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Tattooverse 2.5: WOF builds

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Ferro build #667

Postby Tattooedman » Mon Mar 21, 2011 7:48 am

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Ferro:
PL: 8
Str 10 [30] (+0/+10) Dex 12 (+1) Con 14 (+2) Int 10 (+0) Wis 10 (+0) Cha 12 (+1)

Skills: Bluff 8 (+9), Intimidate 6 (+7), Knowledge (Pop Culture) 4 (+4), Notice 4 (+4), Perform (String Instruments) 2 (+3), Sense Motive 4 (+4), Stealth 4 (+5)

Feats: All-Out Attack, Attack Focus (Melee) 2, Dodge Focus 4, Improved Block, Improved Initiative, Interpose, Power Attack, Seize Initiative, Startle, Taunt, Teamwork

Powers: Alternate Form [Iron Body] 9
--Enhanced Strength 4
--Density 8 [+16 Strength; Protection 4 (Extra: Impervious); Immovable 2; Super Strength 2]
--Impervious Toughness 2
--Protection 4 (Extra: Impervious)
--Super Strength 2 (Power Feats: Bracing, Groundstrike)

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 +10*/+2 [*Impervious]
Fort +4
Ref +3
Will +4

Combat: Attack +6/+8 (melee)
Damage +10 (iron form unarmed)
Defense +8 (+2 flat-footed)
Initiative +1


Costs: Attributes 8+ Skills 8+ Feats 15+ Powers 61+ Saves 8+ Combat 20= 120 pts.


:arrow: One of the powerhouses for the Legionaries, Ferro kinda kicked the quiet and considerate old personality in the butt and went with the idea that his powers manifested early and he was very used to having them to rely on. It gave him something of a daredevil personality since there wasn’t much that could hurt him when he “Went Iron”.

:arrow: That led to some personality conflicts with other members of the Legion who were a little more reserved but overall Ferro got along well enough with all of them. Ferro was of the mind to enjoy the status and celebrity that being a member of the Legion gave and he encouraged everyone else to do the same. In a fight Ferro knows that not to much is gonna hurt him so he’s always willing to step in and take a shot for someone else. It did lead to a bit of overconfidence on his part but he made it work for him, letting bad guys take their shots and him just taking it and then walking after them. The whole time he’s talking smack and telling whoever how he’s gonna beat them down in a way that was gonna be embarrassing for them.
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Matter-Eater Lad build #668

Postby Tattooedman » Mon Mar 21, 2011 7:50 am

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Matter-Eater Lad:
PL: 8
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 14 (+2)

Skills: Acrobatics 4 (+6), Bluff 6 (+8.), Climb 4 (+5), Diplomacy 4 (+6), Intimidate 2 (+4/+8.), Knowledge (Current Events) 2 (+3), Knowledge (Pop Culture) 4 (+5), Notice 4 (+5), Sense Motive 4 (+5), Stealth 6 (+8.), Swim 4 (+5)

Feats: Attack Spec. (Matter-Eater Array) 2, Defensive Roll 4, Dodge Focus 6, Distract 2 [Bluff/Diplomacy], Improved Initiative, Taunt, Teamwork 2

Powers: Matter-Eater 8
-Alt. Power: Strike 8 [Quick Bite]

Enhanced Skill 1 (Intimidate +4 ranks) (Flaw: Limited-Only after his powers have been used)

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

Combat: Attack +4/+8 (matter-eater array)
Damage +8 (matter-eater array)
Defense +10 (+2 flat-footed)
Initiative +6


Costs: Attributes 18+ Skills 11+ Feats 18+ Powers 31+ Saves 8+ Combat 16= 102 pts.


:arrow: So I decided to do some builds of characters that no for whatever reason have caught my attention. And this build is probably the best example of what can get my attention, since I’m easy to amuse in sooooo many ways.

:arrow: Matter-Eater Lad has always been one of those heroes that many comics fans groan (very) loudly about when the silliness of the Silver Age is brought up in conversation. Not that I blame them, but I always found the power idea seriously cool as a kid.

:arrow: So when the Legion got a face-lift (kinda) with the Legionaries I checked it out and was surprised to see M.E. Lad as a member. Personally I loved the Roll Call they had on the first page of all the members of the team to be featured in the team & with M.E. Lad they always put ‘STUPID’ underneath his power description (poor guy, no respect).

:arrow: So when the SW6 version got going and they gave M.E. Lad a funny, biting wit along with a good dose of spouting off the obviously bad jokes at any given moment (serious or not) I grew to enjoy the character even more. Not that he was anymore useful in a fight, but as far a story-telling and character personality M.E. Lad was in my top 5 favorites.

:arrow: Again M.E. Lad isn’t gonna bring too much to the table and comes in under-pointed. I probably gave him too much credit honestly, but I felt most of the skills and feats were deserved. M.E. Lad played the support role pretty well. Plus he knew it so in a fight he often made it a point to distract or taunt foes so they could be taken down by some other, more powerful, member of the team. Pretty smart for a guy with a stupid power I say. Now against common criminals of the 35th century, M.E. Lad can actually be something of threat as he’d often get close and disarm them in his own, clearly unique style.
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Triad build #669

Postby Tattooedman » Mon Mar 21, 2011 7:51 am

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

Skills: Acrobatics 2 (+6), Bluff 6 (+7), Computers 4 (+6), Diplomacy 6 (+8.), Knowledge (Business) 4 (+6), Knowledge (Current Events) 4 (+6), Knowledge (Pop Culture) 4 (+6), Notice 6 (+8.), Pilot 2 (+6), Search 2 (+4), Sense Motive 4 (+6), Stealth 4 (+8.)

