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Tattooverse 2.5: WOF builds

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Groot build #610

Postby Tattooedman » Sat Mar 12, 2011 10:46 am

Image
Groot:
PL: 10
Str 14 [30] (+2/+10) Dex 14 (+2) Con 20 [28] (+5/+9) Int 10 (+0) Wis 12 (+1) Cha 10 (+0)

Skills: Climb 4 (+6/+14), Intimidate 10 (+10), Knowledge (Current Events) 4 (+4), Knowledge (Technology) 4 (+4), Notice 8 (+9), Sense Motive 6 (+6), Swim 4 (+6/+14)

Feats: All-Out Attack, Attack Focus (Melee) 4, Equipment, Fearsome Presence 3 [DC 13; 15 ft radius], Improved Initiative, Luck, Power Attack, Startle

Powers: Growth 8 [Huge-30 ft] [+16 Strength; +8 Constitution; +8 Grapple; +4 Intimidate; +10 Carry Capacity; -2 attack/defense; -8 Stealth; Space 15 ft; Reach 10 ft]
-Alt. Power: Plant Control 10

Immunity 5 (Fire Damage) (Flaw: Half Effective)
Immunity 2 (Critical Hits)
Protection 3 (Linked to Growth)
Regeneration 4 [Resurrection: 1/day] (Flaw: Source-Water & Wood)

Saves: Toughness +9/+12* [*Full 30 ft height]
Fort +10 [+14 full height]
Ref +6
Will +5

Combat: Attack +4/+8 (melee [normal size])/+6 (melee[full height])
Damage +2 (Unarmed)/+10 (full-sized height Unarmed)
Defense +8 [+6 full height] (+4 [+2 full height] flat-footed)
Initiative +6

Equipment: Crew Uniform: Passport [GPS for the Continuum Cortex]


Costs: Attributes 18+ Skills 10+ Feats 13+ Power 38+ Saves 13+ Combat 28= 120 pts.


:arrow: What can I really say about Groot that he already hasn't?

:arrow: Not too much honestly, since before his time in the modern version of the Guardians I'd never heard of him so this is another wiki-fueled build. Basically Groot is able to manipulate & control plants around him, including his own body. Which normally ends up increasing it's size to dominate on the fighting field, raining down those wicked area effect punches. Basically Groot's just another one of the lower ranked members whose big job is to keep mooks & minions busy while the big guns deal with the head bad guy in-charge.
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Star-Lord build #611

Postby Tattooedman » Sat Mar 12, 2011 10:47 am

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

Skills: Bluff 4 (+6), Diplomacy 6 (+8.), Intimidate 6 (+8.), Knowledge (Physical Sciences) 4 (+6), Knowledge (Tactics) 8 (+10), Knowledge (Technology) 4 (+6), Notice 6 (+8.), Pilot 6 (+8.), Search 4 (+6), Sense Motive 6 (+9), Stealth 6 (+8.), Survival 4 (+7)

Feats: Attack Focus (Ranged) 4, Attack Spec. (Swords), Challenge (Fast Planning), Defensive Roll 2, Dodge Focus 4, Environmental Adaptation (Zero-G), Equipment 2, Improved Initiative, Master Plan, Move-By Action, Power Attack, Precise Shot

Powers: Impervious Toughness 3
Super Strength 1

Container [Cybernetic Implants] 1 (Power Feat: Innate)
--Enhanced Feat 1 (Eidetic Memory)
--Super-Senses 2 (Infravision; Low-Light Vision)

Device [Starsuit] 4 (hard to lose)
--Flight 3
--Immunity 9 (Life Support)
--Protection 2 (Extra: Impervious)

Saves: Toughness +8*/+6**/+4 [*Star suit & Defensive Roll/**Starsuit]
Fort +8
Ref +5
Will +6

Combat: Attack +8/+10 (sword)/+12 (ranged))
Damage +5 (unarmed)/+5 (blasters)
Defense +12 (+4 flat-footed)
Initiative +6

Equipment: Blasters: +5 Damage; range 50 ft


Costs: Attributes 36+ Skills 16+ Feats 20+ Powers 41+ Saves 10+ Combat 32= 155 pts.


:arrow: Well I finally broke down this past weekend and jumped back into comic reading again. So I drove the 30min drive (one way no less! What can I say? I hate driving….) to the closest store and lo & behold I found the latest issue of Guardians of the Galaxy.

:arrow: And then I was hooked. Needless to say I can’t read it enough right now & have plans to pick up the TPB of them from Annihilation. So since I couldn’t put the book down I decided to go ahead and do a couple builds from the team and as I read more about the members I’ll do builds for them as well.

