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Tattooverse 2.5: WOF builds

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Nightwing build #618

Postby Tattooedman » Thu Mar 17, 2011 7:57 am

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Nightwing:
PL: 11
Str 16 (+3) Dex 22 (+6) Con 16 (+3) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 10 (+16), Bluff 4 (+6/+10), Climb 4 (+7), Disable Device 6 (+8 ), Diplomacy 6 (+8/+12), Drive 4 (+10), Escape Artist 4 (+10), Gather Information 4 (+6), Investigate 6 (+8 ), Knowledge (Streetwise) 6 (+8 ), Notice 8 (+11), Profession (Bar Tender) 2 (+4), Search 8 (+10), Sense Motive 8 (+11), Stealth 8 (+14), Survival 4 (+7), Swim 4 (+7 )

Feats: Acrobatic Bluff, Attractive, Attack Focus (Melee) 6, Attack Spec. (Wing-Dings) 2, Benefit 2 (Wealth x2), Defensive Attack, Defensive Roll 2, Dodge Focus 4, Elusive Target, Endurance, Equipment 4, Evasion, Improved Disarm, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Luck 2, Master Plan, Move-By Action, Power Attack, Precise Shot, Seize Initiative, Takedown Attack 2, Ultimate Effort (Acrobatics Checks), Unacanny Dodge [visual]

Powers:
Device {Wing-Dings} 6 (easy to lose)
--Blast 8 (Extra: Autofire)
-Alt. Power: Blast 8 (Power Feats: Ricochet 3)
-Alt. Power: Snare 8 (Extra: Independent)

Saves: Toughness +8**/+6*/+3 [**Costume & Defensive Roll/*Costume]
Fort +7
Ref +11
Will +7

Combat: Attack +8/+12 (wing-dings)/+14 (melee)
Damage +3 (unarmed)/+5 (escrima sticks)/+8 (wing-dings)
Defense +14 (+5 flat-footed)
Initiative +10

Equipment: Costume: +3 Toughness; Subtle; Comm-Link; Nightvision [6ep]
Escrima Sticks: +2 Damage (Power Feats: Improved Critical 2, Mighty) [7ep]
Handcuffs [1ep]
Grapple Gun [1ep]
Rebreather [1ep]
Smoke Grenades [1ep]
3 ep free to use


Costs: Attributes 38+ Skills 24+ Feats 42+ Powers 18+ Saves 13+ Combat 36= 171 pts.


:arrow: Well, I figured I needed to eventually get into doing at least one member of the Bat-Family, so I decided to keep things simple and go with my favorite Nightwing. I grew up reading Nightwing in the New Titans series, so when he got his own solo series I was instantly on it. Probably one of my favorite series in a long, long time. I liked how all his various experiences in the world of DC had shaped him into the hero he had become and how despite everything he still ended up becoming a little bit something like Bruce.

:arrow: Build wise, I like how Nightwing turned out as a PL 11 with just a some points over 165. I think it really shows how skilled he really is; I mean jeeze the guy basically spent his teenage years as the first Robin, his early to mid 20's in the Titans, bopped around as a free agent for the next few years until he arrived in Bludhaven. Nightwing is a really well rounded hero, even a bit better than Batman I'd say since Nightwing doesn't have as much of a problem working with a team like Batman seems to.
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Robin build #619

Postby Tattooedman » Thu Mar 17, 2011 7:59 am

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Robin:
PL: 8
Str 12 (+1) Dex 18 (+4) Con 13 (+1) Int 18 (+4) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 8 (+12), Bluff 4 (+6), Climb 4 (+5), Computers 4 (+8.), Diplomacy 4 (+6), Disable Device 6 (+10), Drive 4 (+8.), Escape Artist 4 (+8.), Investigate 6 (+10), Knowledge (Streetwise) 4 (+8.), Notice 6 (+7), Search 4 (+8.), Sense Motive 6 (+7), Stealth 8 (+12), Swim 4 (+5)

Feats: Acrobatic Bluff, Attack Focus (Melee) 4, Attack Spec. (Bo Staff), Attack Spec. (Redwings) 3, Challenges 2 (Improved Feint; Slip Between Cover)Defensive Attack, Defensive Roll, Dodge Focus 4, Equipment 9, Improved Critical (Unarmed), Improved Critical (Bo Staff) 2, Improved Initiative, Luck, Master Plan, Power Attack, Skill Mastery [Acrobatics; Investigate; Sense Motive; Stealth], Set-Up, Sneak Attack [+2 damage],
Takedown Attack 2, Uncanny Dodge [audio]

