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Tattooverse 2.5: WOF builds

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Shuriken build #732

Postby Tattooedman » Mon Mar 28, 2011 9:28 am

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Shuriken:
PL: 8
Str 14 (+2) Dex 22 (+6) Con 18 (+4) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+10), Bluff 4 (+6), Climb 4 (+6), Diplomacy 6 (+8.), Disable Device 4 (+10), Escape Artist 4 (+10), Gather Information 6 (+8.), Knowledge (Current Events) 4 (+5), Knowledge (Streetwise) 4 (+5), Notice 6 (+8.), Search 6 (+7), Sense Motive 8 (+10), Stealth 6 (+12), Survival 6 (+8.), Swim 4 (+6)

Feats: Acrobatic Bluff, Attack Focus [Melee] 6, Attack Spec. [Shuriken Blast] 2, Contacts, Defensive Attack, Dodge Focus 3, Elusive Target, Equipment, Evasion, Improved Block, Improved Disarm, Improved Initiative, Improved Feint, Improved Throw, Improved Trip, Move-By Action, Power Attack, Precise Shot, Ranged Pin, Takedown Attack, Teamwork

Powers: Blast 8 [shurikens]
-Alt. Power: Blast 5 [shuriken barrage] (Extra: Autofire)
Leaping 2
Strike 4 [martial punch/kick] (Power Feat: Mighty)

Saves: Toughness +6*/+4 [*Costume]
Fort +6
Ref +9
Will +6

Combat: Attack +4/+10 (melee)/+8 (shuriken blast)
Damage +2 (unarmed)/+6 (martial strike)/+8 (shuriken blast)
Defense +9 (+3 flat-footed)
Initiative +10

Equipment: Costume: +2 Toughness; Subtle


Costs: Attributes 34+ Skills 19+ Feats 29+ Powers 24+ Saves 9+ Combat 20= 135 pts.


:arrow: Shuriken joined the New Exiles a couple issues later, being a former agent of Aladdin (the Ultraverse's answer to SHIELD, though they would do nasty Black Ops kinda stuff to heroes too, so maybe not so nice) that was on the run looking for her daughter that Aladdin was holding to keep her in line.

:arrow: Long story short she joined the team since they offered to help her get her daughter back, as even Cain said that was wrong for Aladdin to do something like that. The good news is that Shuriken brought some subtlety to the new Exiles, as they were more likely to demolish the building they were wanting to check out as much as explore what they needed from it. She also brought a decent amount of skills too, cause otherwise they didn't have too much.

:arrow: Mostly Shuriken comes across to me as a Martial Artist with a good ranged attack and a decent gathering of agent themed skills. She's not a front-line fighter by any means but she can help out and give some aid with some choice shots though she's not gonna do tons of damage but it's better than nothing. Take ways her blast attack and she's pretty dead on for her Pl costs but hen she's pretty useless in a fight overall since they had melee people out the butt on that team. That said against mooks and minions Shuriken is a terror, sweeping better than any other member of the Exiles and when it comes to skill monkey I think Shuriken was the best well-rounded member. A couple others came close to her level of skill in a couple areas but not in all the areas Shuriken had, making her needed to the mostly skill-lite team.
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Hellblade build #733

Postby Tattooedman » Mon Mar 28, 2011 9:30 am

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Hellblade:
PL: 8
Str 18 (+4) Dex 22 (+6) Con 22 (+6) Int 10 (+0) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 4 (+10), Climb 6 (+10), Intimidate 8 (+9), Knowledge (Streetwise) 6 (+7), Language (Base: Spanish; English), Notice 6 (+8.), Sense Motive 6 (+8.), Sleight of Hand 4 (+10), Stealth 4 (+10), Swim 4 (+8.)

Feats: Acrobatic Bluff, All-Out Attack, Attack Spec. (Claws), Challenge (Slip Between Cover), Cunning Fighter, Dodge Focus 4, Improved Initiative, Move-By Action, Power Attack, Takedown Attack, Tough 2

Powers:Regeneration 10 [Recovery Rate: Bruised: 1/round; Injured: 1/minute; Disabled: 1/5 minutes; Resurrection: 1/week] (Power Feats: Diehard)
Strike 4 [claws] (Power Feats: Improved Critical 2, Mighty)
Super-Senses 3 (Darkvision, Ultra-Vision)
Super Strength 1

Saves: Toughness +8
Fort +10
Ref +9
Will +7

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


Costs: Attributes 38+ Skills 13+ Feats 15+ Powers 22+ Saves 12+ Combat 20= 120 pts.


:arrow: Hellblade isn’t really a unique character idea honestly. He’s kinda the Ultraverse’s answer to Wolverine basically just he started off as a drug kingpin and then he got killed in a take-over and then he got better and became a super-violent merc and then he reformed into a semi-violent hero with the Exiles.

:arrow: Some of the powers are guesses on my part but they seemed to fit him overall, I mean he was always one of the ones sent to sneak around under the cover of darkness and he handled it with no problem. He’s not a horrible idea for a character, besides he’s got a unique look at least. But as far as melee fighting he’s good plus he can take a couple decent shots and still go which helped the team out keeping the bad guys busy while they set up the big move. After Marvel took back all their characters from the Ultra verse (Black Knight, Juggs, Siena Blaze & Reaper) the Exiles & Ultra Force teams merged together to form one giant group. I was kinda looking forward to seeing how that would work out but then 2 months later the whole universe got tossed into Marvel Limbo.
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Reaper build #734

Postby Tattooedman » Mon Mar 28, 2011 9:32 am

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

Skills: Acrobatics 4 (+7), Bluff 8 (+8.), Climb 4 (+7), Disable Device 4 (+5), Escape Artist 4 (+7), Intimidate 6 (+6), Knowledge (Streetwise) 4 (+5), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 8 (+11), Swim 2 (+5)

Feats: Attack Focus (Melee) 3, Attack Spec. (Scythe), Challenge (Slip Between Cover), Defensive Roll 2, Distract [Bluff], Dodge Focus 4, Improved Block, Improved Critical (Scythe), Improved Feint, Improved Initiative, Improved Trip, Instant Up, Power Attack, Second Chance (Fortitude Saves), Set-Up, Sneak Attack, Teamwork

Powers: Paralyze 8 (Extra: Alternate Save [Fortitude] {+0}); (Power Feat: Slow Fade 3); (Flaw: Medium [Scythe])

Device {Scythe} 4 (easy to lose)
--Strike 5 (Extra: Penetrating 8.); (Power Feats: Extended Reach 2, Improved Critical 2, Improved Sunder, Mighty)

Saves: Toughness +7*/+5**/+3 [*Defensive Roll & Costume/**Costume]
Fort +6
Ref +8
Will +4

Combat: Attack +3/+6 (melee)/+8 (scythe)
Damage +3 (unarmed)/+8 (scythe-critical 17-20)
Defense +9 (+2 flat-footed)
Initiative +7

Equipment: Costume: +2 Toughness; Subtle


Costs: Attributes 24+ Skills 14+ Feats 23+ Powers 23+ Saves 10+ Combat 16= 110 pts.