Feats: Attack Focus (Melee) 4, Defensive Attack, Defensive Roll 4, Dodge Focus 4, Improved Critical (Unarmed), Improved Defense, Improved Feint, Improved Initiative, Improved Throw, Improved Trip, Power Attack, Stunning Attack, Teamwork 3

Powers: Duplication 7 (Extras: Heroic, Horde); (Power Feats: Progression [2 duplicates]); (Flaws: Real)

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

Combat: Attack +6/+10 (melee)
Damage +1 (unarmed)
Defense +10 (+3 flat-footed)
Initiative +8


Costs: Attributes 24+ Skills 11+ Feats 24+ Powers 38+ Saves 6+ Combat 24= 127 pts.


:arrow: Another one of the Legionaries whose rewriting caught my interest, Triad. Made into a freak among her own people due to her duplicates having their own personalities, she ended up getting off-world to make her way. She found herself working for R.J. Brande around the time he backed the formation of the Legion (at least that’s how the rewrites made it) and she soon found herself joining the group. Her triplication power didn’t make her one of their front line fighters but against minions and mooks she was able to make use of her native martial art that emphasized teamwork. Plus her ability to create duplicates makes her a great spy really so once it was formed she was one of the first members of the Espionage Squad.

:arrow: I liked how the other duplicates personalities sometimes clashed with the ‘core’, their fights often freaked out the others when the “bad girl” personality would force a split just so she could hash out any problems face-to-face. It was also interesting that all three of her parts were attracted to different guys on the team as well, making for some unique situations to say the least.

:arrow: Again Triad isn’t a front line fighter but it’s her other contributions to the team that made her unique and interesting IMO, but her natural impulse is to work together so playing the support role during a fight didn’t really bother her at all. She would often work crowd control, getting civilians out of the way before joining the fray.
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Timber Wolf build #670

Postby Tattooedman » Mon Mar 21, 2011 7:52 am

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Timber Wolf:
PL: 10
Str 24 (+6) Dex 26 (+8.) Con 26 (+8.) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

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

Feats: All-Out Attack, Attack Focus (Melee) 4, Animal Empathy, Defensive Attack, Dodge Focus 6, Improved Feint, Improved Throw, Improved Trip, Move-By Action, Power Attack, Talented [Handle Animal/Intimidate], Uncanny Dodge [scent]

Powers: Leaping 3
Regeneration 5 [Recovery : Injury: 1/5 minutes; Staggered: 1/20 minutes; Disabled: 1/hour] (Power Feats: Diehard)
Speed 3
Strike 2 [claws] (Power Feat: Mighty)
Super-Senses 7 (Darkvision, Extended Vision, Ultravision, Extended Hearing, Ultra-Hearing, Scent)
Super Strength 4

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 +8
Fort +9
Ref +10
Will +6

Combat: Attack +8/+12 (melee)
Damage +8 (claws)
Defense +12 (+3 flat-footed)
Initiative +8


Costs: Attributes 52+ Skills 14+ Feats 20+ Powers 35+ Saves 7+ Combat 28= 166 pts.


:arrow: Another member of the Legion that I’ve always found interesting, Timber Wolf. Among the other members of the Legion Timber Wolf was the guy who wasn’t that big on hanging out all the time and tended to enjoy being alone. Course given how he’s been screwed over in pretty much every close relationship he’s ever had, it’s not a big surprise.

:arrow: On top of that Timber Wolf brought what I liked to think of as loads of common sense compared to the majority of the other members knowing various scientific and technical know-how. Several times it was shown that Timber Wolf’s straight-forward and direct approached was the best way to solve a problem compared to say Brainiac 5’s over-complicating methods of analyzing situations and problems.

:arrow: As for his powers, well at the time he first came out it was different but nowadays it’s kinda just another “animal guy”. He’s gotten a power boost or two over the years and scaled back a time or two as well if I remember correctly but I tried to stick with the core abilities I remember him having. Timber Wolf’s combat style is more acrobatic-Spidey style than feral brawler, but that’s part of what I like about him.
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Booster Gold build #671

Postby Tattooedman » Mon Mar 21, 2011 11:32 am

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Booster Gold:
PL: 10
Str 14 [24] (+2/+7) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 10 (+0) Cha 16 (+3)

Skills: Acrobatics 4 (+6), Bluff 6 (+9/+13), Diplomacy 6 (+9/+13), Knowledge (History) 8 (+9), Knowledge (Current Events) 6 (+7), Knowledge (Pop Culture) 6 (+7), Notice 6 (+6), Sense Motive 6 (+6), Stealth 4 (+6)

Feats: Attack Spec. (Unarmed), Attractive, Benefit (Improved Feint), Distract [Bluff], Dodge Focus 4, Fascinate [Bluff], Improved Initiative, Move-By Action, Power Attack, Taunt

Powers: Device [Power Suit] 11 (hard to lose)
--Enhanced Strength 10
--Blast 10
--Force Field 6 (Extra: Impervious)
--Impervious Toughness 2
--Protection 2
--Super Strength 1
--Super-Senses 5 (Extended Vision; Infrared Vision; Microscopic Vision [dust sized]; Radio; Ultravision)

Device [Legion Flight Ring] 3 (hard to lose)
--Flight 5
--Super-Senses 1 (Communication Link [audio]) (Power Feat: Progression 4 [flight rings only])

Saves: Toughness +10*/+4**/+2 [*Suit Protection & Impervious Force Field/**Suit Protection]
Fort +6
Ref +8
Will +5

Combat: Attack +8
Damage +7 (unarmed)/+10 (blast)
Defense +10 (+3 flat-footed)
Initiative +6


Costs: Attributes 20+ Skills 13+ Feats 13+ Powers 56+ Saves 15+ Combat 28= 145 pts.


