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Tattooverse 2.5: WOF builds

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Nightwatch build #682

Postby Tattooedman » Tue Mar 22, 2011 7:45 am

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Nightwatch:
PL: 8
Str 14 [26] (+2/+8 ) Dex 12 [20] (+1/+5) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 2 (+4), Climb 4 (+6/+10), Craft (Electronic) 4 (+6), Craft (Mechanical) 4 (+6), Intimidate 4 (+6), Knowledge (Technology) 4 (+6), Notice 4 (+6), Sense Motive 4 (+6), Stealth 6 (+11), Survival 4 (+6), Swim 4 (+6/+12)

Feats: All-Out Attack, Attack Focus (Melee) 4, Attack Spec. (Tentacles) 2, Dodge Focus 4, Power Attack

Powers: Device [Nanotech Suit] 15 (hard to lose) (Power Feat: Restricted 2)
--Additional Limbs 4 [suit tentacles]
--Elongation 4 (Flaw: Only applies to tentacles)
--Enhanced Dexterity 8
--Enhanced Strength 12
--Enhanced Feats 5 (Improved Block; Improved Initiative; Improved Grab; Improved Throw; Improved Trip)
--Flight 3
--Immunity 2 (Suffocation)
--Obscure 4 [visual-darkness]
--Protection 8 (Extra: Impervious)
--Strike 8 [tentacle blades]
--Super-Senses 3 (Infravision; Radius Vision)
--Super Strength 1

Saves: Toughness +10*/+2 [*Impervious Proteciton 8]
Fort +5
Ref +4
Will +5

Combat: Attack +4/+8 (tentacles/melee)
Damage +8 (tentacles/unarmed)
Defense +8 (+2 flat-footed)
Initiative +9

Drawbacks: Vulnerable: Magnetic Attacks (-3 pts)


Costs: Attributes 22+ Skills 11+ Feats 12+ Powers 60+ Saves 9+ Combat 16-Drawbacks 3= 127 pts.


:arrow: Nightwatch was another 90s “adventurer of the night” type, I mean come on! Uber-cool, modern name with almost no kinda background who mysteriously found a future self fighting terrorists and he dies. So past self takes his suit basically and assumes the identity that he was clearly supposed to have and that gives us Nightwatch. That’s an origin??

:arrow: Mainly he was another body to throw against Carnage & his nutball “extended family” and their antics of Maximum Carnage. While he did alright he didn’t stand out too much, but he managed not to die there, he went on to get his own series were he mainly fought against one of the many “evil corporations” that were so cooly bad villains in the 90s.

:arrow: After awhile the series went down due to lack of readers and he was turned into a minor background hero that showed in Spidey titles when a 2nd or 3rd string hero was needed to back Spidey up in a fight. In the end Nightwatch died due to his helping Spidey fight against members of the Great Game, since Nightwatch was seriously shot by El Toro Negro while Polestar used his magnetic powers to peel back Nightwatch’s nano-suit. Shortly later Nightwatch somehow was transported back a few years trying to stop the strike team of his “evil corporation” enemy from taking possession of an earlier generation of his suit but his injuries left him too weak and he was killed by the strike team and his body was found by his past self. Thus completing his origin with his end.

:arrow: The nanotech suit gave Nightwatch some decent options for fighting, but is somewhat limited in other regards. He mainly has to rely on the suit for any kind of ranged attacks but it’s protection helps him stay mostly safe and considering that Nightwatch mainly fought against street-level criminals he could hold his own overall. But put him against any kind of serious villain, like Carnage, Venom, Sandman, or any of Spidey’s normal foes and Nightwatch would be seriously in over his head. Overall Nightwatch isn’t a horrible character, but most of his background is seriously ties him to the Iron Age. While that isn’t the kiss of death to me, Nightwatch is an example of how it can go wrong pretty easily.
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Crimson Cowl build #683

Postby Tattooedman » Tue Mar 22, 2011 8:41 am

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

Skills: Bluff 4 (+8 ), Climb 2 (+4), Diplomacy 4 (+6), Gather Information 6 (+8 ), Knowledge (Civics) 4 (+6), Knowledge (Current Events) 4 (+6), Knowledge (Streetwise) 8 (+10), Knowledge (Technology) 6 (+8 ), Notice 4 (+6), Sense Motive 4 (+6), Stealth 4 (+6), Swim 2 (+4)