:arrow: To me it was guys like Reaper, Siena and Juggernaut that made books like the first Thunderbolt series a good idea. Showing villains can be interesting characters by giving them a full spotlight like the heroes get can make for an interesting set of possible stories. Though with Reaper he's just kind of a butthole, so maybe he's not the best example to go with but it was believable to me since given how mutants were treated at that time in Marvel his bad attitude kinda made sense with me. He got to the point where he was tired of taking crap and decided to give some back.

:arrow: I know that Reaper's under-pointed but it just can't be helped, I can only polish this build so much before it starts to reach into the realm of how I would make him instead of representing how he was in the series. He's still pretty good in a fight and sneaky as all get out though, and with the two together he can lay down a respectable amount of damage. Otherwise he's like the others and has to make use of teamwork to put down the bad guys.
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Strike build #734

Postby Tattooedman » Mon Mar 28, 2011 9:34 am

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Strike:
PL: 9
Str 10 [20] (+0/+5) Dex 10 [18] (+0/+4) Con 10 [20] (+0+5) Int 14 (+2) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 2 (+6), Bluff 6 (+7), Climb 2 (+7), Computers 4 (+6), Diplomacy 4 (+5), Disable Device 4 (+6), Drive 4 (+8.), Gather Information 6 (+7), Investigate 2 (+4), Knowledge (Current Events) 4 (+6), Knowledge (Streetwise) 4 (+6), Knowledge (Tactics) 6 (+8.), Medicine 2 (+4), Notice 8 (+10), Pilot 4 (+8.), Sense Motive 8 (+10), Stealth 4 (+8.), Swim 2 (+7)

Feats: Assessment, Attack Focus (Ranged) 3, Beginner's Luck, Benefit 2 (Wealth x2), Challenge (Fast Planning), Contacts, Dodge Focus 4, Equipment 11, Improved Aim, Improved Ranged Disarm, Luck, Master Plan, Power Attack, Precise Shot, Quick Draw

Powers: Container [WetWare Enhancements] 6
--Enhanced Feats 2 (Diehard, Endurance)
--Enhanced Strength 10
--Enhanced Dexterity 8
--Enhanced Constitution 10

Super-Senses 6 (Danger Sense [mental], Precognition [Flaw: Unreliable], Uncanny Dodge [mental]); (Power Feats: Improved Initiative, Seize Initiative)

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

Combat: Attack +7/+11
Damage +5 (unarmed/blaster pistols)/+6 (knife)/+8 (blaster rifle)
Defense +10 (+3 flat-footed)
Initiative +8

Equipment: Armored Costume: +3 Toughness
Mansion HQ: Size: Huge; Toughness: 10; Features: Communications, Computer, Concealed, Dock, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop.

Helicopter: Size: Huge; Strength 30; Speed 5; Defense 6; Toughness 9

Arsenal: (18 ep)
Blaster Rifle: +8 Damage; Range
-Dual Blaster Pistols: +5 Damage; Range
-Knife: +1 Damage; Critical 19-20




Costs: Attributes 10+ Skills 19+ Feats 31+ Powers 36+ Saves 11+ Combat 28= 135 pts.


:arrow: Strike is a Ultraverse guy who’s been around for a little bit, he was formerly known as Warstrike. Well lemme just say that his time as Warstrike is best left not really talked about since it was mostly (to me) mostly the worse parts of 90s style writing. So after some time without a series and a reworking on his looks and some stabilizing of his powers a bit, Strike (as he changed his name to) got involved with the new group of Exiles when they appeared in the middle of the city suddenly and caused massive damage.

:arrow: From there he basically funded the team, allowing them access to his home & base as well as his chopper. He was the gun-toting member of the team but he mostly played mook-whopper and militant skill guy for the team. His precog powers let him see what his foes are gonna do and allows him to not get hit or to make some good planning to take advantage of his foreknowledge.
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Siena Blaze build #735

Postby Tattooedman » Mon Mar 28, 2011 9:37 am

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

Skills: Acrobatics 2 (+4), Bluff 8 (+9), Diplomacy 4 (+5), Intimidate 6 (+7), Knowledge (Current Events) 2 (+2), Knowledge (Earth Sciences) 6 (+6), Knowledge (Pop Culture) 4 (+4), Knowledge (Streetwise) 4 (+4), Notice 4 (+5), Sense Motive 6 (+7), Stealth 6 (+8.)

Feats: Attack Spec. (Radiation Control) 2, Distract [Bluff], Defensive Roll 2, Dodge Focus 4, Equipment, Improved Aim, Improved Initiative, Power Attack, Precise Shot, Set-Up, Teamwork

Powers: Blast 8 [electromagnetic] (Extra: Penetrating); (Power Feats: Improved Critical 2, Precise, Split Attack)
-Alt. Power: Blast 6 [electromagnetic] (Extras: Area {Line}, Penetrating)
-Alt. Power: Blast 6 [electromagnetic] (Extras: Area {Explosion}, Penetrating)
-Alt. Power: Dazzle 8 [visual]
-Alt. Power: Teleport 8 (Power Feat: Progression 2)

Flight 8

Saves: Toughness +6*/+4**/+2 [*Defensive Roll & Costume/**Costume]
Fort +4
Ref +5
Will +7

Combat: Attack +4/+8 (blast)
Damage +8 (blast)
Defense +10 (+3 flat-footed)
Initiative +6

Equipment: Costume: +2 Toughness; Subtle


Costs: Atrributes 12+ Skills 13+ Feats 16+ Powers 48+ Saves 11+ Combat 20= 120 pts.