:arrow: Star-Lord makes a interesting choice for a member though, he seems to be well skilled and able to operate on his own (maybe I’m missing something from Annihilation). Most of his attacking power comes from his gear & he strikes me something like a skilled military veteran who got put in charge of the group of young guns. Really able to handle himself despite not seeming as powerful as the other members. I figure with his original gear, like the Element Gun, he’d be closer to a PL 11 instead of a slightly overpriced PL 10. But still, Star-Lord can handle himself well. With him it’s all about using the right feats & skills for the situation to get through it.
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Vance Astro build #612

Postby Tattooedman » Sat Mar 12, 2011 10:49 am

Image
Vance Astro:
PL: 9
Str 14 (+2) Dex 14 (+2) Con 16 (+3) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 4 (+8.), Climb 2 (+4), Concentration 8 (+11), Diplomacy 8 (+12), Knowledge (History) 4 (+6), Knowledge (Physical Sciences) 4 (+6), Notice 6 (+9), Pilot 8 (+10), Search 2 (+4), Sense Motive 6 (+9), Stealth 6 (+8.), Swim 2 (+4)

Feats: Attack Focus (Melee) 4, Attack Spec. (Star-Spangled Shield), Attack Spec. (Psychokinetic Array) 3, Defensive Attack, Distract [Bluff], Dodge Focus 2, Improved Initiative, Improved Overrun, Improved Throw, Improved Trip, Interpose, Move-By Action, Precise Shot, Power Attack, Takedown Attack 2, Talented (Bluff/Diplomacy), Teamwork 2

Powers: Blast 8 [Psychokinetic Blast Array]
-Alt. Power: Blast 8 (Extra: Area {Burst}); (Flaw: Touch Range)
-Alt. Power: Telekinesis 8 (Flaw: Limited-only towards him or away from
him)
-Alt. Power: Super-Movement 1 (Slow Fall) (Extras: Affects Others, Ranged)

Device [Containment Suit] 2 (hard to lose)
--Immunity 3 (Aging; Environmental Cold; Environmental Heat)
--Protection 7

Device [Star-Spangled Shield] 3 (easy to lose) (Power Feat: Indestructible)
--Blast 2 [Psychokinetic propelled] (Power Feats: Improved Critical 2, Mighty, Ricochet)
-Alt. Power: Blast 5 [Psychokinetic propelled] (Extra: Area {Shapeable [Targeted]})
-Alt. Power: Strike 2 [Shield Bash] (Power Feats: Improved Block, Improved Critical 2, Mighty, Weapon Break)

Saves: Toughness +10*/+3 [*Containment Suit]
Fort +7
Ref +5
Will +7

Combat: Attack +4/+8 (melee/star-spangled shield)/+10 (psychokinetic array)
Damage +2 (unarmed)/+4 (shield bash)/+8 (psychokinetic array)/+10 (psychokinetic shield bash)
Defense +8 (+3 flat-footed)
Initiative +6

Drawbacks: Weakness: When Containment Suit is ruptured [-1 Constitution per round; can kill] (-5 pts)


Costs: Attributes 28+ Skills 14+ Feats 25+ Powers 37+ Saves 11+ Combat 20- Drawbacks 5 = 130 pts.


:arrow: It helps for this build that I used to collect the original GoG series that was set in a alternate future universe. It was a fairly interesting read, and this Vance Astro seems to be the same man from the original Guardians of the Galaxy. I’d been debating about doing some GoG builds (the originals that is) but the GoG series has really grabbed my attention.

:arrow: So anyways about the build. It seems to me that most of the secondary members of the GoG (Rocket Raccoon, Groot, Bug & Vance) all are high PL 9 or low PL 10. That makes sense when you have members like Drax, Adam Warlock, Mantis, Moodragon, Quasar II. Not everyone on the team is gonna be a serious A-lister, but if handled well they can be able to contribute easily in a fight. That’s what Vance can do, he’s a decent secondary leader, in a pinch he can fill in as a blaster, plus he can do some light hand-to-hand. That’s pretty wide set of ability honestly. But he’s not the best at any of them, truthfully. I’ve gotten the impression that Vance isn’t as experienced as he used to be because of his amnesia and that’s another reason I decided to go with PL 9 give this guy some time to develop some more skills & feats or maybe remember the ones he used to have.
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Aquaman build #613

Postby Tattooedman » Sun Mar 13, 2011 7:58 pm

Image
Aquaman
Str 24 (+7) Dex 18 (+4) Con 24 (+7) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 6 (+10), Bluff 6 (+8 ), Concentration 8 (+11), Handle Animal 6 (+8 ), Intimidate 6 (+8 ), Knowledge (Civics) 6 (+8 ), Notice 6 (+9), Search 6 (+8 ), Sense Motive 6 (+9), Stealth 6 (+10), Survival 4 (+7), Swim 6 (+13)

