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Tattooverse 2.5: WOF builds

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Collective Man build #653

Postby Tattooedman » Sun Mar 20, 2011 8:55 pm

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Collective Man:
PL: 10
Str 24 (+7) Dex 24 (+7) Con 24 (+7) Int 20 (+5) Wis 24 (+7) Cha 16 (+3)

Skills: Diplomacy 6 (+9), Intimidate 4 (+7), Knowledge (Current Events) 6 (+11), Language 1 (Base: Chinese; English), Notice 4 (+11), Sense Motive 4 (+11), Stealth 4 (+11)

Feats: Attack Focus (Melee) 2, Attack Spec. (Unarmed) 2, Defensive Attack, Defensive Roll, Dodge Focus 4, Improved Critical (Unarmed) 2, Improved Feint, Improved Grab, Improved Initiative, Improved Throw, Improved Trip, Prone Fighting, Power Attack, Startle, Stunning Attack, Takedown Attack

Powers: Gestalt 5 (Power Feat: Progression 2 [5 brothers])
Super Strength 2

Container [Knowledge & Abilities of Countrymen] 7
--Boost 15 [one attribute] (Power Feat: Variable Trait); (Flaw: Personal, Tiring after rank 10)
--Enhanced Feats 4 (Beginner’s Luck; Jack-of-All-Trades; Luck 2)
--Summon Minion 5 [75 pt identical minions] (Extra: Horde); (Power Feat: Progression 5 [25 max], Mental Link); (Flaw: Source-Must have subject to summon minion from)

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

Combat: Attack +6/+8 (melee)/+12 (unarmed)
Damage +7 (unarmed-critical 18-20)
Defense +10 (+3 flat-footed)
Initiative +11

The 5 Brothers who are 1 wrote:Han/Chang/Lin/Sun/Ho-Tao:

PL: 5
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 10 (+0)

Skills: Climb 2 (+4), Diplomacy 4 (+4), Intimidate 4 (+4), Knowledge (Current Events) 4 (+4), Language 1 (Base: Chinese; English), Notice 4 (+5), Sense Motive 4 (+5), Stealth 4 (+6), Swim 2 (+4)

Feats: Attack Focus (Melee), Attack Spec. (Unarmed), Defensive Attack, Defensive Roll 3, Dodge Focus 2, Improved Critical (Unarmed), Improved Feint, Improved Grab, Improved Initiative, Improved Throw, Improved Trip, Power Attack, Set-Up, Startle, Stunning Attack, Takedown Attack, Teamwork

Powers: Super-Senses 4 (Communication Link [mental] w/other 4 brothers)
Teleport 8 (Flaw: Anchor [missing brothers to the rest])

Saves: Toughness +5*/+2 Fort +5 Ref +5 Will +5
*Defensive Roll

Combat: Attack +3/+4 (melee)/+6 (unarmed), Damage +2 (unarmed-critical 19-20), Defense +5 (+1 flat-footed), Initiative +6


Costs: Attributes 13+ Skills 8+ Feats 20+ Powers 12+ Saves 10+ Combat 12= 75 pts.



Costs: Attributes 72+ Skills 8+ Feats 22+ Powers 46+ Saves 3+ Combat 24= 175 pts.


:arrow: What a frickin’ headache to build! Gestalt is a power that really could use a better explanation of in the main rulebook. But I finally managed to figure it out…..I think.

:arrow: Just in case you don’t understand the Gestalt power basically it works like this;
Step 1: Figure out how many people are needed to create the Gestalt form (in this case 5)

Step 2: Do the builds for all the people needed (these 5 are identical, but they don’t have to be. You can do each one as different as you want but they must each cost the same total.)

Step 3: Once you’ve finished all the builds and kept them costing the same, take ranks in Gestalt. Each rank is equal to 15 pts to build a character with, kind of like Summon Minion really. Then you add in any cost from Progression feat to cover the total of the people needed to form the Gestalt and viola! You’ve done the rough part of building a Gestalt character.

:arrow: Thus end the build lesson.

:arrow: Now about the actual character, Collective Man is another one of Marvel’s random mutants from around the world that has been periodically shown from time to time. Collective Man is one of the few that seems to keep jumping from heroic to villain almost, though most of the time his/their supposed criminal acts were against the Chinese Government and their inhumane treatment of their nations mutants.

:arrow: He’s/They’ve been rogue from the government with his/their team 3Peace, to back to working for the government keeping the X-Men from entering the country while they were trying to find out more about Chinese mutant Xorn. In the last couple years Collective Man has gotten an upgrade to his/their synchronization power that allows them to transform others into lesser versions of him/themselves which I thought was a really interesting advancement of his power. I went with the idea that with it still being something of a newer power to him/them, that the created minions are only PL 5, plus you can use the stats for the brothers for the minion. Besides using the teamwork feat they can play a serious amount of help in a fight, even if they're only helping each other. As for the merging all those extras together with himself for a giant version of him I left out as it seemed that was a special one-time ability due to his augmenting by the Genesis Well and more of a power stunt IMO.
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Darkhawk build #654

