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Tattooverse 2.5: WOF builds

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Black Diamond build #778

Postby Tattooedman » Mon Apr 04, 2011 12:24 pm

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

Skills: Acrobatics 8 (+11), Bluff 8 (+9), Climb 4 (+6), Craft (Electronic) 8 (+11), Craft (Mechanical) 8 (+11), Knowledge (Business) 5 (+8.), Knowledge (Pop Culture) 5 (+8.), Knowledge (Technology) 8 (+11), Notice 8 (+9), Sense Motive 8 (+9), Stealth 8 (+11), Swim 2 (+4)

Feats: Acrobatic Bluff, Attack Focus (Melee) 4, Attack Spec. (Coldsuit Energy Array) 2, Benefit 2 [Wealth x2], Defensive Roll 2, Distract [Bluff], Dodge Focus 6, Elusive Target, Endurance, Evasion, Fascinate [Bluff], Fast Overrun, Improved Feint, Improved Initiative, Improved Trip, Power Attack, Redirect

Powers: Device [Coldsuit] 10 [hard to lose]
--Blast 10 [cold energy] (Extra: Penetrating)
-Alt. Power: Blast 10 [ice spikes] (Extra: Autofire)
-Alt. Power: Snare 10 [ice coating]
--Environmental Control 8 [Intense Cold & Hamper Movement {icey surfaces-½ speed}]
--Immunity 5 (Environmental Cold, Environmental Heat, Pressure, Suffocation)
--Protection 5

Device [Hoverboard] 4 [easy to lose]
--Flight 4 (Power Feats: Improved Overrun, Move-By Action)
--Strike 6 [hoverboard smack] (Power Feat: Mighty)

Saves: Toughness +9*/+7**/+2 [*Coldsuit & Defensive Roll/**Coldsuit]
Fort +7
Ref +10
Will +7

Combat: Attack +4/+8 (melee)/+8 (coldsuit energy array)
Damage +2 (unarmed)/+8 (hoverboard smack)/+9 (coldsuit energy array)
Defense +11 (+2 flat-footed)
Initiative +7

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


Real Name: Daniel "Danny" Nash
Height: 5'9"
Weight: 140 lbs.
Hair: Blonde
Eyes: Hazel

Costs: Attributes 24+ Skills 20+ Feats 28+ Powers 56+ Saves 18+ Combat 18- Drawbacks 4= 160 pts.


Background: Harrison Nash groomed his sone from birth to eventually assume control of the family business, an aggressively amoral high-technology research and development firm called Nash Teletronics. With the vast proceeds generated by the company, Nash lavished young Daniel with a staggeringly expensive education. A cadre of tutors worked day and night to insturct the boy on the intricacies of internation finance, computer sciences, and the budding field of robotics. The boy excelled at his studies, finishing high school at the age of 11 and completing his undergraduate studies just a few years after that.

Shortly after achieving his doctorate Daniel’s life fell apart. For the past decade, government regulators had been sniffing around Nash Teletronics, suspecting widespread corruption on the board of directors and collusion with several terrorist organizations. The suspicions turned to outright indictments when the Justice Department accused Harrison Nash and his company of providing material support to terrorists in the form of privately contracted super-science devices wielded by a handful of super villains. The indictment cited several similarities between the illegal technology and Nash methodology, igniting a media explosion and several months of televised trials.

Nash Teletronics stock plummeted, hundreds of scientists and technicians fled to competing firms, and the money that once sustained Daniel’s education and lifestyle was diverted to the company’s legal defense. Harrison Nash became obsessed with protecting his “good name” and all but ignored his son. Disdainful of his father’s new priorities, Daniel abandoned his position as a 17-year old junior executive to dedicate his life to the one pastime his father had always considered his most wasteful indulgence, snowboarding. Daniel became “Danny”, and embraced his new life as a pro-am shredder without any responsibilities beyond keeping his board waxed and his bed warmed with the bodies of numerous female admirers. Unfortunately, he wasn’t good enough to make it as a professional snowboarder, and never achieved ultimate success on the slopes despite his affinity for the sport. His embittered father turned off the money spigot, forcing Danny to return to Nash Teletronics or take up honest work.

The young man resentfully returned to his father’s side, where he was assigned to a top secret coolant suit project. With access to cutting edge computers and manufacturing resources, Nash completed the coolant suit in record time, spending most of his time on a project he kept secret from everyone: a flying snowboard that would at long last allow him to make a name for himself. Using the cold suit, Danny has managed to build a reputation as the super criminal called Black Diamond, a persona that allows him to make use of all of the skills he’s developed over his lifetime. He steals from anyone and everyone, from other high technology firms and companys to banks and events (where he robs those in attendance). Danny’s been successful enough that he has managed to start his own company that specializes in computer sciences, proof to him that he’s just as good as his father. Often Danny’s robberies are his way to vent frustrations as well as lashing out at a world he feels has done him wrong, particularly his father (often times Black Diamond will break into one of Nash Teletronics facilities following an argument between the two of them).

So far Danny has managed to keep his identity as Black Diamond a secret but it’s only a matter of time before he gets too careless and loses the one edge he’s got.
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The Olympian build #779

Postby Tattooedman » Mon Apr 04, 2011 1:22 pm

Image
The Olympian:
PL: 11
Str 24 (+7) Dex 18 (+4) Con 24 (+7) Int 14 (+2) Wis 20 (+5) Cha 16 (+3)

Skills: Climb 4 (+11), Intimidate 10 (+13), Knowledge (History) 8 (+10), Knowledge (Streetwise) 6 (+8.), Notice 8 (+13), Sense Motive 10 (+15), Stealth 8 (+12), Survival 6 (+11), Swim 4 (+11)

Feats: Cunning Fighter, Eidetic Memory, Fearless, Follow-Up Attack, Grappling Finesse, Improved Critical (Unarmed) 2, Improved Feint, Improved Pin, Interpose, Luck 2, Move-By Action, Power Attack, Precise Shot, Startle, Takedown Attack 2, Unbalancing Strike, Veteran Fighter

Powers: Immunity 5 [Disease, Environmental Cold, Environmental Heat, Environmental Pressure, Poison]
Impervious Toughness 7
Protection 4 (Extra: Impervious)
Regeneration 15 [Recovery Rate: Bruised: 1/round; Injured: 1/round; Staggered: 1/minute; Disabled: 1/minute] (Power Feats: Diehard, Persistent, Regrowth)
Super Strength 4
Weapon Summoning 6 [30 pt pool] [calling upon Hephaestus‘ forge] (Flaw: Limited [Ancient Weapons Only])

~Example Weapon~
Device
[Argonaut Shield] 3 [easy to lose]
--Enhanced Feats 4 [Improved Block 2, Improved Defense 2]
--Feature [Mirrored Surface]
--Strike 4 (Power Feat: Improved Critical 3, Improved Sunder, Mighty)


Device [Winged Sandals] 2 [hard to lose]
--Flight 5

Saves: Toughness +11* [*Impervious]
Fort +12
Ref +8
Will +9

Combat: Attack +11
Damage +7 (Unarmed-critical 18-20)
Defense +11 (+4 flat-footed)
Initiative +4

Drawbacks: Normal Identity [Spoken phrase to transform; Free Action] (-3 pts)


Costs: Attributes 56+ Skills 18+ Feats 18+ Powers 90+ Saves 13+ Combat 38- Drawbacks 3= 230 pts.