Feats: Attack Focus (Melee) 4, Attack Spec. (Cowl Weapons) 3, Connected, Contacts, Defensive Roll 3, Dodge Focus 5, Equipment 4, Improved Block, Improved Initiative, Power Attack, Talented (Bluff), Uncanny Dodge [visual]

Powers: Device [Crimison Cowl] 18 (hard to lose)
--Dazzle 8 [visual] (Linked to Teleport)
--Enhanced Feats 2 (Quick Change 2)
--Flight 3
--Strike 10 [cowl-whip] (Power Feat: Extended Range 3 {15 ft}, Improved Critical 3)
-Alt. Power: Snare 5 [cowl-snag] (Power Feat: Reversible, Tether)
-Alt. Power: Suffocate 5 [cowl-strangle] (Power Feat: Extended Range 3)
--Teleport 10 (Extra: Accurate); (Power Feats: Easy, Progression); (Linked to Dazzle)

Saves: Toughness +7*/+4**/+2 [*Hidden Vest & Defensive Roll/**Hidden Vest]
Fort +5
Ref +7
Will +8

Combat: Attack +4/+8 (melee)/+10 (cowl weapons)
Damage +5 (cowl-snag/cowl-strangle)/+10 (cowl-whip)
Defense +13 (+4 flat-footed)
Initiative +6

Equipment: Hidden Vest: +2 Toughness; Subtle
Headquarters: Use 15 ep to build as needed

Drawbacks: Normal Identity (-4 pts)


Costs: Attributes 28+ Skills 12+ Feats 27+ Powers 75+ Saves 13+ Combat 24- Drawbacks 4= 174 pts.


:arrow: The leader of one of the non-Zemo formed Masters of Evil, the Crimson Cowl. She's actually kinda well rounded as a leader, of course being the daughter of Justin Hammer does tend to help. The Cowl's version of the Masters is the largest gathering of criminals I've ever read of, even beating out Helmut's Masters that took over Avenger's Mansion. Though it didn't help that most of the members of Cowl's Masters were basically all 2nd & 3rd string villains and were not used to working in a group so that made a difference when they faced off against the Thunderbolts.

:arrow: As far as her build goes Cowl is supposed to be a fairly well trained hand-to-hand fighter, on top of having her costume that allows her to challenge low-end heroes with her cowl which is able to hit with some precision and enough edge to do some serious damage to people (strike with improved critical), entangle foes within it's folds (snare), and wrap it around their heads to choke them (suffocate). Add to all that the suit's ability to teleport a group of people with no problem.

:arrow: Her skills and feats also drive up her cost, which are added to the costs of the suit (which is really frickin' expensive!!) and push her to where she ended up cost-wise. All to make her more of threat at a certain moment when it came up in a story, she suddenly displayed a solid knowledge of how to lay a smack down on. Holding her own against the then time Citizen V in a a multiple page fight and even winning. Plus for some odd reason I like the sound of the name, it's just soooo cool to me. It's got something of a old school ring to it. :D
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Flying Tiger build #684

Postby Tattooedman » Tue Mar 22, 2011 8:46 am

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Flying Tiger:
PL: 8
Str 14 [22] (+2/+6) Dex 16 (+3) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)

Skills: Aerobatics 8 (+11), Bluff 6 (+7), Intimidate 6 (+7), Notice 6 (+8 ), Sense Motive 6 (+8 ), Stealth 8 (+11)

Feats: Aerobatic Bluff, Attack Spec. (Melee), Attack Focus (Ranged) 2, Endurance, Favored Environment 6 [airborne] (+3 attack/+3 damage), Evasion, Improved Initiative, Move-By Action, Power Attack, Set-Up, Taunt, Teamwork, Uncanny Dodge [visual]

Powers: Device [Tiger Suit] 9 (hard to lose)
--Enhanced Strength 8
--Flight 5
--Protection 6 (Extra: Impervious)
--Strike 4 [claws] (Extra: Penetrating); (Power Feat: Mighty)

Saves: Toughness +8*/+2 [*Impervious 6 Tiger Suit]
Fort +6
Ref +7
Will +4

Combat: Attack +3/+5 (melee/ranged)/+8 (airborne melee/ranged)
Damage +10 (claws)
Defense +5 [grounded]/+8 [airborne] (+2 [grounded]/+4 [airborne] flat-footed)
Initiative +7

Drawbacks: Normal Identity (-4 pts)


Costs: Attributes 22+ Skills 10+ Feats 19+ Powers 36+ Saves 10+ Combat 16- Drawbacks 4- 109 pts.