:arrow: Soooooooo, here's Booster Gold, with this build I tried to keep the idea of Booster when he joined the League, so no Skeets. But honestly though Booster gets by pretty good on his own being only a few points below the 150 pt mark. Funny enough my Blue Beetle (Ted Kord) build is only 1 point less, which works in my mind since they normally worked together most of the time in the League.

:arrow: Booster strikes me as one of those rare characters that doesn't really have a set place on a team. He can play the blaster range game, pull scrapper duty a bit with his strength & force field, and of course he can be the face man for the team. So he's kind of a diverse build overall so he works pretty well.
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Crimson Fox build #672

Postby Tattooedman » Mon Mar 21, 2011 11:36 am

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Crimson Fox:
PL: 9
Str 14 (+2) Dex 10 [22] (+0/+6) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 16 (+3)

Skills: Acrobatics 4 (+10), Bluff 4 (+7/+11), Climb 4 (+6), Craft (Chemical) 4 (+5), Diplomacy 6 (+9/+13), Knowledge (Business) 6 (+7), Knowledge (Physical Sciences) 4 (+5), Language (Base: French; English), Notice 8 (+11), Search 6 (+7), Sense Motive 6 (+9), Stealth 4 (+10)

Feats: Acrobatic Bluff, Attack Focus (Melee) 3, Attractive, Defensive Roll 2, Dodge Focus 4, Fascinate [Diplomacy], Move-By Action, Power Attack, Seize Initiative, Takedown Attack

Powers: Enhanced Dexterity 12
Leaping 2
Pheromones 6 (Flaw: Limited-Men Only)

Device [Crimson Fox Costume] 4 [hard to lose]
--Protection 3
--Strike 6 [Claws] (Extra: Penetrating); (Power Feats: Improved Critical 3, Mighty)

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

Combat: Attack +5/+8 (Melee)
Damage +2 (Unarmed)/+8 (Claws-critical 17-20)
Defense +10 (+3 flat-footed)
Initiative +6


Costs: Attributes 22+ Skills 15+ Feats 16+ Powers 52+ Saves 8+ Combat 22= 135 pts.


:arrow: I didn’t read anything about Crimson Fox until she joined Dianna’a League that was based in the Overmaster’s escape pod (long story there, but that was the team just before Grant Morrison brought back the Big 7). Basically Fox is the team goon sweeper and flirty girl, at least that’s how she was shown at that point.

:arrow: Her pheromone power gives her a different choice in a fight, instead of just using her agility to sucker a foe in for a clawing. Plus against lesser villains she is almost deadly with it, able to contain them with it (well as long as it’s mostly men but she knows her limits with it and uses it accordingly). Otherwise she’s just another smaller potato in the sack that is her team, she’ll be one to keep foes busy while the heavy hitters take care of the bigger problems.

:arrow: Plus what doesn't help is that at first the identity of the Crimson Fox was shared between a set of twins. One wore the suit and the other ran their family business (perfume company I believe) in the vein of Batman and it worked. But then the one twin fell in love with a thief and went with him and left the other sister to figure out what happened to her. That's the one that joined the League and eventually discovered the man responsible for their parents deaths had captured the missing twin.

:arrow: After a long fight with him and helped by Metamorpho, the Foxes beat their parents killer though the rogue twin died as well. Then at some point the other twin died as well, though I've no idea as to the particulars and some other relation of their has recently taken on the Crimson Fox identity. Though the sats can be used pretty much for any of the three.
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Rocket Red bulid #673

Postby Tattooedman » Mon Mar 21, 2011 11:38 am

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Rocket Red:
PL: 10
Str 12 [26] (+1/+8.) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+6), Bluff 6 (+8.), Diplomacy 6 (+8.), Craft (Electronics) 4 (+5), Craft (Mechanical) 4 (+5), Knowledge (Current Events) 4 (+5), Knowledge (Tactics) 6 (+7), Knowledge (Technology) 4 (+5), Notice 4 (+6), Search 6 (+7), Sense Motive 4 (+6), Stealth 4 (+6), Survival 4 (+6)

Feats: Attack Spec. (Laser) 2, Dodge Focus 3, Improved Initiative, Improvised Tools, Interpose, Move-By Action, Power Attack, Precise Shot, Teamwork 2

Powers: Device [Rocket Red Armor] [hard to lose]
--Blast 8 [laser] (Extra: Penetrating)
-Alt. Power: Blast 6 [mini-missiles] (Extra: Area [Explosion]); (Power Feat: Homing, Improved Critical)
--Communication 5 [Radio]
--Enhanced Strength 14
--Flight 5
--Force Field 10 (Extra: Impervious)
--Immunity 9 (Life Support)
--Super-Senses 6 (Darkvision, Radar)
--Super Strength 2

Saves: Toughness +12*/+2 [*Impervious Force Field 10]
Fort +5
Ref +7
Will +5

Combat: Attack +4/+8 (Laser)
Damage +6 (Mini-Missiles)/+8 (Unarmed)/+8 (Laser)
Defense +6 (+1 flat-footed)
Initiative +6

Drawbacks: Normal Identity [Full Round Action] (-4 pts)


Costs: Attributes 20+ Skills 15+ Feats 13+ Powers 76+ Saves 11+ Combat 14- Drawbacks 4= 145 pts.


