Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Tattooverse 2.5: WOF builds

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, M&M Line Developer, The Justice League

Gambit build #804

Postby Tattooedman » Wed Apr 06, 2011 7:15 am

Image
Gambit:
PL: 10
Str 14 (+2) Dex 22 (+6) Con 14 (+2) Int 13 (+1) Wis 16 (+3) Cha 18 (+4)

Skills: Acrobatics 6 (+12), Bluff 6 (+10), Climb 4 (+6), Diplomacy 4 (+8.), Disable Device 10 (+11), Drive 4 (+10), Escape Artist 4 (+10), Gather Information 4 (+8.), Knowledge (Streetwise) 8 (+9), Language (Base: French; English), Notice 8 (+11), Search 6 (+7), Sense Motive 8 (+11), Sleight of Hand 4 (+10), Stealth 6 (+12), Swim 4 (+6)

Feats: Acrobatic Bluff, Attack Spec. (Kinetic Array) 2, Attack Spec. (Quarterstaff), Challenges 3 [Hide Tampering, Slip Between Cover, Vanish], Connected, Contacts, Defensive Roll 2, Distract [Bluff], Dodge Focus 6, Elusive Target, Equipment 3, Evasion, Fascinate [Bluff]. Improved Feint, Improved Initiative, Improvised Tools, Luck 2, Move-By Action, Power Attack, Precise Shot, Set-Up, Takedown Attack, Taunt, Uncanny Dodge [visual]

Powers: Kinetic Control 8 [Blast] (Extra: Area [Explosion]); (Flaws: Reduced Range [5 ft. per rank], Requires Medium, Destroys Medium)
-Alt. Power: Kinetic Control 8 [Blast] (Extra: Autofire); (Flaws: Reduced Range [5 ft. per rank], Requires Medium, Destroys Medium)
-Alt. Power: Strike 8 (Extra: Area [Explosion]); (Flaws: Reduced Range [5 ft. per rank], Requires Medium [object of opportunity], Destroys Medium)

Mind Shield 5

Saves: Toughness +7*/+5**/+2 [*Defensive Roll & Costume/**Costume]
Fort +5
Ref +10
Will +6 [+11 vs. Mental Effects]

Combat: Attack +8+10 (quarterstaff)/+12 (kinetic array)
Damage +2 (unarmed)/+4 (quarterstaff-critical 19-20)/+8 (kinetic control)
Defense +13 (+3 flat-footed)
Initiative +10

Equipment: Costume: +3 Toughness; Subtle; Comm-Link
Quarterstaff: +2 Damage [Extended Reach, Improved Critical, Quick Draw [collapsible], Mighty]
Playing Cards
Masterwork Lock Picks


Costs: Attributes 37+ Skills 22+ Feats 36+ Powers 15+ Saves 10+ Combat 30= 150 pts.


:arrow: Honestly I’ve not got too much to say about Gambit. I like him more or less, mostly depending on how he’s handled by the writer. That said he’s one of the best thieves around, he’s good enough to give the likes of Nightwing some trouble. He’s a blaster with a slightly different slant to him and he knows how to keep a foe off balance during a fight and keep things moving between using his quarterstaff, hand to hand and flinging off charged cards. A lot of his use (IMO) comes in with his face-man qualities, he could talk Iceman into buying ice cubes. He’s good and he knows how to use his charm for best effect.

:arrow: Gambit’s been around the block a decent bit with his history, working both sides at various times. It’s been a back ‘n forth kinda deal overall and honestly I’ve lost track of which side he’s playing for now.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Rogue [90s version] build #805

Postby Tattooedman » Wed Apr 06, 2011 7:17 am

Image
Rogue:
PL: 10
Str 12 [32] (+1/+11) Dex 14 (+2) Con 14 [30] (+2/+10) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 4 (+6), Intimidate 6 (+8.), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+8.)