Postby Tattooedman » Sun Mar 20, 2011 8:56 pm

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Darkhawk:
PL: 10
Str 10 [26] (+1/+8.) Dex 12 [20] (+1/+5) Con 10 [n/a] (+0/--) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 4 (+9), Bluff 6 (+7), Climb 4 (+5/+12), Gather Information 8 (+9), Knowledge (Streetwise) 8 (+9), Notice 8 (+10), Sense Motive 6 (+8.), Stealth 8 (+9/+13)

Feats: Attack Focus (Melee) 2, Connected, Defensive Attack, Diehard, Dodge Focus 2, Improved Aim, Improved Disarm, Improved Initiative, Improved Overrun, Power Attack, Precise Shot, Stunning Attack, Takedown Attack 2

Powers: Alternate Form {Darkhawk Body} 19 (Flaw: Full Round Action)
--Enhanced Strength 16
-Alt. Power: Blast 8
-Alt. Power: Force Field 4
--Enhanced Dexterity 8
--Enhanced Feat 3 (Fearsome Presence 3 [DC 13; 15 ft radius])
--Flight 5
--Immunity 30 (Fortitude Effects)
--Protection 8
--Snare 8 (Power Feat: Tether)
-Alt. Power: Strike 2 [grapple claw] (Power Feats: Extended Range 4, Improved Trip, Mighty)
-Alt. Power: Super-Movement 1 (Swinging)
--Super-Senses 4 (Extended Vision, Darkvision, Infravision)
--Super Strength 2

Saves: Toughness +12*/+8 [*Force Field]
Fort N/A
Ref +7
Will +6

Combat: Attack +8/+10 (melee)
Damage +8 (unarmed)/+10 (grapple claw)
Defense +8 (+3 flat-footed)
Initiative +9


Costs: Attributes 10+ Skills 13+ Feats 16+ Powers 76+ Saves 7+ Combat 28= 150 pts.


:arrow: Well, I figured I’d take a try at a build of Darkhawk, now granted I’ve only read about 5 appearances of his between his series and guest showings….but eh why not? So as I see it (and remember from his team-ups with Spidey in his early days) Darkhawk basically was an under pointed PL 10. I struggled with how to do his abilities as Darkhawk till I realized I could make it an alternate form that took a full round to change into. After that it was pretty much cake to fit all his early abilities into that array.

:arrow: Darkhawk has got a couple skills and feats that help him out when dealing with street crimes, his contacts feat along with his knowledge (streetwise) and gather information skills represents various cops who are friends of his missing cop Dad who feel somewhat sorry for him. His other skills are mostly from him being a street-smart kinda teenager while the rest of his feats come from him skill in a couple martial arts and some natural ability with his newly gained powers.
Last edited by Tattooedman on Sun Mar 20, 2011 8:58 pm, edited 1 time in total.
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El Aguila build #655

Postby Tattooedman » Sun Mar 20, 2011 8:58 pm

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

Skills: Acrobatics 6 (+9), Bluff 6 (+8.), Climb 4 (+6), Diplomacy 4 (+6), Handle Animal 4 (+6), Intimidate 4 (+6), Language (Base: Spanish; English), Notice 4 (+6), Ride 6 (+9), Sense Motive 4 (+6), Stealth 6 (+9), Swim 4 (+6)

Feats: Acrobatic Bluff, Attack Focus (Melee), Attack Spec. (Electric Blast), Attack Spec. (Sword) 2, Defensive Roll 3, Distract [Bluff], Dodge Focus 4, Equipment 2, Improved Block, Improved Critical (Sword) 2, Improved Defense, Improved Disarm, Improved Feint, Improved Initiative, Luck, Move-By Action, Power Attack, Quick Draw, Seize Initiative, Takedown Attack 2, Taunt, Uncanny Dodge [visual], Weapon Bind

Powers: Blast 8 [Electrical] (Flaws: Medium-Conductive Material)
-Alt. Power: Stun 5 (Extra: Ranged)

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

Combat: Attack +6/+7 (melee)/+8 (electric blast)/+11 (sword)
Damage +3 (unarmed)/+3 (whip)/+6 (sword-critical 17-20)/+8 (electric blast)
Defense +10 (+3 flat-footed)
Initiative +7

Equipment: Steel Sword: +3 Damage; Critical 19-20
Whip: +0 Damage; Range 15 ft; Improved Disarm, Improved Trip


Costs: Attributes 28+ Skills 13+ Feats 32+ Powers 9+ Saves 14+ Combat 24= 120 pts.


:arrow: In the most basic sense Aguila is a Zorro for the Heroic Age who has supposed to have been depowered in the Decimation. Kinda a shame IMO, Aguila was actually pretty good at being a street level hero since he was able to keep up with the likes of the original Heroes for Hire, Power Man & Iron Fist.