:arrow: I’ve always kinda liked Rocket Red, I don’t know if it’s his basic, nice-guy-next-door attitude, the fact that he really looked at being a hero as a normal everyday kinda thing or his almost totally normalcy compared to the other members of the Justice League of Europe. Whatever it is I thought he deserved a build and here it is.

:arrow: Really though he’s a seriously under-ranked PL 10. He doesn’t come near his caps at all though he can hold his own fairly well though, but overall he’s your basic power suit guy. The missiles I tossed in cause I liked how they he was shown using them in the JLU cartoon and it gave him another choice for something to use in a fight. Plus to me it reflects his military status as a member of the Rocket Red Brigade and how his suit is actually military hardware.

:arrow: Against big threats though, Rocket Red isn’t gonna be the one to save the day. And he knows it, but he’s alright with that, he’s used to being just another guy on the team and is more than willing to do his part to help in taking the bad guy down. In the end as long as the team is alright, the people are saved and the bad guys are dealt with, Rocket Red is happy no matter who gets the credit.
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Triumph build #674

Postby Tattooedman » Mon Mar 21, 2011 11:41 am

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Triumph:
PL: 11
Str 14 [22] (+2/+6) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

Skills: Acrobatics 4 (+6), Bluff 6 (+6), Concentration 10 (+12), Knowledge (Physical Sciences) 6 (+7), Knowledge (Tactics) 6 (+7), Notice 4 (+6), Sense Motive 4 (+6), Stealth 4 (+6)

Feats: Assessment, Attack Spec. (Electromagnetic Blast) 2, Attack Spec. (Melee) 2, Dodge Focus 3, Improved Initiative, Luck 2, Power Attack, Precise Shot

Powers: Absorption 8 [energy only-Boost {Strength}] (Extra: Power Magnet); (Power Feat: Slow Fade 2); (Dynamic)
-Alt. Power: Absorption 8 [energy only-healing] (Extra: Power Magnet); (Power Feat: Slow Fade 2); (Dynamic)
-Alt. Power: Blast 12 [Electromagnetic] (Dynamic)
-Alt. Power: Flight (Dynamic)
-Alt. Power: Force Field 10 (Extra: Impervious); (Dynamic)
-Alt. Power: Stun 10 (Extra: ranged); (Flaw: Medium-conductive materials); (Dynamic)
Super-Senses 10 (Darkvision; Detect [electromagnetic energy] Ranged; Infravision; Low-Light Vision; Radio; Radar; Ultravision)
Super Strength 5 (Flaw: Limited-only when Strength is boosted by Absorption)

Saves: Toughness +12*/+2 [*Impervious Force Field 10]
Fort +5
Ref +6
Will +5

Combat: Attack +5/+9 (electromagnetic blast/melee)
Damage +6 (enhanced unarmed/+10 (stun)/+12 (electromagnetic blast)
Defense +10 (+3 flat-footed)
Initiative +6

Drawbacks: Power Loss: Must be in an environment that has an Electromagnetic Spectrum for him to access (-4 pts)


Costs: Attributes 18+ Skills 11+ Feats 13+ Powers 78+ Saves 10+ Combat 24-Drawbacks 4= 150 pts.


:arrow: Another of my little Wikipedia fueled builds, Triumph was a different character it seems. Honestly I didn’t think he was that interesting when he was in use in DC since he was part of the JLTF and I didn’t really read that particular title. Then he turned all evil and such fought the “Expanded-Greek God” line-up of the League and actually managed to hold his own. He also had a rogue imp from the 5th dimension backing him up so I’m sure that helped a decent amount too, but still to go hand-to-hand with Superman and not really getting hurt does say something.

:arrow: But anyways I’m rambling along, this build is from his time as a hero. So I kept him around a PL 11 but really his cost is only that of a PL 10 since he really doesn’t have any real amount of skills or feats. Triumph is more about knowing how to use his powers in several ways, and given his background of having spent years developing them he knows how to use them. His other problem is that he’s a bit of a jerk overall, he thinks that his way is the best way to do things and he’s not shy about saying so in the middle of a fight. It got so bad that good natured Martian Manhunter actually booted Triumph off the team because of his attitude. That says loads about personal character as far as I’m concerned.