Real Name: Christopher “Chris” Evans
Height: 5’ 11” [normal] 6’ 2” [as Olympian]
Weight: 150 lbs [normal] 220 lbs [as Olympian]
Hair: Brown [normal] Black [as Olympian]
Eye Color: Brown [normal] Hazel [as Olympian]


Background: Several of the of the gods of Olympus have grown tired of Hades’ various schemes involving Earth and the immortal inventor Daedalus. Finally Athena, Hephaestus, Artemis, Hermes, Apollo, Dionysus and Aphrodite gathered together in secret to come up with a way to interfere with Hades’ efforts. They realized several things; the first being that it was possible for Hades’ to eventually succeed in his goals and none of them wished to have him as the Lord of Olympus (even a broken sun dial can get the right time at least once.). The second was the other eventuality of Zeus discovering Hades’ efforts and placing even more restrictive bans on what the Gods could and couldn’t do on Earth, something that again none of them wanted.

To that end the gathering of gods decided to empower a champion who could draw Hades’ ire and attention away from his plans of domination. Soon they had chosen a candidate, Chris Evans a mechanic in Freedom City, and brought him before them asking him to become their champion and to protect the city.

For his part Chris thought he was having a way crazy dream but agreed anyways, cause hey he was like most younger adults in Freedom City (who all at some point wish they could somehow get powers of their own). He was surprised to wake up in the remains of his bed, transformed physically into a perfect physical specimen but he still went out that night and tried out his powers. Besides being physically stronger and tougher he knew how to fight and was able to call upon Hephaestus’ forge, bringing various weapons of legend to his hand.

So far Chris, calling himself the Olympian, has made some headlines with his efforts to protect the people of Freedom City. He doesn’t realize it yet but he has interfered in some of the operations of the Labyrinth, thus fulfilling some of the gods goals and has drawn the attention of Hades as well. So much so that he’s even went as far as empowering his own agent, the Praetorian, who has clashed a couple times with the Olympian but those meetings haven’t ended with a clear winner yet.
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Praetorian build #780

Postby Tattooedman » Mon Apr 04, 2011 1:23 pm

Image
Praetorian:
PL:
16
Str 18 [34] (+4/+12) Dex 18 (+4) Con 18 (+4) Int 16 (+3) Wis 16 (+3) Cha 22 (+6)

Skills: Bluff 9 (+15), Diplomacy 9 (+15), Intimidate 10 (+16), Knowledge [History] 12 (+15), Knowledge [Physical Science] 10 (+13), Knowledge [Tactics] 12 (+15), Knowledge [Technology] 12 (+15), Notice 12 (+15), Search 8 (+11), Sense Motive 10 (+13)

Feats: Assessment, Attack Focus [Melee] 2, Challenge [Mass Intimidate], Distract [Intimidate], Fearless, Improved Aim, Improved Defense, Improved Initiative, Inspire 2, Leadership, Luck 2, Minion 17 [PL 10 Spidermechs (x100)], Minion 13 [PL 7 Wardogs (x50)], Minion 13 [PL 7 Bloodhawks (x50)], Power Attack, Second Chance [Intimidate Checks], Uncanny Dodge, Veteran Fighter

Powers: 41st Century Eugenics:
Enhanced Fortitude Save 6
Enhanced Strength 16
Immunity 9 [Life Support]
Regeneration 15 [Recovery Bonus: +5; Recovery Rate: Injured: 1/minute; Staggered: 1/minute; Disabled: 1/5 minutes] (Power Feats: Diehard, Regrowth)
Super-Senses 4 [Direction Sense, Extended Vision, Infravision, Time Sense]

Device [Warskin] 15 [hard to lose] (Power Feat: Restricted)
Matter Eraser: Disintegrate 10 [Linked to Blast]
Blast 15 (Power Feat: Improved Critical 2) [Linked to Disintegrate]
-Energy Sword: Strike 4 (Power Feats: Improved Critical 3, Mighty)
-Micro-Missile Launcher: Blast 16 (Extra: Autofire); (Power Feats: Accurate, Homing 4
-Paralyzer Ray: Paralyze 16 (Extras: Area [Targeted Cone], Ranged)

Device [Jet-Boots 3 [hard to lose]
-Flight 7

Device [Shield] 1 [easy to lose] (Power Feat: Indestructible)
Blocking: Enhanced Feats 5 [Dodge Focus 2, Improved Block, Improved Defense 2]

Device [Tech Spear] 3 [easy to lose]
Onboard Tracking Aim: Blast 4 (Power Feats: Accurate, Homing 2, Improved Critical 2, Ricochet, Mighty)

Device [Future-Tech Armor] 14 [hard to lose]
Datalink: Communication 11 (Extra: Area); (Power Feat: Selective, Subtle)
Sensory Systems: Super-Senses 11 [Radius Sight, Microscopic Vision (atomic size), Distance Sense, Vision Counters All Concealment]
Temporal Displacement System: Super-Movement 3 [Temporal Movement (any point in time)] (Power Feat: Progression 15)
Warsafe Coating: Protection 14

Saves: Toughness +18
Fort +12
Ref +9
Will +12

Combat: Attack +14/+16 (Melee)
Damage +12 (Unarmed)/+16 (Energy Sword; critical 17-20/Micro-Missiles/Tech Spear; critical 18-20)
Defense +14 (+6 flat-footed)
Initiative +8

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


Costs: Attributes 48+ Skills 26+ Feats 61+ Powers 194+ Saves 16+ Combat 52- Drawbacks 4= 393 pts.

robotic minions wrote:Image
Spidermechs:
PL:
10
Str 30 (+10) Dex 14 (+2) Con -- Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills: Knowledge [Tactics] 8 (+8.), Notice (+8.), Sense Motive 8 (+8.)

Feats: Attack Focus [Melee] 2, Fearless, Improved Aim, Improved Initiative, Move-By Action, Teamwork

Powers: Warbot Construction:
Blast 12 [Heavy Blaster]
-Alt. Power: Blast 8 [Burst Setting] (Extra: Autofire)
-Alt. Power: Blast 8 [Explosive Rounds] (Extra: Area [Explosive])
Communication 4 [radio]
Immunity 30 [Fortitude Effects]
Protection 10
Speed 3
Super-Movement 1 [Wall-Crawling]
Super-Senses 2 [Radius Sight, Infravision]

Saves: Toughness +10
Fort N/A
Ref +5
Will +5

Combat: Attack +8/+10 (Melee)
Damage +8 (Burst Setting; critical 18-20/Explosive Rounds; critical 18-20)+10 (Unarmed)/+12 (Heavy Blaster; critical 18-20)
Defense +10 (+5 flat-footed)
Initiative +6


Costs: Attributes 14+ Skills 6+ Feats 7+ Powers 77+ Saves 10+ Combat 36= 150 pts.

Notes: Spidermechs are enormous walking tanks piloted by cyborgized soldiers who are little more than brains and nervous systems plugged into large and monstrous shells.

>>>
Wardogs:
PL:
7
Str 20 (+5) Dex 10 (+0) Con 20 (+5) Int 8 (-1) Wis 10 (+0) Cha 10 (+0)

Skills: Climb 4 (+6), Intimidate 8 (+8.), Notice 4 (+4),

Feats: Improved Critical [Powerlance], Improved Initiative, Teamwork 2

Powers: :
Growth 3 (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
Super-Senses 4 [Scent (Tracking 2), Ultrahearing]
Super Strength 1

Device [Battle Armor] 4 [hard to lose]
--Feature 1 [Comlink]
--Immunity 9 [Life Support]
--Protection 5 (Extra: Impervious)

Device [Powerlance] 5 [easy to lose]
--Blast 8 (Extra: Penetrating)
-Alt. Power: Strike 3 (Extra: Penetrating 8.); (Power Feats: Extended Reach, Mighty)


Saves: Toughness +10
Fort +8
Ref +3
Will +0

Combat: Attack +6
Damage +5 (Unarmed)/+8 (Powerlance)
Defense +4 (+2 flat-footed)
Initiative +4


Costs: Attributes 9+ Skills 4+ Feats 4+ Powers 47+ Saves 12+ Combat 20= 96 pts.