Feats: Attack Focus (Melee) 3, Dodge Focus 2, Equipment, Improved Grab, Improved Initiative, Power Attack

Powers: Mimic 10 [powers only] (Extras: Aura); (Flaws: Permanent, Side Effect [Stun], Split Personality, Tainted); (Linked to Drain Constitution)
Drain Constitution 10 (Extra: Aura, Continuous); (Flaw: Permanent); (Linked to Mimic)

Container [Ms. Marvel Powers] 11
--Enhanced Strength 20
--Enhanced Constitution 16
--Impervious Toughness 6
--Flight 5 (Dynamic)
-Alt. Power: Super Strength 5 (Dynamic)

Saves: Toughness +12* [*Impervious 6]
Fort +12
Ref +5
Will +6

Combat: Attack +5/+7 (ranged)/+8 (melee)
Damage +1 (unarmed)/+10 (stun)
Defense +8 (+3 flat-footed)
Initiative +6

Equipment: Comm-Link


Costs: Attributes 18+ Skills 7+ Feats 9+ Powers 85+ Saves 9+ Combat 22= 150 pts.


:arrow: I’ve always liked Rogue, she’s been an interesting character over the years. Plus he powers are were one of the more unique and it showed that not every mutant had no problems with their powers. This build isn’t much different from how my other build of Rogue is going to be (that one will focus on her being simply a power mimic), honestly I just changed around the way I had built her Mimic power (since that’s more how I see her power working) to reflect how it was used more during this time in her heroic career and added in the Ms. Marvel’s powers. Clearly I took notes from a couple other builds here on the tank but it feels right to do her build that way. It hits all the abilities she showed majority of the time during the 90s.

:arrow: Plus I got it all in at 150 points so bonus for me!
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Cyclops build #806

Postby Tattooedman » Wed Apr 06, 2011 7:27 am

Image
Cyclops:
PL: 10
Str 14 (+2) Dex 16 (+3) Con 18 (+4) Int 12 (+1) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 4 (+7), Bluff 6 (+8.), Climb 4 (+6), Concentration 10 (+13), Diplomacy 4 (+6), Drive 4 (+7), Intimidate 6 (+8.), Knowledge (Current Events) 6 (+7), Knowledge (Tactics) 10 (+11), Notice 8 (+11), Pilot 4 (+7), Profession (Teacher) 4 (+7), Sense Motive 8 (+11), Stealth 6 (+9), Swim 4 (+6)

Feats: All-Out Attack, Assessment, Attack Spec. (Optic Blast), Challenges 2 (Fast Planning, Read Situation), Defensive Attack, Defensive Roll 2, Dodge Focus 7, Equipment, Improved Initiative, Inspire 2, Luck 2, Master Plan, Power Attack, Teamwork 2

Powers: Blast 12 [Optic Blast] (Extra: Area [Line], Penetrating)
-Alt. Power: Blast 12 [Optic Barrage] (Extra: Autofire, Penetrating)
-Alt. Power: Blast 12 [Wide-Open Optic Blast] (Extra: Area [Cone-Targeted], Penetrating)
-Alt. Power: Deflect 12 [all ranged]
Immunity 2 [sibling’s powers]

Device [Ruby-Quartz Visor] 2 (hard to lose)
--Feature 1 [Removes Disability]
--Enhanced Feats 8 (Accurate Attack, Improved Aim, Improved Ranged Disarm, Precise, Precise Shot, Ricochet 2, Ultimate Effort [Ultimate Aim])

Saves: Toughness +9*/+7**/+4 [*Defensive Roll & Costume/**Costume]
Fort +5
Ref +5
Will +8

Combat: Attack +6/+8 (optic blast)
Damage +2 (unarmed)/+12 (optic blast)
Defense +11 (+2 flat-footed)
Initiative +7

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

Drawbacks: Disability [Raging Power] (-1 pt)


Costs: Attributes 30+ Skills 22+ Feats 25+ Powers 61+ Saves 8+ Combat 20- Drawbacks 1= 165 pts.