:arrow: While Triumph is a good blaster he can also double as a scrapper, at least until his force field craps out or he doesn’t get it in place in time. Where he really shines seems to be all the various ways he can use his electromagnetic manipulation for various effects, so I made sure to toss in a couple ranks of the Luck feat to show his creativeness. Triumph also has spent a fair amount of time studying how to make best use of teamwork and how to coordinate attacks, but his lack of any real interaction skills leaves him kinda up the preverbal creek without the paddle. Course this is what led to him getting displaced in the time stream in the first place, but that’s for another post about him I think.
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Zauriel build #675

Postby Tattooedman » Mon Mar 21, 2011 12:06 pm

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Zauriel:
PL: 10
Str 22 (+6) Dex 20 (+5) Con 26 (+8 ) Int 18 (+4) Wis 20 (+5) Cha 20 (+5)

Skills: Aerobatics 8 (+12), Climb 4 (+10), Concentration 8 (+13), Diplomacy 8 (+13), Handle Animal 4 (+9), Knowledge (Arcane Lore) 4 (+10), Knowledge (Religion & Theology) 8 (+14), Notice 8 (+11), Search 4 (+8 ), Sense Motive 4 (+9), Stealth 4 (+9), Swim 4 (+10)

Feats: Endurance, Dodge Focus 4, Fearless, Improved Block, Improved Disarm, Improved Initiative, Inspire, Move-By Action, Power Attack, Ritualist, Set-Up, Talented 2 (Knowledge [Arcane Lore/Religion & Theology]), Teamwork, Trance, Weapon Bind

Powers: Blast 9 [angel scream/sonic]
Comprehend 5 [Animals/Speak all Human Languages and be understood]
Immunity 5 [Aging; Hunger & Thirst; need for Sleep; Suffocation]
Flight 7 (Flaw: Winged)
Regeneration 11 [Recovery Rate +2; Recovery Bonus: Bruised 1/round; Injured 1/minute; Disabled 1/minute]
Super-Senses 1 [Detect (good/evil)]
Super Strength 3

Device [Holy Sword] 5 (easy to lose) (Power Feats: Indestructible, Restricted 2 [Angels only])
--Strike 4 [holy fire] (Extra: Penetrating); (Power Feats: Affects Insubstantial, Mighty)

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

Combat: Attack +10
Damage +6 (unarmed)/+9 (angel scream)/+10 (holy sword)
Defense +12 (+4 flat-footed)
Initiative +9


Costs: Attributes 66+ Skills 17+ Feats 19+ Powers 64+ Saves 8+ Combat 26 = 200 pts.


:arrow: Grant Morrison’s replacement for Hawkman in the JLA, Zauriel. He wanted to use Hawkman but was told that there was a “no-Hawkman clause” at the time at DC so he created Zauriel to get his feed of winged hero. One thing I’ve learned from a couple of my other Morrison-made characters is that he likes to make them really skilled and/or really powerful. Both Aztek and Zauriel are PL 10, but cost way over 150 points, but hey when you’re the new guy in DC and you have to keep up with the big guns of the League then you’re gonna cost more than the average PL 10.

:arrow: Now for this build of Zauriel, I went more by his first appearance in JLA and his 3 issue mini-series Paradise Lost. Since it seemed to me that after Morrison first introduced Zauriel he kinda ended up getting shuffled into the background of the League along with other new members Steel, Plastic Man, Orion, and Barda. Every now & then he would have a part in the story, but over all he stayed in the background or was used as the voice of specialized knowledge. Since that version of the League Zauriel hasn’t done much aside from recently becoming part of the Shadowpact.

:arrow: As for his powers, Zauriel is pretty straightforward as far as powers go, most of them are fairly obvious. The biggest thing is his sonic blast, which is very devastating to other angels operating on Earth in what are called “Flesh Suits”. The Flesh Suits have a weakness to the vibrations generated by his blast so to me they would have a flaw to them that forces them to take more damage from it rather than his blast having a damaging enhancement to it. I never read anything that showed his sonic blast being any more damaging to non-angels than Black Canary’s sonic blast was.
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Batman 1M build #676

Postby Tattooedman » Tue Mar 22, 2011 7:34 am

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Batman 1M:
PL: 11
Str 20 (+5) Dex 20 (+5) Con 20 (+5) Int 24 (+7) Wis 20 (+5) Cha 12 (+1)

Skills: Acrobatics 4 (+9), Bluff 2 (+9), Climb 2 (+7), Computers 2 (+9), Craft (Chemical) 6 (+13), Craft (Electronics) 6 (+13), Craft (Mechanical) 6 (+13), Disable Device 4 (+11), Escape Artist 6 (+11), Gather Information 6 (+13), Intimidate 8 (+15), Investigate 8 (+15), Knowledge (History) 4 (+11), Knowledge (Streetwise) 4 (+11), Knowledge (Tactics) 6 (+13), Knowledge (Technology) 6 (+13), Notice 8 (+13), Profession (Warden) 4 (+11), Sense Motive 8 (+13), Stealth 8 (+13), Survival 2 (+7), Swim 2 (+7)

Feats: Assessment, Attack Spec. (Datarangs) 2, Attack Spec. (Unarmed) 3, Beginner's Luck, Benefit 4 (Intelligence for Bluff/Gather Information/Intimidate checks; Quick Planning), Challenge (Vanish), Contacts, Defensive Attack, Dodge Focus 7, Eidetic Memory, Evasion, Fearless, Improved Critical (Unarmed) 3, Improved Initiative, Inventor, Jack-of-All-Trades, Luck 2, Master Plan, Power Attack, Skill Mastery (Gather Information; Intimidate; Investigate; Stealth), Takedown Attack 2, Ultimate Effort 2 (Ultimate Master Plan; Ultimate Will Save), Uncanny Dodge [audio], Well-Informed

