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Tattooverse 2.5: WOF builds

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Moon Knight build #746

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

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Moon Knight:
PL:
10
Str 18 (+4) Dex 18 (+4) Con 20 (+5) Int 16 (+3) Wis 18 (+4) Cha 14 (+2)

Skills: Acrobatics 6 (+), Bluff 6 (+8 ), Climb 4 (+8 ), Disable Device 8 (+11), Escape Artist 6 (+11), Gather Information 8 (+10), Intimidate 12 (+14), Investigate 8 (+11), Knowledge [Streetwise] 8 (+11), Knowledge [Tactics] 8 (+11), Languages 2 [Hebrew; Egyptian], Notice 8 (+12), Pilot 4 (+9), Search 8 (+11), Sense Motive 6 (+10), Stealth 8 (+13), Survival 8 (+12)

Feats: All-Out Attack, Attack Spec. [Thrown], Attack Focus [Melee] 4, Benefit 2 [Wealth (x2)], Dodge Focus 4, Elusive Target, Evasion, Equipment 10, Improved Block 3, Improved Disarm, Improved Initiative, Improved Throw, Improved Trip, Power Attack, Startle, Stunning Attack, Takedown Attack 2, Uncanny Dodge [audio]

Powers: Device [Costume and Glider-Cloak] 1 (hard to lose)
--Flight 2 (Flaw: Gliding)
--Protection 3

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

Combat: Attack +8/+10 (thrown)/+12 (melee)
Damage +4 (unarmed)/+4 (crescent bolos-snare)/+6 (nunchaku)/+5 (crescent darts)
Defense +12 (+4 flat-footed)
Initiative +9

Equipment: Comm-Link
Crescent Bolos: Snare 4
Crescent Darts: +1 Damage (Power Feat: Mighty)
Nunchaku: +2 Damage

Headquarters: Mansion
Size: Huge; Toughness: 15; Features: Communications, Computer, Concealed, Defense System, Hangar, Living Space, Power System, Security System, Workshop

Vehicle: Mooncopter
Strength: 30; Speed: 5 (Flight); Defense: 8; Toughness: 9; Size: Huge; Features: Navigation System, Remote Control; Powers: Blast 6 (Autofire), Communication 6 (radio), Super-Senses 4 (Radar)


Costs: Abilities 44+ Skills 31+ Feats 37+ Powers 4+ Saves 15+ Combat 32= 163 pts.


:arrow: As I see it Marvel's answer to Batman is none other than Marc Specter, the Moon Knight. I haven't read a lot of his solo series, but I've read fair amounts of his time in the West Coast Avengers, appearances in Spider-Man series and the like.

:arrow: Out of all the versions I liked him best as street level costumed adventurer who kicks alotta butt, at that point from what I read he had resolved the multiple personality problems he had and no longer thought he was the avatar of the Egyptian God of Justice. He simply was doing what he thought was the right thing to do with the skills he had developed in his life. I mean besides all that, the man ran around at night sneaking around fighting crime in an ALL WHITE OUTFIT AND WAS HARDLY EVER CAUGHT!!! That screams one bad man!!! How can that not be respected?!?
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Re: Tattooverse 2.5 [2E]

Postby ClassDunce » Wed Mar 30, 2011 11:26 am

I believe the appropriate Moon Knight Quote in regards to the all white costume and him fighting at night is "I want them to see me coming." In reality though, he can't really change his costume, because a priest doesn't choose his own vestments. I think the religion angle works really well with Moon Knight because there are times where he doesn't even know if he's crazy or not.

Marvel could do a lot more with Moon Knight then they have been, if I remember right Miller is going to be writing him starting sometime this year. I'm not a huge fan of Miller and I hope he keeps around Frenchie but I'm sure that this means that Spector will get a little bit more attention.
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Wed Mar 30, 2011 12:09 pm

So they're going with the angle of Moon Knight being a warrior-preist of Justice? Hmmmmm, actually sounds failry interesting to me. I'll have to keep an eye out for a series, it might be interesting to check out.