:arrow: Aguila is the kind of hero that can handle mooks all day long and even most moderatly skilled villains of the street level type with little trouble. Put him up against minor superhumans and he should do alright, but he'll know he was in a fight. Against any serious kind of super villain and Aguila is gonna be outta his weight class and should probably be considering getting some backup, or reserving a hospital room. Being a swashbuckler basically his interaction skills are the ones that are going to save him some hurt and his flashy fighting style should help a bit with staying out of the way in a fight but his hit & run tactics are where his saving grace is.
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Flacon build #656

Postby Tattooedman » Sun Mar 20, 2011 9:01 pm

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Falcon:
PL: 9
Str 18 (+4) Dex 16 (+3) Con 18 (+4) Int 12 (+1) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 8 (+11), Bluff 4 (+6), Climb 2 (+6), Diplomacy 6 (+8.), Gather Information 6 (+8.), Handle Animal 6 (+8.), Knowledge (Current Events) 4 (+5), Knowledge (Streetwise) 6 (+7), Notice 6 (+9), Search 6 (+7), Sense Motive 6 (+9), Stealth 6 (+9), Swim 2 (+6)

Feats: Acrobatic Bluff, Animal Empathy, Attack Spec. (Unarmed), Contacts, Defensive Attack, Defensive Roll, Dodge Focus 3, Evasion, Favored Environment [airborne] 3 (+1 attack/+2 defense), Improved Initiative, Improved Grab, Minion 3 [Redwing], Move-By Action, Power Attack, Takedown Attack 2, Uncanny Dodge [audio]

Powers: Comprehend 2 [speak with animals] (Flaw: Limited-Only with birds)
ESP 5 [visual] (Flaw: Medium-Through birds)
Mind Shield 4
Super-Senses 1 (Communication Link [mental] w/Redwing)

Device {Wakandan Flight Suit} 6 (hard to lose)
--Communication 5 [radio]
--Flight 3
--Protection 3
--Sensory Shield 2 [visual]
--Snare 5 [grapple line]
-Alt. Power: Super-Movement 1 (Swinging)
--Super-Senses 3 (Extended Vision; Low-Light Vision; Radius Vision)

Saves: Toughness +8*/+7**/+4 [*Flight Suit & Defensive Roll/**Flight Suit]
Fort +7
Ref +8 [+12 vs visual dazzle]
Will +6

Combat: Attack +6/+8 (unarmed)/+7 (airborne attacks)/+9 (airborne melee)
Damage +4 (unarmed)
Defense +12 [airborne]/+10 [grounded (+4 [airborne]/+3 [grounded] flat-footed)
Initiative +7


Costs: Attributes 34+ Skills 17+ Feats 23+ Powers 34+ Saves 11+ Combat 26= 145 pts.


:arrow: Another hero from Marvel, but not so lesser known this time around. The Falcon is one of my favorite flying heroes, aside from spending most of his time hanging out with Captain America alot Falcon tends to spend most of his crime fighting career in the streets he was raised in helping the everyday man as best he can.

:arrow: Like most winged flyer types, Falcon is better off staying in the air but he doesn't have to. When you've taken lessons on hand-to-hand from Cap you're pretty well covered in a fistfight, just ask Taskmaster. He underestimated Falcon & got his butt handed back to him for doing it. Most of Falcon's powers really don't come into play in a fight, they're more suited towards his skills as a scout. I mean with all the birds flying around New York there is no shortage of eyes for Falcon to see through at any time.

:arrow: Before I forget, lemme get the stats for Redwing put up. Once again I've got to give it up to Jab for his great animal builds which I've used once again.

excellent 2e hawk build wrote:Redwing:
PL: 5 (40), Minion Rank 3
STR 4 (-3) DEX 14 (+2) CON 10 INT 2 (-4) WIS 10 CHA 6 (-2)

Skills:
Notice 8 (+8.)
Stealth 4 (+6)
Survival 4 (+4)

Feats:
Attack Focus (Melee) 3, Endurance, Fast Overrun, Improved Critical (Talons & Beak), Improved Grab, Improved Pin

Powers:
Super-Senses 3 (Extended Vision 2, Low-light Vision)
"Beak and Talons" Strike 1
Flight 3 (Drawbacks: Wings)

Shrinking 8 (Feats: Innate) (Flaws: Permanent)
Super-Senses 1 (Communication Link [mental] w/Falcon)

Saves:
Toughness -1, Fortitude +2, Reflex +5, Will +3

Combat:
Attack +4 (+7 Melee, +8 Size), Damage +2, Defense +7 (+8 Size), Initiative +2

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

Abilities: -10 / Skills: 16--4 / Feats: 8 / Powers: 15 / Saves: 8 / Combat: 22 / Drawbacks: -8 (39)
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Sabra build #657

Postby Tattooedman » Sun Mar 20, 2011 9:04 pm

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

Skills: Acrobatics 4 (+9), Climb 2 (+12), Computers 4 (+6), Drive 2 (+7), Gather Information 8 (+9), Investigate 4 (+6), Knoweledge (Current Events) 4 (+6), Knowledge (Civics) 4 (+6), Knowledge (Streetwise) 6 (+8.), Knowledge (Theology & Philosophy) 4 (+6), Languages 2 (Base: English; Arabic; Hebrew), Medicine 2 (+4), Notice 4 (+6), Sense Motive 6 (+8.), Survival 4 (+6), Swim 2 (+12)