:arrow: The nutty, angry chick of the team, Siena Blaze had been shown to be a very powerful mutant who manipulating electromagnetic energy was supposed to threaten the EM Field of the planet every time she used her powers. Pretty scary right? But it lost something for me when she started showing up so much in various X-Titles, I mean the law of averages were against her but then the whole Marvel Universe would kinda be a sucky setting if that actually happened. So it was off to the Ultraverse with her.

:arrow: What happened then was similar Juggernaut, Siena got a power downgrade. A serious one too, she was shocked when she started to use her powers and noticed right off that they were nowhere as powerful as they normally were. Imagine her shock when her foes didn’t go down like they normally did back in her home dimension. It was basically said later on that the theory was her transporting to the Ultraverse somehow lessened her ability to tap into the EM Field thus lowering her power level. I thought it made her more workable overall or at least a more believable character at that point. At least the world wouldn’t end possibly when she used her powers.

:arrow: Otherwise Siena basically kept the same attitude from what I saw but then again I only read about four issues of the All New Exiles. Mostly where they crossed over with Ultra Force and a couple of their own series. Siena is really similar to Reaper in regards towards her point costs, not too much was known about her aside from her powers and attitude. Which makes for under-pointed builds (more in compairison to how I'd have built her based on her showings in the Marvel Universe that is), the problem is that most of Siena’s costs came from her powers, so lowering them makes her cost even less than she would originally. Still she’s not too horrible in a fight but she’s not the front line fighter she was but she definitely needs to stay in the back outta the way of the guys like Juggernaut mixing it up hand to hand.
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Juggernaut build #736

Postby Tattooedman » Mon Mar 28, 2011 9:39 am

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Juggernaut:
PL: 10
Str 20 [36] (+5/+13) Dex 10 (+0) Con 20 [24] (+5/+7) Int 10 (+0) Wis 12 (+1) Cha 8 (-1)

Skills: Climb 0 (+1), Intimidate 12 (+12), Knowledge (Streetwise) 6 (+7), Sense Motive 6 (+7), Swim 0 (+1)

Feats: All-Out Attack, Attack Focus (Melee) 3, Chokehold, Cunning Fighter, Fast Overrun, Improved Grab, Improved Grapple, Improved Overrun, Power Attack, Startle, Takedown Attack, Ultimate Effort (Ultimate Toughness Save)

Powers: Growth 4 {Large size-9.5 ft. tall} [+8 Strength; +4 Constitution; +4 Grapple; +2 Intimidate; +5 Carry Capacity; Attack/Defense; -4 Stealth; Space/Reach 10ft/10 ft] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)

Container [Exemplar of Cyttorak] 12
Enhanced Strength 8
Immovable 8 (Extra: Unstoppable)
Immunity 9 (Life Support)
Impervious Toughness 2
Protection 8 (Extra: Impervious)
Super Strength 3 (Power Feats: Counter-Punch, Groundstrike)

Device [Helmet] 2 (hard to lose)
--Immunity 10 (Mental Effects)

Saves: Toughness +15* [*Impervious 10]
Fort +12
Ref +1
Will +3

Combat: Attack +4/+7 (melee)
Damage +13 (unarmed)
Defense +6 (+3 flat-footed)
Initiative +0


Costs: Attributes 20+ Skills 6+ Feats 14+ Powers 81+ Saves 9+ Combat 20= 150 pts.


:arrow: And now here’s my take on the Juggernaut while he was in the Ultraverse. Poor guy got down-graded in PL being there, something about the energy from Cyttorak not getting into the dimension as well as it normally would in the Marvel Universe. Imagine Juggy’s surprise when he found this out the hard way, during a fight where the foe cut him open with his claws. Needless to say Cain was slightly pissed off.

:arrow: Basically while in the Ultraverse Juggy is a really deeply traded-off Powerhouse type that is still fairly tough but his high amounts of trade-offs can be played against him pretty well so he was more reliant on his ability to intimidate his foes as well as the others on the team to help him out during fights to be able to land one of those monstrous ham-hocks he calls fists on the bad guy.
Last edited by Tattooedman on Sat Jul 23, 2011 11:38 am, edited 1 time in total.
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Amber Hunt build #737

Postby Tattooedman » Mon Mar 28, 2011 9:41 am

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Amber Hunt:
PL: 9
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 14 (+2) Cha 16 (+3)

Skills: Aerobatics 6 (+8 ), Bluff 4 (+6/+10), Concentration 8 (+10), Intimidate 4 (+7/+9), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+8 )

Feats: Aerobatic Bluff, Attack Spec. (Fire Blast Array) 2, Attractive, Defensive Roll 4, Dodge Focus 5, Improved Initiative 2, Move-By Action, Power Attack, Set-Up, Teamwork

Powers: Blast 10 [fire] (Extra: Penetrating)
-Alt. Power: Dazzle 10 [visual] (Extra: Area {Burst})
-Alt. Power: Dazzle 10 [visual]
-Alt. Power: Ignite 8 (Extra: Duration {Concentration Sustained})

Flight 7 (Dynamic)
-Alt. Power: Strike (Extra: Aura); (Power Feat: Talented {Intimidate}); (Dynamic)

Immunity 10 (Fire Effects)

Saves: Toughness +6*/+2 [*Defensive Roll]
Fort +4
Ref +7
Will +5

Combat: Attack +4/+8 (fire blast array)
Damage +1 (unarmed)/+10 (fire blast array)
Defense +10 (+2 flat-footed)
Initiative +10

Drawbacks: Power Loss: All powers in a non-oxygenated environments (-2 pts)


Costs: Attributes 20+ Skills 11+ Feats 19+ Powers 64+ Saves 10+ Combat 18- Drawbacks 2= 140 pts.


:arrow: Amber Hunt, so cool that she never got a “hero name”. She’s been around the Ultraverse from the beginning, being brought into the original Exiles and managing to actually survive the experience. From there she joined the All New Exiles that was a team made of several Marvel villains that had somehow gotten transported into the Ultraverse and other minor Ultraverse characters.

:arrow: This version of the Exiles managed to stay alive this time (course when Juggernaut is a member of your team that helps a good deal!). Eventually though the Marvel members were sent back to their home universe and the remaining members either died, went off into Ultraverse limbo or joined the new Ultra Force. Though Amber had become something of a aggressive, over-opinionated, hot-headed, paranoid person (thanks to her history of surviving dying teams mostly). She was a constant pain in the rear-end on the team causing the majority of their drama, arguing with pretty much everyone on the team and when she got mad enough she would use her powers to make her point.