I didn't really know about Moon Knight until the late 80s/early 90s (I caught the tail end of his run in the West Coast Avengers and some of his guest appearances in Spider-Man), but I liked him right off honestly. I've always thought he'd be a good answer back from Marvel in response to Batman but I've not really seen him get a good treatment IMO.
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Re: Tattooverse 2.5 [2E]

Postby ClassDunce » Wed Mar 30, 2011 12:19 pm

Tattooedman wrote:So they're going with the angle of Moon Knight being a warrior-preist of Justice? Hmmmmm, actually sounds failry interesting to me. I'll have to keep an eye out for a series, it might be interesting to check out.


That's always been Moon Knights angle.It's been ignored by a few writers, especially in titles where he wasn't the lead character. It was what Doug Moench established for the character and other than him the writer to do that the best was Charlie Huston for his brief run with the character in the 2006 reboot. Moon Knight is the Fist of Khonshu, his High Priest and Avatar on earth. It's something that's easily ignored because you can so easily shrug him off as a Batman clone.
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Re: Tattooverse 2.5 [2E]

Postby Arthur Eld » Wed Mar 30, 2011 12:21 pm

Huston's run on Moon Knight was great, its what gave him the big push to be back in the public eye like he has been. Granted, he hasn't been selling too well, but he's on a few team books now so he's not going to fall off the radar anytime soon. Finch's art and Huston's take on the character were near-perfect in my mind.
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Re: Tattooverse 2.5 [2E]

Postby ClassDunce » Wed Mar 30, 2011 12:27 pm

Arthur Eld wrote:Huston's run on Moon Knight was great, its what gave him the big push to be back in the public eye like he has been. Granted, he hasn't been selling too well, but he's on a few team books now so he's not going to fall off the radar anytime soon. Finch's art and Huston's take on the character were near-perfect in my mind.


Huston only wrote I think the first 13 issues of that run and just plotted it out after that. After he left the quality of both the art and writing went down a lot. It was rebooted after awhile as Vengaence of the Moon Knight and that was a stinker that was cancelled like 6 issues in. Moon Knight is appearing in Secret Avengers right now but he's had all of 6 balloons worth of dialogue and I think he was in Shadowlands.
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Wed Mar 30, 2011 12:29 pm

ClassDunce wrote:That's always been Moon Knights angle.It's been ignored by a few writers, especially in titles where he wasn't the lead character. It was what Doug Moench established for the character and other than him the writer to do that the best was Charlie Huston for his brief run with the character in the 2006 reboot. Moon Knight is the Fist of Khonshu, his High Priest and Avatar on earth. It's something that's easily ignored because you can so easily shrug him off as a Batman clone.


Ah, seems that's part of what's lost when he's guest appearing in another series. I always thoguht the Fist of Khonshu bit was like say he was an intrusment of justice.
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Re: Tattooverse 2.5 [2E]

Postby catsi563 » Wed Mar 30, 2011 2:24 pm

a note on Cap for me. The super soldier serum in many ways isnt as responsible any more for his enhanced attributes. Hes worked out exercised and trained himself to the limits so often by now that all the Super soldier serum does is make it easier to maintain.

remove the effects of the serum from him and hed still be near peak athletic ability for a non superhuman. just a thought.
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Re: Tattooverse 2.5 [2E]

Postby Woodclaw » Wed Mar 30, 2011 3:04 pm

catsi563 wrote:a note on Cap for me. The super soldier serum in many ways isnt as responsible any more for his enhanced attributes. Hes worked out exercised and trained himself to the limits so often by now that all the Super soldier serum does is make it easier to maintain.

remove the effects of the serum from him and hed still be near peak athletic ability for a non superhuman. just a thought.


Agreed, the Srum only gave Cap the initial boost, but after that it was just plain old hard work that kept him into top shape. Even without it Cap should still close to the peak of human possibilities (at best I can think about a reduction of 2 point on his physial stats)
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Re: Tattooverse 2.5 [2E]

Postby Horsenhero » Wed Mar 30, 2011 5:28 pm

Woodclaw wrote:
catsi563 wrote:a note on Cap for me. The super soldier serum in many ways isnt as responsible any more for his enhanced attributes. Hes worked out exercised and trained himself to the limits so often by now that all the Super soldier serum does is make it easier to maintain.

remove the effects of the serum from him and hed still be near peak athletic ability for a non superhuman. just a thought.