Saves: Toughness +6*/+5**/+1 [*Costume & Defensive Roll/**Costume]
Fort +4
Ref +8
Will +7

Combat: Attack +4/+8 (melee)/+10 (bo staff/redwings)
Damage +1 (unarmed-critical 19-20)/+2 (R shuriken)/+3 (bo staff-critical 17-20/redwings)
Defense +10 (+3 flat-footed)
Initiative +8

Equipment: Costume: +4 Toughness; Subtle; Comm-Link
Mask: Night Vision
Arsenal: (9 ep)
-Redwings: +2 Damage
-Bo Staff: +2 Damage; Critical 17-20
-R Shuriken: +1 Damage; Critical 19-20


Utility Belt: (18 ep)
-Flash Bangs:
-Smoke Bombs:
-Grappling Hook & Swing Line: Super-Movement 1 (Swinging)

Mini-Tracer, GPS, Handcuffs, Multi-Tool

Redbird: [Sports car; large size] Strength 25; Speed 5; Defense 9; Toughness 8


Costs: Attributes 29+ Skills 19+ Feats 39+ Saves 13+ Combat 20= 120 pts.


:arrow: I decided to finally dust off my build of Robin back in the day off and finish it up and get it posted. Honestly there’s not much fluff, simply this build is my take on Tim during his time as a solo hero before he joined the Titans but wasn’t working as close with Batman.

:arrow: I liked how Robin was shown to be growing as a hero during that time, while he didn’t know everything he does now, he sure got by pretty good. He’s got all the basic skills that any costumed adventurer needs as well as the equipment too, I’m happy I managed to get his original set of wheels the Redbird car figured in and keep him at PL 8.
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Red Hood build #620

Postby Tattooedman » Thu Mar 17, 2011 8:02 am

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Red Hood:
PL:
11
Str 16 (+3) Dex 18 (+4) Con 16 (+3) Int 14 (+2) Wis 12 (+1) Cha 14 (+2)

Skills: Acrobatics 4 (+8 ), Bluff 8 (+10), Climb 4 (+7), Disable Device 4 (+6), Escape Artist 4 (+8 ), Gather Information 8 (+10), Intimidate 10 (+12), Investigate 8 (+10), Knowledge (Streetwise) 8 (+10), Notice 8 (+9), Search 4 (+6), Sense Motive 8 (+9), Stealth 10 (+4), Swim 4 (+7)

Feats: All-Out Attack, Attack Spec. (Melee) 4, Attack Spec. (Knives), Attack Spec. (Batarangs), Attack Spec. (Pistols), Chokehold, Contacts, Defensive Roll 2, Dodge Focus 6, Elusive Target, Equipment 6, Improved Aim, Improved Block 2, Improved Critical (Unarmed) 2, Improved Critical (Knives) 2, Improved Initiative, Master Plan, Move-By Action, Power Attack, Precise Shot, Quick Draw 2, Rage [+ ], Startle, Takedown Attack 2, Taunt, Uncanny Dodge (hearing), Well-Informed

Powers:
Device {Modified Batarang} 6 (easy to lose)
--Blast 8 (Extra: Autofire)
-Alt. Power: Blast 8 (Power Feats: Ricochet 3)

Saves: Toughness +8**/+6*/+3 [**Costume & Defensive Roll/*Costume]
Fort +9
Ref +7
Will +7

Combat: Attack +8/+10 (batarangs/firearms)/+12 (melee)/+14 (knives)
Damage +3 (unarmed-critical 18-20)/+4 (kris dagger-critical 17-20)/+4 (katana-critical 18-20)/+4 (heavy machine pistol)
Defense +12 (+3 flat-footed)
Initiative +8

Equipment: Costume: +3 Toughness; Subtle
Red Hood Mask: Nightvision; Rebreather
Grapple Gun
Heavy Machine Pistol: +4 Damage; 30 ft.
Kris Dagger: +1 Damage; Critical 17-20
Katana {masterwork}: +3 Damage; Critical 18-20
(4 ep left free)


Costs: Attributes 30+ Skills 23+ Feats 47+ Powers 24+ Saves 15+ Combat 28= 167 pts.


:arrow: Well I figured since I've already done Batman's wayward children I'd do the black sheep of the family, Jason Todd the Red Hood. To me Hood is more like a broken mirror of Nightwing, so while Dick is all about acrobatic grace and holding true to the Code of the Bat, Jason on the other hand is all about fighting like a bull in a china shop, using guns and killing.

