Dex 16 (+3) Con 14 [22] (+2/+6) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 6 (+9), Computers 6 (+7), Investigate 4 (+5), Knowledge (Business) 4 (+5), Knowledge (Physical Sciences) 4 (+5), Knowledge (Pop Culture) 4 (+5), Notice 4 (+6), Search 6 (+7), Sense Motive 4 (+6), Stealth 6 (+9)

Feats: Attack Focus (Melee) 4, Benefit [Wealth], Defensive Roll, Dodge Focus, Elusive Target, Equipment, Evasion, Move-By Action, Power Attack, Redirect, Teamwork

Powers: Adrenal Surge 8 [Boost Strength & Constitution] (Extra: Total Fade)
Container {Quick Speed Formula [3x2(9yz)4a]} 13 (Drawback: Normal Identity: Must speak Quick Formula to gain powers [free action] (-3 pts)
--Strike 8 [bullet punch] (Extra: Autofire)
-Alt. Power: Rapid Attack 8 [40 ft area]
--Enhanced Feats 12 (Defensive Roll 2; Dodge Focus 6; Evasion; Improved Initiative 4)
--Enhanced Reflex Save 4
--Immunity 2 (Friction Heat)
--Quickness 8
--Speed 8
--Regeneration 8 [Recovery Rate: Bruised: Injured: 1/minute; Staggered: 1/minute] (Power Feats: Diehard)
--Super Movement 3 (Wall-Crawling 2; Water Walking) (Flaw: Only while Running)

Saves: Toughness +5*/+2 [Boosted: +9*/+6] [*Defensive Roll]
Fort +4 [+8]
Ref +4 [+8]
Will +4

Combat: Attack +4/+8 (melee)
Damage +1 [+5] (unarmed [boosted])/+8 (bullet punch)
Defense +3 [+9-boosted] (+1 [+1-boosted] flat-footed)
Initiative +3 [+19-boosted]

Equipment: Goggles [removes near-sighted Drawback]

Drawbacks: Disability: Near-Sighted (-1 pt)


Costs: Attributes 22+ Skills 12+ Feats 14+ Powers 78+ Saves 5+ Combat 12- Drawbacks 1= 142 pts.


:arrow: Here’s Jesse Quick, back when she was part of Wally West’s supporting cast/back-up speedster. In my mind she fits in as a slightly over-pointed PL 9, she knows how her powers work plus she’s taken advantage of hanging out with the likes of Jay Garrick, Johnny Quick (her dad), and Wally to a lesser extent. So she knows a fair amount of speed tricks but lacks the full experience of a full time hero.

:arrow: Plus she’s a good bit tougher than most speedsters given her other powers inherited from her mom (Liberty Belle) that makes her stronger and tougher. She has to use her Adrenal Surge to hit all her caps defensively and offensively, and she knows it and tries to plan it’s use accordingly. On top of it all she’s more than willing to play back-up to the more experienced heroes and using her team working ability and to help out, she’d spend most of her time getting the bystanders out of the way of the fight so that Wally didn’t have to worry about them and focus on dealing with the bad guys.
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Nightmaster build #598

Postby Tattooedman » Fri Mar 11, 2011 11:05 am

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

Skills: Bluff 4 (+6), Climb 6 (+8.), Concentration 8 (+11), Craft (Music) 4 (+5), Diplomacy 6 (+8.), Intimidate 8 (+10), Knowledge (Arcane Lore) 6 (+7), Notice 8 (+11), Perform (Musical) 4 (+6), Search 6 (+9), Sense Motive 6 (+9), Survival 4 (+7), Swim 6 (+8.)