Agreed, the Srum only gave Cap the initial boost, but after that it was just plain old hard work that kept him into top shape. Even without it Cap should still close to the peak of human possibilities (at best I can think about a reduction of 2 point on his physial stats)


I would say this is tremendously dependent on whether the baseline mutagenic effect of the serum were removed with the serum. Remember Steve Rogers was a 4F (meaning physically unfit for military service) before the application of the serum and "vita-rays". If the removal of the serum caused a devolution back to his baseline physiology, all the working out in the world wouldn't make him "the super-soldier" we know and love. Genetics will tell the story in the end.
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Re: Tattooverse 2.5 [2E]

Postby Woodclaw » Wed Mar 30, 2011 11:41 pm

Horsenhero wrote:I would say this is tremendously dependent on whether the baseline mutagenic effect of the serum were removed with the serum. Remember Steve Rogers was a 4F (meaning physically unfit for military service) before the application of the serum and "vita-rays". If the removal of the serum caused a devolution back to his baseline physiology, all the working out in the world wouldn't make him "the super-soldier" we know and love. Genetics will tell the story in the end.


Actually at the end of City Under Ice (Mark Greunwald drug based storyline) Hank Pyym had to make a total removal of Cap's blood to purge it froma new drug that was driving Steve crazy. This effectivly removed the Serum from Cap's system, but he retained his enhanced physique for months, until the blood was reinjected into him.
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Thu Mar 31, 2011 8:28 am

When it comes to the effects of the Super-Soldier Serum I'm more along the lines of what Horsen brought up.

Horsenhero wrote:I would say this is tremendously dependent on whether the baseline mutagenic effect of the serum were removed with the serum. Remember Steve Rogers was a 4F (meaning physically unfit for military service) before the application of the serum and "vita-rays". If the removal of the serum caused a devolution back to his baseline physiology, all the working out in the world wouldn't make him "the super-soldier" we know and love. Genetics will tell the story in the end.


The serum brought about all of the changes physically and Cap has to work to maintain it but IMO mind if you remove it (somehow) then he should lose it's effects. Just my opinion though, and I appreicate the thoughts of everyone else who shared them. You all make valid points but for me I like how I did the build according to what I know of the character (granted I've not really read much of the stories where the serum has been removed/nullified/whatever) and the effects the serum had on him.
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Namor bulid #747

Postby Tattooedman » Thu Mar 31, 2011 8:39 am

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Namor:
PL: 13
Str 34 [40] (+12/+15) Dex 18 (+4) Con 32 [38] (+11/+14) Int 14 (+2) Wis 16 (+3) Cha 12 (+1)

Skills: Diplomacy 6 (+7), Intimidate 12 (+13), Knowledge (Arcane Lore) 4 (+6), Knowledge (Business) 8 (+10), Knowledge (Civics) 6 (+8.), Knowledge (Tactics) 8 (+10), Knowledge (Technology) 4 (+6), Notice 6 (+9), Sense Motive 6 (+9), Stealth 4 (+8.), Survival 6 (+9), Swim 6 (+18.)

Feats: Attack Focus (Melee) 2, Benefit [Status {Ruler of Atlantis}], Dodge Focus 2, Environmental Adaptation [Underwater], Favored Environment [Underwater] 4, Improved Initiative, Luck 2, Multilingual, Power Attack, Takedown Attack 2

Powers: Animal Mimicry 5 (Flaws: Standard Action {-2 pts}, Limited [sea animals only] {-2 pts})
Enhanced Strength 6 (Flaw: Limited [Only in water])
Enhanced Constitution 6 (Flaw: Limited [Only in water])
Immunity 4 (Aging, Environmental Cold, Pressure, Underwater Suffocation)
Impervious Toughness 12 (Flaw: Limited [Only in water])
Super-Senses 3 (Darkvision, Ultravision)
Super Strength 4
Swimming 6
-Alt. Power: Flight 3