Notes: Praetorian's ground troops are genetically modified humanoids
between six to seven feet tall called War Dogs, they wear advanced body armor and carry enhanced energy weapons.

>>>
Bloodhawks:
PL:
7
Str 13 (+2) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills: Intimidate 8 (+8.), Notice 8 (+8.), Sense Motive 8 (+8.)

Feats: Favored Environment [Airborne] 3, Evasion, Improved Initiative, Move-By Action, Precise Shot, Teamwork 2

Powers: Device [Battle Armor] 6 [hard to lose]
--Feature 1 [Comlink]
--Flight 5
--Immunity 9 [Life Support]
--Protection 5 (Extra: Impervious)

Device [Blaster Rifle] 4 [easy to lose]
--Blast 5 (Extras: Autofire, Penetrating)

Saves: Toughness +7* [*Impervious 5]
Fort +5
Ref +8
Will +3

Combat: Attack +8
Damage +2 (Unarmed)/+5 (Blaster Rifle)
Defense +6 [airborne]/+3 [grounded] (+3 [airborne]/+1 [grounded] flat-footed)
Initiative +6


Costs: Attributes 11+ Skills 6+ Feats 9+ Powers 36+ Saves 12+ Combat 22= 96 pts.

Notes: Bloodhawks are from the same basic stock as the War Dogs, but have been bred for somewhat greater intelligence and problem-solving capacity. They wear powered armor with flight capabilities and carry energy rifles.





Complications:
Motivation ~Conquest: Praetorian is driven to conquer and rule over ever era of Earth’s past.

Not of this Time: Praetorian’s time travel technology has certain limits and can be disrupted, sending him and his armies back to their rightful time.


Background: In a possible future, the discovery of time travel led to seemingly interminable temporal warfare that has left the timestream a tattered mess and the Earth a wasteland. In this desolate era, a single strong leader rose to prominence and rebuilt the Earth into a great and terrible power. A military genius and the product of grueling scientific experimentation in eugenics, this leader adopted both name and appearance from an ancient period of history he admired: Praetorian. Aside from small bits and pieces, practically nothing else is known about him. Using technology stolen from across the timescape, and cannibalizing hapless souls kidnapped from countless centuries as genetic fodder for his bioengineered armies, the man known only as Praetorian has conquered one era after another. His only rivals seem to be a mysterious and pseudo-religious consortium calling itself the Chronumvirate, who have engaged him in a brutal guerilla conflict throughout all the eras over which he holds sway.

Barely kept in check by the necessity of dealing with the Chronumvirate’s attacks, Praetorian has also encountered difficulty extending his grasp to modern times. He knows from fragmented historical records that the period spanning the second half of the 20th Century and the first half of the 21st Century is, for some reason, a vital link in the temporal chain for his continuing conquest of the entire temporal continuum. However, for several hundred years in both directions from the 21st Century, there is a “temporal storm,” which makes it impossible to accurately travel to and from this period using the technology he has acquired, and exceedingly difficult for his extratemporal incursions to stay here for any real duration. Oddly, this storm has neither been noticed by nor interfered with the travels of others using different forms of time travel than Praetorian’s bulk quantum tunnelers. There seems little rhyme or reason as to the dates on which Praetorian has attempted his invasions, with encounters ranging from as little as a few months apart to decades from one another. What is known is that he must secure beachheads of a sort, using his terrible Time Tower weapons to literally tear holes in the fabric of time. These holes must then be continually reinforced to allow him to bring his troops through, or they will collapse and his armies and equipment vanish, abruptly yanked back through time to their rightful origin. Not that these obstacles have in anyway deterred him from attempting his temporal invasions – on the contrary, the
difficulties involved just seem to goad him into stronger resolve. Praetorian holds the dubious distinction of being the sole enemy shared by all three incarnations of the Sentinels, having fought each in their own era.

The product of comparatively primitive eugenics (technology is unevenly distributed through Praetorian’s home era in the aftermath of the Temporal Wars), the man called Praetorian is an impressive physical specimen. To some, his physique may even seem abnormally or overly well-developed. He wears a suit of highly advanced combat armor he calls his “warskin.” This suit is stylized to resemble an idealized Roman centurion’s uniform, containing weapons systems practically unmatched by anything that exists on modern Earth, even one where superhuman inventors have been at work for decades. A favorite of his is an energy sword that has proven able to cut through a meter thick section of Omnium steel. The combination of his own considerable combat prowess matched with the suit’s internal weaponry makes for a daunting opponent. The self-repairing smart-tech in the suit has even proven capable of reconfiguring itself to produce whatever systems Praetorian has needed, and includes a personal version of the time-tunneling technology he uses for his army, but on a more stable scale.
Last edited by Tattooedman on Sun Jul 08, 2012 9:47 am, edited 8 times in total.
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VIPER Agents build #781

Postby Tattooedman » Mon Apr 04, 2011 1:27 pm

Image


VIPER Agents:
Cobras: The most commonly seen agents of VIPER. This is where most agents start off and end (most of the time) at least until those with special talents or enough determination earn themselves a promotion. insignia: one gold button

Adders: These are the better trained, elite agents. They often are the team leaders of the Cobras, calling out maneuvers and actions in the field; they also are responsible for contributing to the plans for the Nest leader’s latest caper. insignia: two gold buttons

Asps: These are the geeks of VIPER; the eggheads of all kinds. Be it computers, mechanics, medicine, chemistry, whatever, pick a scientific discipline and these are the snakes filling those roles within the organization. They're the ones working on the latest mind-altering drug to be dumped into a city's water supply or the one who puts the Dragon Tank back in working order after Captain Thunder has ripped it's turret off. Don't take them too lightly though, they still have to pass VIPER Academy just like everyone else so they know how to work a blaster just like the others. insignia: one gold diamond

Pythons: The men and women of VIPER whose job it is to spy on everyone else. From the local police, to AEGIS, to the mobs and street gangs, the Pythons keep tabs on all of them. No matter how they get the information (by surveillance or infiltration of spies) as long as they get it, they've got the digital recordings to prove it. Pythons are also used as an internal security, keeping tabs on the other members of the Nests where they are assigned. They have secret meetings at certain times to share what they’ve learned with their superiors. insignia: none unique, wear whatever their cover calls for

Scarlet Serpents: Essentially VIPER's answer to Navy SEALs, Scarlet Serpents are given a much more intensive and in-depth training of tactics and how to operate in the field (this usually covers everything from vehicle combat to underwater operations as well as anything else the instructors can think of). Normally they are assigned to teams of 8 and given unique missions to perform while the Cobras and Adders are doing the other half of a mission (namely playing the distraction). Because of the costs spent to train and educate then men and women, VIPER has made it a point to better arm them as well. insignia: a red diamond

Flying Snakes: A newer creation within VIPER, the Flying Snakes are the air support for larger Nests or operations that are airborne based. So far the majority of the Flying Snakes are Scarlet Serpents who showed a natural talent for using the flight suit. insignia: a pair of red diamonds

Note: Cobras, Adders, and Asps all wear the same style of uniform with insignia pins worn on the neck to signify their designation. Pythons have no unique insignia, as to keep their nature secret from the rest and will wear a insignia of one of the other three designations as their cover. Scarlet Serpents and Flying Snake (who were previous Scarlet Serpents) wear a red uniform which differentiate them from the other agents. They have their own insignia pins as well to tell the difference between the two types of agents.