:arrow: When it’s all said and done, Amber is a typical flying blaster with her energy being the ever popular fire. Build-wise she’s pretty straight-forward and somewhat boring, kinda a Johnny Storm-lite with a bad attitude. She is just over points for a PL 9 and she can handle herself in a fight with PL 10s with little problem, plus she can actually manage to work with her team a little (that is when she's not busy arguing & blasting her team).
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Araña build #738

Postby Tattooedman » Tue Mar 29, 2011 10:15 am

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Araña:
PL:
11
Str 10 [26] (+0/+8.) Dex 10 [30] (+0/+10) Con 10 [26] (+0/+8.) Int 14 (+2) Wis 14 (+2) Cha 10 (+0)

Skills: Acrobatics 6 (+16), Bluff 12 (+12), Climb 4 (+12), Intimidate 12 (+12), Knowledge [Technology] 6 (+8.), Notice 8 (+10), Sense Motive 8 (+10), Sleight of Hand 6 (+), Stealth 8 (+), Swim 2 (+10)

Feats: Attack Focus [Melee] 5, Attack Spec. [Black Widow Special] 2, Cunning Fighter, Distract [Bluff], Equipment, Fearless, Hide in Plain Sight, Improved Aim, Improved Feint, Luck 2, Quick Draw, Second Chance [Acrobatics], Taunt

Powers: Container [Spider-Like Physiology] 16
-Enhanced Advantages 12 [Acrobatic Bluff, Ambidexterity, Attack Focus [Ranged] 2, Defensive Roll 2, Evasion 2, Improved Initiative, Instant Up, Move-By Action, Seize Initiative]
-Enhanced Strength 16
-Enhanced Constitution 16
-Enhanced Dexterity 20
-Enhanced Defense 4
-Leaping 4
-Super-Movement 2 [Wall-Crawling 2]

Venomous Array:
Toxic Venom: Drain Constitution 11 (Power Feat: Slow Fade 5 [1 hour])
-Venomous Sting: Strike 3 (Power Feats: Improved Critical 3, Mighty)

Device [Black Widow Special] 7 (easy to lose)
Spider's Silk: Snare 10 (Extra: Contagious)
-Impacting Silk: Snare 10 (Extra: Area [Burst])
-Blinding Silk: Snare 10 Extra: Block Sense [visual])
-Spider's Fangs: Blast 10 (Extra: Autofire)
-Spider's Bite: Blast 10 (Extra: Penetrating)

Saves: Toughness +10*/+8 [*Defensive Roll]
Fort +10
Ref +14
Will +9

Combat: Attack +6/+8 (Ranged)/+11 (Melee)/+12 (Black Widow Special)
Damage +8 (Unarmed)/+10 (Black Widow Special)/+11 (Venomous Array)
Defense +12 (+6 flat-footed)
Initiative +14

Equipment: Swing-Line [Super-Movement (Swinging)]


Real Name: Angela Ayala
Height: 5' 6"
Weight: 109 lbs
Hair: Brown
Eye Color: Brown

Complications:
Reputation: Araña is known for her habit of playing long term games with her foes, even the simplest theft or attack has some other reason to it. She is also known for having traps in her bases as well for when heroes come looking for her, normally of the deadly kind and they tend to be specially designed.

Reputation: Araña is a known sociopath; killing simply because she can as well as for her own amusement.


Costs: Abilities 8+ Skills 18+ Feats 19+ Powers 131+ Saves 13+ Combat 28= 217 pts.


Background: Angela Alaya was always afraid of spiders ever since she was a young child. It didn't matter what kind they were, how they looked, what they were kept inside of or how far away from her they were: Angela would faint upon seeing them. This would have been a normal thing in the scheme of things really though, it was a fairly normal phobia for someone to suffer through but then Angela's life took a cruel twist. Early in her teenage years she began to show signs of being effected by the energies released during the last Terminus invasion and slowly manifested a set of powers that emulated the abilities of a spider: increased agility, able to crawl across walls, increased strength, as well as a venomous touch.

The association between herself and the thing she feared so much simply was too much for Angela to handle and she fell into a catatonic state for just under ten years. When she did finally wake up, Angela was a completely different person. It seems that while she was comatose, Angela's personality rebuilt itself to be much stronger than it had been. Now she was deviously cunning and almost completely ruthless as well as having a lust for predation. The doctors at the Albright Institute were shocked and amazed at the transformation Angela had underwent, they theorized that she had remade her personality based on her perceptions of what spider’s personality would be like. Angela quickly left the care of the Institute and went her own way, which led her by a lab that was developing a non lethal round that released a gel that restrained the target upon impact (which she has had modified over the years to now include offensive abilities).

From there Angela disappeared for several months only to reappear as Araña, for the first time, when she robbed the Jeweler's Show being held for charity which brought Araña into conflict with both the Raven and the Bowman (both of whom were there in their secret identities). Despite the experience against her, Araña was able to hold her own with her vicious nature and willingness to use hostages for leverage against the heroes and made her escape. Since then Araña has fought against the Raven for the most part though there have been a couple meetings with some of the other heroes of Freedom City, but none of them really challenge her like the Raven does. Araña has developed a knack for dreaming up long term plans of manipulation of events and people to accomplish her goals and loves to test Raven's ability to figure it all out.
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Meteor build #739

Postby Tattooedman » Tue Mar 29, 2011 10:19 am

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Meteor:
PL:
10
Str 18 [26] (+4/+8.) Dex 14 (+2) Con 18 (+4) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills: Intimidate 10 (+10), Knowledge [Earth Sciences] 4 (+4), Knowledge [Streetwise] 4 (+4), Notice 6 (+6), Stealth 8 (+10)

Feats: Attack Focus [Melee] 4, Attack Spec. [Earth Control Array] 2, Distract [Intimidate], Improved Initiative, Startle, Uncanny Dodge [audio]

Powers: Earth Control Array:
Move Object 12 (Extra: Sustained Duration); (Flaw: Limited [Earthen Materials only])
-Rock Spear: Blast 12
-Rock Storm: Strike 12 (Extra: Area [Burst])
-Rock Shower: Strike 12 (Extra: Area [Burst]); (Power Feat: Indirect)
-Rock Trap: Snare 12
-Earthen Shapes: Create Object 12
-Dirt Wave: Dazzle 10 [visual]
-Earth Quake: Trip (Extra: Area [Burst], Knockback); (Flaw: Touch Range)
-Tunneling: Burrowing 12

One with the Earth: Protection 6 (Extra: Impervious)
Enhanced Strength 8
Super Strength 3

Flying Boulder: Flight 8 (Extra: Affects Others); (Flaw: Platform)

Saves: Toughness +10* [*Impervious 6]
Fort +10
Ref +6
Will +6

Combat: Attack +4/+8 (Earth Control Array/Melee)
Damage +8 (Unarmed)/+12 (Earth Control Array)
Defense +10 (+5 flat-footed)
Initiative +6

Real Name: Peter Rollins
Height: 5' 8"
Weight: 185 lbs
Hair: Blonde
Eye Color: Blue

Complications:
Just a crook: Meteor isn’t trying to take over the world, he’s mostly looking to make some easy money with his powers.