:arrow: I give you how my take on Xavier’s #1 student Scott Summers, also known affectionately as Cyclops. Kind of a mix of how he’s shown in comics with just a little influence from the X-Men: Evolution show. I think I handled his optic blast’s issues fairly well, it can be a pain to translate across into M&M.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Phoenix buld #807

Postby Tattooedman » Wed Apr 06, 2011 7:31 am

Image
Phoenix:
PL: 11
Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 4 (+6/+10), Computers 2 (+4), Concentration 10 (+13), Diplomacy 6 (+8/+12), Disable Device 8 (+11), Knowledge (Current Events) 4 (+6), Knowledge (Pop Culture) 2 (+4), Knowledge (Psionics) 6 (+8.), Notice 6 (+9), Pilot 2 (+4), Search 8 (+10), Sense Motive 8 (+11), Stealth 4 (+6), Survival 2 (+5)

Feats: Attack Spec. (T.K. Array) 3, Attractive, Benefit [Criminal Mind {allows Wisdom modifier to be used for Disable Device}], Distract [Bluff], Dodge Focus 4, Equipment, Fascinate [Diplomacy], Improved Initiative, Improved Mental Grapple, Luck 3, Teamwork 2, Trance

Powers: Mind Shield 4
Telekinesis 11 (Power Feat: Precise); (Dynamic)
-Alt. Power: Blast 11 [T.K. force] (Dynamic)
-Alt. Power: Blast 11 [Pyrokinesis] (Dynamic)
-Alt. Power: Flight 11 (Dynamic)
-Alt. Power: Fire Control 11 (Dynamic)
-Alt. Power: Force Field 11 (Extra: Impervious); (Dynamic)
-Alt. Power: Suffocate 7 [T.K. throat squeeze] (Extra: Ranged); (Dynamic)
-Alt. Power: Trip 11 (Extra: Knockback); (Dynamic)

Telepathy 10 (Power Feat: Uncanny Dodge [mental])
-Alt. Power: Astral Projection 6
-Alt. Power: Comprehend 2 [speak & understand all languages] (Power Feat: Zone of Translation)
-Alt. Power: Communication 10 [mental] (Extra: Perception Area); (Power Feat: Subtle)
-Alt. Power: ESP 10 [mental/visual]
-Alt. Power: Mental Blast 7
-Alt. Power: Power Control 10 (Flaw: Limited-Mentally controlled powers only)
-Alt. Power: Telelocation 8 (Power Feat: Precise)

Saves: Toughness +15*/+4**/+2 [*Force Field {Impervious 11} & Costume/**Costume]
Fort +5
Ref +7
Will +11 [+15 vs. Mental Powers]

Combat: Attack +5/+11 (t.k. array)
Damage +7 (mental blast)/+11 (t.k. array)
Defense +7 (+3 flat-footed)
Initiative +6

Equipment: Costume: +2 Toughness; Subtle; Comm-Link


Costs: Attributes 22+ Skills 18+ Feats 20+ Powers 68+ Saves 16+ Combat 16 = 160 pts.


:arrow: I have mentioned before that I really don’t like doing builds for mentalists right? Well Jean Grey/Phoenix isn’t much different from those builds either, just lots more alternate powers and I’m still 10 points under limit for the build but I can’t think of other powers I feel fit.

:arrow: This build rounds out the founding 5 members of the original X-Men for me, though they’re all from various time periods for each character. But I’m happy with that little milestone so it works. I ran with the idea that at one point Jean had access to the Phoenix power for a span of time so I tried to give her powers that I’d seen her use and cranked the level up just a bit to show the influence of the Phoenix Force. Otherwise she’s still the same old telekinetic/telepathic psychic that’s a hottie to boot.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Colossus build #808

Postby Tattooedman » Wed Apr 06, 2011 7:46 am

Image
Colossus:
PL: 10
Str 18 [36] (+4/+13) Dex 14 (+2) Con 17 [20] (+3/+5) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)

Skills: Climb 4 (+14), Craft (Artistic) 8 (+9), Diplomacy 4 (+5), Intimidate 0 (+13), Language [ Base: Russian; English], Notice 8 (+9), Sense Motive 8 (+9), Survival 4 (+5)