Nest Leaders: The men and women who call the shots for the various bases across the country. They've been trained in large scale tactics as well as management of the forces under their command. They carry the rank of Commander and have at least one assistant, who has the rank of Captain, but normally most have two or three depending on the size of the nest. The Commander is the one who is answerable to the VIPER higher ups and often is more of a political kind of person than a solider but they do know how to use VIPER weapons just as well as any other agent. It's the Captains who handle the bulk of planning and dealing with the day to day operations of the nests. insignia: Captains wear a silver V-styled insignia.
Commanders wear a silver V-styled piece with a matching bar under it.


--------
Image
VIPER Agent [Cobra]:
PL:
5
Str 12 (+1) Dex 12 (+1) Con 12 (+1) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills: Drive 4 (+5), Knowledge [Tactics] 4 (+4), Notice 6 (+6), Profession [Soldier] 4 (+4), Sense Motive 6 (+6)

Feats: Equipment 4, Teamwork

Saves: Toughness +5*/+1 [*VIPER Armor]
Fort +3
Reflex +2
Will +3

Combat: Attack +5
Damage +1 (Unarmed); +5 (Blaster)
Defense +5 (+2 flat-footed)
Initiative +1

Equipment: Blaster [+5 damage]
VIPER Armor [+4 Toughness]; Commlink; Gas Mask; Flash Goggles

Costs: Abilities 6+ Skills 6+ Feats 5+ Saves 6+ Combat 20= 43 pts.

---------

VIPER Agent [Adder]:
PL:
6
Str 12 (+1) Dex 12 (+1) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 12 (+1)

Skills: Drive 5 (+6), Knowledge [Tactics] 6 (+6), Notice 6 (+7), Profession [Soldier] 5 (+5), Sense Motive 6 (+7)

Feats: Equipment 4, Teamwork

Saves: Toughness +6*/+2 [*VIPER Armor]
Fort +4
Reflex +3
Will +4

Combat: Attack +6
Damage +1 (Unarmed); +5 (Blaster)
Defense +6 (+3 flat-footed)
Initiative +1

Equipment: Blaster [+5 damage]
VIPER Armor [+4 Toughness]; Commlink; Gas Mask; Flash Goggles


Costs: Abilities 10+ Skills 7+ Feats 5+ Saves 7+ Combat 24= 53 pts.

-----
VIPER Agent [Python]:
PL:
5
Str 12 (+1) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 10 (+0) Cha 10 (+0)

Skills: Bluff 6 (+6), Craft [Electronics] 5 (+6), Craft [Mechanical] 5 (+6), Disable Device 4 (+5), Knowledge [Physical Sciences] 5 (+6), Knowledge [Tactics] 4 (+4), Knowledge [Technology] 5 (+6), Notice 6 (+6), Sense Motive 6 (+6), Sleight of Hand 4 (+5), Stealth 6 (+7)

Feats: Equipment 4, Teamwork

Saves: Toughness +5*/+1 [*VIPER Armor]
Fort +3
Reflex +2
Will +4

Combat: Attack +4
Damage +1 (Unarmed); +5 (Blaster)
Defense +5 (+2 flat-footed)
Initiative +1

Equipment: Blaster [+5 damage]
VIPER Armor [+4 Toughness]; Commlink; Gas Mask; Flash Goggles Tool kit

Costs: Abilities 8+ Skills 14+ Feats 5+ Saves 7+ Combat 18= 52 pts.

------
Image
VIPER Agent [Scarlet Serpent]:
PL:
8
Str 16 (+3) Dex 14 (+2) Con 16 (+3) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

Skills: Climb 5 (+8.), Drive 6 (+8.), Intimidate 8 (+8.), Knowledge [Tactics] 8 (+9), Notice 6 (+8.), Pilot 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+8.), Swim 5 (+8.)

Feats: Challenge [Fast Planning], Equipment 5, Improved Initiative, Power Attack, Teamwork 2

Saves: Toughness +7*/+3 [*VIPER Armor]
Fort +6
Reflex +5
Will +5

Combat: Attack +8
Damage +3 (Unarmed); +4 (Knife)/+8 (Blaster)
Defense +9 (+4 flat-footed)
Initiative +6

Equipment: Blaster [+8 damage]
Knife [+1 damage; critical 18-20]
VIPER Scarlet Serpent Armor [+4 Toughness]; Commlink; Gas Mask; Flash Goggles; Nightvision


Costs: Abilities 22+ Skills 14+ Feats 10+ Saves 9+ Combat 34= 89 pts.

------
VIPER Agent [Flying Snake]:
PL:
8
Str 14 (+2) Dex 16 (+3) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

Skills: Acrobatics 4 (+7), Climb 5 (+8.), Drive 6 (+8.), Intimidate 8 (+8.), Knowledge [Tactics] 8 (+9), Notice 6 (+8.), Pilot 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+8.), Swim 5 (+8.)

Feats: Acrobatic Feint, Challenge [Fast Planning], Improved Initiative, Power Attack, Teamwork 2

Powers: Device [Winged Serpent Flight Suit] 7 (hard to lose)
--Flight 5
--Blast 8
--Protection 6
--Super-Senses 3 [Darkvision, Radio]

Saves: Toughness +8*/+2 [*Winged Serpent Flight Suit]
Fort +5
Reflex +6
Will +5

Combat: Attack +8
Damage +3 (Unarmed); +4 (Knife)/+8 (Blaster)
Defense +8 (+4 flat-footed)
Initiative +6


Costs: Abilities 20+ Skills 14+ Feats 6+ Powers 28+ Saves 9+ Combat 32= 109 pts.



OOC wrote:Taking a bit from the TV/comic book Cobra & Champions 5th edition (I think) to flesh out my take on VIPER. They're small fries in terms of a terrorist organization but they've got tons of people who are tired of the way things are and are willing to get paid for their efforts.

I'll get some more worked up on them in the next few days and add it here.
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Re: Tattooverse 2.5 [2E]

Postby Shock » Mon Apr 04, 2011 1:29 pm

I love your VIPER guys. Probably the GIJoe fan in me.

I also love kicking their asses. It just feels right.
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Mon Apr 04, 2011 1:39 pm

Shock wrote:I love your VIPER guys. Probably the GIJoe fan in me.


For some reason I thought the pics fit, probably the same GIJoe fan in me (I grew up watching that show :wink: ). The funny thing is I had the write up done before I considered doing pics, then it dawned on me that there had to be some pics of a couple COBRA fellows I could make use of.....so a quick trip to ComicVine and there they were.

Shock wrote:I also love kicking their asses. It just feels right.