Feats: Attack Focus (Ranged) 5, Attack Spec. (Unarmed) 2, Attractive, Benefits 2 (Israeli Police Officer; Mossad Agent), Defensive Roll 2, Dodge Focus 6, Improved Initiative, Improved Throw, Improved Trip, Track

Powers: Density 2 [+4 Strength; Protection 1 (Extra: Impervious)] (Extra: Continuous Duration); (Power Feat: Buoyancy); (Flaw: Permanent)
Enhanced Strength 20
Enhanced Constitution 10
Impervious Toughness 7
Regeneration 5 [Recovery Bonus: +3] (Power Feats: Diehard, Endurance)
Speed 3 [50 mph]
Super Strength 1 (Power Feat: Bracing)

Device [Anti-Grav Cape] 2 (hard to lose)
--Flight 5

Device [Quill Launchers] 4 (hard to lose)
--Nauseate 6 (Extra: Ranged)

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

Combat: Attack +6/+10 (unarmed)/+11 (ranged)
Damage +6 (Quills)/+10 (Unarmed)
Defense +12 (+3 flat-footed)
Initiative +9


Costs: Attributes 20+ Skills 17+ Feats 22+ Powers 80+ Saves 12+ Combat 24= 175 pts.


:arrow: Another one of Marvel's random mutants, Sabra actually has had some good showings in a couple different titles that you wouldn't normally see a mutant in. That said Sabra is still a minor character in the world of mutants. Sabra has mostly dealt with the Hulk of all heroes, often times holding her own through a combination of skill, luck & the Hulk holding back (how else does someone survive fighting the Hulk?).

:arrow: That said Sabra has a pretty general set of powers, super strength, tougher than normal body, superhuman reflexes. She also has some government made device that give her more options in a fight with a cape that lets her fly(?!?Really? a cape?) and a pair of gauntlest that fire off energy quills that numb a person. Given enough quills Sabra can even affect the Hulk to a point, so they're not that bad.

:arrow: Add to all that Sabra has been trained as a Mossad agent and is fully recognized as an agent of the law in her home country she's not someone to underestimate in a fight. She knows what she can do in a fight & isn't afraid to fight dirty to do it.
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Charcoal build #658

Postby Tattooedman » Mon Mar 21, 2011 7:31 am

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Charcoal:
PL: 9
Str 12 [26] (+1/+8 ) Dex 12 (+1) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 4 (+6), Knowledge (Civics) 4 (+5), Diplomacy 4 (+6), Knowledge (Pop Culture) 4 (+5), Notice 6 (+8 ), Sense Motive 6 (+8 ), Stealth 6 (+7), Survival 2 (+4)

Feats: All-Out Attack, Attack Focus (Melee) 4, Attack Spec. (Fire Powers) 2, Distract [Bluff], Equipment, Improved Initiative, Interpose, Move-By Action, Power Attack

Powers: Alternate Form (Coal Body) 12
-Enhanced Strength 14
-Immovable 4
-Protection 10 (Extra: Impervious)
-Super Strength 4
-Immunity 11 (critical hits; life support)

-Alt. Power: Alternate Form (Fire Form) 11
-Blast 10
-Flight 3
-Immunity 16 (critical hits; fire damage; life support)
-Strike 10 (Extra: Aura)


Saves: Toughness +10**[coal body]/+4*/+1 [**Impervious/*Uniform]
Fort +6
Ref +6
Will +7

Combat: Attack +4/+8 (melee)/+8 (fire powers)
Damage +8 (unarmed)/+10 (fire blast)
Defense +8 (+4 flat-footed)
Initiative +5

Equipment: Uniform: +3 Toughness; Comm-Link


Costs: Attributes 18+ Skills 9+ Feats 13+ Powers 61+ Saves 14+ Combat 24 = 139 pts.


:arrow: I liked Charcoal, honestly a fan created character that won a contest by Wizard and placed into Marvel’s most popular book at the time; The Thunderbolts. Charcoal filled the slot of secondary bruiser/blaster on the team. At first he was shown to be very skilled with his powers, taking on the Thunderbolts on his own and holding them off fairly well. After a short while he ended up joining them after following them for a short while, and became a solid member of the team.

:arrow: Unfortunately though Charcoal has since fallen into Marvel limbo as Marvel wasn’t happy using a character that they didn’t have complete ownership of. So we’ll probably not see him again in comics, which is kind of a shame, he was an interesting character.
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Chamber build #659

Postby Tattooedman » Mon Mar 21, 2011 7:33 am

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Chamber:
PL: 10
Str 14 (+2) Dex 12 (+1) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 13 (+1)

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

Feats: Attack Spec. (Biokinetic Flame) 2, Attack Spec. (Unarmed) 2, Defensive Roll 2, Dodge Focus 4, Equipment, Improved Initiative, Speed of Thought, Taunt, Teamwork

Powers: Blast 10 [Biokinetic Flame] (Extras: Penetrating, Shapeable Area)
-Alt. Power: Mental Blast 10

Communication 3 [mental] (Drawback: Full Power {-1 pt})
Enhanced Feats 7 (Fearsome Presence 4 [DC 14; 20 ft. radius], Talented [Intimidate x2], Tough x2) (Linked to Biokinetic Flame)
Immunity 5 (Disease, Poison, Starvation & Thirst, Suffocation)

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

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

Equipment: Costume: +2 Toughness; Subtle


Costs: Attributes 21+ Skills 12+ Feats 15+ Powers 55+ Saves 11+ Combat 16= 130 pts.