Feats: Attack Focus (melee) 4 Attack Focus (ranged) 2, Benefit 2 [Diplomatic Immunity, Status {King of Atlantis}], Benefit 3 [Diplomatic Immunity, Status {JLU member}, JLU equipment], Defensive Roll 3, Dodge Focus 4, Environmental Adaptation (underwater), Favored Environment (underwater) 3, Improved Initiative, Power Attack, Takedown Attack 2

Powers: Animal Control 8 (Power Feat: Mental Link); (Flaw: Sea Animals only)
Comprehend 1 [animals] (Flaw: Sea Animals only)
Immunity 3 (environmental cold; drowning; environmental pressure)
Swimming 6
Super-Senses 5 (low-light vision; darkvision; detect {sea animals}; accurate detect; acute detect)
Super Strength 3

Device 7 [Cyberhook] (hard to lose)
--Blast 10 (Extra: Penetrating)
-Alt. Power: Strike 10 (Extra: Penetrating)
-Alt. Power: Snare 9 (Power Feat: Reversible, Tether)
-Alt. Power: Super-Movement 1 (Swinging)

Saves: Toughness +10*/+7 [*Defensive Roll]
Fort +8
Ref +9
Will +8

Combat: Attack +5/+7 (ranged)/+10 (melee)
Damage +7 (unarmed)/+10 (cyberhook)
Defense +7 (dryland)/+9(underwater)
Initiative +8

Equipment: Comm-link

Drawback: Disability one hand {2 pt}

Complications:
Obsession (protecting the seas {animals})
Reputation (over opinionated ruler)
Responsibility (ruling Atlantis)
Temper (when argued with)


Cost: Attributes 50 Skills +18 Feats +26 Powers +63 Saves +11 Combat +24 -Drawback 2=190


:arrow: One of my all-time favorite characters from DC, Aquaman. This version of him pulls a good deal from Peter David's run on the character (thank god!). Now don't get me wrong, I grew up with the Superfriends & very fondly remember orange-shirted Aquaman who was pretty much useless 98% of the time. Oh, but the times he was able to be in the water & help out in a fight were magical moments.... I'm just glad someone was finally able to bring Aquaman into the modren times, even with the Conan look (?).

:arrow: On the point of the talk of "He can only talk to fish." Go see what Thorpacolypse says on that subject! That's one man who has covered that subject very well & I just happen to agree whole-heartedly with him!! I fought hard keeping everything limited to what has been shown in the JLU show & comic, a horrible job to do when working on your favorite. I think I managed to stay within the limits of this version, I'm not sure about a couple of little things, but taking them out wouldn't change costs any so I might as well leave them in.
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Hawk & Dove build #614

Postby Tattooedman » Sun Mar 13, 2011 7:59 pm

Hawk & Dove:
Image

Hawk
PL: 8
Str 16 [28] (+3/+9) Dex 14 (+2) Con 18 [26] (+4/+8 ) Int 10 (+0) Wis 12 (+1) Cha 14 (+2)

Skills: Intimidate 8 (+10), Knowledge (Current Events) 8 (+8 ), Sense Motive 8 (+9 ), Stealth 8 (+10), Survival 8 (+9 )

Feats: All-Out Attack, Benefit 3 [Diplomatic Immnity, Status {JLU member}, JLU equipment], Improved Block, Improved Critical 2 [Unarmed {18-20}], Improved Grab, Improved Grapple, Improved Initiative, Improved Sunder, Power Attack, Quick Change, Takedown Attack 2, Weapon Break

Powers: Enhanced Strength 12
Enhanced Constitution 8
Leaping 2
Protection 2
Super Strength 5
Speed 2 (20 mph)

Saves; Toughness +10
Fort +11
Ref +5
Will +8

Combat: Attack +6
Damage +10 (unarmed)
Defense +6
Initiative +6

Equipment: Comm-link

Drawbacks: Normal Identity (free action; must say word Hawk) {3 pts}

Complications:
Reputation (conservitive)
Reputation (hothead)
Responsibility (Dove)
Rivalry (sibling-Dove)


Cost: Attributes 24 Skill +10 Feats +16 Powers +36 Saves +13 Combat +24-3 =120 pts


:arrow: Here's Hawk, the more aggresive brother of this sibling team. Able to hit hard and take a hit as well, he's the one that will get right in the middle of a fight and punch it out. He can get kinda single-minded if his buttons get pushed, but over all the JLU version has his anger largly in check compared to the normal DC version of him before Zero Hour.