Reputation: Meteor is known to be an aggressive fighter when using his powers. He doesn’t worry about collateral damages or bystanders when using his powers.

Temper: Meteor is known for having a short fuse.


Costs: Abilities 20+ Skills 8+ Feats 10+ Powers 74+ Saves 16+ Combat 28= 156 pts.


Background: Peter Rollins was a career criminal, always pulling minor robberies just for the fun he had while doing the crime. This led him to spending a large amount of his life behind bars in several different jails and prisons. It was during one of his stays that Peter was able to actually escape and was being chased by the search party from the prison when he witnessed an asteroid crash to Earth. Somewhat interested by the occurrence, Peter followed the asteroid's trail until he was looking at the super-heated mass of rock from space. The asteroid was still giving off massive amounts of heat and was also releasing fumes from within it, Peter got to close and inhaled some of those fumes and passed out several feet away from asteroid. When the search party finally found Peter it was hours later and he was still out cold, so they gathered him up and took him back to prison. When he woke up days later Peter was in intensive pain so bad that the prison doctors were forced to medicate him to keep him asleep so he couldn't feel the pain his body was experiencing.

Finally almost a full month since Peter had originally escaped from prison he woke up without any pain, what followed was a long series of tests by the prison doctors. It was during this time while he was being transported back and forth between the hospital and the prison that Peter realized that he had gained powers from his exposure to the asteroid's fumes. Peter bided his time until the guards sent with him on his trips started to relax and then he made his move. The guards simply couldn't begin to deal with Peter's new powers that allowed him to manipulate the ground beneath their feet.

Calling himself Meteor, Peter was become one of the nation's top 10 most wanted, but he also developed a nasty temper that made him even more difficult to deal with. The slightest thing has and can set him off and he will use his powers as aggressively as possible to take revenge.
Last edited by Tattooedman on Sat Feb 25, 2012 9:32 am, edited 1 time in total.
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Salamander build #740

Postby Tattooedman » Tue Mar 29, 2011 10:25 am

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Salamander:
PL:
10
Str 26 (+8.) Dex 20 (+5) Con 26 (+8.) Int 8 (-1) Wis 14 (+2) Cha 10 (+0)

Skills: Climb 4 (+12), Intimidate 12 (+12), Notice 8 (+10), Sense Motive 10 (+12), Stealth 10 (+15), Swim 4 (+12)

Feats: All-Out Attack, Attack Focus [Melee] 2, Attack Spec. [Fire Breathing], Diehard, Evasion, Fearless, Improved Initiative, Improved Trip, Move-By Action, Startle

Powers: Container [Lizardman Physiology] 8
Additional Limb 1 [tail]
Leaping 5
Protection 4
Regeneration 7 [Recovery Rate: Injured: 1/per round; Staggered: 1/minute]
(Power Feats: Regrowth)
Strike 2 [claws] (Power Feats: Improved Critical 3, Mighty)
Super-Movement 2 [Wall-Crawling 2]
Super-Senses 6 [Accurate Olfactory, Tracking Olfactory, Darkvision,
Infravision]
Super Strength 3

Fire Breathing: Blast 10 (Extra: Area [Cone])

Saves: Toughness +12
Fort +12
Ref +8
Will +8

Combat: Attack +8/+10 (Claws/Fire Breathing)
Damage +10 (claws; critical 17-20)/+10 (Fire Breathing)
Defense +8 (+4 flat-footed)
Initiative +9


Real Name: Henry Rucker
Height: 6' 7"
Weight: 321 lbs
Hair: None
Eye Color: Yellow

Complications:
Temper: Because of his animal-like nature, Salamander has a shorter than average fuse and goes off form time to time.

Weakness: Salamander is vulnderable to extreme cold temperaturea as a result of his reptilian nature.


Costs: Abilities 44+ Skills 12+ Feats 11+ Powers 70+ Saves 13+ Combat 32= 182 pts.


Background: Henry Rucker never really got a break his whole life; in high school he was only able to maintain a C- average, most the girls he wanted to date didn't want to be anywhere near him, his parents barely even acted like they noticed he was around or where he was going when he went out. Not that he had anyone to hang out with either, his only friend was his pet snake. Basically Henry was ignored by the world in general and he knew it and it caused him to become a very quiet and reserved person as he grew older. Never speaking to someone unless they started a conversation, which was a rare thing in itself.

When Henry finished high school and entered into the workforce he found that his poor grades only left him able to get work as a janitor at ASTRO Labs on the night shift. And while the pay was close to twice as good as any other place he could find work, Henry was still alone in his section every night but he still settled into his life and learned to be content with having so little to do with the world around him.

Four years later Henry's worldview was radically altered when VIPER broke into ASTRO Labs to steal the research and samples of a newly created chemical that was supposed to help victims of massive injuries recover faster by stimulating the dormant parts of the human brain that were evolved from our reptilian ancestors and result in increased healing. The VIPER agents blew open a hole in the wall, took Henry hostage and forced him to lead them deeper into the building. Once VIPER had secured what they had came there for they were getting ready to make their escape when Henry made a move of his own: he tried to take the chemical back.

Now Henry didn't do it because it was the right thing to do, not at all. No, Henry did it out of fear of losing his job because he would be blamed for the VIPER agents getting into the labs and he was trying to save his own butt. Somehow Henry managed to wrestle the container free of the agent's grasp and ran away, trying to find a place to hide in hopes the VIPER people wouldn't be able to find him. What ended up happening was one of the VIPER agents fired his blaster at Henry in an attempt to scare him into stopping and instead his aim was so bad that he hit the container, covering Henry in the chemical from head to toe. Screaming in pain as he continued to run, Henry crashed into one of the experiments.