:arrow: The odd man in Generation-X, Chamber’s powers made his life pretty difficult. I mean the poor guy had a gaping hole in his chest & was missing his jaw and in place of it was a raging biokinetic energy that never went out. He couldn’t even talk without his powers, but he kept a fairly decent attitude, well mostly but it was understandable that he was slightly pissed off in general.

:arrow: Now honestly I’ve only read about 4 issues of Generation-X, ever, but It seems that Chamber was something of the heavy hitter for the team but when you’re packing a serious mental blast that will do it. Course his normal biokinetic blast isn’t/wasn’t anything to laugh off either, it did some serious pain making on it’s own.

:arrow: I got the idea that Chamber was something of a hooligan in England so I made him slightly more fit and street savvy. I figured it made some kind of sense, but I see Chamber as a under pointed PL 10 during his time in Generation-X. As for his body issues as far as it being “alive” or not, well I decided that it was better shown going with the list of Immunities I used. I stuck to what the wiki said he was immune to though there is probably a case for him having the full Fortitude Immunity instead of how I did it. But I’m not wild about giving a possible character that wide of an immunity cause it seems kinda cheap to me as a GM. Makes a player lazy really having that kind of wide covering immunity, at least IMO.
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Re: Tattooverse 2.5 [2E]

Postby Shock » Mon Mar 21, 2011 7:33 am

I like Charcoal. It gives much better flavor than propane.
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Husk build #660

Postby Tattooedman » Mon Mar 21, 2011 7:35 am

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

Skills: Bluff 6 (+9), Computers 6 (+8.), Concentration 6 (+8.), Diplomacy 6 (+9), Knowledge (Current Events) 4 (+6), Knowledge (Pop Culture) 4 (+6), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 8 (+9), Swim 4 (+4)

Feats: Attack Focus (Melee) 4, Attack Focus (Ranged) 2, Dodge Focus 4, Equipment, Power Attack, Talented [Bluff/Diplomacy], Taunt, Teamwork

Powers: Shapeshift 10 [50 pt. pool] (Flaws: Limited-Cannot exceed body size, Standard Action {shedding outer layer})

Saves: Toughness +4*/+2 [*Costume]
Fort +5
Ref +5
Will +7

Combat: Attack +4/+6 (ranged)/+8 (melee)
Damage +? [varies based on form used]
Defense +8 (+2 flat-footed)
Initiative +1

Equipment: Costume: +2 Toughness; Subtle; Comm-Link [does not stack with any bonuses from Shapeshift]


Costs: Attributes 16+ Skills 14+ Feats 15+ Powers 60+ Saves 14+ Combat 16= 135 pts.


:arrow: Well since Michuru asked me, ever so nicely, for my takes on the members of Generation-X I figured it was the least I could do for my favorite writer.

:arrow: Husk has one of those powers that are kinda hard to define really. I ended up going with Shapeshift since it best fit given the information I read. Basically it says that she can turn herself into any substance she has studied and given how single-minded she could be I’m sure there are lots of things she can turn into. The list in the wiki covered things like rubber, wood, most metals and even Adamantium! So Husk’s got some good tricks to use. Husk has basically let her powers define her as a brick basically. She often takes a metal form and slugs it out with the bad guys, relying on her super-tuff body to take the hits and be able to keep going. Though the wiki did say something about her being able to do other minor tricks, turning her hand into a metal blade or turning herself into an acid (but that was during the AoA, so I’m not sure if that could be considered part of her normal abilities).

:arrow: Husk’s only real limits are that she can’t exceed her own personal size and from of it looks in the books it takes her a standard action to husk her skin off to reveal a new layer underneath it. So her Shapeshift is slightly cheaper but I think it fits her the way that I’ve built it. I like her as an under pointed PL 10, she’s shown some skill with her powers and during her time on the X-Men as well as some skills with computers and dealing with people. Though most of her cost comes from that wide-covering power of hers and I think that most of the Gen-X crew shouldn’t be much higher than the 130 pt mark.
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Ink build #661

Postby Tattooedman » Mon Mar 21, 2011 7:36 am

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Ink:
PL: 8
Str 12 [22] (+1/+6) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 6 (+8.), Climb 4 (+5), Diplomacy 4 (+6), Knowledge (Streetwise) 4 (+5), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+8.), Swim 4 (+5)

Feats: Attack Focus (Melee) 4, Distract [Bluff], Dodge Focus 4, Equipment, Improved Initiative, Sneak Attack [+2 damage], Taunt, Teamwork