:arrow: I like how this build came in just a couple points under Nightwing's showing (hopefully) the difference of a few years of working the hero angle can make. Not too much to say on this build overall, simply change around some of the attributes, tone down the acrobatics, add more lethal weapons plus the ability to use them, add some rage feat and you've taken Nightwing and made him into the Red Hood.
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Black Canary build #621

Postby Tattooedman » Thu Mar 17, 2011 9:21 am

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

Skills: Acrobatics 4 (+9), Bluff 6 (+8/+12), Climb 4 (+6), Diplomacy 2 (+4/+8.), Disable Device 4 (+6), Drive 4 (+9), Escape Artist 4 (+9), Gather Information 4 (+6), Investigate 2 (+4), Knowledge (Streetwise) 6 (+8.), Notice 6 (+9), Search 4 (+6), Sense Motive 8 (+11), Stealth 6 (+11)

Feats: Assessment, Attack Focus (Melee) 4, Attractive, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Equipment, Follow-Up Strike, Improved Block, Improved Critical (Unarmed) 3, Improved Disarm, Improved Feint, Improved Initiative, Improved Throw, Power Attack, Stunning Attack, Takedown Attack 2, Uncanny Dodge [audio]

Powers: Blast 10 [Canary Cry] (Extra: Area {Cone}); (Flaw: Distracting)
-Alt. Power: Dazzle 10 [audio] (Extra: Area {Cone}); (Flaw: Distracting)
-Alt. Power: Stun 8 (Extras: Area {Cone}, Ranged); (Flaw: Distracting)

Saves: Toughness +7*/+5**/+3 [*Defensive Roll & Costume/**Costume]
Fort +5
Ref +8
Will +7

Combat: Attack +6/+10 (melee)
Damage +2 (unarmed-critical 17-20)/+8 (Stun)/+10 (Sonic Blast/Dazzle)
Defense +13 (+4 flat-footed)
Initiative +9

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



Costs: Attributes 36+ Skills 16+ Feats 29+ Powers 32+ Saves 9+ Combat 28= 150 pts.


:arrow: This is my take on the lovely Black Canary. Now the I tried to do a build that showed her fighting skill as well as her powers in balance, which isn’t easy IMO. Both are normally the first & second things thought of when she’s brought up nowadays and to get both well represented in a single build can be tricky.

:arrow: Especially with all the different ways to stat up the Sonic powers, the fighting is fairly easy. Those just burn through about half your points right off, toss in her street skills, detective ability, looks & charms and there goes about another quarter of your points and then you get to try to fit her powers in. Not easy.

:arrow: But I’ve been sitting on this build for a bit now and figured I should get it put up and be done with it. I like how it came together overall, Canary can hold her own in a fight. Be it hand to hand or at range (with the Canary Cry) though it leaves her vulnerable to attacks right after she uses it. Plus I don’t think I left her lacking in any of her other areas either. She’s still a fairly well rounded character overall and is way useful on any team she’d be a part of, be it the JLA or with Team Arrow.
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Green Arrow build #623

Postby Tattooedman » Thu Mar 17, 2011 9:23 am

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Green Arrow:
PL: 11
Str 16 (+3) Dex 18 (+4) Con 16 (+3) Int 14 (+2) Wis 16 (+3) Cha 16 (+3)

Skills: Acrobatics 6 (+10), Bluff 6 (+9), Climb 4 (+7), Craft (Mechanical) 8 (+10), Drive 4 (+8.), Escape Artist 4 (+8.), Gather Information 6 (+9), Knowledge (Business) 6 (+8.), Knowledge (Civics) 4 (+6), Knowledge (Streetwise) 8 (+10), Notice 10 (+13), Pilot 4 (+8.), Stealth 8 (+12), Survival 6 (+9), Swim 4 (+7)

Feats: Assessment, Attack Spec. (Sword), Attack Spec. (Bow) 2, Attractive, Benefit 4 (Wealth x4), Connected, Defensive Attack, Defensive Roll 2, Defensive Strike, Dodge Focus 5, Equipment 2, Evasion, Finishing Blow, First Strike, Follow-Up Strike, Improved Aim, Improved Critical (Bow) 3, Improved Critical (Katana), Improved Initiative, Improved Ranged Disarm, Improved Trick, Power Attack, Precise Shot 2, Quick Draw 2, Ranged Pin, Takedown Attack 2, Taunt, Track, Ultimate Effort (Ultimate Aim)