A machine that was designed to generate a constant charge of energy and between that and the chemical that Henry was covered in combined with the unstable nature of the two experiments caused a malfunction in the machine which resulted in an explosion with Henry being at the center. This of course forced the VIPER agents to leave the scene knowing that the FCPD would soon be there, leaving Henry for dead. But somehow he managed to survive his experience, though he was injured fairly bad: third degree burns over the majority of his body and several fractures to different limbs. At the hospital Henry was treated for the chemical burns he suffered and he spent the majority of a week being treated, it was during that time Henry was interviewed several times by the police about the robbery. He thought he was the lead suspect but in truth the officers were simply trying to get as much information as they could. It was also during this time that Henry's body began to mutate into a reptilian state, confusing doctors as how to treat him as the more time went by the more reptile-like Henry became: growing in size, the addition of a tail and scales that covered his body from top to bottom. There was also evidence of Henry's personality being affected as well; his old personality that was quiet and meek was slowly becoming more direct and confrontational. By the end of the week Henry's personality and body had completely transformed and he escaped from the hospital in the middle of the night, by breaking out his window and leaping to the ground six stories below, and went into hiding.

He hid himself in the sewer tunnels under Freedom City, coming out at night only to feed or protect himself from threats perceived as the police began to search for Henry thinking he was involved in the attempted theft. Eventually he ran afoul of Pseudo of the Freedom League, who by clever use of his racial ability to change shape made himself immune to the flames Henry was able to project and brought him in to be studied by scientists at the Albright Institute. What they learned is that Henry's old personality has been warped by his experience that empowered him and triggered the release of all the anger he internalized over the slights he suffered in his lifetime. Now he's Salamander, a being who will no longer be ignored and will do as he pleases whenever he wants, no matter who is in his way. Before Salamander could be transferred to Blackstone to be held for his trial, he managed to escape and despite efforts by the police and Pseudo he has remained free.
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Captain America build #741

Postby Tattooedman » Wed Mar 30, 2011 10:58 am

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Captain America:
PL: 11
St 10 [24] (+0/+7) Dex 10 [24] (+0/+7) Con 10 [24] (+0/+7) Int 14 (+2) Wis 18 (+3) Cha 16 [20] (+3/+5)

Skills: Acrobatics 4 (+11), Climb 4 (+11), Craft (Artistic) 4 (+6), Craft (Mechanical) 4 (+6), Diplomacy 8 (+11/+13), Drive 2 (+9), Intimidate 6 (+9/+12), Knowledge (History) 4 (+6), Knowledge (Tactics) 10 (+12), Medicine 4 (+6), Notice 10 (+13), Sense Motive 8 (+10), Stealth 4 (+11), Survival 4 (+7), Swim 4 (+11)

Feats: All-Out Attack, Assessment, Attack Focus (Melee) 2, Attack Spec. (Shield), Defensive Attack, Dodge Focus 4, Improved Initiative, Inspire 4, Interpose, Leadership, Lionheart 2, Luck 2, Master Plan, Power Attack, Precise Shot, Ricochet Attack 2, Takedown Attack 2, Teamwork 2, Uncanny Dodge [audio]

Powers: Container [Super Solider Serum] 9
Enhanced Strength 14
Enhanced Dexterity 14
Enhanced Constitution 14
Enhanced Feats 1 [Endurance]
Immunity 2 (Aging [Limited], Disease, Intoxication [Limited])

Device [Star-Spangled Costume] 1 [hard to lose]
--Enhanced Charisma 4
--Protection 2 (Drawback: Noticeable)

Device [All-American Shield] 4 [hard to lose] (Power Feats: Indestructible)
--Enhanced Feats 4 [Improved Defense, Improved Block, Improved Sunder, Weapon Bind]
--Strike 3 (Extra: Penetrating); (Power Feats: Mighty, Thrown)

Saves: Toughness +9*/+7 [*Costume]
Fort +10
Ref +10
Will +10

Combat: Attack +8/+10 (Melee/Shield Attacks-Ranged)/+12 (Shield Attacks-Melee)
Damage +7 (unarmed)/+10 (Shield Punch-critical 17-20)
Defense +12 (+4 flat-footed)
Initiative +11


Costs: Attributes 18+ Skills 20+ Feats 32+ Powers 65+ Saves 13+ Combat 32= 180 pts.


:arrow: Well I figured it was probably about time I got to work on some of the big names of Marvel and what better place to start than Captain America? Like most comic goers I’m a basic fan of Cap, though I haven’t really read too much of Marvel’s stuff even with me getting back into collecting (I’m more a fan of their space stories personally). But deep down I like the idea of Cap, the all-American hero that stands for truth, justice and the American Way.

:arrow: Plus I had gotten the chance to play Cap in a game here in the Game Room and had an absolute blast doing it. While this build isn’t the version I used in that game there are elements that I made liberal use of elements of that build as well as a couple others I’ve seen others use in their builds that fit really well with my idea of Cap.

:arrow: When it’s all said and done I tried to keep to the idea of Cap, able to be as inspiring as Superman with a tactical sense that rivals Batman with the peak human attributes and excellent training to back it all up. Cap is one of those heroes with tons of experience under his belt but I wasn’t wild about making him a full PL 12, so I kept him a PL lower but with the point base of a PL 12 and it didn’t take me too long to use all those points. Cap’s mostly a skill & feat kinda hero with some minor abilities and gear to help him out in the end and to deal with the majority of his foes. As for his involvement in the Avengers fights, Cap will need to make use of things like Master Plan, Teamwork, and Inspire to do the most for them but he can do a lot in pretty much any given situation.
Last edited by Tattooedman on Sat Feb 25, 2012 9:37 am, edited 3 times in total.
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Iron Man build #742

Postby Tattooedman » Wed Mar 30, 2011 11:01 am

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Iron Man:
PL: 12
Str 10 [34] (+0/+12) Dex 12 (+1) Con 10 (+0) Int 24 (+7) Wis 14 (+2) Cha 16 (+3)

Skills: Bluff 4 (+7/+11), Computers 10 (+17), Craft (Electronic) 16 (+23), Craft (Mechanical) 16 (+23), Diplomacy 6 (+9/+13), Disable Device 12 (+19), Knowledge (Business) 4 (+11), Knowledge (Technology) 16 (+23), Notice 4 (+6), Sense Motive 4 (+6)