:arrow: Well, honestly I'm a little shocked at how low Flying Tiger came out to cost. Then I thought about it for a few minutes while I looked over the build to make sure I wasn't missing something & nope it's got everything I recall him having in his Thunderbolt showings. Mainly I think it comes from his being such a specialized fighter, I mean he's always shown in the air like he prefers it to actually being on his feet.

:arrow: Even though F.T.'s a pretty basic concept I like him for that fact. Straight and to the point fly rings around you and try to hit with his suit's claws. No frills fighting basically, plus he's actually pretty good at doing just that. That was put across to me in his showings in Thunderbolts and he was decent enough to give M.A.C.H. whatever # a fair run and even managed to talk some trash while he did it.
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Tiger Shark build #685

Postby Tattooedman » Tue Mar 22, 2011 8:47 am

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

Skills: Climb 2 (+14), Handle Animal 6 (+8 ), Intimidate 4 (+10), Languages 1 (Base: English; Atlantean), Notice 6 (+8 ), Search 4 (+4), Sense Motive 4 (+6), Stealth 4 (+8 ), Survival 4 (+6), Swim 6 (+18 )

Feats: All-Out Attack, Attack Spec. (Melee) 2, Chokehold, Dodge Focus 4, Environmental Adaptation [Underwater], Equipment, Improved Grab, Improved Grapple, Improved Initiative, Power Attack, Startle, Stunning Attack, Takedown Attack

Powers: Enhanced Strength 6 (Flaw: Limited-Only in water)
Enhanced Constitution 6 (Flaw: Limited-Only in water)
Enhanced Feats 2 (Talented 2 {Intimidate x2})
Immunity 3 (Environmental Cold; High Pressure; Suffocation {Underwater})
Impervious Toughness 4
Impervious Toughness 4 (Flaw: Limited-Only in water)
Super-Senses 2 (Acute Scent; Tracking Scent)
Swimming 6

Saves: Toughness +12*[wet]/+9* [dry] [*Impervious 8 (when wet)/*Impervious 4 (when dry)]
Fort +12 [wet]/+9 [dry]
Ref +5
Will +6

Combat: Attack +4/+8 (melee)
Damage +9 (dry unarmed)/+12 (wet unarmed)
Defense +8 (+2 flat-footed)
Initiative +8

Drawbacks: Weakness: When deprived of water for more than 20 minutes {-1 all ability scores; possibily lethal} (-5 pts)

Equipment: Hydro-Suit [counters Weakness]


Costs: Attributes 52+ Skills 11+ Feats 17+ Powers 25+ Saves 5+ Combat 16- Drawbacks 5= 121 pts.


:arrow: One of the muscle of the Crimson Cowl's Masters of Evil, Tiger Shark. Basically Tiger Shark is a weaker cloned bad guy version of Namor. Really! He got his powers by mixing DNA of a tiger shark & Namor with his own. Now in the years since he has mutated into his present inhuman state in which he is even more powerful than he was when he first started out.

:arrow: Tiger Shark has the same weakness to lack of soaking himself in water that Namor does, he's simply had a suit made that circulates water over his body to keep himself in the H2O and therefore not having to worry too much about having to stay in the water to be at his best.

:arrow: As for personality, Tiger Shark is a bully. He loves to physically threaten people and use his scary looks to intimidate people into doing what he wants. Though with his recent mutations of late he has become a little bit more of a savage-like animal that views people as just another choice on the menu. In combat Tiger Shark simply wades into the thick of a fight and slugs it out with the meanest looking opponent he can find and keep going until he lays them out.
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Cyclone build #686

Postby Tattooedman » Tue Mar 22, 2011 8:49 am

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

Skills: Aerobatics 8 (+11), Bluff 6 (+8 ), Climb 2 (+4), Diplomacy 4 (+6), Gather Information 4 (+6), Knowledge (Civics) 4 (+5), Knowledge (Streetwise) 6 (+7), Notice 6 (+8 ), Sense Motive 6 (+8 ), Stealth 8 (+11), Swim 2 (+4)