It's been challenging to run but overall I'm liking how everyone is playing out (Dragon Branch, SHADOW's goons, VIPER's mooks and the SHADOW Mutates), they're all performing about as I expected (aside from some crap dice rolls from IC but that's the just the way IC is).
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Nevermore build #782

Postby Tattooedman » Mon Apr 04, 2011 1:51 pm

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Nevermore:
PL:
11
Str 10 [22] (+0/+6) Dex 12 [18] (+1/+4) Con -- Int 16 (+3) Wis 24 (+7) Cha 16 (+3)

Skills: Bluff 10 (+13), Concentration 8 (+15), Diplomacy 12 (+15), Intimidate 9 (+12), Knowledge [Arcane Lore] 14 (+17), Knowledge [History] 12 (+15), Knowledge [Theology & Philosophy] 12 (+15), Notice 8 (+15), Sense Motive 8 (+15), Sleight of Hand 2 (+6), Stealth 8 (+12)

Feats: Animal Empathy, Attack Spec. [Mystical Might Array], Fascinate [Diplomacy], Improved Pin, Power Attack, Ritualist, Startle, Trance

Powers: Vampire Nature:
Drain Constitution 5 [blood drain] (Flaw: Requires Grapple)
Enhanced Strength 12
Enhanced Dexterity 6
Immunity 32 [Critical Hits, Fortitude Effects]
Protection 8
Regeneration 22 [Recovery Bonus: +13; Recovery Rate: Bruised: 1/round 2/out rest; Injured: 1/5 minutes; Staggered: 1/5 minutes; Disabled: 1/hour] (Power Feat: Regrowth)
Super Strength 2
-Alt. Power: Leaping 2
-Alt. Power: Speed 2

Mystical Might:
Magic 12 (Extra: Wide Array)
Baleful Bindings of Bal’Hemoth: Snare 12 (Extra: Backlash); (Power Feat: Affects Insubstantial 2)
-Bitter Lash of Bal‘Hemoth: Paralyze 10 (Power Feat: Extended Reach 2, Improved Critical 2)
-Crooked Road of Kar‘Kradas: Teleport 12 (Extra: Accurate); (Flaw: Medium [shadows])
-Maw of Vhoka: Blast 12 (Power Feat: Homing 4, Improved Critical 4)
-Scythe of Shatachna: Strike 12 (Extra: Penetrating); (Power Feats: Extended Range, Improved Critical 4)
-Second Wheel of Weyan: ESP 12 [audio & visual]
-Shinning Shield of Sirrion: Force Field 4 (Extra: Impervious 12)
-Storm of Ghorummaz: Blast 12 (Power Feat: Indirect 2)
-Thunderous Tread of Ghorummaz: Trip 12 (Extra: Area [Burst])
-Third Wheel of Weyan: Deflect 12 [all attacks] (Extra: Reflect)
-Umbral Kraken of Kar‘Kradas: Summon 11 [use sea monster archetype (M&M pg 235; replace swimming with burrowing if used on land)]

Mystical Senses:
Suepr-Senses 2 [Danger Sense, Mystical Awareness]

Device [Charm of Idolon] 4 [hard to lose]
Cloak of Idolon: Concealment 2 [mental senses & ESP]
Veil of Idolon: Obscure 8 (250 ft) [mental senses & ESP]

Saves: Toughness +12*/+8 [*Impervious Force Field]
Fort n/a
Ref +8
Will +14

Combat: Attack +8/+10 (Mystical Might Array)
Damage +12 (Mystical Might)
Defense +10 (+5 flat-footed)
Initiative +4

Drawbacks: Power Loss [Magical Array; if unable to gesture & speak] (-2 pts)
Vulnerable [Items made of Silver; +100% damage] (-3 pts)
Weakness [Garlic; -2 to all checks & attack/defense] (-2 pts)
Weakness [Ultraviolet light on bear skin; Per Round, Destroyed after 3 rounds] (-10 pts)


Costs: Attributes 18+ Skills 23+ Feats 8+ Powers 153+ Saves 11+ Combat 36- Drawbacks 17= 232 pts.


Real Name: Unknown
Height: 5’ 10”
Weight: Unknown
Hair: Unknown
Eye Color: Unknown


Complications:
Creature of the Night: With his being an undead being, Nevermore gives off an natural aura of oddness that stands out even if the person dealing with him is unaware of his true nature.

To walk in the Sun: Nevermore has been trying to discover a way for him to overcome the few problems his vampiric nature brings on (the majority of his Drawbacks) and will pursue any possible lead that would enable him to accomplish that goal.


Background: In the works…..
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Quickstrike build #783

Postby Tattooedman » Mon Apr 04, 2011 1:52 pm

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Quickstrike:
PL: 10
Str 18 (+4) Dex 22 (+6) Con 16 (+3) Int 10 (+0) Wis 15 (+2) Cha 10 (+0)

Skills: Acrobatics 10 (+16), Concentration 10 (+12), Escape Artist 10 (+15), Intimidate 10 (+10), Notice 8 (+10), Search 6 (+6), Sense Motive 8 (+10), Stealth 10 (+16)

Feats: Acrobatic Bluff, Ambidexterity, Blind-Fight, Chokehold, Cunning Fighter, Defensive Attack, Defensive Roll 4, Elusive Target, Equipment 2, Grappling Finesse, Improved Defense, Improved Disarm, Improved Feint, Improved Initiative, Improved Sunder, Improved Throw, Improved Trip, Instant Up, Power Attack, Prone Fighting, Redirect, Stunning Attack, Takedown Attack 2, Twin Weapon Strike, Uncanny Dodge [audio], Up the Walls

Saves: Toughness +7*/+4 [*Defensive Roll]
Fort +8
Ref +13
Will +14

Combat: Attack +14
Damage +4 (Unarmed)/+6 (3-Section Staff)
Defense +13 (+6 flat-footed)
Initiative +10

Equipment: 3-Section Staff [Strike 2 (Power Feat: Mighty); (Bonuses: +2 feints; -4 to target’s block roll; double weapon)]


Real Name: Unknown
Height: 5’ 8”
Weight: Unknown
Hair: Black
Eye Color: Unknown


Costs: Attributes 31+ Skills 18+ Feats 31+ Saves 16+ Combat 54= 150 pts.


Background: Nothing about the man called Quickstrike is known, he has shown that he is a capable martial artist with some considerable skill. He was contacted by members of Freedom City’s crime families to deal with the fledgling hero Nevermore. It was a short fight as Quickstrike underestimated Nevermore and paid the price for it, being beaten and left bound to be collected by the Freedom City police department. A few hours later Quickstrike was walked out of his holding cell thanks to his high priced lawyer.
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Skab build #784

Postby Tattooedman » Mon Apr 04, 2011 1:54 pm

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Skab:
PL: 10
Str 18 [30] (+4/+10) Dex 14 (+2) Con 20 (+5) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

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

Feats: All-Out Attack, Attack Spec. (Unarmed) 3, Contacts, Improved Critical (Unarmed) 3, Power Attack, Startle

Powers: Enhanced Strength 12
Protection 8 (Extra: Impervious); (Power Feat: Withstand Damage); (Flaw: Noticeable [scab armor])
Regeneration 19 [Recovery Bonus: +3; Recovery Rate: Bruised: 1/no action; Injured: 1/standard action; Disabled: 1/round] (Power Feats: Diehard, Regrowth)
Super Strength 5 (Power Feats: Bracing, Groundstrike)

Saves: Toughness +13*/+5 [*Impervious 8]
Fort +10
Ref +6
Will +5

Combat: Attack +4/+10 (Unarmed)
Damage +10 (Unarmed-critical 17-20)
Defense +7 (+3 flat-footed)
Initiative +2

Drawback: Vulnerable [Psychic Attacks; +50% damage] (-3 pts)


Costs: Attributes 22+ Skills 13+ Feats 10+ Powers 52+ Saves 14+ Combat 22- Drawbacks 3= 130 pts.