Feats: Attractive, Benefit 5 [Wealth x5], Inventor, Luck, Master Plan, Speed of Thought

Powers: Device [Iron Man Armor] 21 [hard to lose] (Power Feat: Restricted 2 [Tony Stark Only])
--Enhanced Strength 24 & Super Strength 3
-Alt. Power: Blast 14 [Replusors] (Power Feat: Accurate 2)
-Alt. Power: Blast 14 [Pulse Blast] (Extra: Autofire)
-Alt. Power: Blast 10 [Uni-Beam] (Extras: Area [Line], Penetrating); (Flaw: Action [Full Action])
-Alt. Power: Dazzle 12 [visual]
-Alt. Power: Telekinesis 12 [Tractor Beam]
-Alt. Power: Super-Senses 12 [Darkvision, Distance Sense, Direction Sense, Radar, Radio, Timesense] {player picks other senes with GM approval}
--Enhanced Feats 12 [Aerobatic Bluff, Accurate Attack, Assessment, Challenge [Fast Planning], Dodge Focus 4, Improved Aim, Move-By Action, Power Attack, Precise Shot]
--Enhanced Fortitude Save +4
--Enhanced Reflex Save +2
--Enhanced Skills 2 [Aerobatics +8]
--Flight 6
--Immunity 9 (Life Support)
--Protection 14 (Extra: Impervious 12)

Saves: Toughness +14*/+0 [*Impervious 12]
Fort +4 [+8]
Ref +4 [+6]
Will +9

Combat: Attack +6/+10 (Repulsors)
Damage +10 (Uni-Beam)/+12 (Unarmed)/+14 (Repulsors)
Defense +10 (+3 flat-footed)
Initiative +7

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


Costs: Attributes 36+ Skills 23+ Feats 10+ Powers 84+ Saves 14+ Combat 24- Drawbacks 4= 187 pts.


:arrow: Honestly I’ve not read anything with Iron Man in it since Heroes’ Return waaaay back when. While I like the whole concept of the character I just can’t get into the book. That said I gave him what I thought were the “classic” set of abilities and I’m probably so far behind on what he can do nowadays it’s probably almost silly. But still Tony can build gadgets like few others, figure out the hi-tech, end-the-world-devices the bad guys love to use and can come up with ways to counter them most of the time with little effort on his part.

:arrow: Then there’s the suit. It puts him between Cap and Thor in terms of power without a doubt and while he can take on the more powerful foes he’s not gonna be a great leader nor be the one to put the big smack down on them either. IMO Tony is the guy that everyone buys the time for so he can quickly throw together the on the spot device or come up with the tech plan to take down the bad guys. Tech support like nobody else can do (except maybe Reed Richards). If his brain isn’t the answer then Tony’ll simply make the best use of his armor to blast away at his foes until he comes up with something that gives him the upper hand. He’s pretty much the O.G. when it comes to Battlesuit characters, so enjoy it for all the techie goodness he brings.
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Thor build #743

Postby Tattooedman » Wed Mar 30, 2011 11:03 am

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Thor:
PL: 13
Str 40 (+15) Dex 12 (+1) Con 36 (+13) Int 14 (+2) Wis 18 (+4) Cha 16 (+3)

Skills: Concentration 8 (+12), Intimidate 12 (+15), Knowledge (Arcane Lore) 4 (+6), Knowledge (Tactics) 6 (+8.), Notice 4 (+8.), Sense Motive 6 (+10), Survival 4 (+8.)

Feats: All-Out Attack, Attack Focus (Melee) 3, Dodge Focus 2, Improved Initiative, Lionheart, Power Attack, Startle

Powers: Container [Asgardian Physiology] 6
--Density 4 [+8 Strength; Impervious Toughness 2; Immovable 1; Super Strength 1; Mass x4] (Extra: Continuous); (Power Feat: Innate); (Flaw: Permanent)
--Immunity 5 (Aging, Disease, Environmental Cold, Environmental Heat, Starvation/Thirst)
--Impervious Toughness 8
--Super Strength 2

Device [Mjolnir] 13 [easy to lose] (Power Feats: Indestructible, Restricted [Only the worthy])
--Flight 8 (Drawback: Power Loss [when Mjolnir is thrown] {-1 pt})
--Immunity 4 (High Pressure, Suffocation, Vacuum)
--Weather Control 13 (Extra: Mix-n-Match Environments; [Distraction, Hamper Movement, Reduced Visibility])
-Alt. Power: Blast 13 [Lightning Bolt] (Power Feat: Indirect 2)
-Alt. Power: Blast 2 [Hammer Throw] (Extra: Penetrating); (Power Feats: Improved Critical 2, Mighty)
-Alt. Power: Dazzle 13 [audio & visual-Lightning & Thunder]
-Alt. Power: Strike 2 [Hammer Blow] (Extra: Penetrating); (Power Feats: Improved Critical 2, Improved Sunder, Mighty)
-Alt. Power: Super-Movement 2 [Dimensional Travel {any Norse related dimension}] (Extra: Portal); (Power Feat: Progression 3)

Device [Asgardian Armor] 1 [hard to lose]
--Protection 2 (Extra: Impervious)

Saves: Toughness +15*/+13** [*Asgardian Armor {Impervious 10}/**Impervious 8]
Fort +13
Ref +5
Will +9 [+13 vs. fear effects]

Combat: Attack +8/+11 (Melee)
Damage +13 (Lightning bolts)/+15 (Unarmed)/+17 (Mjolnir attacks-critical 18-20)
Defense +10 (+4 flat-footed)
Initiative +5

Drawbacks: Involuntary Transformation [Into Donald Blake when separated from Mjolnir for more than a minute; Uncommon; Irresistible] (-4 pts)

Normal Identity [Donald Blake, must strike Mjolnir on surface to transform into Thor; Common (full action); Major] (-4 pts)


Costs: Attributes 68+ Skills 11+ Feats 10+ Powers 73+ Saves 9+ Combat 32- Drawbacks 8= 195 pts.


:arrow: Rounding out the “Big 3” of the Avengers (at least in my mind), here’s my take on Thor. I also decided to add to my challenge by making him a PL 13, still for Thor it’s worth it, the guy is a fricking god living on Earth. So IMO that would make him slightly more powerful than most other heroes, even Superman. For the build I tried to go with the more “classic” feel of Thor since I haven’t read anything of late on him in the comics.