:arrow: Hawk & Dove both strike me as more street level characters in the JLU setting. Great at taking on mooks, gang members, even mob guys, heck even other low-powered meta-humans. Put them against other higher powered meta-humans and they will need to team up to beat them, most of the time with Dove giving aid to Hawk. That's why I felt they were best suited as PL 8 each.

>>>>>>>>>>>

Dove
PL: 8
Str 10/22 (+0/+6) Dex 14/22 (+2/+4) Con 12/20 (+1/+5) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 4 (+12), Diplomacy 4 (+6), Knowledge (Current Events) 8 (+10), Notice 8 (+11), Stealth +4 (+12)

Feats: Accurate Attack, Acrobatic Bluff, Benefit 3 [Diplomatic Immunity, Status {JLU member}, JLU equipment], Defensive Attack, Dodge Focus 4, Improved Disarm, Improved Throw, Improved Trip, Quick Change, Set-Up, Teamwork 2, Takedown Attack 2, Uncanny Dodge (visual)

Powers: Enhanced Strength 12
Enhanced Dex 8
Enhanced Constitution 8
Leaping 3
Superspeed 3 (Rapid Attack {15ft. area})
Super Strength 1

Saves: Toughness +5
Fort +5
Ref +10
Will +8

Combat: Attack +6
Damage +6 (unarmed)
Defense +10
Initiative +16

Equipment: Comm-link

Drawbacks: Normal Identity (free action; must say word Dove) {3 pts}

Complications:
Reputation (liberal)
Obsession (finding the peaceful solution)
Rivalry (sibling-Hawk)


Cost: Attributes 20 Skill +7 Feats +20 Powers +48 Saves +11 Combat +24-3 =127 pts


:arrow: Man!! I always forget how hard it is to make a character that is more focused on defensiveness than a brick!! It took a bit of number crunching, but I feel like I managed to build version of Dove that played true to the JLU version. He has the area disarming ability, speed, diplomacy skills, defensive ability out the wazhoo. Sounds like about all there was to it.

:arrow: I'm still not happy with the build, but I do have a limit on how far out of the 15pt/level standard I'm not using for these conversions that I'm going to break. I think that Dove will be the one that streches it the most, simply because of his powers and preference for defensiveness.
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Fire build #615

Postby Tattooedman » Sun Mar 13, 2011 8:00 pm

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

Skills: Acrobatics/Aerobatics 6 (+9), Bluff 4 (+6/+10), Climb 4 (+6), Diplomacy 4 (+6/+10), Disable Device 4 (+5), Escape Artist 4 (+7), Intimidate 4 (+6), Investigate 4 (+5), Language 1 (Base: Portuguese; English), Notice 4 (+6), Sense Motive 4 (+6), Stealth 6 (+9), Swim 4 (+7)

Feats: Attractive, Attack Focus (Melee) 2, Attack Spec. (Fire Blasts), Benefit (U.N. Agent), Defensive Roll 3, Dodge Focus 4, Equipment, Favored Environment [airborne] 4 [+2 attack/+2 defense], Improved Initiative, Move-By Action, Power Attack, Precise Shot, Set-Up, Taunt, Teamwork 2

Powers: Blast 10 [fire]
Immunity 6 (Fire/Heat Damage)
Strike 6 [fire] (Extras: Aura, Selective) (Dynamic)
-Alt. Power: Flight (Dynamic)

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

Combat: Attack +6 /+8 (melee/fire blast [on ground])/+10 (fire blast [airborne]), Damage +10 (fire blast)
Defense +14 [airborne]/+12 [on ground] (+5 [airborne]/+4 [on ground] flat-footed)
Initiative +7

Equipment: JLI Communicator: Comm-Link; GPS

Drawbacks: Power Loss: Fire Powers when in a non-oxygenated environments (-3 pts)


Costs: Attributes 26+ Skills 12+ Feats 27+ Powers 47+ Saves 13+ Combat 28- Drawbacks 3= 150 pts.


:arrow: Fire has got a fairly long history in comics actually, starting off as the Global Guardian known as the Green Fury/Flame. After her powers expanded during the Invasion she was offered a spot in Maxwell Lord's new League, Fire acutally managed to hang around the League for a long time being a member through several events (Bloodlines & Death of Superman spring to mind right off for me).