Real Name: Tyron Hornell
Height: 6’ 4” [normally] 8’ [when powered up]
Weight: 220 lbs
Hair: Black
Eye Color: Brown

Background: Tryon Hornell grew up on the streets of Chicago, living the life of a young gang banger when his powers manifested at just 13 years old. At first he was happy to be the enforcer for his gang paving the way for them to become one of the preeminent forces on the streets. A short few years later Tyron graduated into the mob as an enforcer for them and from there he moved on to becoming a super-villain for hire.

Tyron has worked for several of the known heavies: Mastermind, Conundrum (though he doesn’t know it), Dr. Mayhem. He’s even spent some time in the Circuit Maximus, his simplistic fighting style and trash talking ways made him a fairly popular participant. Though most of those times, aside from the Circuit, Tyron worked as part of a group and he rarely works alone. When he does it tends to be unimaginative crimes like simple armed robbery.

He’s been in prisons for superbeings time and again, (Buckner Ridge and Blackstone) he’s escaped from them, mostly as part of jail breaks or did his time and was released (but those times are few and mostly for destruction of property). Tyron has discovered that he does have weakness to psychic attacks and if he realizes he’s facing a mentalist he will deal with them first and most aggressively so that he won’t go back to jail. He hates prison, he’s been there enough to know that it holds nothing he wants a part of and the long stretches of time drive him nuts as he has trouble keeping himself occupied.


OOC wrote:Just another in the long line of conversions I’ve been doing here lately. Skab is from the Lockdown book and an interesting mook super villain, he’s not gonna take over the world but he’ll probably be working for the guy that wants to.

He’s a brick basically and loves to fight, he’ll just wade into combat and go at it. Though he does understand his one weak point and will keep his eyes open for anyone who looks or does anything that would tip their hand as to their being able to hit him with a psychic whammy. If he runs across a psychic he’ll focus on them first, unrelenting until they’re out of the fight and then will move on from there.
Last edited by Tattooedman on Mon Apr 04, 2011 1:55 pm, edited 1 time in total.
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Shadow Bandit build #785

Postby Tattooedman » Mon Apr 04, 2011 1:55 pm

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Shadow Bandit:
PL: 10
Str 14 (+2) Dex 18 (+4) Con 14 (+2) Int 18 (+4) Wis 13 (+1) Cha 11 (+0)

Skills: Bluff 8 (+9), Climb 6 (+8.), Computers 8 (+12), Craft (Electronic) 8 (+12), Disable Device 8 (+12), Escape Artist 4 (+8/+14), Knowledge (Physical Sciences) 8 (+12), Stealth 10 (+14)

Feats: Ambidexterity, Dodge Focus 2, Elusive Target, Evasion , Power Attack, Taunt

Powers: Alternate Form [Shadow Bandit Form] 17
--Enhanced Feats 17 [Attack Focus (Melee) 6, Dodge Focus 4, Grappling Finesse, Improved Grab, Improved Initiative, Improved Pin]
--Concealment 4 [all visual senses] (Flaw: Limited [only in shadows/darkness])
--Protection 8 (Extra: Impervious)
--Snare 10 (Extra: Engulf); (Power Feat: Chokehold, Reversible)
-Alt. Power: Bouncing 10 (Power Feats: Move-By Action, Pinball)
-Alt. Power: Elongation 6
--Strike 8 [Shadow Fists] (Power Feat: Improved Critical 2, Mighty)
--Super-Movement 4 [Slithering, Swinging, Wall-Crawling 2]
--Super-Senses 3 [Darkvision, Low-light Vision]

Saves: Toughness +11*/+3 [*Impervious Protection (Shadow Form)]
Fort +6
Ref +10
Will +5

Combat: Attack +4/+10 (Melee)
Damage +10 (Shadow Fists-critical 18-20)
Defense +9 (+1 flat-footed)
Initiative +8


Costs: Attributes 28+ Skills 15+ Feats 7+ Powers 85+ Saves 14+ Combat 14= 163 pts.


Real Name: Chase Shirer
Height: 5’ 10”
Weight: 165 lbs
Hair: Red [shaved bald]
Eye Color: Hazel

Background: Dr. Chase Shirer was one of the heads of the Raytheon Sidestep Program -- the exploration of existing parallel worlds -- when the quantum singularity generator temporarily trapped Shirer in the buffer between this reality and the Shattenwelt. While no two objects can exist in the same place at the same time, Shirer discovered he could “trade” his molecules and replace them with particles from the Shattenwelt, becoming a walking shadow, stretching out his form with no discomfort or ill-effects on his body.

Shirer used his powers to become the Shadow Bandit and began a career in corporate espionage, stealing company secrets from Rayteon, including the singularity generator, as well as other rival companies. Eventually Shirer was caught Daedalus of the Freedom League and sent to prison but he finally managed to escape after spending a few years in Bluckner Ridge.

Since then Shadow Bandit has continued on with his criminal ways, often stealing items he needs to further his experiments to increase his powers. Every once in awhile he will take on a job for hire, if the payout is what he feels worth his while. What he doesn’t realize is that Overshadow is very interested in his singularity generator and want to use it to create agents with powers like Shirer’s, though Nacht-Krieger on the other hand is more interested in utterly destroying the upstart to his powers to insure his usefulness to his master. Currently Nact-Krieger is discreetly trying to locate Shirer so that he can personally deal with him and then report to Overshadow the unfortunate news that the singularity generator was destroyed.


OOC wrote:Another conversion from Lockdown, Shadow Bandit’s background is one I’ve always liked: corrupt scientist who gains powers and turns to crime due to becoming drunk on his newfound power.

Basically he’s the guy that’ll be coming up with all kinds of hi-tech robberies mostly and from time to time pull a job for cash to fund himself. His powerset makes him a little different in a fight but creative players can handle him with no problem. Plus if they’ve managed to capture him the players can maybe go to him for tech support if they’ve run across a problem that falls within his area of expertise.

Plus I like the way Shadow Bandit can be used to get a group of players pulled into dealing with SHADOW. That was one of the first things that jumped out at me when I first read about Shadow Bandit. He's a poor man's Nacht-Krieger that's not a lackey, which would make for some unhealthy interest from Overshadow.
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Re: Tattooverse 2.5 [2E]

Postby Shock » Mon Apr 04, 2011 2:02 pm

Tattooedman wrote:
Shock wrote:I also love kicking their asses. It just feels right.


It's been challenging to run but overall I'm liking how everyone is playing out (Dragon Branch, SHADOW's goons, VIPER's mooks and the SHADOW Mutates), they're all performing about as I expected (aside from some crap dice rolls from IC but that's the just the way IC is).

It sure feels like it's flying by doesn't it? We're almost done with the second round.
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Jack of Blades build #786

Postby Tattooedman » Tue Apr 05, 2011 8:15 am

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Jack of Blades:
PL: 11
Str 20 (+5) Dex 26 (+8.) Con 20 (+5) Int 14 (+2) Wis 18 (+4) Cha 10 (+0)

Skills: Acrobatics 4 (+12), Climb 4 (+9), Disable Device 8 (+10), Drive 2 (+10), Gather Information 8 (+8.), Intimidate 10 (+10), Knowledge (Arcane Lore) 4 (+6), Knowledge (Martial Arts) 4 (+6), Knowledge (Streetwise) 8 (+10), Notice 8 (+12), Search 6 (+8.), Sense Motive 8 (+12), Stealth 6 (+14), Survival 4 (+8.), Swim 4 (+9)