Feats: All-Out Attack, Attack Spec. (Unarmed), Benefit [Bruiser (use Strength modifier for Intimidate Checks)], Crushing Pin, Distract [Intimidate], Equipment, Fast Overrun, Improved Block, Improved Critical (Unarmed) 2, Improved Grab, Improved Grapple, Improved Overrun, Improved Pin, Interpose, Power Attack, Startle, Stunning Attack, Teamwork

Powers: Alternate Form [Organic Steel] 11 (Extra: Continuous Duration)
--Density 6 [+12 Strength; Impervious Toughness 3; Immoveable 3; Super Strength 2]
--Growth 3 [+6 Strength; +3 Constitution; +3 Grapple; +1 Intimidate; -3 Stealth]
--Immunity 6 (Disease, Environmental Cold, Environmental Heat, Starvation & Thirst, Suffocation)
--Protection 9 (Extra: Impervious)
--Super Strength 2 (Power Feats: Bracing, Groundstrike)

Saves: Toughness +14* [*Impervious 12]
Fort +9 [+11]
Ref +3
Will +6

Combat: Attack +5/+7 (unarmed)
Damage +13 (unarmed)
Defense +6 (+3 flat-footed)
Initiative +2

Equipment: Comm-Link

Drawbacks: Vulnerable [Magnetic Attacks] (-3 pts)


Costs: Attributes 25+ Skills 9+ Feats 19+ Powers 66+ Saves 12+ Combat 22-Drawbacks 3= 150 pts.


:arrow: A member of the second generation of the X-Men family, Colossus. He’s like Storm in a way as he’s been through many things, though most of his have been centered around his screwy family. Between his sister’s demonic problems and his lost brother returning now & then to create a haven for mutants the man has family issues to say the least & I’m skipping some other minor points as well.

:arrow: Colossus defines a standard Powerhouse archetype, being able to soak up hits and not be too affected by them and dishing out tons of physical damage with a single hit. Of course the irony is that he’s just a simple kinda guy who’d rather be off somewhere doing a painting of some kind and living a simple life. But he’s come to realize that because of his powers that he has a responsibility to make the world a better place for those who can’t do it themselves.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Storm build #809

Postby Tattooedman » Wed Apr 06, 2011 7:49 am

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

Skills: Acrobatics 6 (+9), Bluff 4 (+6/+10), Climb 3 (+5), Concentration 6 (+9), Diplomacy 6 (+8/+12), Disable Device 6 (+9), Escape Artist 6 (+9), Knowledge (Earth Sciences) 6 (+8.), Notice 4 (+6), Search 2 (+4), Sense Motive 6 (+8.), Sleight of Hand 6 (+9), Stealth 6 (+9), Swim 4 (+5)

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus [Melee] 2, Attack Spec. [Weather Control Array] 2, Attractive, Challenge [Slip Between Cover], Defensive Roll 2, Dodge Focus 4, Favored Environment [Airborne] [+4 defense], Improved Initiative, Improvised Tools, Inspire, Leadership, Luck, Power Attack, Precise Shot, Teamwork, Uncanny Dodge [visual]

Powers: Flight 5
Weather Control 10 [Hamper Movement {wet surfaces-½ speed}] (Power Feats: Indirect, Precise); (Dynamic)
-Alt. Power: Air Control 10 (Dynamic)
-Alt. Power: Blast 10 [lightning] (Dynamic)
-Alt. Power: Dazzle 10 [audio-thunder] (Dynamic)
-Alt. Power: Dazzle 10 [visual-lightning] (Dynamic)
-Alt. Power: Obscure 10 [audio-howling winds] (Dynamic)
-Alt. Power: Obscure 10 [visual-fog/mist] (Dynamic)
-Alt. Power: Trip 10 [hurricane winds] (Extra: Knockback); (Dynamic)
-Alt. Power: Weather Control 10 [Distraction {down pouring rain}] (Power Feats: Indirect, Precise); (Dynamic)
-Alt. Power: Weather Control 10 [Extreme Cold] (Power Feats: Indirect, Precise); (Dynamic)
-Alt. Power: Weather Control 10 [Extreme Heat] (Power Feats: Indirect, Precise); (Dynamic)