Powers: Super-Senses 1 [Headnet]
Device [1M Batsuit] 6 (hard to lose)
--Immunity 11 (Environmental Cold; Environmental Heat; Environmental Gases; Environmental Radiation; Fire Damage; Suffocation)
--Protection 3
--Teleport 6 (Power Feats: Change Direction, Easy, Progression 2)

Device [Datarangs] 5 (easy to lose)
--Blast 10 [electrical] (Power Feat: Homing 4)
-Alt. Power: Snare 8 [energy net] (Flaw: Limited-4 Datarangs must work together to create energy net)

Device [Seeker Wing] 7 (easy to lose)
--Enhanced Skill 3 (Notice +12)
--Flight 6
--Insubstantial 3
--Super-Senses 4 (Detect {Genetic Codes} Ranged; Tracking {Detect} full speed) (Flaw: Can only be used on targets that have been "tagged" {also known as passing through by use of insubstantial})

Device [Batfly Unit] 3 (hard to lose)
--Flight 4 (Drawback: Noticeable-radiating green glow)

Saves: Toughness +8*/+5 [*Costume]
Fort +8
Ref +11
Will +10

Combat: Attack +8/+12 (datarangs)/+14 (unarmed)
Damage +5 (unarmed)/+10 (datarangs)
Defense +14 (+4 flat-footed)
Initiative +9


Costs: Attributes 56+ Skills 29+ Feats 41+ Powers 73+ Saves 14+ Combat 30= 243 pts.


:arrow: Batman 1M is every bit as good as the original Batman, just with the cooler future gear as a bonus. But I liked the way the art was done for him and some of his gear has a couple of unique twists to it, but still retain the Batman feel to it.

:arrow: I know the point cost is way crazy high, but with all the gear he carries normally it couldn’t be helped. But it covers all the things that I saw him use in his appearances, so clearly in the future cutting edge technology is pretty expensive. But hey it’s all really cool, so it’s worth it!
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Skyrocket build #677

Postby Tattooedman » Tue Mar 22, 2011 7:36 am

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

Skills: Acrobatics 8 (+11), Climb 2 (+4), Knowledge (Tactics) 8 (+9), Knowledge (Technology) 4 (+6), Notice 6 (+8 ), Pilot 8 (+11), Sense Motive 6 (+8 ), Survival 4 (+6), Swim 2 (+4)

Feats: Acrobatic Bluff, Attack Focus (Ranged) 4, Attack Focus (Melee) 3, Dodge Focus 4, Equipment, Evasion, Fast Overrun, Favored Environment [airborne] 5 (+2 attack/+3 defense), Improved Initiative, Improved Overrun, Move-By Action, Uncanny Dodge [visual]

Powers:
Device [Argo Harness] 12 (hard to lose)
--Absorption 8 [energy only] {Boost Blast [heat]} (Extra: Energy Storage); (Power Feat: Slow Fade 2)
-Alt. Power: Boost {Flight 4}
-Alt. Power: Boost {Blast [electromagnetic]}
--Blast 8 [kinetic]
--Flight 4

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

Combat: Attack +4/+7 (melee)/+8 (ranged)
Damage +2 (unarmed)/+8 (Blast [electromagnetic/heat/kinetic]
Defense +11 [airborne]/+8 [grounded] (+4 [airborne]/+2 [grounded] flat-footed)
Initiative +7

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

Drawbacks: Normal Identity (-4 pts)


Costs: Attributes 24+ Skills 12+ Feats 26+ Powers 60+ Saves 10+ Combat 16- Drawbacks 4= 124 pts.


:arrow: So now I'm working on characters that rely on fancy suits here’s Skyrocket. To me Skyrocket mixes a little bit of Cyborg with Hal Jordan for her background being a former pilot whose scientist parents developed the Argo harness and were killed by terrorists who wanted it and Skyrocket only survived due to her wearing the harness when the terrorists attacked.

:arrow: She later on was recruited into the Power Company in an effort to give them so positive spin with the media, though she was allowed to work as much as she wanted pro bono dispite the Power Company were mercenaries. Skyrocket is pretty much a typical flying blaster, her military background as a pilot and trainer give her a good edge though. The other thing that helps is her varying energys that she uses, elctromagnetic, heat & kinetic. Wiki sites say that she can use other energies but those three were her favorites so I used them and if another type is wanted I figured they could be stunted.

:arrow: The Argo Harness gives Skyrocket a huge defense against energy attacks since it can absorb any kind of energy and fuel her attacks. She kinda reminds me of a flying chick version of Bishop just alot more happier type of person. She comes in just slightly above cost points, even with her drawback but I'm happy with it since she has the military background covering alot of her combat skills & feats. Plus it's only 4 points so it's not a Earth shaking amount and she's still only a PL 8.
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Striker Z build #678

Postby Tattooedman » Tue Mar 22, 2011 7:39 am

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Striker Z:
PL: 8
Str 14 [26] (+2/+7) Dex 16 (+3) Con 14 [26] (+2/+7) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 8 (+11), Bluff 4 (+6), Climb 4 (+6), Concentration 6 (+8 ), Drive 4 (+7), Escape Artist 4 (+7), Intimidate 4 (+6), Language 1 (Base: Chinese; English), Notice 6 (+8 ), Profession (Stuntman) 4 (+6), Sense Motive 6 (+8 ), Stealth 6 (+9), Swim 4 (+6)