Feats: Accurate Attack, Attack Spec. (Cyclone Suit) 2, Connected, Contacts, Defensive Roll 2, Dogde Focus 4, Favored Environment [airborne] 4 (+1 attack/+3 defense), Power Attack, Precise Shot, Set-Up, Taunt

Powers: Device [Cyclone Suit] 11 (hard to lose)
--Blast 10 [air] (Extra: Area {Cone})
-Alt. Power: Deflect 10 [all projectile] (Extra: Move Action)
-Alt. Power: Trip 7 (Extra: Area {Cone}, Knockback)
--Flight 7
--Immunity 2 (Suffocation)
--Protection 4

Saves: Toughness +8*+6 [*Defensive Roll]
Fort +5
Ref +8
Will +5

Combat: Attack +5/+6 (airborne attacks)/+9 (suit attacks)/+10 (airborne suit attacks)
Damage +7 (trip)/+10 (air blasts)
Defense +9 [grounded]/+12 [airborne] (+2 [grounded]/+4 [airborne] flat-footed)
Initiative +7

Drawbacks: Normal Identity (-4 pts)


Costs: Attributes 24+ Skills 14+ Feats 19+ Powers 44+ Saves 11+ Combat 20- Drawbacks 4= 128 pts.


:arrow: Cyclone fills in a couple different roles in the Masters of Evil; scout, sneaker, distraction for others in a fight. On top of that apparently he holds a mid level seat in the European branch of the Maggia so he's got some decent connections in the criminal underworld on top of his membership in the Masters.

:arrow: His suit allows Cyclone to be a fairly varied set of attacks and tricks. All of which Cyclone is well practiced in using and most times he'll use them with a quip about how skilled he is and unskilled his foes aren't. His personality in costume is pretty irritating, as it looks like he goes outta his way to annoy people all to throw possible attempts to figure out who he is out of his suit. As he has stolen the suit and uses it without the Maggia's permission, which would lead him to some serious trouble if he was found out.
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Klaw build #687

Postby Tattooedman » Tue Mar 22, 2011 8:51 am

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Klaw:
PL: 10
Str 22 (+6) Dex 10 (+0) Con 10 (+0) Int 18 (+4) Wis 14 (+2) Cha 10 (+0)

Skills: Bluff 6 (+6), Computers 4 (+8 ), Craft (Electronic) 12 (+16), Craft (Mechanical) 4 (+8 ), Disable Device 8 (+12), Intimidate 6 (+6), Knowledge (Physical Sciences) 8 (+12), Knowledge (Technology) 4 (+8 ), Languages 4 (Base: Dutch; English; French; German; Latin), Notice 6 (+8 ), Sense Motive 6 (+8 ), Stealth 8 (+8 )

Feats: Accurate Attack, Attack Spec. (Sonic Converter), Diehard, Dodge Focus 4, Fearless, Improved Aim, Improved Initiative, Inventor, Luck 2, Power Attack, Precise Shot

Powers: Alternate Form [Solid Sound Body] 11 (Extra: Continuous); (Power Feat: Innate); (Flaw: Permanent)
--Immunity 32 (Critical Hits; Fortitude Effects)
--Protection 12
--Regeneration 2 [Resurrection: 1/day] (Power Feat: Regrowth); (Flaw: Source-rank 4 sound energy)
--Super Strength 4

Device [Sound Converter] 12 (hard to lose)
--Sonic Control 15 (Power Feat: Progression 5); (Dynamic)
-Alt. Power: Blast 10 (Dynamic)
-Alt. Power: Create Objects 10 [solid sound shapes] (Extra: Movable);
(Power Feat: Precise); (Dynamic)

Summon Minion 3 [sound animals-45 pt minions] (Extras: Broad Type
[animals], Horde); (Power Feats: Progression 2 [5 max], Mental Link)

Saves: Toughness +12
Fort +N/A
Ref +3
Will +7

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

Drawbacks: Disability: One hand (-4 pts)
Weakness: Vacuum [cumulative -1 per round] (-5 pts)
Weakness: Vibranium [-1 Constitution per round] (-3 pts)


Costs: Attributes 24+ Skills 22+ Feats 15+ Powers 103+ Saves 8+ Combat 20- Drawbacks 12= 180 pts.


:arrow: The master of sound Klaw. Man this guy made me scratch my head alot and re-read his entry in the Handbook to the Marvel Universe a couple of times as well as his showings in the original T-Bolts series trying to figure out his powers and how to work this build.