Powers: Device [Bow] 6 (easy to lose)
--Blast 9 {arrow}
-Alt. Power: Blast 6 (Extra: Autofire)
-Alt. Power: Blast 6 (Extra: Area {Explosion}) {explosive arrow}
-Alt. Power: Obscure 6 {visual} (Extra: Independent) {smoker arrow}
-Alt. Power: Dazzle 9 [visual] {flash arrow}
-Alt. Power: Snare 9 {net arrow}
-Alt. Power: Dazzle 9 [audio] {screamer arrow}
-Alt. Power: Supermovement 1 (swinging)
-Alt. Power: Trip 9 {bolo arrow}

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

Combat: Attack +9/+11 (sword)/+13 (bow)
Damage +3 (unarmed)/+6 (sword-critical 18-20)/+9 (normal arrow; critical 17-20)
Defense +14 (+4 flat-footed)
Initiative +8

Equipment: Costume: +1 Toughness; Comm-Link; GPS
Sword: +3 Damage; Critical 19-20
Rebreather


Costs: Attributes 36+ Skills 22+ Feats 44+ Powers 18+ Saves 12+ Combat 34= 166 pts.


:arrow: Always been a fan of GA, he’s like a more serious Hawkeye to me and there’s clearly not too many differences between the two but Ollie has more finesse feats that let him do more interesting shots than Clint does, Ollie is known for plugging up guns with arrows and pinning jacket sleeves to walls while Clint is happy using a net or bolo arrow to take them down. It all comes down to a sense of personal style and flair IMO.
Last edited by Tattooedman on Thu Mar 17, 2011 9:28 am, edited 1 time in total.
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Red Arrow build #624

Postby Tattooedman » Thu Mar 17, 2011 9:26 am

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

Skills: Acrobatics 8 (+13), Bluff 6 (+9/+13), Climb 4 (+7), Craft (Mechanical) 4 (+8 ), Disable Device 6 (+8 ), Gather Information 4 (+7), Knowledge (Streetwise) 6 (+8 ), Knowledge (Technology) 6 (+8 ), Notice 8 (+11), Sense Motive 8 (+11), Sleight of Hand 4 (+9), Stealth 8 (+13), Survival 4 (+9), Swim 4 (+7)

Feats: Attack Focus (melee) 3, Attack Focus (Ranged) 4, Attack Spec. (Bow), Attractive, Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 4, Equipment 2, Improved Aim, Improved Critical (Bow) 2, Improve Ranged Disarm, Improved Imitiative, Luck 2, Precise Shot, Quick Draw 2, Ranged Pin, Talented 2 (Craft {Mechanical}; Survival), Taunt, Teamwork 2, Throwing Mastery 3, Ultimate Effort (Ultimate Aim), Uncanny Dodge (visual)

Powers:
Device {Bow} 6 (easy to lose)
--Blast 9 {blunt-tipped arrow}
-Alt. Power: Blast 6 (Extra: Autofire)
-Alt. Power: Blast 6 (Extra: Area {Explosion}) {explosive arrow}
-Alt. Power: Obscure 6 {visual} (Extra: Independent) {smoker arrow}
-Alt. Power: Dazzle 9 [visual] {flash arrow}
-Alt. Power: Snare 9 {net arrow}
-Alt. Power: Dazzle 9 [audio] {screamer arrow}
-Alt. Power: Supermovement 1 (swinging)
-Alt. Power: Trip 9 {bolo arrow}

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

Combat: Attack +5/+8 (melee)/+9 (ranged)/+11 (bow)
Damage +3 (unarmed)/+9 (bow-critical 18-20)
Defense +12 (+4 flat-footed)
Initiative +9

Equipment: Costume: +3 Toughness; Sublte; Comm-Link
Shuriken: +1 Damage
Rebreather
Mini-Tracer


Costs: Attributes 38+ Skills 26+ Feats 40+ Powers 18+ Saves 10+ Combat 26= 158 pts.


:arrow: Honestly I've been a fan of Roy for a few years now, since the Devon Grayson run of the series. I liked how Roy expanded on what he had learned from Ollie giving himself more options in a fight as well as setting himself apart from his mentor. I really like Roy nowadays that he has been written in a way that shows he has managed to get his act together in some major ways. It looks to me like someone decided to finally have a member of the first gen of sidekicks finally make it in the big time besides Wally or Dick (which don't get me wrong, I've got plenty of love for those two, but Roy is just the guy that has nothing but bad luck that you want to see win at some point).