:arrow: But I like how the build turned out overall, Thor hits crazy hard and then he uses Mjolnir. He’s always struck me as the guy who was more about knocking the bad guys down and keeping them down than being able to get out of the way of their attacks so he’s under caps on his defense, though between his natural toughness and his armor he still can take some serious shots with little trouble.

:arrow: I like this build even though I normally don’t play this kind of traded-off characters but now that I see the numbers in print…..well I’d be lying if I didn’t admit that I wouldn’t maybe mind some kind of play test or something where I could flex some serious Asgardian muscle in a destroy the surrounding landscape kinda fight Thor’s known for. Now I just have to come up with someone challenging for this take on Thor to fight and be slightly challenged.
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Arachne build #744

Postby Tattooedman » Wed Mar 30, 2011 11:05 am

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Arachne:
PL: 10
Str 12 [24] (+1/+7) Dex 12 [26] (+1/+8.) Con 12 [20] (+1/+5) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 4 (+12), Bluff 8 (+9), Climb 4 (+11), Concentration 8 (+10), Disable Device 8 (+9), Diplomacy 6 (+7), Knowledge (Current Events) 4 (+5), Notice 8 (+9), Pilot 2 (+10), Search 8 (+9), Sense Motive 8 (+9), Stealth 4 (+12)

Feats: Acrobatic Bluff, Attack Spec. (Unarmed) 2, Challenges 3 [Accelerated Acrobatics, Accelerated Climb, Perfect Balance], Defensive Roll 2, Distract [Bluff], Dodge Focus 6, Elusive Target, Evasion, Move-By Action, Set-Up, Takedown Attack, Teamwork 2, Uncanny Dodge [Audio]

Powers: Enhanced Strength 12
Enhanced Constitution 8
Enhanced Dexterity 14
Immunity 1 (Poisons)
Regeneration 2 [Recovery Bonus: +2]
Snare 8 [Psychokinetic Webs] (Power Feats: Accurate 2, Reversible, Subtle)
Super-Senses 4 (Acute Touch, Tremorsense)
Super Strength 2 (Dynamic)
-Alt. Power: Leaping 3 (Dynamic)
-Alt. Power: Super-Movement 3 (Swinging, Wall-Crawling x2 [full speed]); (Dynamic)

Saves: Toughness +7*/+5 [*Defensive Roll]
Fort +7
Ref +10
Will +6

Combat: Attack +6/+8 (Unarmed)/+10 (Psychokinetic Webs)
Damage +7 (Unarmed)/+8 (Psychokinetic Webs)
Defense +13 (+3 flat-footed)
Initiative +8


Costs: Attributes 14+ Skills 18+ Feats 22+ Powers 62+ Saves 8+ Combat 26= 150 pts.


:arrow: The second Spider-Woman for most of her career, Arachne has been on several different teams over the years. Freedom Force (that one didn’t last too long), West Coast Avengers, Force Works, part-time Avenger for awhile, double agent for the Resistance to the Super Human Registration Act, and finally Omega Flight. She’s pretty much an automatic team player IMO, she fills the sneak/scout roll in a group and can help out with mooks easily enough but for the big fights she’s mostly a side player.

:arrow: Her psi-webs are an interesting tweek on the whole “spider-theme”, I recall they were somewhat hard to notice once she had them set up (thus the Subtle on the Snare) and she would often put them in places for her teammates to knock their opponents into them and then take advantage of the restricted movement the target suffered from. She’s also got a couple of odd enhanced senses being sensitive to vibrations and an super sensitive sense of touch. They don’t come up too much aside from about once every six months or so but they do have their uses from time to time.

:arrow: Otherwise she’s got the normal proportionate strength/agility/durability of a spider going on. Not too bad to have around plus her issues with her daughter give a nice little bit of RPing every now and then.
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Hercules build #745

Postby Tattooedman » Wed Mar 30, 2011 11:07 am

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Hercules:
PL: 12
Str 40 (+15) Dex 16 (+3) Con 40 (+15) Int 14 (+2) Wis 18 (+4) Cha 18 (+4)

Skills: Bluff 4 (+8.), Intimidate 10 (+14), Knowledge (History) 6 (+10), Knowledge (Theology & Philosophy) 4 (+8.), Language 1 (Base: Greek; English), Ride 4 (+7), Sense Motive 8 (+12), Survival 4 (+8.)

Feats: All-Out Attack, Attack Spec. (Bow), Challenge [Mass Intimidate], Chokehold, Crushing Pin, Dodge Focus 4, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Power Attack, Startle, Stunning Attack, Withstand Damage

Powers: Container [Olympian Immortality] 3
--Immortality
--Immunity 3 (Environmental Cold, Environmental Heat, Environmental Radiation)
--Regeneration 7 [Recovery Rate: Injured: 1/minute; Disabled: 1/20 minutes] (Power Feats: Diehard)

Leaping 4
-Alt. Power: Speed 4
Super Strength 7 (Power Feats: Bracing, Counter-Punch, Groundstrike, Shockwave)

Device [Adamantine Mace] 1 [easy to lose] (Power Feat: Indestructible)
--Strike 2 (Power Feats: Mighty, Thrown)

Saves: Toughness +15
Fort +15
Ref +6
Will +6

Combat: Attack +9/+11 (Bow)
Damage +15 (Unarmed)
Defense +9 (+2 flat-footed)
Initiative +7


Costs: Attributes 86+ Skills 11+ Feats 17+ Powers 38+ Saves 5+ Combat 28= 185 pts.


:arrow: The Son Zeus in all his smashing glory. Loves me some Herc action though, despite his constant comparisons to Thor (and being called a lesser hero by some for it) Hercules ain’t no joke really. He’s the God of Strength, the only person who should really be able to whup him in that department is a seriously pissed off Hulk. End of story.

:arrow: That said Herc is something of a one trick pony though since he gave up using the bow centuries ago, though with his strength, durability and amounts of experience he’s not a push over by any means in a fight. Just a lot of the time he’s either taken by surprise or some means of disabling his senses that leaves him vulnerable. Even though I’ve got love for Herc I just couldn’t make him the same PL as I did Thor. He’s close though but in the long run Thor’s weather manipulating powers and Mjolnir make just enough of a difference to give him the edge over Herc.
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