Feats: All-Out Attack, Attack Spec. (Sword) 2, Contacts, Connected, Defensive Attack, Dodge Focus 2, Equipment, Improved Block, Improved Disarm, Improved Initiative, Power Attack, Quick Draw, Ritualist, Startle, Takedown Attack, Ultimate Effort (Ultimate Will Save), Uncanny Dodge [visual], Weapon Bind

Powers: Device {Sword of Night} 4 (easy to lose)
--Immunity 1 (Aging) (Flaw: Half Effective)
--Mind Control 8 (Flaw: Limited-Only to tell the truth, Touch Range)
--Strike 6 (Power Feats: Improved Critical 2, Mighty)
--Super-Senses 1 (Danger Sense)

Saves: Toughness +8*/+3 [*Enchanted Armor]
Fort +8
Ref +5
Will +9

Combat: Attack +4/+8 (sword)
Damage +2 (unarmed)/+8 (long sword-critical 18-20)
Defense +8 (+3 flat-footed)
Initiative +6

Equipment: Enchanted Armor: +5 Toughness


Costs: Attributes 26+ Skills 19+ Feats 20+ Powers 12+ Saves 14+ Combat 20= 110 pts.


:arrow: Nightmaster is the kind of build I like: the nice & simple build, straightforward and to the point. He’s got a magic sword to use in a fight and a suit of armor that protects him. That’s it, nothing else to it. But he’s a serious 3rd string character who got a got update and some good writing that brought him out as a strong 2nd stringer.

:arrow: Hey it’s all about the upgrades sometimes. Later on DC brought Nightmaster back in the Shadowpact, he helped to keep them organized and even helped by letting them use the Oblivion Bar (which he kinda owned at the time) as a base. Also his basic knowledge of the rules of magic were a bonus as well. He later left the Shadowpact to return to the mystical land of Myrra.
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Nightshade build #599

Postby Tattooedman » Fri Mar 11, 2011 11:06 am

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

Skills: Bluff 6 (+8/+10), Climb 4 (+5), Concentration 8 (+11), Diplomacy 6 (+8/+10), Disable Device 6 (+8.), Gather Information 8 (+10), Notice 8 (+10), Search 6 (+8.), Sleight of Hand 4 (+6), Stealth 8 (+10), Swim 4 (+5)

Feats: Attack Spec. (Nightshade Array) 3, Attractive, Defensive Roll 4, Dodge Focus 4, Improved Initiative, Skill Mastery [Bluff; Disable Device; Notice; Stealth], Tough 2, Uncanny Dodge [visual], {Fighting Style: Karate-All-Out Attack, Attack Spec. (Unarmed) 2, Improved Block, Improved Disarm, Instant Up, Power Attack, Stunning Attack}

Powers: Immunity 1 (Own Powers)
Mental Blast 4 (Linked to Teleport)
Super-Senses 2 (Darkvision)
Nightshade Array:
Teleport 10 (Extra: Accurate, Portal); (Power Feats: Change Direction, Easy, Progression)
-Alt. Power: Blast 10 [shadow blast]
-Alt. Power: Darkness Control 10
-Alt. Power: Summon Minions 8 [5 shadow homunculi (use Shadows from Spirit Caller in Instant Heroes)] (Extras: Horde); (Power Feats: Progression 2, Sacrifice); (Flaw: Concentration Check Required)

Saves: Toughness +8*/+4 [*Defensive Roll]
Fort +5
Ref +8
Will +8

Combat: Attack +4/+8 (unarmed)/+10 (nighshade array)
Damage +2 (unarmed)/+10 (nighshade array)
Defense +12 (+4 flat-footed)
Initiative +6


Costs: Attributes 30+ Skills 17+ Feats 24+ Powers 68+ Saves 14+ Combat 24= 177 pts.

:arrow: Nighshade is one expensive little side-line hero, she’s part martial artist, part spy, part darkness manipulator. Put that all together and that’s what drives her costs up to where they are, but boy do they work well together.