Saves: Toughness +14*/+1 [*in water {Impervious 12}]
Fort +11 [+14 in water]
Ref +7
Will +8

Combat: Attack +7/+9 (Melee)
Damage +12 [+15 in water] (Unarmed)
Defense +10 (+4 flat-footed)
Initiative +8

Drawbacks: Vulnerable [Fire/Heat Effects; +25% more damage] (-1 pt)
Weakness [When deprived of water for more than 20 minutes; -1 all ability scores; potentially lethal] (-5 pts)


Costs: Attributes 66+ Skills 19+ Feats 15+ Powers 59+ Saves 8+ Combat 30- Drawbacks 6= 195 pts.


:arrow: The Avenging Son himself, Namor the Sub-Mariner. Man, I had no idea Marvel had expanded him so much in the last few years. Guess they got tired of the comparisons to Aquaman. Basically Namor is a paragon that gets even stronger once he’s operating in his favored environment, water, but even when working on dry land he’s still no pushover.

:arrow: Strong & tough he can dish out some damage with the best of them around. Plus he’s smart enough to take advantage of situations where he can douse himself during a fight to get the upper hand. Namor’s been around long enough to have racked up some odd and in skills and feats, like his knowledge of how to work technology, being able to speak most languages around the planet, Atlantean lore, and some tactical know-how. A pretty odd bunch of skills but honestly they make sense given his history. Namor is the kind of character a GM can play as a NPC for the players to talk to as a peer or face off against as a foe if he’s leading an Atlantean army against the surface world (again). Any way you do it Namor can be a handful without a doubt, especially with his ability to mimic some of the talents of undersea life on top of his paragon power set.
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Spider-Woman I build #748

Postby Tattooedman » Thu Mar 31, 2011 8:41 am

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Spider-Woman I:
PL: 10
Str 14 [24] (+2/+7) Dex 16 [20] (+3/+5) Con 14 [24] (+2/+7) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+9), Bluff 4 (+6/+10), Diplomacy 4 (+6/+10), Disable Device 4 (+6), Gather Information 6 (+8.), Investigate 2 (+4), Notice 8 (+10), Search 6 (+8.), Sense Motive 4 (+6), Stealth 6 (+11)

Feats: Acrobatic Bluff, Attack Focus (Melee) 2, Attack Spec. (Venom Blast) 2, challenge [Slip Between Cover], Defensive Attack, Defensive Roll, Dodge Focus 6, Improved Critical (Unarmed) 2, Improved Throw, Improved Trip, Move-By Action, Power Attack, Precise Shot, Stunning Attack, Uncanny Dodge [visual]

Powers: Blast 10 [Venom Blast (bio-electrical)]
-Alt. Power: Stun 6 (Extra: Ranged)
-Alt. Power: Enhanced Strength 10

Emotion Control 3 (Extra: Action [Free] {+2}); (Power Feat: Attractive); (Flaws: Limited [Love only], Limited [Men only], Sense Dependent [Olfactory], Uncontrolled); (Linked to Emotion Control [Fear])
Emotion Control 3 (Extra: Action [Free] {+2}); (Power Feat: Fearsome Presence [DC 11]); (Flaws: Limited [Fear only], Limited [Women only], Sense Dependent [Olfactory], Uncontrolled); (Linked to Emotion Control [Love])
Enhanced Constitution 10
Enhanced Dexterity 4
Immunity 1 (Environmental Radiation)
Immunity 1 (Disease, Poisons) (Flaw: Limited [Must be exposed first])
Super-Senses 1 (Acute Hearing)
Super Strength 2 (Dynamic)
-Alt. Power: Flight 2 (Dynamic)
-Alt. Power: Super-Movement 2 (Wall-Crawling x2 [full speed]); (Dynamic)

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

Combat: Attack +6/+8 (Melee)/+10 (Venom Blasts)
Damage +6 (Stunning Venom Blast)/+7 (Unarmed-critical 18-20)/+10 (Venom Blast)
Defense +12 (+3 flat-footed)
Initiative +5


Costs: Attributes 26+ Skills 12+ Feats 23+ Powers 56+ Saves 9+ Combat 24= 150 pts.