:arrow: Fire's main issue for most of the time seemed to be a shifting in her power level, sometimes she was as powerful as Johnny Storm and other times she didn't have any powers. Eventually though she gained a regular standard of power and then ended up leaving the League when the "Core 7" members started their run. From then on Fire always showed up at big events and even managed a couple lines but stayed in the background. From what I hear nowadays she's gotten a job with the new Checkmate and has had the joy of dealing with Amanda Waller on a regular basis.

:arrow: Fire was kinda hard to keep at 150 points since she has a background as a spy and such, but I decided to stick to what was shown of her during her run in the JLI where most of those skills weren't really shown. Otherwise Fire ends up coming in around 160 points with the spy type skills added in.
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Ice build #616

Postby Tattooedman » Sun Mar 13, 2011 8:02 pm

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Ice:
PL: 8
Str 10 (+0) Dex 16 (+3) Con 16 (+3) Int 12 (+1) Wis 12 (+1) Cha 14 (+2)

Skills: Acrobatics 6 (+9), Climb 4 (+4), Concentration 6 (+7), Diplomacy 6 (+8/+12), Handle Animal 4 (+8 ), Notice 6 (+7), Sense Motive 4 (+5), Stealth 6 (+9), Survival 6 (+7), Swim 4 (+4)

Feats: Accurate Attack, Attack Spec. (Cold Powers) 2, Attractive, Defensive Roll 3, Dodge Focus 4, Equipment, Improved Initiative, Set-Up, Talented (Handle Animal), Teamwork 2

Powers: Create Object 8 [ice shapes] (Power Feats: Innate, Precise)
-Alt. Power: Blast 8
-Alt. Power: Environmental Control 8 [Hamper Movement: Icy surfaces {1/4}]
-Alt. Power: Snare 6 [ice bonds] (Extra: Independent)
-Alt. Power: Strike 8 [ice weapons]

Flight 3 (Flaw: Platform [ice])
Immunity 10 (Cold Effects)
Super-Movement 2 (Surefooted [ice & snow])

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

Combat: Attack +4/+8 (cold powers)
Damage +8 (cold powers)
Defense +10 (+3 flat-footed)
Initiative +7

Equipment: JLI Communicator: Comm-Link; GPS


Costs: Attributes 20+ Skills 13+ Feats 17+ Powers 40+ Saves 10+ Combat 20= 120 pts.


:arrow: Ice is the girl next door with a bit of naive' outworlder thrown in for good measure. She served the League for a good strecth of time with her friend Fire until her death fighting the Overmaster. For a few years then there were sightings of her ghost throughout DC, until finally she was brought back in Birds of Prey (thank whoever was in charge of that one!!). I thought Ice fit better as PL 8 since it didn't look to me that she had expanded her powers any during her time in the League.
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Dr. Light II build #617

Postby Tattooedman » Sun Mar 13, 2011 8:03 pm

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Dr. Light II:
PL: 10
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 16 (+3) Wis 14 (+2) Cha 12 (+1)

Skills: Aerobatics 8 (+10), Computers 6 (+9), Craft (Electronic) 8 (+10), Craft (Mechanical) 8 (+10), Diplomacy 6 (+7), Disable Device 4 (+7), Knowledge (Current Events) 6 (+9), Knowledge (Life Sciences) 8 (+11), Knowledge (Physical Sciences) 8 (+11), Knowledge (Technology) 8 (+11), Language 1 (Base: Japanese; English), Medicine 8 (+11), Notice 6 (+8 ), Sense Motive 6 (+8 ), Stealth 6 (+8 )

Feats: Accurate Attack, All-Out Attack, Attack Spec. (Light Control Array) 2, Connected, Defensive Roll 3, Dodge Focus 4, Equipment 2, Improved Initiative, Interpose, Inventor, Move-By Action, Power Attack, Precise Shot, Quick Change, Set-Up, Skill Mastery (Craft {Electronic}; Craft {Mechanical}; Knowledge {Life Sciences}; Knowledge {Physical Sciences}), Teamwork

Powers: Light Control 12 (Dynamic)
-Alt. Power: Blast 8 [laser] (Extra: Penetrating) (Dynamic)
-Alt. Power: Blast 12 [hard light] (Dynamic)
-Alt. Power: Dazzle 10 [visual] (Dynamic)
-Alt. Power: Dazzle 8 (Extra: Area {Burst}) (Dynamic)
-Alt. Power: Flight 5 (250 mph) (Dynamic)
-Alt. Power: Force Constructs 12 (Dynamic)

Immunity 5 (Light based damage)

Saves: Toughness +7**/+5*/+2 [**Costume & Defensive Roll/*Costume]
Fort +6
Ref +8
Will +9

Combat: Attack +4/+8 (light control array)
Damage +8 (laser)/+12 (hard light blast)
Defense +11 (+3 flat-footed)
Initiative +6

Equipment: Costume: +2 Toughness; Subtle
JLI Communicator: Comm-Link; GPS

Drawbacks: Power Loss: Light Control when in darkness [Uncommon, Major] (-3 pts)


Costs: Attributes 22+ Skills 25+ Feats 23+ Powers 43+ Saves 17+ Combat 22- Drawbacks 3= 150 pts.