:arrow: Basically Klaw creates minions to help him in fights alot of the time and then he works with them to team up on his foes. Even while the heroes are dealing with solid-sound tigers & lions Klaw is tearing them up with sonic blasts and audio dazzles the whole time.

:arrow: Klaw's body is made of the same solid sound his animal minions and thus is fairly resistant to many forms of damage since he doesn't need many of the most people have. Thus he is immune to fortitude saves and doesn't have to worry about eating or drinking, plus his sound-based form is more resistant to damage making him immune to critical hits. His wide selection of powers make him a pricey PL 10, but it covers everything I've either seen him do in a book or covers the Handbook entry. So I'm pretty happy with where this build ended up and honestly it came out cheaper than I thought it would.
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Man-Killer build #688

Postby Tattooedman » Tue Mar 22, 2011 8:53 am

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Man-Killer:
PL: 10
Str 14 [26] (+2/+8.) Dex 14 (+2) Con 14 [26] (+2/+8.) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Climb 2 (+10), Bluff 4 (+6), Gather Information 6 (+8.), Intimidate 8 (+10), Knowledge (Streetwise) 6 (+8.), Notice 4 (+6), Sense Motive 6 (+8.), Stealth 6 (+8.), Swim 2 (+10)

Feats: All-Out Attack, Attack Spec. (Unarmed) 3, Chokehold, Dodge Focus 4, Improved Critical (unarmed) 2, Improved Grab, Improved Initiative 2, Instant Up, Interpose, Power Attack, Startle, Stunning Attack, Taunt

Powers: Enhanced Strength 12
Enhanced Constitution 12
Impervious Toughness 8
Protection 2 (Extra: Impervious)
Super Strength 1

Saves: Toughness +10* [*Impervious]
Fort +11
Ref +8
Will +7

Combat: Attack +6/+12 (unarmed), Damage +8 (unarmed-critical 18-20),
Defense +8 (+2 flatfooted), Intitative +10


Costs: Attributes 20+ Skills 11+ Feats 20+ Powers 34+ Saves 14+ Combat 20= 119 pts.


:arrow: Another bit of muscle for the Masters of Evil, Man-Killer. She’s a brick straight out, no frills simply beat the snot outta a foe. That’s Man-Killer’s m.o. beat ‘em down til they can’t even try to get up. Which is kinda nice to see every now & then since long drawn out plots that were down the heroes can get old after awhile.

:arrow: Hand-to-hand is her bread & butter, plus she’s tough enough to take most shots that many heroes can dish out so it takes a little bit of quick thinking (things like using teamwork or foreign objects to their advantage for instance….)to take her down.
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Blackwing build #689

Postby Tattooedman » Tue Mar 22, 2011 8:54 am

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

Skills: Acrobatics 6 (+9), Bluff 4 (+6), Climb 2 (+5), Computers 6 (+8 ), Craft (Chemical) 6 (+8 ), Craft (Electronic) 6 (+8 ), Craft (Mechanical) 6 (+8 ), Disable Device 6 (+8 ), Escape Artist 4 (+7), Gather Information 6 (+8 ), Intimidate 4 (+6), Investigate 4 (+6), Knowledge (Civics) 4 (+6), Knowledge (Physical Sciences) 6 (+8 ), Knowledge (Streetwise) 6 (+8 ), Knowledge (Technology) 6 (+8 ), Notice 6 (+9 ), Search 4 (+6), Sense Motive 6 (+9), Stealth 8 (+11), Swim 2 (+5)

Feats: Acrobatic Bluff, Attack Focus (Melee) 4, Attack Focus (Ranged) 4, Contacts, Defensive Roll 2, Dodge Focus 4, Equipment 6, Hide in Plain Sight, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Inventor, Move-By Action, Power Attack, Precise Shot, Set-Up, Startle, Teamwork 2, Uncanny Dodge [audio], Well-Informed

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

Combat: Attack +8/+12 (melee/ranged)
Damage +3 (unarmed)/+5 (razor-bats/blackjack)
Defense +12 (+4 flat-footed)
Initiative +7

Equipment: Costume: +3 Toughness; Subtle
Rebreather
Mask: Night Vision
Multi-Tool

Utility Belt:
-Flash Bangs [DC 14 reflex]
-Masterwork Razor-Bats: +3 damage [boomerangs] (Power Feats: Ricochet,
Improved Critical, Mighty)
-Exploding-Bats: DC 15 reflex
-Stun Gun: DC 17 fort
-Blackjack: +2 damage (Power Feat: Improved Critical, Mighty)
-Grapple Gun & Swingline: (Super-Movement {Swinging} & Speed 1)



Costs: Attributes 32+ Skills 27+ Feats 37+ Saves 14+ Combat 32= 142 pts.