Powers: Container [Iconic Power Tattoos] 10
--Blast 8 [black circle exploding on right bicep] (Extra: Area {Explosion}); (Flaw: Touch Range)
-Alt. Power: Drain Constitution 8 [bio-hazard sign on right palm] (Extra: Poison)
-Alt. Power: Healing 8 [Caduceus symbol on left palm]
-Alt. Power: Telepathy 5 [lightning bolts on temples]
--Enhanced Strength 10 [armored-like left hand] (Linked to Protection & Super Strength)
--Super Strength 2 [armored-like left hand] (Linked to Enhanced Strength & Protection)
--Protection 6 [armored-like left hand] (Extra: Impervious); (Linked to Enhanced Strength & Super Strength)
--Flight 2 [feather wings on back]

Saves: Toughness +5*/+2 [*Costume]
Fort +5
Ref +5
Will +6

Combat: Attack +4/+8 (melee)
Damage +1 (normal strength)/+6 (enhanced strength)/+8 (explosion tattoo/bio-hazard tattoo)
Defense +8 (+2 flat-footed)
Initiative +6

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


Costs: Attributes 20+ Skills 10+ Feats 14+ Powers 50+ Saves 10+ Combat 16= 120 pts.


:arrow: Ink from the Young X-Men is our typical street-wise, trash-talking, bad attitude having tough guy that every team seems to need to have nowadays. This guy definitely got a bad start in the X-Teams, working with a disguised Donald Pierce then discovering that he wasn’t a mutant, but was actually a pawn of a mutant tattoo artist who let him think he was a mutant.

:arrow: The problem now is that he has all these powers & apparently now people tend to assume he is a mutant and come after him. Go figure. Plus since he has a Phoenix-styled eye tattoo he has access to the power of the Phoenix, which Cyclops isn’t gonna let run around without some kind of supervision. So Ink has rejoined the X-Men, though it remains to be seen if he’ll keep his powers since once his tattoo artist wakes up from his coma. Cause his powering of Ink’s Phoenix tattoo taps his powers so badly that it takes almost all his energy to make it work, so if the artist does ever wake up it’s a pretty safe bet he’s gonna take back the power he gave to Ink.

:arrow: As far as the build itself Ink fills out fairly fast, especially with the amount of various powers his Container gives. Toss in the standard street-rat skills and some minor feats that let Ink handle himself in a fight (mainly fighting hand to hand, ducking shots & talking trash while fighting) and he comes in as a decent PL 8 total.

:arrow: Now I didn’t include the Phoenix powers in the build for a few reasons.

a) I was at the point limit & really wanted to keep him at the 120 limit.
b) I don’t think any GM wants to deal with a player having access to those powers on a regular basis. But if you have a player just dying to use them I’d go with a rarely allowed power stunt only when the situation is bad. Cause I’m sure Cyclops would do the same thing, only have Ink use those powers in dire situations where there is no other choice but to use them to save the team/the world.
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Skids build #662

Postby Tattooedman » Mon Mar 21, 2011 7:38 am

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

Skills: Acrobatics 4 (+9), Climb 4 (+5), Diplomacy 6 (+8.), Knowledge (Pop Culture) 4 (+5), Knowledge (Streetwise) 2 (+3), Notice 6 (+8.), Sense Motive 4 (+6), Stealth 6 (+11)

Feats: Attack Focus (Melee) 2, Endurance, Improved Defense, Improved Initiative, Improved Overrun, Talented [Acrobatics/Stealth], Teamwork 2

Powers: Force Field 12 (Extras: Affects Others, Impervious); (Dynamic)
-Alt. Power: Speed 2 (Dynamic)

Immunity 10 (Entanglement Effects); (Linked to Force Field)

Saves: Toughness +14*/+2 [*Impervious 12]
Fort +3
Ref +6
Will +6

Combat: Attack +4/+6 (melee)
Damage +1 (unarmed)
Defense +2 (+1 flat-footed)
Initiative +7


Costs: Attributes 22+ Skills 8+ Feats 9+ Powers 61+ Saves 8+ Combat 12= 120 pts.


:arrow: I thought it been interesting to do a couple of builds for some of the other minor builds of X-Related people. To that point here’s Skids from the old X-Factor series, one of the most defensively based characters I’ve seen in a very long time. Taken from when all the kids that the original X-Factor was training went off into their own limited series during Inferno. Like a good fan boy I had it, plus it was interesting to read as they were kinda treated (at the time) like the new generation of mutants to watch.

:arrow: Anyways, Skids here is a interesting character in that early stages of her career Skids was mostly the safe haven for the team during fights. Very few things were shown being able to get through her field, even the likes of Cyclops’ optic blasts were brushed off. So I felt that rated a seriously high ranking on her Force Field, plus given how she can protect others with it just makes it more powerful. Later on Skids and her boyfirend, Rusty Collins, went on to become brainwashed by Stryfe and made to join the MLF and were later cured by Magneto and joined the Acolytes. Since then Skids has shown up every once in awhile but hasn’t been seen seriously in way too long IMO.