Feats: Acrobatic Bluff, Attack Focus (Melee) 4, Attack Spec. (Striker Z blast weapons) 2, Defensive Attack, Defensive Roll 2, Dodge Focus 4, Endurance, Equipment, Improved Initiative, Improved Throw, Improved Trip, Power Attack, Stunning Attack, Takedown Attack 2, Uncanny Dodge [hearing]

Powers: Power Reserve 6 [Strength & Constitution] (Dynamic)
-Alt. Power: Power Reserve 6 [Sonic Beamer] (Dynamic)
-Alt. Power: Power Reserve 6 [Omega Cannon] (Dynamic)
-Alt. Power: Power Reserve 6 [Flight Jacket] (Dynamic)
-Alt. Power: Power Reserve 6 [Photonic Shiv] (Dynamic)
-Alt. Power: Power Reserve 6 [Striker Plates] (Dynamic)

Device [Z Suit] 3 (hard to lose) (Power Feat: Restricted {only works for those who can power it’s gear})
--Blast 2 [sonic beamer blast]
-Alt. Power: Confuse 2 [sonic beamer scramble]
--Blast 2 [omega cannon] (Flaw: Tiring)
--Dazzle 2 [visual] [dazzle strobe]
--Flight 1 [flight jacket]
--Strike 2 [photonic shiv] (Extra: Penetrating)
--Strike 2 [striker plates-concussive punches]
-Alt. Power: Stun 2 [striker plates-electric]

Saves: Toughness +8**/+4*/+2 [*Defensive Roll & Full Enhance Constitution/*Defensive Roll]
Fort +5 [+9]
Ref +8
Will +5

Combat: Attack +4/+8 (melee)/+8 (striker z suit blast weapons)
Damage +2 (unenhanced unarmed)/+7 (enhanced unarmed)/+8 (strike z suit weapons)
Defense +8 (+2 flat-footed)
Initiative +7

Equipment: Visor: Digital Audio Recorder; Video Camera; Flash Goggles; Night Vision Goggles


Costs: Attributes 28+ Skills 16+ Feats 24+ Powers 36+ Saves 11+ Combat 16= 131 pts.


:arrow: Striker Z has got to be one of the more versatile heroes I’ve seen in a while as far as his powers go. Basically he can power any weapon he can hook up to his suit that taps his internal energies and hit the bad guys fairly hard. His background as a stuntman gives him a pretty diverse set of skills and knowledge of how to handle himself in a fight. Point at a foe and let him go.

:arrow: Power Reserve is a different kind of power but it can be really helpful if it’s used right, and boy does Striker Z use it pretty well. He can enhance his strength & constitution or power the Z Suite’s weapons which let him bust most man-made objects or fire away from a safe distance. All of which lets him be a well rounded blast/scrapper type of character that if he goes up in PL should develop some team based skills that would make him even more useful. Overall Striker Z is a fairly straight forward kinda character that has a unique power that blends well with his skills, making the type of character I tend to like a lot.

:arrow: I’ve noticed something with the two members of the Power Company that I’ve done builds for, overall they’re PL 8s. Although with their combination of powers, skills and feats have put them somewhere in-between PL 8 and PL 9 as far as points are concerned and need to work together to beat more powerful foes. To me that says with some experience they can easily become PL 10s that will be able to hold their own.
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Force build #679

Postby Tattooedman » Tue Mar 22, 2011 7:41 am

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Force:
PL: 10
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Aerobatics 6 (+8.), Bluff 4 (+6), Craft (Electronics) 6 (+8.), Craft (Mechanics) 6 (+8.), Intimidate 6 (+8.), Knowledge (Physical Sciences) 6 (+8.), Knowledge (Technology) 6 (+8.), Notice 4 (+6), Sense Motive 4 (+6), Stealth 8 (+10)

Feats: Attack Focus (Melee) 2, Benefit [Alternate Identity (Carl Walker)], Dodge Focus 4, Improved Initiative, Inventor, Power Attack, Precise Shot, Startle, Teamwork

Powers: Device [Force Armor] 12 [hard to lose] (Power Feat: Restricted)
--Blast 10 [Force Blasts] (Extra: Area [Line]); (Linked to Force Field)
-Alt. Power: Strike 10 [Punch Fields] (Extra: Penetrating); (Power Feats: Improved Critical 2, Improved Sunder); (Linked to Force Field)
--Flight 4
--Force Field 6 (Extra: Impervious)
--Protection 4 (Extra: Impervious)

Saves: Toughness +12*/+6**/+2 [*Armor & Force Field {Impervious 10}/**Armor {Impervious 4}]
Fort +4
Ref +8
Will +5

Combat: Attack +8/+10 (Melee)
Damage +10 (Force Blasts/Punch Fields-critical 18-20)
Defense +8 (+2 flat-footed)
Initiative +6

Drawbacks: Normal Identity [Full Round Action] (-4 pts)


Costs: Attributes 24+ Skills 14+ Feats 13+ Powers 60+ Saves 11+ Combat 24- Drawbacks 4= 142 pts.


:arrow: Another low end Iron Man foe, Force was interesting since he used armor himself and most of it’s features were about manipulating force fields. So he’s kinda a mix of Iron Man & Invisible Woman-lite.

:arrow: The more interesting thing was that Force got tired of being a bad guy and tried to go legit, but Justin Hammer put a deadman’s switch in his armor to keep him loyal for a bit until Force was able to get Iron Man to help him remove the armor. Following that he went into witness protection and got a new identity and worked for one of Stark’s smaller companies.