:arrow: To me it seemed that Blackwing filled the role of the sneaky guy/tech nut in the Masters. Granted the only thing the guy really did in the fight between the Masters & the T-Bolts was sneak up on Hawkeye & k.o. him, but honestly that's not easy to do.

:arrow: All of his skills I took from past appearances where it was shown he built & maintained his gear himself and most of the time he has been part of a team of some kind so he even manages to get some of the team feats that help in a fight. Other than that I built him as a Batman-lite honestly, since it looks like that was the goal intended with that outfit he was wearing (which is pretty bad since it's about the best looking costume this guy has ever worn to date).
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Shockwave build #690

Postby Tattooedman » Tue Mar 22, 2011 8:55 am

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

Skills: Bluff 6 (+8 ), Climb 4 (+), Computers 4 (+6), Diplomacy 4 (+6), Disable Device 4 (+6),Drive 4 (+8 ), Escape Artist 4 (+8 ), Gather Information 4 (+6), Knowledge (Current Events) 6 (+8 ), Knowledge(Streetwise) 4 (+6), Notice 6 (+9), Pilot 4 (+8 ), Search 4 (+6), Sense Motive 6 (+9), Stealth 8 (+12), Survival 4 (+7), Swim 4 (+9)

Feats: Amidexterity, Assessment, Attack Spec. (Unarmed), Defensive Roll 2, Dodge Focus 2, Improved Block, Improved Critical (Unarmed) 2, Improved Feint, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Stunning Attack, Sweeping Strike, Takedown Attack, Uncanny Dodge [visual]

Powers: Device {exoskeleton} 4 (hard to lose)
--Enhanced Strength 6
--Protection 4 (Extra: Impervious)
--Strike 5 [electrical punch] (Power Feat: Mighty)

Saves: Toughness +10*/+8**/+4 [*Suit & Defensive Roll/**Suit]
Fort +6
Ref +7
Will +6

Combat: Attack +8/+10 (unarmed)
Damage +5 (unarmed-critical 18-20)/+10 (electrcal punch-critical 18-20)
Defense +8 (+3 flat-footed)
Initiative +8


Costs: Attributes 34+ Skills 20+ Feats 19+ Powers 16+ Saves 8+ Combat 28= 125 pts.


:arrow: Trying to get through the rest of my Masters of Evil builds brings me to Shockwave. A former Shang-Chi villain he's a former MI6 agent gone rogue who is skilled in the martial arts as well. What gives him his real kick though is the exoskeleton he wears that boosts his strength, protects him from small arms fire & gives him a taser-like strike to use with his martial attacks. He's got a good collection of skills from his time in MI6, I tried to give him a little bit of everything that would make sense in a comic-book kinda way at least.
Last edited by Tattooedman on Tue Mar 22, 2011 9:06 am, edited 1 time in total.
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Re: Man-Killer build #688

Postby ClassDunce » Tue Mar 22, 2011 9:02 am

Tattooedman wrote:Image


I'm going to admit it but Originally when Charlie was just a NPC bodyguard in a game I ran on RPOL.Net, before she became Strong Girl, she was based on Man-Killer. I liked Man-Killer in Thunderbolts, her freindly relationship with Atlas just stuck with me. She was his bartender lol. The Crimson Cowl Masters of Evil arc in Thunderbolts was good, it was the first time that Hawkeye really had them working as a team and they couldn't have won without working together.

These builds are really tempting me to drive down to my moms house and pick up my Thunderbolts collection.
"When they ask how I died, tell them: still angry." - Quellcrist Falconer
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Re: Man-Killer build #688

Postby Tattooedman » Tue Mar 22, 2011 9:30 am

ClassDunce wrote:I'm going to admit it but Originally when Charlie was just a NPC bodyguard in a game I ran on RPOL.Net, before she became Strong Girl, she was based on Man-Killer. I liked Man-Killer in Thunderbolts, her freindly relationship with Atlas just stuck with me. She was his bartender lol. The Crimson Cowl Masters of Evil arc in Thunderbolts was good, it was the first time that Hawkeye really had them working as a team and they couldn't have won without working together.