Saves: Toughness +6*/+4**/+2 [*Defensive Roll & Costume/**Costume]
Fort +6
Ref +8
Will +9

Combat: Attack +6/+8 (melee)/+10 (weather control array)
Damage +1 (unarmed)/+10 (weather control array)
Defense +10 [+14 airborne] (+3 flat-footed [+5 airborne])
Initiative +7

Equipment: Costume: +2 Toughness; Subtle; Comm-Link
Lock Picks


Costs: Attributes 24+ Skills 18+ Feats 26+ Powers 54+ Saves 15+ Combat 24= 160 pts.


:arrow: Even though she’s now the Queen of Wakanda, Storm is one of the longest standing members of the X-Men in my mind. She’s kinda done it all, been the naïve member, lead the team, lost her powers, walked away, came back, regained her powers, been regressed to a teenager & lost her powers, re-aged back to normal & regained her powers, led splinter X-Teams, come back to the main group and so on.

:arrow: Probably the basis for the Weather Controller archetype for many people, Storm is a great example of a character whose power is mostly support for the heavy hitters. Able to affect the environment around foes and set them up for some wicked little saves that aren’t based off Toughness. Toss in her skills as a fighter and a thief and she’s a well rounded kinda gal overall. Coming in at around 100 points when she doesn’t have her powers she can still hold her own against most foes, which can be surprising. Just ask Cyclops about when he fought her when she had lost her powers….
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Wolverine build #810

Postby Tattooedman » Wed Apr 06, 2011 7:52 am

Image
Wolverine:
PL: 11
Str 16 [20] (+3/+5) Dex 16 (+3) Con 26 (+8.) Int 10 (+0) Wis 16 (+3) Cha 12 (+1)

Skills: Acrobatics 4 (+7), Bluff 6 (+7), Climb 4 (+7), Diplomacy 6 (+7), Gather Information 6 (+7), Intimidate 12 (+13), Knowledge (Streetwise) 6 (+6), Notice 8 (+11), Stealth 8 (+11), Survival 8 (+11)

Feats: Animal Empathy, Attack Focus [Melee] 2, Attack Spec. [Claws] 2, Beginner’s Luck, Contacts, Cunning Fighter, Defensive Roll 2, Dodge Focus 6, Endurance, Evasion, Improved Block, Improved Disarm, Improved Initiative, Luck, Move-By Action, Multilingual, Power Attack, Rage 2 [+4 Str;+2 Fort/Will Saves; -2 Defense; 10 rounds], Startle, Takedown Attack 2, Uncanny Dodge [Olfactory]

Powers: Container [Adamantium Skeleton] 5 (Power Feat: Innate)
--Density 2 [+4 Strength; Protection 1 {Extra: Impervious}] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
--Protection 1 (Extra: Impervious)
--Strike 3 [Adamantium coated claws] (Extra: Penetrating 8.); (Power Feats: Improved Critical 2, Mighty)

Immunity 3 [Aging, Disease, Poison]
Regeneration 14 (Recovery Rate: Bruised: no action; Injured 1/minute; Staggered 1/minute; Disabled 1/20 minutes]; (Power Feat: Diehard, Regrowth, Persistent)
Strike 3 [claws] (Power Feats: Improved Critical 2, Mighty)
Super-Senses 8 (Extended Vision, Normal Hearing 2 [Extended, Uncanny Dodge]; Low-Light Vision, Scent 4 [Danger Sense, Tracking 2])

Saves: Toughness +10*/+8 [*Defensive Roll]
Fort +10 [+12 Raging]
Ref +8
Will +8 [+10 Raging]

Combat: Attack +5/+7 (melee)/+11 (claws)
Damage +5 (unarmed)/+11 (claws; critical 18-20)
Defense +10 (+2 flat-footed)
Initiative +7

Drawbacks: Vulnerable [Magnetic effects: uncommon & major] (-3pts)


Costs: Attributes 38+ Skills 17+ Feats 31+ Powers 57+ Saves 12+ Combat 18- Drawbacks 3= 170 pts.