:arrow: Well here she is thanks to the first request I’ve had, straight from the man himself Thorpacolypse, I give you Dr. Light II. Dr. Light is the typical blaster with some really good craft & knowledge skills focusing on the technology side of things. She’s been a on & off member of the League at different times, from the International version to Europe thus she is always on call for any major events.

:arrow: Her Light Control is pretty well rounded, allowing her to hit foes with 2 different types of blasts, a dazzle effect targeting either a single target or an area, even some basic cover for her & her friends to hide behind if needed. Now Wikipedia says that Dr. Light can make holograms by refracting light, but I’ve never seen it shown in anything I’ve read, so I didn’t include it.
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Lobo build #618

Postby Tattooedman » Sun Mar 13, 2011 8:05 pm

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(said while flying backwards through the air & going through buildings after being punched by Superman)
"RassaFragginSonofaBastichBiggoodygoody..."
Lobo:
PL: 10
Str 28 (+9) Dex 10 (+0) Con 30 (+10) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Skills: Bluff 8 (+12), Gather Info 10 (+10), Intimidate 12 (+12), Knowledge (Streetwise) 10 (+10), Notice 4 (+6), Pilot 6 (+6), Sense Motive 6 (+8 )

Feats: All-Out Attack, Attack Spec. [Melee] 2, Dodge Focus, Equipment 10, Fearless, Improved Block 2, Improved Disarm, Improved Initiative, Improved Sunder, Power Attack, Stunning Attack, Track, Weapon Bind, Weapon Break

Powers: Device [Hook & Chain] 2 (easy to lose)
--Strike 1 (Power Feats: Extended Reach 2 {20 ft}, Improved Critical 3, Improved Throw, Improved Trip, Mighty)

Immunity 5 (Critical Hits; Disease; Starvation & Thirst; Vacuum)
Impervious Toughness 9
Protection 3 (Extra: Impervious)
Super Strength 6 (Power Feats: Bracing, Counter-Punch)

Saves: Toughness +13* [*Impervious]
Fort +13
Ref +6
Will +9

Combat: Attack +8/+10 (melee)
Damage +9 (unarmed)/+10 (hook & chain)
Defense +7 (+3 flat-footed)
Initiative +4

Equipment: Fragmaster Space-Hog (666 series)
[Strength 50; Speed 12; Defense 6; Toughness 11; Blast 11]


Costs: Abilities 42+ Skills 14+ Feats 25+ Powers 40+ Saves 16+ Combat 28= 165 pts.


:arrow: Here's the Main Man, LOBO!!! AWWWW YEAH BASTICH!!! Now here's a character I've got much love for, Lobo is everything funny about comics as far as I care!! It just don't get no better than him! If you don't know who Lobo, then I don't know what to say aside from go out and pick up anyting of his from the 90's!! That was when Lobo was in his prime!!

:arrow: I did try to keep this version limited to what was shown in the Superman/JLU shows, but I know some things leaked into it from the comics (like the hook & chain mainly). Overall though Lobo is able to go toe-to-toe with Superman physically and push him to be creative in a fight to beat him. Well and to generate alot of cheap easy giggles, what can I say? Lobo makes me laugh....(I really must have issues )
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Re: Ice build #616

Postby Gilliam » Mon Mar 14, 2011 1:46 am

Tattooedman wrote:[ :arrow: Ice is the girl next door with a bit of naive' outworlder thrown in for good measure. She served the League for a good strecth of time with her friend Fire until her death fighting the Overmaster. For a few years then there were sightings of her ghost throughout DC, until finally she was brought back in Birds of Prey (thank whoever was in charge of that one!!). I thought Ice fit better as PL 8 since it didn't look to me that she had expanded her powers any during her time in the League.