:arrow: I’m not too sure about her Nightshade Array as I’ve not read anything from Shadowpact, all my info (as usual on many of my new builds) comes from wikis. Though I like how it plays out, she can blast, use her minions to help out and act as transport for the team though anyone else going through her portals will have to suffer facing their own worst fears (which I used mental blast to cover), but apparently it’s not that bad of a thing to deal with for most heroes so I kept the rank somewhat lower on it.
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Agent Orange build #600

Postby Tattooedman » Fri Mar 11, 2011 12:14 pm

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Agent Orange:
PL: 15
Str 22 (+6) Dex 18 (+4) Con 26 (+8.) Int 20 (+5) Wis 10 (+0) Cha 10 (+0)

Skills: Concentration 20 (+20), Disable Device 12 (+17), Intimidate 12 (+12), Notice 6 (+6), Search 4 (+9), Stealth 10 (+14)

Feats: Distract [Intimidate], Improved Grab, Improved Grapple, Improved Initiative, Startle

Powers: Feature 2 [Iron Stomach, Longevity]
Strike 3 [bite] (Power Feat: Mighty)
Super Strength 1

Device [Okaaraian Power Ring] 33 (hard to lose) (Power Feats: Indestructible, Restricted)
--Create Objects 12 (Extra: Movable): (Power Feats: Precise, Tether); (Flaw: Feedback): (Dynamic)
-Alt. Power: Blast 12 (Power Feat: Variable Descriptor {any electromagnetic}); (Dynamic)
-Alt. Power: Drain Energy [Emotional Spectrum Energy] 6 (Extra: Alternate Save [Will], Sustained Duration, Ranged)
-Alt. Power: Move Object 12 (Extra: Perception Range); (Flaw: Feedback); (Dynamic)
-Alt. Power: Snare 12 (Power Feat: Tether); (Dynamic)
-Alt. Power: Strike 12 [Energy Weapons] (Power Feats: Improved Critical 2); (Dynamic)

--Enhanced Feats 2 (Diehard, Luck)
--Flight 8
-Alt. Power: Space Travel 8

--Force Field 8 (Extra: Impervious)
--Immunity 9 (Life Support)
--Summon Minion 10 (Extras: Continuous, Fanatical, Horde, Type [Orange Lanterns]); (Power Feats: Mental Link, Progression 9)
--Super-Senses 4 (Acute, Accurate Emotional Spectrum Awareness [mental])

Saves: Toughness +16*/+8 [*Force Field {Impervious 8}]
Fort +10
Ref +7
Will +14

Combat: Attack +10
Damage +6 (unarmed)/+9 (bite)/+12 (Orange Power Ring powers)
Defense +12 (+6 flat-footed)
Initiative +8


Costs: Attributes 46+ Skills 16+ Feats 5+ Powers 140+ Saves 19+ Combat 44= 270 pts.

:arrow: Can't forget the "Corps members" for this color.
Orange Lantern Corps Member:

Image
PL: 10
Str 14 (+2) Dex 14 (+2) Con -- Int 11 (+0) Wis 11 (+0) Cha 10 (+0)

Skills: Concentration 12 (+12)

Feats: Luck, Teamwork

Powers: Blast 10
-Alt. Power: Telekinesis 10

Flight 8
Immunity 50 (Fortitude Effects, Emotional Spectrum Based Powers)
Protection 10
Space Travel 1

Saves: Toughness +10
Fort n/a
Ref +5
Will +3

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

Total Costs: Attributes 0+ Skills 3+ Feats 2+ Powers 99+ Saves 6+ Combat 40= 150 pts.



:arrow: Finally got him where I wanted him to be, Larlfeez was a tough build for me. Being one of the most unique of the various Corps with his construct corps members, and being a power level or two above Atrocitus and just as nasty in his own way. I didn’t give him everything I read he was supposed to be able to do since I hadn’t seen it all used so far in his appearances, which is what I tried to stay true too.

:arrow: Agent Orange is nasty without a doubt, his Corps are just frickin’ deadly. They held off about a dozen Green Lanterns and something like 6 Guardians, definitely something not to take too lightly in any kind of situation. A.O. don’t hit all his caps but given his years of solitude I didn’t figure his fighting skills would match his PL. He’s still no pushover though, he did pretty well against Hal the first time they met but there’s an argument for him having to deal with the problems of wearing a green & blue power ring and dealing with the problems that caused. Still A.O. can handle himself with little trouble it seems, paranoid delusions of people coming after his things have made him dangerous and willing to use a lot of force in response to any threats.
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Arkillo build #601

Postby Tattooedman » Fri Mar 11, 2011 12:16 pm

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Arkillo:
PL: 11
Str 28 (+9) Dex 12 (+1) Con 26 (+8.) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

Skills: Concentration 8 (+10), Intimidate 12 (+12), Notice 6 (+8.), Sense Motive 4 (+6), Stealth 4 (+5), Survival 6 (+8.)