:arrow: Another mutant that I’d use on a custom team I’d like to see, Skids mostly needs to develop some offensive ability to be really useful in a fight instead of having the giant dome field in the middle of the fight keeping injured or civilians safe. Course by bumping her up a PL or two she could easily have some other power stunts off her Force Field that could be pretty useful.
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Rusty Collins build #663

Postby Tattooedman » Mon Mar 21, 2011 7:40 am

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Rusty Collins:
PL: 9
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 12 (+1)

Skills: Bluff 6 (+7), Climb 4 (+6), Craft (Mechanical) 4 (+4), Intimidate 4 (+5/+9), Knowledge (Pop Culture) 4 (+4), Notice 6 (+7), Stealth 4 (+6), Survival 2 (+3), Swim 4 (+6)

Feats: Attack Spec. (Fire Control Array) 2, Defensive Roll 4, Dodge Focus 4, Improved Initiative, Inspire, Power Attack, Precise Shot, Takedown Attack 2

Powers: Fire Control 10 (Power Feat: Precise)
-Alt. Power: Blast 10 (Extra: Penetrating); (Flaw: Reduced Range [5 ft per rank])
-Alt. Power: Deflect 10 [slow & fast projectiles]
-Alt. Power: Environmental Control 10 [Extreme Heat] (Flaw: Reduced Range [5 ft per rank])
-Alt. Power: Ignite 10 (Flaw: Reduced Range [5 ft per rank]
-Alt. Power: Strike 10 [Flame Halo] (Extra: Aura); (Power Feat: Talented [Intimidate x2])

Immunity 10 (Fire/Heat Effects)

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

Combat: Attack +4/+8 (Fire Control Array)
Damage +2 (unarmed)/+10 (Fire Control Array)
Defense +8(+2 flat-footed)
Initiative +6


Costs: Attributes 16+ Skills 11+ Feats 16+ Powers 36+ Saves 10+ Combat 16= 105 pts.


:arrow: The other big member of the X-Terminators, Rusty Collins. So cool a man that he didn’t need a code name. The first mutant helped out by the newly formed X-Factor, Rusty had burned a woman severely when his powers first manifested. Most of his time was spent developing his control over his powers and dealing with the guilt he felt for hurting the woman until he tried to make things right by working a deal with members of the Morlocks. That ended up with the woman forgiving Rusty and allowed him to move with his life.

:arrow: Then Inferno happened and he led the other kids that X-Factor had been training against the invading demons. So because he had shown some leading ability and inspiring the team I thought he was gonna be a long running character, but it wasn’t to be. Like his girlfriend, Skids, Rusty got bounced around from a couple different fringe villain teams in a minor story line of brainwashing and horrible writing until they ended up being helped by Magneto and joining the Acolytes. After the Age of Apocalypse the Acolytes ended up fighting with Holocaust and Rusty was one of the casualties of that fight in an effort to thin out some of the more minor mutants running around the X-Titles.

:arrow: Kind of a shame really since Rusty had a good history that would fit on that custom X-Team I’ve built in my head. Oh well, maybe I’ll keep him around for a future game I may run.
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Sunstreak build #664

Postby Tattooedman » Mon Mar 21, 2011 7:43 am

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

Skills: Aerobatics 4 (+6), Bluff 6 (+6), Intimidate 4 (+8.), Notice 6 (+7), Sense Motive 6 (+7), Stealth 6 (+8.)

Feats: Aerobatic Bluff, All-Out Attack, Attack Spec. (Solar Lance) 2, Defensive Roll 2, Dodge Focus 4, Improved Initiative, Power Attack, Teamwork

Powers: Energy Aura 10 [Flame/Heat] (Extra: Continuous); (Flaw: Permanent); (Dynamic)
-Alt. Power: Strike 8 [solar lance] (Power Feat: Extended Range 8.); (Dynamic)

Enhanced Feat 1 (Talented {Intimidate x2})
Flight 4
Force Field 4 (Linked to Energy Aura)

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

Combat: Attack +4/+8 (solar lance)
Damage +8 (solar lance)
Defense +8 (+3 flat-footed)
Initiative +6


Costs: Attributes 10+ Skills 8+ Feats 13+ Powers 45+ Saves 9+ Combat 20= 105 pts.


:arrow: Basically Sunstreak is a flying blaster though it was said in her wiki that she could only fire off a "solar lance" which gave me the idea of a slightly limited range compared to what a normal blast would be. So I made it a Strike power with extended range of 8 which gives her 40 ft which should cover her for combat but honestly I've never read anything with her in it so this build is pure & pure wiki fueled.

:arrow: Since she was going through training I gave her some team related feats to help out in fights. One of her biggest problems is that she can't turn her heat/fire field all the way off, so she can't hardly handle everyday items let alone have a normal relationship. From what I read she came on pretty hot & heavy on Boulder whose Invulnerability would have allowed him to take her heat without a problem. Poor guy, he'd never had that happen to him before. Would've probably been fairly funny to read honestly.
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Wild Thing build #665

Postby Tattooedman » Mon Mar 21, 2011 7:44 am

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"Ya know Mom, when I said I wanted to spend quality time with you I didn't mean we should go fight a horde of new age Hand ninjas!"
Wild Thing:
PL: 10
Str 20 (+5) Dex 18 (+4) Con 18 (+4) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Skills: Acrobatics 6 (+10), Climb 2 (+7), Escape Artist 4 (+8 ), Intimidate 8 (+8.), Notice 6 (+8 ), Sense Motive 4 (+6), Stealth 4 (+8 ), Survival 4 (+6), Swim 2 (+7)