:arrow: I’ve gotta admit that this is one of those wiki-based builds I’ll do every now & then. I’ve not ready any of the recent things that feature Spider-Woman in it, though I’ll show my age and mention that I remember reading a couple issues of her 70s series when I was a kid and that Marvel bringing her back was seems like one of their cooler ideas.

:arrow: Spider-Woman is one part spy, one part super-hero and one part counter spy. It’s an interesting take given her ties to various criminal organizations early in her career and then later on when she was trying to stabilize her returned powers. Plus the whole deal with the Skrull-Queen using her id giving her one of the worst reputations in Marvel’s hero community makes for an interesting idea. Overall though Spider-Woman is a bit of a blaster/scrapper, a bit of a sneak/scout, and a contact/investigator. She can do just a little bit of those various roles on a team helping to round out any lineup fairly well.
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Quicksilver build #749

Postby Tattooedman » Thu Mar 31, 2011 8:44 am

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Quicksilver:
PL: 8
Str 16 (+3) Dex 20 (+5) Con 16 (+3) Int 12 (+1) Wis 12 (+1) Cha 10 (+0)

Skills: Acrobatics 4 (+9), Bluff 6 (+6), Disable Device 4 (+5), Escape Artist 2 (+7), Knowledge (Current Events) 4 (+), Notice 4 (+5), Sense Motive 4 (+5), Sleight of Hand 2 (+7), Stealth 2 (+7)

Feats: All-Out Attack, Attack Focus (Melee) 2, Dodge Focus 2, Endurance, Luck, Sneak Attack [+2 damage], Stunning Attack, Taunt, Uncanny Dodge [visual]

Powers: Superspeed 7 [1000 mph] (Power Feats: Dodge Focus 4, Elusive Target, Environmental Adaptation [High Speed], Evasion 2, Fast Overrun, Improved Overrun, Move-By Action, Moving Feint, Tough 2)
-Alt. Power: Air Control 7
-Alt. Power: Deflect 7 [slow & fast projectiles]
-Alt. Power: Invisibility 1
-Alt. Powe: Rapid Attack
-Alt. Power: Strike 7

Super-Movement 3 (Wall Run x2; Water Run) (Flaw: Limited-Only when running)

Saves: Toughness +5
Fort +5
Ref +11
Will +5

Combat: Attack +7/+9 (melee)
Damage +3 (unarmed)/+7 (superspeed strike)
Defense +11 (+2 flat-footed)
Initiative +33


Costs: Attributes 26+ Skills 8+ Feats 11+ Powers 54+ Saves 12+ Combat 24= 135 pts.


:arrow: The infamous Quicksilver, what to say about him? Not alot that hasn't been already said by most the other builder's on the ATT, cause it seems like at some point everyone has read a book that had Quicksilver in it. He's been used that much, and in that many different books.

:arrow: Honestly, let's think about it. He started off in the first Brotherhood went to the Avengers and stayed there for a few years, then he married into the Inhumans and lived on the frickin' Moon for a long time and delt time to time with the Fantastic Four. Then he was in the Avengers again for a few seconds and then on to the second X-Factor team for awhile, then his time with the High Evolutionary which had him dealing with the Acolytes & Heroes for Hire. That's the short version of it all. With all that said, Quicksilver has pretty much worked with the majority of heroes in Marvel at some point in his life. As the for the ones he hasn't, well 9 outta 10 times fought against them then.

:arrow: Quicksilver is more of a background member on the team, taking care of civilians and mooks. What makes him interesting in my mind is his personality, I like how it was explained during his time in X-Factor. He suffers from P.M.S. (now just wait & I'll explain). Peitro Maximoff Sysdrome is what has Quicksilver down. His mind is constantly racing at the speeds he needs to run at high speeds. Everything seems very sslllllooooowwww to him, so remember when you got stuck behind that older person who just couldn't quite figure out the ATM and you had to stand there waiting for something like 5 whole minutes while you had to be somewhere else way more important? That's how Quicksilver feels all the time. I thought it sounded good and I've used it in settings that Quicksilver was invovled in and it made RPing him sooo much easier when done that way.
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