:arrow: I wanted this build to show the wideness of Roy's skills with ranged weapons as well as having developed his hand to hand skills. So Roy ends up coming in just 8 points over the normal limit, but take away the Attack Focus (melee) & Throwing Mastery and he is only 2 points over (if you're a real stickler for points lower his dexterity to 18).
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Re: Tattooverse 2.5 [2E]

Postby TroyXavier » Thu Mar 17, 2011 9:27 am

Always great to see The Pugilist and enjoying the other builds as well.
Club Thirteen is Risen.
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Shinning Knight build #625

Postby Tattooedman » Thu Mar 17, 2011 9:31 am

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

Skills: Climb 8 (+11), Diplomacy 6 (+8.), Handle Animal 8 (+10), Intimidate 8 (+10), Notice 8 (+10), Ride 8 (+10), Search 6 (+8.), Sense Motive 6 (+8.), Survival 6 (+8.), Swim 8 (+11)

Feats: Accurate Attack, All-Out Attack, Animal Empathy, Attack Spec. (Sword), Defensive Attack, Dodge Focus 2, Equipment, Improved Block 3, Improved Critical (Sword) 2, Improved Disarm 2, Improved Initiative 2, Inspire 2, Move-By Action, Power Attack, Quick Draw, Sidekick 15 {Winged Victory}, Startle, Takedown Attack, Track, Ultimate Effort (Ultimate Fortitude Save), Uncanny Dodge [visual], Weapon Bind

Powers: Device {Enchanted Long Sword} 4 (easy to lose)
--Strike 7 (Extra: Penetrating 10); (Power Feats: Improved Critical, Improved Sunder, Mighty)

Saves: Toughness +8*/+3 [*Enchanted Chain Mail]
Fort +10
Ref +7
Will +10

Combat: Attack +8/+10 (sword)
Damage +3 (unarmed)/+10 (long sword-critical 17-20)
Defense +12 (+5 flat-footed)
Initiative +10

Equipment: Enchanted Chain Mail: +5 Toughness


Winged Victory:
(Equus gorgohaemos)
PL: 8 (73)
Minion Rank 5, Sidekick Rank 15
STR 24 (+7) DEX 16 (+3) CON 22 (+6) INT 2 (-4) WIS 12 (+1) CHA 6 (-2)

Skills: Intimidate 6 (+4), Notice 6 (+7), Sense Motive 2 (+3), Survival 2 (+3)

Feats: Attack Focus (Melee) 4, Attractive, Endurance, Environmental Adaptation (High Altitudes), Fast Overrun, Improved Critical (Hoof), Power Attack

Powers: Super-Senses 3 (Extended Vision, Low-light Vision, Radius Sight)
Speed 3
Protection 2

Flight 4 (Drawbacks: Winged)
Growth 4 (Feats: Innate) (Flaws: Permanent)

Saves: Toughness +8
Fort +8
Reflex +5
Will +3

Combat: Attack +5 (+9 Melee, +8 Size), Damage +7, Defense +9 (+8 Size), Initiative +3

Drawbacks: No Hands [-4 pts]
Mute [-4 pts]



Costs: Attributes 28+ Skills 18+ Feats 43+ Powers 12+ Saves 20+ Combat 36= 157 pts.


:arrow: This is probably one of my favorite 2nd string heroes, I mean I got into gaming the old fashion way. I started off playing D&D, so a hero that’s a time displaced knight swinging a sword to stop criminals who wears enchanted armor and rides a winged horse is gonna get my attention.

:arrow: One of his more current incarnations was in the JLU as a speaking background characters in the last season. Personally I liked the Patriot Act episode where nothing but highly skilled heroes stand against the General on a rampage. Shining Knight stands his ground even though he realizes he has no real chance to seriously stop the General, the whole time carrying on the argument for why he’s fighting against the General.

:arrow: Priceless.
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Vigilante build #626

Postby Tattooedman » Thu Mar 17, 2011 9:34 am

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Vigilante:
PL: 8
Str 14 (+2) Dex 20 (+5) Con 18 (+4) Int 12 (+1) Wis 16 (+3) Cha 16 (+3)

Skills: Acrobatics 2 (+7), Bluff 8 (+11), Climb 4 (+7), Diplomacy 4 (+7), Drive 6 (+11), Handle Animal 6 (+9), Intimidate 6 (+9), Knowledge (History) 4 (+5), Knowledge (Streetwise) 4 (+5), Notice 8 (+11), Perform (Oratory) 6 (+9), Pilot 2 (+7), Ride 4 (+9), Search 6 (+7), Sense Motive 6 (+9), Stealth 6 (+11), Survival 2 (+5)

Feats: Ambidexterity, Attack Focus (Ranged) 4, Attack Spec. (Unarmed), Defensive Roll 2, Distract [Bluff], Dodge Focus 4, Equipment 4, Improved Aim, Improved Critical (Six-Shooters) 2, Improved Critical (Unarmed), Improved Defense, Improved Initiative, Improved Ranged Disarm, Improved Trick, Luck, Quick Draw, Power Attack, Precise Shot, Taunt, Teamwork, Track, Ultimate Effort [Ultimate Aim]