Feats: Attack Spec. (Psychic Claws) 2, Challenges (Accelerated Acrobatics), Defensive Roll 3, Dodge Focus 5, Endurance, Improved Disarm, Improved Initiative, Instant Up, Power Attack, Uncanny Dodge [scent]

Powers: Immunity 2 (Aging, Poison [Limited], Disease [Limited])

Mental Blast 9 [Psychic Claws] (Flaw: Touch Range)
-Alt. Power: Strike 9 (Extra: Penetrating)

Regeneration 23 [Recovery Bonus: +4; Recovery Rate: +16; Bruised 1/round no rest; Injured 1/round; Staggered 1/round; Disabled 1/minute (Power Feats: Diehard, Persistent, Regrowth]

Super Senses 7 [Extended Sight, Extended Hearing ; Extended Scent, Accurate Scent, Tracking Scent; Low-Light Vision]

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

Combat: Attack +5/+9 (psychic claws)
Damage +5 (unarmed)/+9 (psychic claws)
Defense +10 (+2 flat-footed)
Initiative +9


Costs: Attributes 30+ Skills 10+ Feats 17+ Powers 62+ Saves 11+ Combat 20= 150 pts.


:arrow: Seeing as how I haven’t added a proper Wolverine/X-23 type of build yet I figured I finally get around to adding one. So with that in mind, I give you gentle reader, a possible future daughter of Wolverine & Elektra, Rina Logan also known as Wild Thing from MC2 line.

:arrow: Rina has 90% of Dad’s powers (healing factor, enhanced senses and the immunities) with some of Mom’s skills and a dash of something new that neither have (psyhic claws). It makes for an interesting build at PL 10. The main difference is that there is a balance to maintain between her powers and skills. Rina combat-wise is closer to a PL 9, but with her skills & feats gives her the push to PL 10. I like how the psychic claws work, inflicting mental damage more than physical, but Rina was later on able to focus her mental energies to make them cause physical damage. Now since I didn’t read more than a couple of appearances of Rina I never did see that part of her development so I went with the idea that seemed to allow her to be able to copy Dad’s penetrating attack.

:arrow: As far as Rina’s combat style she takes more after Mom than Dad, but she suffers from Dad’s rages and short patience. So at first in a fight she is somewhat graceful and sleek until she gets pissed off and then charges head first into melee combat to mix up Dad style. If I ever make a future setting Wild Thing is someone I will probably throw in just to surprise them since they would expect me to use X-23 in some way. :twisted:
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Sun Boy build #666

Postby Tattooedman » Mon Mar 21, 2011 7:47 am

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

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

Feats: Attack Spec. (Fire/Heat Array) 2, Defensive Attack, Defensive Roll 2, Distract [Bluff], Dodge Focus 6, Improved Initiative, Power Attack, Precise Shot, Set-Up, Teamwork 2

Powers: Blast 10 [Fire] (Extra: Penetrating)
-Alt. Power: Dazzle 10 [visual]
-Alt. Power: Dazzle 10 [visual] (Extra: Area {Burst})
-Alt. Power: Drain Toughness 10 [Melt] (Extra: Ranged); (Flaw: Limited-Objects Only)
-Alt. Power: Environmental Control 10 [Extreme Heat] (Power Feat: Precise)
-Alt. Power: Ignite 10

Immunity 6 (Heat Effects, Solar Radiation)

Device {Legion Flight Ring} 4 (hard to lose)
--Flight 4
--Immunity 5 (Environmental Cold, Environmental Heat, Pressure, Airless Suffocation, Vacuum)
--Space Travel 1
--Super-Senses 1 [Communication Link with all Legion Rings] (Power Feat: Progression 4)

Saves: Toughness +5*/+3 [*Defensive Roll]
Fort +6
Ref +7
Will +7

Combat: Attack +6/+10 (fire/heat array)
Damage +2 (unarmed)/+10 (fire/heat array)
Defense +12 (+3 flat-footed)
Initiative +6


Costs: Attributes 26+ Skills 13+ Feats 18+ Powers 57+ Saves 12+ Combat 24= 150 pts.


:arrow: One of the most well known members of the Legion and an original blaster if I’ve ever seen one, Sun Boy. I’ve always liked blaster characters, just the simple basis of their powers calls out to me. With Sun Boy he adds in a bit of Face-Man skill as well, being able to charm the socks of most people with only a little effort on his part. He started off a party-boy kinda guy who enjoyed the celebrity he got being a part of the Legion, but then he decided that his was wasting his time burning the candle at both ends and he buckled down and started to go to school to get a degree in physics, I believe, and he even managed to help Brainiac 5 a time or two since Brainiac would get lost in the complexities of his own theories and Sun Boy had just a basic learning of it.

:arrow: Remember kids, sometimes the simple answer is the one you may want. Anyways in a fight Sun Boy is worth loads, able to deal damage & keep foes off set for others to come in and finish them off. He’s even able to play back up to others for the big takedown. Plus he does it all with a smile and bit of a joke. Fun kinda guy to have on the team.
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