These builds are really tempting me to drive down to my moms house and pick up my Thunderbolts collection.


I've wondered from time to time about a possible connection between Charlie & Man-Killer, they are very similar in tones. Thanks for confirming that for me CD.

I've always held the first run of the T-Bolts in high regard, course the first run tends to have that effect on readers. Nowadays it just seems a bit worn & forced (I thumbed through an new issue here last month), eh guess that's the way it goes.
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Night Thrasher build #691

Postby Tattooedman » Tue Mar 22, 2011 9:33 am

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

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

Feats: Attack Spec. (Melee), Defensive Roll 2, Equipment 5, Evasion, Improved Initiative, Luck 2, Power Attack, Seize Initiative, Set-Up, Talented 4 (Computers; Gather Information; Investigate; Streetwise), Teamwork 2, Uncanny Dodge [visual], Well-Informed

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

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

Equipment: Night Thrasher Armor: +2 Toughness; Nightvision Goggles; Gas Mask
Utility Belt Array: Flash-Bangs [Dazzle 4 {visual & auditory} (Extras: Area {Burst}, Independent)]
--Concussion Grenades [Stun 4 (Area {Burst}, Range {Ranged}]
--Smoke Bombs [Obscure 5 {visual} (Extra: Area {Cloud})]
--Baton [Strike 2 {Power Feats: Improved Block, Improved Disarm, Mighty}]


Costs: Attributes 34+ Skills 22+ Feats 23+ Saves 13+ Combat 28= 120 pts.


:arrow: Night Thrasher was the leader of the New Warriors for during much of their first run. He left a couple times due to personal issues but he always came back to his team once it was handled. Overall, Thrash is basically a costumed detective with a bit more focus on equipment. His armor clearly was armor, although for a good bit of time he packed a mini-uzi but rarely used it. After the reasons for his being led down the hero path were revealed Thrash redesigned the armor to suit him more personally and I never saw him use a gun at all.

:arrow: As far as combat goes, Thrash was shown to be one of the top end hand-to-hand fighters, able to take on minor superhumans with little effort. Against street-level criminals he was a beast, but against the likes of Terrax he ended up playing support role more than anything. I thought Thrasher would end up coming out as a PL 9, but was surprised when he came in exactly as a PL 8. I know when not to argue with a stroke of luck, so a PL 8 he becomes (at least in my conversion.)
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Tattooedman
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Firestar build #692

Postby Tattooedman » Tue Mar 22, 2011 9:34 am

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

Skills: Acrobatics 8 (+11), Concentration 8 (+11), Diplomacy 8 (+11), Notice 6 (+9), Sense Motive 6 (+9), Stealth 4 (+7)

Feats: Accurate Attack, Attack Spec. (Microwave Powers) 2, Defensive Roll 4, Dodge Focus 4, Improved Initiative, Power Attack, Precise Shot, Ranged Improved Disarm

Powers: Microwave Control 10
-Alt. Power: Blast 10 (Extra: Area {Burst})
-Alt. Power: Surge 10 (Nullify Electronics)

Strike 15 (Extra: Aura); (Dynamic)
-Alt. Power: Flight 4 (Dynamic)
-Alt. Power: Shield 3 (Dynamic)

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

Combat: Attack +4/+8 (microwave powers)
Damage +10 (microwave blasts)/+8 (microwave aura)
Defense +11 (+2 flat-footed)
Initiative +7

Equipment: Comm-Link


Costs: Attributes 22+ Skills 10+ Feats 15+ Powers 64+ Saves 8+ Combat 16 = 135 pts.


:arrow: The main blaster of the New Warriors Firestar is fairly powerful mutant who can manipulate microwaves. Back in the day she was pretty nice and the girl next door type who didn’t get nasty with her powers, but wasn’t afraid to use them when needed. Clearly showing how much more comfortable she had become with her status as a mutant since her time with the Hellions. I’m sure most people know her history, so I’ll save my usual ramblings on highlights of her adventures.