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

Combat: Attack +6/+8 (Unarmed)/+10 (Ranged)
Damage +2 (Unarmed-critical 19-20)/+4 (Six-Shooters-critical 18-20)
Defense +10 (+3 flat-footed)
Initiative +9

Equipment: Six-Shooters: +4 Damage; Range 40 ft; Power Feats: Autofire, Split Attack (10 ep)
Lasso
Motorcycle [as on page 143 in Core Rule Book]


Costs: Attributes 36+ Skills 21+ Feats 33+ Saves 6+ Combat 24= 120 pts.


:arrow: So here’s Vigilante, a long-time hero from DC. This build is based more on his showings in the JLU cartoon than the comics but there are a couple things from the comics in the build that weren’t shown too much in the show.

:arrow: Basically Vigilante is a great street level kind of hero, relying more on skills and feats to get by in a fight. He can work alone or as part of a group either way though honestly he’d probably be better off having some kind of group support in the long run. He’s kinda the guy that draws the attention of the bad guys so the others can do their thing uninterrupted.
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Vibe build #627

Postby Tattooedman » Thu Mar 17, 2011 9:35 am

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Vibe:
PL: 9
Str 14 (+2) Dex 16 (+3) Con 16 (+3) Int 10 (+0) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 4 (+7), Bluff 8 (+10), Climb 2 (+4), Intimidate 6 (+8 ), Knowledge (Streetwise) 8 (+10), Notice 6 (+9), Sense Motive 8 (+11), Stealth 6 (+8 )

Feats: All-Out Attack, Attack Spec. (Vibration Powers) 2, Benefits 3 [Diplomatic Immunity, Status {JLU member}, JLU equipment], Defensive Roll 3, Dodge Focus 4, Equipment, Improved Initiative, Power Attack, Precise Shot

Powers: Vibration Control 10 (Power Feat: Affects Insubstantial)
-Alt. Power: Drain Toughness 10 (Flaw: Affects Objects Only)
-Alt. Power: Strike 10 [buzzsaw hands] (Extra: Penetrating)
-Alt. Power: Strike 10 [shockwave] (Extra: Area {Burst})

Saves: Toughness +8**/+5*/+3 [**Costume & Defensive Roll/*Costume]
Fort +7
Ref +7
Will +7

Combat: Attack +4/+8 (vibration powers)
Damage +2 (unarmed)/+10 (vibration powers)
Defense +10 (+3 flat-footed)
Initiative +7

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


:arrow: One of the first League members to die, Vibe. Basically in the mainstream comics he was brought in as the “average guy in the superhero world” guy, coming from the mean streets of Detroit. Vibe left the gang he led to join the League, feeling that he needed to find a better use for his powers than what he had been doing. From what I’ve read in the JLU comics his background is the same, just he didn’t die from an attack by Professor Ivo.

:arrow: Overall Vibe is the basic blaster, using the vibrations he generates to shatter objects or to put the hurt on villains. I added some alternate powers to give him some options in combat that were shown as one time power feats he used or made sense to me as extensions of his normal use of his powers.
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Thu Mar 17, 2011 10:04 am

TroyXavier wrote:Always great to see The Pugilist and enjoying the other builds as well.


Thank you, glad you're enjoying them. ^_^
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Citizen V build #628

Postby Tattooedman » Thu Mar 17, 2011 10:44 am

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

Skills: Acrobatics 8 (+13), Bluff 6 (+10), Climb 4 (+7), Intimidate 6 (+10), Knowledge (Tactics) 8 (+10), Knowledge (Streetwise) 6 (+8 ), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+11), Survival 4 (+6), Swim 4 (+7)

Feats: All-Out Attack, Assessment, Attack Spec. (Swords), Challenge (Fast Planning), Defensive Attack, Defensive Roll 3, Distract [Bluff], Dodge Focus 4, Equipment 5, Improved Block, Improved Critical (Sword), Improved Disarm, Improved Initiative, Improved Trip, Inspire 2, Master Plan, Move-By Action, Power Attack, Quick Draw, Set-Up, Talented 2 (Bluff/Intimidate), Teamwork 2, Takedown Attack 2, Uncanny Dodge [visual], Weapon Bind

Powers:
Device [V-Saber] 2 (easy to lose)
--Strike 7 (Power Feats: Improved Critical 2, Mighty)

Device [V-Wing] 2 (hard to lose)
--Flight 2

Saves: Toughness +9**/+6*/+3 [**Defensive Roll & Costume/*Costume]
Fort +7
Ref +9
Will +9