Feats: Ambidexterity, Assessment, Attack Focus (Melee) 2, Attack Spec. (Knives), Challenges 4 [Accelerated Stealth, Fast Planning, Fighting Climb, Hide Tampering], Cunning Fighter, Defensive Attack, Distract [Intimidate], Dodge Focus 4, Equipment 6, Grappling Finesse, Fearless, Follow-Up Strike, Improved Aim, Improved Block, Improved Critical (Unarmed) 2, Improved Critical (Knives) 3, Improved Feint, Improved Initiative, Improved Ranged Pin, Instant Up, Master Plan, Move-By Action, Power Attack, Precise Shot, Prone Fighting, Track

Powers: Device [Daggers of Ganth] 3 [easy to lose]
--Strike 3 (Extra: Penetrating 8.); (Power Feats: Improved Critical, Mighty, Split Attack, Thrown)

Device [Mask of All Seeing] 2 [hard to lose]
--Enhanced Feats 1 [Uncanny Dodge (visual)]
--Super-Senses 9 (Extended Vision, Darkvision, Infravision, Ultravision, X-Ray Vision)

Saves: Toughness +8*/+5 [*Armor & Robes]
Fort +7
Ref +11
Will +8

Combat: Attack +8/+10 (Melee)/+12 (Knives)
Damage +5 (Unarmed-critical 18-20)/+6 (Assorted Knives-critical 16-20)/+8 (Daggers of Ganth-critical 16-20)
Defense +14 (+5 flat-footed)
Initiative +12

Equipment: Armor & Robes: +3 Toughness
Arsenal: (23 ep)
Tear Gas: Dazzle 4/Nauseate 4 (Extra: Area [Explosion])
-Flash-Bangs: Dazzle 4 [visual] (Extra: Area [Burst])
-Fragmentation Grenades: Blast 5 (Extra: Area [Explosion])
-Sleep Gas: Fatigue 4 (Extra: Area [Explosion])
-Smoke Bombs: Obscure 2 [visual]
-Assorted Knives: +1 Damage; Improved Critical, Thrown, Mighty
7 ep free as needed



Costs: Attributes 48+ Skills 22+ Feats 43+ Powers 17+ Saves 9+ Combat 36= 175 pts.


Background: Next to nothing is known about the history of the man known as the Jack of Blades. All that is known is that he’s willing to work for whoever can pay his fee and doesn’t ask any questions, a total professional in the field of mercenary work. How he came into ownership of the minor magical items he uses as part of his trademark equipment is unknown, they could have been early payments or items he somehow managed to start off with. Nobody knows for sure and nobody has ever tried to ask him.

Jack of Blades is a patient worker, willing to put in long hours stalking victims to learn their habits and rituals to the point that when he does finally go after them it all boils down to a game for him to follow after them. In fact it almost seems like he takes a kind of sadistic pleasure from chasing a victim, when they scream at him why he’s doing this. He just laughs and says that “Somebody paid me to do this. Not that I needed much other reason.”

Besides working as a hitman, Jack of Blades will do other kinds of merc work, from guarding drug shipments, protecting clients, to even guarding a building an employer wants to keep nosey heroes out of. Jack will do it all, for a price. So far he’s managed to make a getaway the few times he’s been beaten, keeping his identity from law enforcement so far. They have no idea who Jack is, how he’s contacted, paid or anything about how he conducts his business.
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Longarm build #787

Postby Tattooedman » Tue Apr 05, 2011 8:17 am

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Longarm:
PL: 8
Str 14 (+2) Dex 20 (+5) Con 16 (+3) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 8 (+10), Climb 4 (+6), Drive 8 (+13), Handle Animal 4 (+6), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (Arcane Lore) 4 (+6), Knowledge (Civics) 8 (+10), Knowledge (History) 4 (+6), Knowledge (Physical Sciences) 4 (+6), Notice 8 (+11), Ride 6 (+11), Sense Motive 10 (+13), Stealth 4 (+9), Survival 4 (+7), Swim 4 (+6)

Feats: Attack Focus (Melee) 2, Attack Spec. (Pistols) 3, Beginner's Luck, Benefit 3 [Alternate Identity {Evan Tabors}; Wealth x2], Connected, Contacts, Defensive Roll 3, Dodge Focus 4, Endurance, Equipment 2, Fearless, Improved Aim, Improved Critical (Pistols) 2, Improved Initiative, Improved Ranged Disarm, Jack-of-all-Trades, Luck 4, Move-By Action, Multilingualism, Power Attack, Precise Shot, Quick Draw 2, Seize Initiative, Taunt, Track, Ultimate Effort [Ultimate Aim], Uncanny Dodge [audio]

Powers: Immunity 1 [Aging]
Regeneration 22 [Recovery Bonus: 5; Recovery Rate: Injured: 1/5 minutes; Staggered: 1/5 minutes; Disabled: 1/ hour; Resurrection: 1/round] (Power Feats: Persistent, Regrowth)

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

Combat: Attack +6/+8 (melee)/+12 (pistols)
Damage +2 (unarmed)/+3 (bowie knife)/+4 (colt .44)
Defense +10 (+3 flat-footed)
Initiative +9

Equipment: Cell Phone
Old-Skool Arsenal: (9 ep)
Colt .44 Peacemaker: +4 Damage; Range 40 ft.
-Bowie Knife: +1 Damage; Critical 19-20


Real Name: Custis Long
Age: 165 yrs old
Height: 5'10"
Weight: 167 lbs.
Hair: Black
Eyes: Hazel
Legal Status: Citizen of the United States with no criminal record
Marital Status: Single (never married in all his years)
Known Aliases: Evan Tabors {current}, Zane Moore, Louis Grey, Malcolm"Mal" Rogers, Roy Cartwright, Hank Dillon, Hank Dillon Jr.


Background: Born in the year of 1844 to a family of modest wealth in the Southern United States, Custis Long was given the best possible education that a son of southern culture and privilege was entitled too. While he didn't agree with several of the practices of his family Custis was intelligent enough to realize that he could only make real changes when he was in control of the plantation years away. So he contented himself with maintaining appearances while quietly performing acts of kindness to his family's "property" that he knew would cause serious repercussions.

Then the Civil War started and Custis like many men of his age felt the need to be a part of it do to his personal beliefs, though he has never said which side he fought for and quickly changes the subject when brought up. Custis was part of a small troop that performed covert acts or what are now called gorilla tactics, operating most of the time behind enemy lines disrupting supply shipments, messenger routes and even engaging small groups of enemy soldiers. At the end of the war Custis moved to Denver, Colorado and was able to gain employment as a Federal Marshall based on his skills from his time in service. Over the course of his career Custis became known for being able to follow criminals no matter where they attempted to hide, no matter what kind of support they had, Custis was able to track them down and either bring them back for trial or bring them to justice. As a result of that and his last name of Long, Custis was given the nickname of "Longarm", a name he wasn't exactly fond of as lawmen with a unique name tended to gain the attention of criminals looking to make a name for themselves as being the one who got the better of said lawman.

Longarm developed a reputation as a man of good morals overall being the kind of man who judged others based on their actions and respected those who were highly skilled in their areas of knowledge. Longarm was also known among several of the Native Tribes as a man of the government that worked for the people as well as the government and he was blood brother with several higher ranking leaders of the Sioux Nation. Several years into his career Longarm was assigned to a case involving the Sioux and circumstances that appeared as if they were gathering their braves to go to war again. Longarm was able to find the true culprits of the problem, a renegade Shaman from a fallen tribe that was using a mystical item that allowed him to order the braves to do his bidding. In the ensuing fight between them Longarm was outnumbered by braves under the Renegade’s control, so with no other option left to him Longarm took aim with his Colt .44 and opened fire on the Shaman. While the wounds were enough to be fatal the Shaman used his final breath to curse Longarm to walk the Earth until the sins against the native nations were atoned for. Custis thought it was simply a dying man’s last words, not realizing the power the now dead Shaman held it and it wasn’t until several years later when Custis realized the effects of the Shaman's curse.