I think that Ice's naive outlook was really highlighted in The Batman: The Brave and the Bold episode "Darkseid Descending" where the conversation went something like this

Blue Beetle: Invasion? From where?
Batman: Apokolips.
Ice: Home of the Parthenon.
Batman: No. A distant world enslaved by the most evil beings in the known universe.
Ice: Ahh! The Greeks! (everyone stares)
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Re: Ice build #616

Postby Tattooedman » Mon Mar 14, 2011 6:57 am

Gilliam wrote:I think that Ice's naive outlook was really highlighted in The Batman: The Brave and the Bold episode "Darkseid Descending" where the conversation went something like this

Blue Beetle: Invasion? From where?
Batman: Apokolips.
Ice: Home of the Parthenon.
Batman: No. A distant world enslaved by the most evil beings in the known universe.
Ice: Ahh! The Greeks! (everyone stares)


Yeah it was. I laughed for a good bit at that bit.
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Tattooedman
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Re: Ice build #616

Postby Gilliam » Tue Mar 15, 2011 1:57 am

Tattooedman wrote:Yeah it was. I laughed for a good bit at that bit.


Same here, I am really enjoying the sheer variety of builds you have. Would you have a build for Mandrake the Magacian?
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Re: Ice build #616

Postby Tattooedman » Tue Mar 15, 2011 9:43 am

Gilliam wrote:Same here, I am really enjoying the sheer variety of builds you have. Would you have a build for Mandrake the Magacian?


Thanks, I try to have a wide selection of builds other folks might not think of to do. Though Jab does one hell of a great job, and post much more than I do. As for Mandrake.....well honestly I had to look him up so probably no build for him. Sorry.
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The Pugilist build 617

Postby Tattooedman » Tue Mar 15, 2011 11:19 am

Image
The Pugilist:
PL:
11
Str 20 (+5) Dex 20 (+5) Con 20 (+5) Int 12 (+1) Wis 18 (+4) Cha 14 (+2)

Skills: Acrobatics 3 (+8.), Bluff 8 (+10), Climb 5 (+10), Intimidate 12 (+14), Investigate 5 (+6), Notice 6 (+10), Sense Motive 8 (+12), Sleight of Hand 4 (+9), Stealth 6 (+11), Swim 5 (+10)

Feats: All-Out Attack, Assessment, Attack Spec. [Unarmed] 3, Cunning Fighter, Defensive Attack, Dodge Focus 4, Elusive Target, Evasion, Follow-Up Strike, Improved Critical 4 [Unarmed], Improved Defense, Improved Feint, Improved Initiative, Instant Up, Last Stand, Lionheart, Luck 2, Power Attack, Seize Initiative, Sweeping Strike, Takedown Attack 2, Ultimate Effort [Ultimate Toughness Save], Unbalancing Strike, Uncanny Dodge [audio], Veteran Fighter, Withstand Damage

Powers: Immortal Physiology:
Enhanced Feat 3 [Tough 3]
Immunity 3 [Aging, Disease, Poison]
Regeneration 16 [Recovery Bonus +3; Recovery Rate: Injured: 1/round; Staggered: 1/round; Disabled: 1/5 minutes; Resurrection: 1/week] (Power Feats: Persistent, Regrowth)

Bare-Knuckle Brawling:
Strike 3 (Power Feat: Mighty)

Graveside Blessing:
Super-Senses 2 [Ranged Detect (ghosts)]
Affects Insubstantial 2 with unarmed attacks

Saves: Toughness +8
Fort +10
Reflex +8
Will +10

Combat: Attack +8/+14 (Unarmed)
Damage +8 (Bare-Knuckle; critical 16-20)
Defense +14 (+5 flat-footed)
Initiative +9



Real Name: Owen McKeeny
Height: 5’ 9”
Weight: 163 lbs
Hair: Dark Blonde
Eye Color: Blue


Complications:
Lost History: Pugilist doesn't remember who he is at this point in his long life, thanks to a head injury he suffered in the 90s. He's been wandering around the United States since then. Only recently has he made his way back into Freedom City.

Sense of Right & Wrong: The Pugilist will involve himself in any situation that he seems to find unfair or unjust in some way, it's just the way he is. He tends to find himself fighting for the little guy that can't do it himself.


Costs: Abilities 44+ Skills 16+ Feats 33+ Powers 32+ Saves 14+ Combat 36= 175 pts.



Background: Owen McKeeny came to America in the early 1890s from a family of farmers in Ireland, wanting his own land to farm as he saw fit. Arriving in Boston, Owen ended up owning little except the clothes on his back and no real skills that were usable in a city. That was until he was set upon by desperate robbers, thinking he was someone with money trying to pass off a disguise, and Owen beat all three unconscious with some effort though he was unaided by anyone (Owen had three brothers back home who would constantly gang up him whenever they had a disagreement).