Combat: Attack +8/+10 (swords)
Damage +3 (unarmed)/+10 (v-saber; critical 17-20)
Defense +11 (+3 flat-footed)
Initiative +9

Equipment: Costume: +3 Toughness; Subtle; Comm-Link
Mask: Flash Goggles; Gas Mask; Nightvision Lenses; Rebreather
Caltrops
Handcuffs
Mini-Tracer
Flashlight
GPS Receiver
Mult-Tool
14 ep to use as needed


Costs: Attributes 34+ Skills 17+ Feats 42+ Powers 14+ Saves 15+ Combat 28 = 150 pts.


:arrow: The leader of the Thunderbolts, Citizen V. The short & simple idea behind this version is to take away the fact that he was actually Baron Zemo and treat the build as if he was actually what Zemo made him out to be; the skilled swordsman leader of the group. I thought it would be a slightly different way to do the character.

:arrow: Basically it makes Citizen V into a weapon master build with some leader type feats for some flair. Pretty straight forward overall. ^_^
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Atlas build #629

Postby Tattooedman » Thu Mar 17, 2011 10:46 am

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Atlas:
PL: 10
Str 14 [18/34] (+2/+4/+12) Dex 10 (+0) Con 14 [20/28] (+2/+5/+9) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Diplomacy 4 (+6), Drive 6 (+6), Intimidate 6 (+12), Knowledge (Streetwise) 6 (+6), Notice 6 (+8 ), Pilot 6 (+6), Stealth 6 (+6), Survival 4 (+6)

Feats: All-Out Attack, Attack Focus (Ranged) 4, Attack Spec. (Unarmed) 3, Defensive Roll 4, Dodge Focus 2, Improved Initiative, Interpose, Uncanny Dodge [visual]

Powers: Growth 8 [huge size: 30 ft] (+16 Strength/ +8 Constitution; +8 Grapple; +10 Carry Capacity) (Power Feats: Talented 2 {Intimidate x2})

Container [Ionic Body] 5 (Extra: Continuous Duration); (Flaw: Permanent)
--Enhanced Constitution 6
--Enhanced Strength 4
--Super Strength 4

Saves: Toughness +13* [full size]/+9 [normal size]/+9 [full size]/+5 [normal size] [*Defensive Roll]
Fort +8/+12
Ref +3
Will +4

Combat: Attack +4/+8 (ranged)/+8 (normal size unarmed)/+6 (full size unarmed), Damage +4 (normal size unarmed)/+12 (full size unarmed)
Defense +9 [normal size]/+7 [full size] (+3 [normal size]/+2 [normal size] flat-footed)
Initiative +4


Costs: Attributes 14+ Skills 10+ Feats 17+ Powers 51+ Saves 8+ Combat 22= 122 pts.


:arrow: I’ll say this about Atlas, his powers are a serious pain to work out!!! Add to that the fact that his main power is the broken power of Growth and that just helps out soooo much. At this point in his career he is ionic powered, somewhat similar to Wonder Man plus he can use his energy to grow but even when at his normal size he is still superhumanly strong and tough. Now take that and add in the bonuses from growth and it can make for a small migraine pretty fast.

:arrow: That said, Atlas packs one hellava wallop! He was shown as being able to hold his own against Thor, the Thing, Iron Man, and a few other heavy hitters at once when the T-Bolts had taken over Earth in issue 12. Granted he was fighting very dirty, and the other T-Bolts were throwing out cheap shots to help out as well, but still he did it.

:arrow: As for his powers affecting his combat ability the biggest problem I faced was dealing with his unarmed bonus. Figuring out all of the different damages & defense bonuses depending on his height was slightly aggravating, but I think I managed to get it covered right. Now I know it was said a fair amount of times that Atlas could grow to something around 60 ft tall, but I don’t really remember seeing him go that big too often. So I thought 30 ft would cover it nicely, plus at that height it made my math somewhat easier to do and helped to keep Atlas within the limits I’m trying to stay with for these builds. I’d say the bigger heights could be gotten with Extra Effort or pushing of the power for the duration of some important fight/event.