Since then Custis has been forced to live a series of lives only a few years at a time in one place in an effort to keep his “condition” a secret, though he would occasionally find himself drawn into situations where he found himself dealing with minor beings of a supernatural nature. During one of these situations Custis came into contact with Earth’s Master Mage Adrian Eldrich who was able to quickly deduce Custis’ situation and once their adventure was over Adrian offered to some of his contacts for Custis to make use of for help with setting himself up when he would need to change his identity again. With his finances placed in order and perfectly legal, more or less, Custis was able to go on with his life with few interruptions which has led to him having dealings with various heroes of Freedom City throughout his various lives there. Custis has worked with Eldrich several times as well as Dr. Tomorrow due to Custis’ long life and certain events from his past that have had some ramifications to the modern time. Among the other heroes that Custis has worked with from time to time, his sometime allies include the likes of the original Raven and Johnny Rocket as well as Midnight a few times, and in this modern age of heroes Custis has worked with the current Raven and Foreshadow. How long his life will go on is still unknown, but until that time Custis will use his skills to help those he deems in need of them no matter what odds they face.
Last edited by Tattooedman on Sat Mar 24, 2012 12:43 am, edited 4 times in total.
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Tarpit build #788

Postby Tattooedman » Tue Apr 05, 2011 2:45 pm

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Tarpit:
PL: 11
Str 26 (+8.) Dex 10 (+0) Con 26 (+8.) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Skills: Bluff +8 (8.), Knowledge (Streetwise) +8 (8.), Sense Motive +4 (6)

Feats: Attack Focus [Melee] 4, Chokehold, Diehard, Distract [Bluff], Fearsome Presence 4 [20 ft radius; DC 12], Improved Grab, Improved Grapple, Improved Initiative, Taunt

Powers: Alternate Form [Tar Body] 14 (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
--Insubstantial 1
--Immunity 12 (Critical Hits; Hunger & Thirst; Life Support)
--Strike 10 (Extra: Aura [heat/flames])
--Snare 10 (Extra: Engulf, Suffocating)
-Alt. Power: Snare 10 (Extra: Suffocating)

Saves: Toughness +8
Fort +10
Ref +3
Will +7

Combat: Attack +7/+10 (melee)
Damage +8 (Unarmed)/+10 (Heat Aura)
Defense +10
Initiative +4


Costs: Abilities 36+ Skills 5+ Feats 14+ Powers 71+ Saves 10+ Combat 34= 170 pts.


Real Name: Joey Monteleone
Height: 8’
Weight: 600 lbs
Hair: None
Eye Color: Burning yellowish-orange


Complications:
Broken Family: Tarpit was sold out by his brother to the Labyrinth to pay off a drug deal gone bad. Periodically Tarpit seeks revenge on his brother for turning on him and being responsible for his transformation.

Cheap Thrills: Because of his lack of a human body, Tarpit often commits crimes that simply are for his own twisted sense of fun. He knows his chances of being normal are pretty much nil so he might as well have fun with being a super villain.

Man Monster: Tarpit cannot return himself to his human form.


Background: Joey Monteleone and his brother, Frankie, grew up in the rougher side of Detroit. Where you ended up hustling just to get by and ended up getting into the drug trade early on. Eventually they moved their operation to Freedom City where there were more opportunities and better chances for them to make money, the Monteleone brothers would deal in any illegal drug they could lay their hands on. This led them to working with suppliers of medical drugs as well as regular street drugs, which increased their profits and influence on the streets as well as working with a level of criminals that few drug peddlers ever come close to and the Monteleones had no clue they were dealing with the Labyrinth. Supplying them with various several parts of the chemicals needed for the DNAgent process but when Foreshadow finally managed to put their operation in the red with his breaking up their ring and left Frankie Monteleone owing the Labyrinth. So he placed the blame on Joey and left him to be the one accountable to them for the loss, and when the Labyrinth came to collect Joey was taken to help them test some of the more radical treatments Dr. Hanks had come up with.

The resulting chemical injections and radiation exposures resulted in Joey’s body transforming into a tar-like substance permanently. Over a year later Dr. Hanks had all the information he could get from direct study of Joey, or Tarpit as he was then called and his “escape” was arranged. Turning him loose on the City of Freedom so that Dr. Hanks could gather data on the process in the field.

Since then Tarpit has bounced around town, fighting against various heroes from Johnny Rocket to Captain Thunder and the Raven. Most of the time he has lost but managed to get away before he could be taken to Blackstone though he has been an inmate there a few times before being able to escape. For some reason his powers have proven to be difficult to counter for the superhuman prison and Tarpit is always sure to take advantage of that fact.
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Tattooedman
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Snowblind build #789

Postby Tattooedman » Tue Apr 05, 2011 2:48 pm

Image
Snowblind:
PL:
12
Str 16 (+3) Dex 18 (+4) Con 16 (+3) Int 18 (+4) Wis 16 (+3) Cha 12 (+1)

Skills: Acrobatics 4 (+8.), Computers 6 (+10), Craft [Electronics] 10 (+14), Knowledge [Physical Sciences] 10 (+14), Knowledge [Streetwise] 4 (+8.), Knowledge [Technology] 8 (+12), Language [English], Notice 10 (+13), Sense Motive 10 (+13), Stealth 6 (+10)

Feats: Attack Focus [Melee] 3, Attack Spec. [Cold Control Array], Dodge Focus 4, Improved Initiative, Inventor, Move-By Action, Skill Mastery [Computers, Craft (Electronics), Knowledge (Physical Sciences), Knowledge (Technology)], Uncanny Dodge [visual]

Powers: Device [Coldsuit] 12 (hard to lose) [48 pts]
Composite Lining: Protection 7
Thermal Lining: Immunity 15 [Cold Effects, Heat Damage]
Cold Control:
Freeze Beam: Blast 14 (Extra: Alternate Save [Fortitude])
-Deep Freeze: Drain Toughness 9 (Extra: Ranged)
-Ice Blast: Blast 14
-Ice Sculptures: Create Object 8 (Extras: Continuous Duration); (Power Feat: Innate)
-Ice Spike: Strike 10 (Power Feats: Improved Critical 3, Mighty)
-Ice Trap: Snare 12
-Snowfall: Obscure 6 [visual]
-Snow Storm: Environmental Control 12 [Extreme Cold & Hamper Movement (icey surfaces)]
Ice Slide: Flight 7 (Flaw: Platform)

Saves: Toughness +10*/+3 [*Coldsuit]
Fort +6
Reflex +9
Will +9

Combat: Attack +8/+11 (Melee)/ +10 (Cold Control Array)
Damage +3 (Unarmed)/ +13 (Ice Spike; critical 17-20)/ +14 (Cold Control Array)
Defense +14 (+5 flat-footed)
Initiative +8


Costs: Abilities 36+ Skills 18+ Feats 13+ Powers 48+ Saves 14+ Combat 36= 165 pts.



Real Name: Maurice Edwards
Height: 5' 10"
Weight: 210 lbs
Hair: Black
Eye Color: Brown


Complications:
Family Pride: Snowblind is the grandson of 40s villain Dr. Zero and won't tolerate any negative talk about him. Often times his objections become physical, other times only a stern warning about respecting the previous generations.


Background: In the works.....
Last edited by Tattooedman on Fri Jul 27, 2012 11:56 am, edited 2 times in total.
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Tattooedman
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