:arrow: Everyone’s favorite Canadian mutant, and member of most the teams in Marvel, the one and only Wolverine. Come on now, I’ve said it before that I’ve got loads of love for Wolverine. I’m just slightly tired of his overuse in Marvel in the last few years, I miss when he was the dark horse of the X-Men’s house but that’s just me.

:arrow: I’m pretty sure I’m not really breaking any new ground with this build, just look and see on the other build threads here. Really, but I put it off long enough and had to get it done. There may be a couple different skills and feats used but nothing too seriously out of character for Wolverine to have. Though the build is kinda of a mix-n-match of comics/movies/tv so maybe it’s a little varied, but it’s got the feel I was wanting so I’m happy with it.
Last edited by Tattooedman on Sun May 06, 2012 10:59 am, edited 2 times in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Rogue build #811

Postby Tattooedman » Wed Apr 06, 2011 7:54 am

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

Skills: Bluff 4 (+6), Intimidate 6 (+8.), Knowledge (Current Events) 4 (+4), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+8.)

Feats: Attack Focus [Melee] 3, Attack Focus [Ranged] 2, Dodge Focus 2, Equipment, Improved Grab, Improved Initiative, Luck, Power Attack, Seize Initiative, Teamwork 2

Powers: Mimic 10 [all traits] (Extras: Aura, Continuous Duration, Extra Subjects 2); (Flaws: Permanent, Side Effect [Stun], Split Personality, Tainted); (Linked to Mind Reading & Drain Constitution)
Drain Constitution 10 (Extra: Aura, Continuous); (Power Feat: Slow Fade 2); (Flaw: Permanent); (Linked to Mimic)
Mind Reading 6 (Flaw: Touch Range); (Linked to Mimic)

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

Combat: Attack +5/+7 (ranged)/+8 (melee)
Damage +1 (unarmed)/+10 (stun)
Defense +8 (+3 flat-footed)
Initiative +6

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


Costs: Attributes 18+ Skills 8+ Feats 15+ Powers 78+ Saves 9+ Combat 22= 150 pts.


:arrow: Well after posting my 90s version of her I couldn’t help but get into finishing up my other Rogue build. I’ve heard that Marvel’s been playing with what powers she has nowadays so I made it simple on myself and went with what Rogue’s “core” powers are which to me seems to be more of a mimic with some drain constitution linked to it. I like the outcome, pretty straightforward and to the point. Grab, mimic & let drain constitution take out the victim and move on to use that target’s powers against his pals.

:arrow: I kept her Defense & Toughness down low since most times Rogue seems to like going after the Paragons or Powerhouses to use her powers on so once she does that she should be just fine. Plus I somehow managed to get the build done on 150 pts on the nose, so I must be doing something right with this build then.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Thunderbird I build #812

Postby Tattooedman » Wed Apr 06, 2011 1:04 pm

Image
Thunderbird I:
PL: 8
Str 14 [24] (+2/+7) Dex 14 [22] (+2/+6) Con 16 [26] (+3/+8.) Int 10 (+0) Wis 14 (+2) Cha 12 (+1)

Skills: Climb 4 (+11), Intimidate 6 (+7), Knowledge (History) 4 (+4), Knowledge (Tactics) 4 (+4), Language (Base: Apache; English), Medicine 2 (+2), Notice 6 (+8.), Search 6 (+6), Sense Motive 6 (+8.), Stealth 4 (+10), Survival 6 (+8.), Swim 4 (+11)

Feats: All-Out Attack, Attack Focus (Melee) 2, Dodge Focus 2, Improved Block, Improved Disarm, Improved Grab, Improved Initiative, Improved Sunder, Move-By Action, Power Attack, Startle, Stunning Attack, Takedown Attack, Track, Weapon Bind

Powers: Enhanced Strength 10
Enhanced Constitution 10
Enhanced Dexterity 8
Enhanced Feats 2 (Endurance x2)
Speed 2
Super-Senses 2 (Extended Sight, Ultravision)
Super Strength 1

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

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


Costs: Attributes 20+ Skills 14+ Feats 17+ Powers 36+ Saves 9+ Combat 24= 120 pts.