:arrow: Since then there wasn’t much heard from him until Tony got put in charge of National Defense. Then I guess Force became a minor part of the supporting cast for most of that time. He helped with tech issues and such. Overall, not a bad character but he’s still under pointed just a little bit. Though he could get creative with his force fields from time to time.
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Grasshopper build #680

Postby Tattooedman » Tue Mar 22, 2011 7:42 am

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

Skills: Acrobatics 4 (+5), Bluff 4 (+8.), Computers 6 (+8.), Craft (Electronics) 6 (+8.), Craft (Mechanical) 6 (+8.), Knowledge (Physical Sciences) 4 (+6), Knowledge (Technology) 6 (+8.), Notice 6 (+7), Sense Motive 6 (+7), Stealth 4 (+7)

Feats: Attack Focus (Melee) 4, Benefit (Roxxon Security Clearance), Dodge Focus 4, Improved Initiative, Improvised Tools, Skill Mastery (Craft {Electronics & Mechanical}, Knowledge {Physical Sicences & Technology}), Talented (Bluff/Stealth), Taunt

Powers: Device [Grasshopper Armor] 6 (hard to lose)
--Leaping 5 [500 ft max]
--Protection 7
--Strike 8 [grasshopper kick]
-Alt. Power: Strike 5 [arm spikes] (Power Feats: Improved Critical 2, Mighty)
--Super Strength 2 (Power Feats: Groundstrike)
--Super-Senses 3 (Extended Vision; Radio; Ultravision)

Saves: Toughness +8*/+1 [* Grasshopper Armor]
Fort +4
Ref +6
Will +5

Combat: Attack +4/+8 (melee)
Damage +5 [arm spikes-critical 18-20)/+8 [grasshopper kick]
Defense +8 (+2 flat-footed)
Initiative +5


Costs: Attributes 14+ Skills 13+ Feats 14+ Powers 24+ Saves 13+ Combat 16= 94 pts.


:arrow: I was in need of a cheap laugh & I was reading over the history of the Great Lakes Avengers/Defenders/Champions/whatever. Anyways I read about Grasshopper and thought it would be something slightly different from what I’ve been working on lately to do a PL 8 build and keep it around only a 100 points total. Surprisingly enough I actually managed to come in just a few points under my limit, and all I can say is wow. No wonder this guy died.

:arrow: I’m sure I probably over stated his combat ability & skills but I just couldn’t cripple the guy any more than what he already was. I felt compelled to at least give him a fighting chance in case someone wanted to use him for more than a total newbie who’s almost totally clueless in the world of heroes. Otherwise he’s a great NPC to use to mess with players as someone who’s way more enthusiastic than able and needs to have someone keep him outta trouble. Well at least keep the third person who would take on the Grasshopper identity that is, since the other two died on their first adventures.

:arrow: Geez, I need to find a better way to find cheap laughs…..
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Meteorite build #681

Postby Tattooedman » Tue Mar 22, 2011 7:44 am

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

Skills: Aerobatics 8 (+11), Bluff 8 (+9), Climb 2 (+4), Knowledge (Physical Sciences) 4 (+6), Notice 6 (+9), Pilot 8 (+11), Sense Motive 6 (+9), Stealth 4 (+7), Survival 4 (+3), Swim 2 (+4)

Feats: Aerobatic Bluff, All-Out Attack, Attack Focus (Melee) 4, Dodge Focus 2, Equipment, Fast Overrun, Favored Environment [airborne] 2 (+2 defense), Improved Initiative, Improved Overrun, Power Attack, Uncanny Dodge [visual]

Powers:
Device [Meteorite Suit] 12 (hard to lose)
--Flight 7 (Linked to Force Field)
--Force Field 10 [hard air field] (Extra: Impervious) (Linked to Immunity, Flight &
Strike)
--Immunity 9 [Life Support] (Linked to Force Field)
--Strike 8 [hard air punch] (Extra: Aura) (Linked to Force Field)

Saves: Toughness +12*/+2 [*Imperviouis Force Field 10]
Fort +6
Ref +8
Will +5

Combat: Attack +4/+8 (melee)
Damage +2 (unarmed)/+8 (hard air punch)
Defense +8 [airborne]/+6 [grounded] (+3 [airborne]/+2 [grounded] flat-footed)
Initiative +7

Drawbacks: Normal Identity (-4 pts)

Equipment: GPS, Comm-Link


Costs: Attributes 26+ Skills 13+ Feats 16+ Powers 48+ Saves 11+ Combat 16- Drawbacks 4= 126 pts.


:arrow: Honestly I know nothing about Meteorite aside from what I’ve read in wikis. Her team the Redeemers taking over the T-Bolts comic was the final straw that led me out of collecting comics ( course financial issues did do their part as well).

:arrow: Meteorite is the kind of character I like, simple yet unique powers with a good gathering of skills and feats. The possibilities for the character is really unlimited, but Marvel decided to cut her short pretty quickly, even by their standards. That group only operated for about 6 issues before they were killed by Graviton of all people! Course it was all done as part of the writer’s plan to bring in a more familiar T-Bolt team, but honestly after reading the wiki about the Redeemers made me kinda regret not giving them a chance at the time.
Last edited by Tattooedman on Sat Mar 26, 2011 6:35 am, edited 1 time in total.
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