A local crime boss, Patrick Sheen, witnessed the attempted theft and immediately introduced himself to Owen and quickly arranged lodging for him, setting Owen up in an apartment next to a brothel he owned where the several of the girls were to take care of him (making sure he had clean clothing, mending, meals, house cleaning and such). During the day Owen was to keep an eye on the brothel then at night he went to his real job, bare-knuckle fighting for Sheen at one of his entertainment establishments where women danced, men drank and fighting was wagered on. Because of his talent for fighting Owen made a large amount of money and was treated almost like royalty, being able to buy the best of anything he wanted and he put his plans for farming on the backburner to enjoy a lifestyle he'd never known. This arrangement continued on for over a year until Owen met a girl, Mae O'Brien, and the two fell in love and made plans to marry and take part in the Land Run of 1893 in Oklahoma. Sheen hadn't given Owen his blessing and felt wronged by the younger man's plans and made plans to make him pay for the insult. Setting up a fight with another skilled brawler Sheen kidnapped Mae and forced Owen to fight the other brawler, stating the money he'd make from the fight would set them even.

Owen was too distracted by Mae's being held by Sheen at the fight and he was savagely beaten by the other brawler, making Sheen lose over a thousand dollars. Enraged and thinking that Owen had thrown the fight on purpose, Sheen had his men assault Mae, beat Owen more and claim every one of Owen's possessions as reimbursement. During the confusion Mae attacked one of the men assaulting her and she was shot dead in retaliation and Owen was bound in a sack and tossed into the Harbor to drown, which he did.

Then he rose up from his watery grave.

His mind not right due to the manner of his death, Owen wandered his way out west not really understanding why he favored that direction. It wasn't until several days later when his head cleared did Owen recall the last few hours of his life before climbing out of the Harbor and then all he could do was mourn his dead love and continue on his journey. Though he never did compete in the Land Run nor did he become a farmer, instead Owen simply wandered around the United States trying to put his past behind him and move on and getting drawn into other people's problems that couldn't help themselves, so Owen helped them as much as he could. Be it advice, doing odd jobs, or even using his fists to deal with the cause of those problems. Sometimes Owen suffered the pain of death but he would rise up from where he'd been laid to rest and move on before anyone noticed he couldn't find a way to stay dead.

He lived this nomadic lifestyle until World War I, when he enlisted in the Army and did his part for the Allies. At the end of it Owen decided to stay overseas and see what the rest of the world had to offer him and he set off on foot. He wasn't seen again by Americans until World War II when he simply showed up at a recruitment office asking where to sign up. The recruiter asked for his name he simply answered with Owen McKeeny III as he signed on the dotted line. During his time back overseas Owen's knowledge of the country sides help his unit a great deal as well as his courage, he even managed to meet the Allies of Freedom a couple of times and was on a semi-friendly basis with Sarge Shrapnel.

What Owen did after the war isn’t known, once again he disappeared into the European country side following some unspoken need. It wasn’t until the early 70s that he was seen again, this time back in America again, specifically Boston, working against the mob that were the leftovers of the 1950s. It was during this time that Owen fell in love again but this time he got his happy ending, this time marrying his girl and even fathering a child, a daughter he named Mae. Unfortunately though some of his old enemies from the mob managed to track him down and take their revenge on Owen and his family and he was forced to watch as his family was consumed in a car bomb meant for him. Lost in his grief, Owen once again left Boston and wandered his way south into the Texas-Mexico border. Living somewhere just on the Mexican side of the border and living the life of a hermit and recluse who only dealt with people when they stumbled across his property. Owen drifted back into the things of rumors and legends until Jack Simmons came calling on him in the early 90s to help him deal with SHADOW, remembering the things Overshadow was responsible for from WWII Owen agreed to help in memory of his friends the Allies of Freedom.

What exactly happened on that mission is still considered to be classified but Owen was thought lost in the explosion that claimed SHADOW’s island base. A few years ago he drifted into Freedom City and set himself up and began to notice the stranglehold several of the gangs in the Fens had on that part of town. He’s not dealt with anyone who realizes who he really is, most who recall the Pugilist simply think that Owen is his own grandson, using the “family” name. The truth of the matter is that Owen suffered a serious head injury in the fiery end of SHADOW’s island and suffers from amnesia and doesn’t realize he’s actually as old as he really is. For now he’s content protecting the less fortunate people in Freedom City from the hard core criminals and living his life as simply as possible. Owen has worked with Foreshadow a couple of times but both men prefer to work alone though neither is against teaming up with one another if it’s called for.
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Re: Ice build #616

Postby Gilliam » Wed Mar 16, 2011 2:21 am

Tattooedman wrote:Thanks, I try to have a wide selection of builds other folks might not think of to do. Though Jab does one hell of a great job, and post much more than I do. As for Mandrake.....well honestly I had to look him up so probably no build for him. Sorry.


No worries, I am looking forwrad to your next builds.
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