Feats: All-Out Attack, Attack Focus (Melee), Attack Spec. (Qwardian Power Ring), Chokehold, Distract [Intimidate], Fearless, Fear Acceptance, Fearsome Presence 3 [DC 13; 15 ft radius], Improved Grab, Power Attack, Startle, Takedown Attack

Powers: Super Strength 3
Power Reserve 4 [Blast & Create Objects of Qwardian Power Ring] (Power Feat: Additional Powers x4 [Force Field, Move Object, Snare, Weapon Creation])

Device [Qwardian Power Ring] 16 (hard to lose) (Power Feats: Indestructible, Restricted 2 [+8 Intimidate Skill]); (Drawbacks: Power Loss [when not recharged every 24 hours] [-4 pts]; Power Loss [if wearer does not cause fear] [-1 pt]) [64 pt. Device]
--Comprehend 2 [speak & understand languages]
--Create Object 8 (Extra: Movable); (Power Feats: Precise, Tether); (Flaw: Feedback); (Dynamic)
-Alt. Power: Blast 8 (Dynamic)
-Alt. Power: Emotion Control 8 (Flaw: Limited-Fear Only); (Dynamic)
-Alt. Power: Move Object 8 (Extras: Perception Range); (Flaw: Feedback); (Dynamic)
-Alt. Power: Snare 8 (Power Feat: Tether); (Flaw: Feedback); (Dynamic)
-Alt. Power: Weapon Creation 2 [10 pt. pool]

--Flight 8
-Alt. Power: Space Flight 8

--Force Field 8 (Extra: Impervious)
--Immunity 9 (Life Support)
--Morph 1 [costume]
--Super-Senses 1 (Mental Communication Link [other ring wearers])

Saves: Toughness +16*/+8 [*Impervious Force Field 8]
Fort +10
Ref +4
Will +10

Combat: Attack +7/+8 (melee)/+9 (Qwardian Power Ring ranged attacks)/+10 (Qwardian Power Ring melee attacks)
Damage +9 (unarmed)/+8 (Qwardian Power Ring)/+12 (maxed out Power Ring)
Defense +6 (+3 flat-footed)
Initiative +1

Drawbacks: Mute [Very Common; Moderate] (-4 pts)


Costs: Attributes 42+ Skills 10+ Feats 14+ Powers 82+ Saves 13+ Combat 26- Drawbacks 4= 183 pts.


:arrow: One of the more well known & possibly feared members of the Sinestro Corps, the massively nasty anti-Kilwog, Arkillo. Pretty much the person responsible for training the bulk of the Sinestro Corps as well as making sure that the rings were made too. Arkillo knows how to keep people motivated, he’d kill ‘em and eat them in front of their co-workers (I’m just glad my boss don’t read comics!!). Arkillo is a known threat with his ring, being one of his Corps most aggressive fighters and creative in a most basic, brutal way with his ring’s use.

:arrow: Aside from that Arkillo faced off a couple of times against Kilowog getting a aircraft carrier dropped on him. Later on Arkillo faced off against Mogul II on Daxam for leadership of the Sinestro Corps after the defeat & capture of Sinestro. That’s when Arkillo lost in a seriously bad and brutal way. Mongul II ripped his tongue out stating that Arkillo would be “seen but not heard” as an example of what happens to those that would try to oppose his rule.

:arrow: Needless to say Arkillo is still a very dangerous foe to face, even though he can no longer verbally threaten you. His physical presence still handles the job pretty well and he does seem to be a little bit more ruthless these days. Course I can’t say that I blame him either.
Last edited by Tattooedman on Fri Mar 11, 2011 12:57 pm, edited 1 time in total.
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