:arrow: I’m trying to keep the majority of the Warriors at a PL 8, but Firestar is one of the few who are going to be PL 9. It was stated from the beginning of the series that she was pretty much the most powerful member of the team, and the only thing that stopped her from doing more with her powers was her naïveté.

:arrow: Now I know the picture I used is a little……different. It comes from Mutant X, an alternate universe where Havok was one of the world’s leading heroes. She only showed up one time, but I liked the look as it seemed that it was a natural progression of her powers to manifest an energy aura around her body. That’s how I see her growing, but that’s just my humble ramblings. :D
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Marvel Boy build #693

Postby Tattooedman » Tue Mar 22, 2011 9:36 am

Image
Marvel Boy:
PL: 9
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 12 (+1)

Skills: Bluff 6 (+7), Concentration 8 (+10), Knowledge (Current Events) 6 (+8.), Knowledge (Pop Culture) 4 (+6), Notice 6 (+8.), Search 4 (+6), Sense Motive 6 (+8.)

Feats: Assessment, Attack Spec. (T.K. Powers) 2, Diehard, Dodge Focus 4, Improved Initiative, Inspire 2, Interpose, Leadership, Luck 2, Master Plan, Move-By Action, Set-Up, Teamwork 2

Powers: Telekinesis 12 (Extra: Perception); (Dynamic Array)
-Alt. Power: Blast 9
-Alt. Power: Force Field 8 (Extra: Impervious)
-Alt. Power: Flight 2

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

Combat: Attack +4/+8 (t.k. powers)
Damage +1 (unarmed)/+10 (t.k. blast)
Defense +7 (+3 flat-footed)
Initiative +6


Abilities: Attributes 20+ Skills 10+ Feats 20+ Powers 43+ Saves 11+ Combat 16 = 120 pts


:arrow: Here’s Marvel Boy but not his original outfit, this was the one he wore when he was released from prison for killing his father. What can I say, I like it.

:arrow: Vance was a team player from the beginning, (hence feats like Assessment Set-Up & Teamwork) always backing everyone else’s play in a fight. He eventually got to be the leader of the Warriors for a while, but honestly at that point I had quit reading the series, but I tried to give him the basic leader type feats (leadership & Inspire). Again just looking at a member of the Warriors who have since gone on to bigger and more recognized things (the Avengers & The Initiative in Vance’s case), and seeing how they started out.
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Tattooedman
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Namorita build #694

Postby Tattooedman » Tue Mar 22, 2011 9:37 am

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Namorita:
PL: 9
Str 26 (+8 ) Dex 18 (+4) Con 26 (+8 ) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Diplomacy 4 (+6/+10), Intimidate 6 (+8.), Knowledge (Civics) 6 (+8.), Knowledge (History) 6 (+8.), Notice 6 (+9), Sense Motive 6 (+9), Survival 6 (+9)

Feats: All-Out Attack, Attack Focus (Melee) 5, Attractive, Dodge Focus 4, Environmental Adaptation (Underwater), Feature (Mariner Channeling), Luck, Power Attack, Teamwork

Powers: Immunity 1 (Suffocation by Drowning)
Super Senses 3 (Darkvision; Ultra Vision)
Super Strength 4
Swimming 10
-Alt. Power: Flight 5

Mariner Channeling: Absorption [Energy] 8 [Boost Blast {Touch Range}] (Flaw: Limited –Electrical)[/i][/b]

Saves: Toughness +8
Fort +10
Ref +5
Will +6

Combat: Attack +3/+8 (melee)
Damage +8 (unarmed)
Defense +8 (+2 flat-footed)
Initiative +4

Drawbacks: Power Loss [Super Strength; After more than 12 hours out of Water] (-1 pt)


Costs: Attributes 54+ Skills 10+ Feats 17+ Powers 22+ Saves 6+ Combat 14- Drawbacks 1= 122 pts.


:arrow: Honestly Nita wasn’t one of my favorites on the team, so I don’t really have too much to say about her. I mean she’s Namor in a bikini basically, just not as strong and a lot more fun to look at.

:arrow: I will say that Nita did seem to make use of what I call the Mairner Channeling trick. Basically she absorbs an electrical energy source and uses this to give her an immediate electrical attack the following round. I didn't think it rated enough to be a full-out power since I was trying to keep all the Warriors at PL 8, so I felt that since it was shown semi-regualrly I would include it as a Feature that costs a chip to use.
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