:arrow: I was somewhat surprised with Atlas’ point cost, coming in at just barely above a PL 8 total, but that simply shows how he is really a really focused kinda build on a certain idea (& with Atlas that means growing big and bashing the bad guys with his extra large hands!). So I like how Atlas came out overall. I’m still not too wild about the Growth power, but I like this build.
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M.A.C.H. II build #630

Postby Tattooedman » Thu Mar 17, 2011 10:49 am

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M.A.C.H. II:
PL: 10
Str 12 [20] (+1/+5) Dex 12 [20] (+1/+5) Con 14 (+2) Int 12 (+2) Wis 14 (+2) Cha 12 (+1)

Skills: Aerobatics 8 (+13), Bluff 6 (+7), Craft (Electronic) 8 (+12), Craft (Mechanical) 8 (+12), Disable Device 8 (+10), Knowledge (Technology) 8 (+10), Notice 8 (+10), Pilot 6 (+7), Sense Motive 8 (+10), Stealth 4 (+9)


Feats: Attack Focus (Melee) 4, Attack Focus (Ranged) 4, Dodge Focus 2, Evasion, Favored Environment [Airborne] 4, Improved Initiative, Inventor, Move-By Action, Set-Up, Talented 2 (Craft [Electronic/Mechanical]), Teamwork 2

Powers: Device [M.A.C.H. 2 armor] 17 (hard to lose)
--Blast 8 (Extra: Area {Explosion}) [mini-grenades] (Power Feat: Accurate)
-Alt. Power: Blast 8 (Extra: Autofire) [riot rounds]
--Communication 7 [radio]
--Enhanced Dexterity 8
--Enhanced Strength 8
--Flight 5
--Immunity 9 (Life Support)
--Protection 6 (Extra: Impervious)
--Protection 4

Saves: Toughness +10*/+2
Fort +5
Ref +8
Will +8
*6 Impervious

Combat: Attack +4/+8 (melee/ranged)/+10 (ranged w/ armor)/+12 (ranged w/ armor in air)
Damage +5 (unarmed)/+8 (riot rounds/mini-grenades)
Defense +10 (air)/+8 (ground) (+4 {air}/+3 {ground} flat-footed)
Initiative +9

Drawbacks: Normal Identity [Full Round Action] (-5 pts)


Costs: Attributes 16+ Skills 18+ Feats 23+ Powers 68+ Saves 16+ Combat 24- Drawbacks 5= 160 pts.


:arrow: With M.A.C.H. 2 the main thing to remember is that he stays out of melee mostly and hits and moves. It's not that he can't do hand-to-hand, he would rather just stay out of it with the likes of Atlas and Moonstone around. He'd rather back them up with his teamwork & set-up feats and make use of his area attack to handle any goons & mooks the bad guys have got. He also needs to keep himself in the air to be the best he can be fighting, on the ground he is somewhat easier to handle and he knows it.

:arrow: His craft skills and Inventor feat let him handle some of the technology the team deals with, but anything too high-tech (stuff from Mr. Fantanastic, Tony Stark and such) is better left to Techno.
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Moonstone build #631

Postby Tattooedman » Thu Mar 17, 2011 10:50 am

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Moonstone:
PL: 10
STR 10 [24] (+0/+7) DEX 14 (+2) CON 10 [24] (+0/+7) INT 14 (+2) WIS 16 (+3) CHA 18 (+4)

Skills: Bluff 10 (+13), Concentration 8 (+11), Diplomacy 8 (+12), Gather Infomation 6 (+9), Notice 6 (+9), Knowledge (Current Events) 6 (+8 ), Knowledge (Behavioural Sciences) 8 (+10), Sense Motive 8 (+11), Stealth 4 (+6)

Feats: Attack Focus (Melee) 2, Distract [Bluff], Defensive Roll 3, Dodge Focus 2, Fascinate [Bluff], Improved Initiative, Inspire, Luck, Master Plan, Move-By Action, Taunt

Powers: Device {Moonstone}17 (hard to lose)
--Blast 10
-Alt. Power: Dazzle 10 [visual]
--Enhanced Strength 14
--Enhanced Constitution 14
--Flight 4
--Insubstantial 4
--Morph 1 [costume only] (Power Feat: Quick Change)
--Super Strength 3

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

Combat: Attack +6/+8 (melee)
Damage +7 (unarmed)/+10 (blast)
Defense +10 (+4 flat-footed)
Initiative +6


Costs: Attributes 22+ Skills 16+ Feats 15+ Powers 68+ Saves 8+ Combat 28= 157 pts.


:arrow: Moonstone is basically a paragon-lite to me, I mean mid-level strength, flight, resistant to damage, plus she can play blaster as well. The other bonus is her ability to phase through matter, that helped her loads letting her act sometimes as a scout for the team.

:arrow: Her biggest trick is her interactions skills, those let her play almost anyone at her whim allowing her to play leader to some and loyal follower to others.Or to cause her foe to doubt some aspect of themselves during a fight that leaves them open to an attack from the rest of the team.
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