:arrow: Wwwaaayyyyy back when I was a little tattooed one, I saw a weird looking comic book in the grocery store, (back when they sold comics in grocery stores, showing my age here), that was covered with dozens of different characters rising up from a graveyard and I beg, pleaded, threw a fit and a few other things I won’t go into to convince my adult supervisor that I needed to have it.

:arrow: Of course that was one of Marvel’s Handbooks of the Dead, #4 to be specific, and inside it is where I got my first exposure to guys like Thanos, Adam Warlock, Pip the Troll, Tom Thumb, Viper and of course Thunderbird. I was instantly interested in said characters and soon began my journeys into comic book shops to locate comics with those characters featured in them.

:arrow: Thunderbird was my first introduction to the more modern X-Men and I was hooked. I was slightly disappointed that he only showed in two issues, I knew that from the HOTMU, but still I hoped they would bring him back like so many other characters had done for them. It never happened, but still I think it’s safe to blame Thunderbird for my fascination with lower powered characters with some good uses of skills & feats & plenty of attitude. I’ve played countless variations of him in various games as his power-set is very simple and easy to build and helped me to understand various game systems.

:arrow: So I’ll show him some love here on my thread for old times sake. Granted compared to most of the other members since then, and even compared to his team at the time, Thunderbird is mostly underpowered. But still he’s a good fill-in kinda guy. He’s strong, can fight, track, give a hit, take a hit and keep coming.

:arrow: He’s kinda redundant with the likes of Cyclops, Colossus and Wolverine around but still I liked Thunderbird cause he realized he didn’t bring much to the table for the team and he struggled with how to be of best use to the team. Anything he brings to the table they cover and 9 outta 10 times do it better than he could. But he brought a certain edge to the team with his anger and hardheadedness. Plus without him we wouldn’t get his younger brother, Warpath of X-Force fame, whole story of anger and wanting of revenge against Xavier for Thunderbird’s death. Great stories all in all, and all because Thunderbird wanted to prove a point to the rest of the team as well as himself.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Korvus build #813

Postby Tattooedman » Wed Apr 06, 2011 1:05 pm

Image
Korvus:
PL: 12
Str 22 (+6) Dex 14 (+2) Con 22 (+6) Int 14 (+2) Wis 12 (+1) Cha 12 (+1)

Skills: Athletics 4 (+9), Craft (Electronic) 4 (+6), Craft (Mechanical) 4 (+6), Drive 4 (+6), Knowledge (Technology) 4 (+6), Pilot 6 (+8.), Notice 6 (+7), Sense Motive 6 (+7), Stealth 6 (+8.)

Feats: Athletic Bluff, All-Out Attack, Attack Spec. (Sword of the Phoenix) 2, Cunning Fighter, Dodge Focus 4, Improved Block, Improved Disarm, Improved Initiative, Power Attack,

Powers: Super-Senses 2 [Communication Link [Rachel Grey]; Extended Sight]
Super Strength 2

Device [Sword of the Phoenix] 12 (easy to lose) (Power Feats: Indestructible, Restricted 2 [bloodline only])
--Absorption 6 [energy-boost blast] (Extra: Energy Storage); (Power Feat: Slow Fade 2)
--Blast 8 [12-boosted by absorption]
-Alt. Power: Deflect [all ranged attacks-spinning sword]
-Alt. Power: Strike 6 (Power Feats: Improved Critical, Mighty)

Immunity 7 (Environmental Cold; Environmental Heat; Environmental Pressure; Environmental Radiation; Suffocation; Vacuum)
Protection 6 (Extra: Impervious 4); (Flaw: Limited-Only against non-energy attacks)

Saves: Toughness +12* [*Impervious 4]
Fort +8
Ref +6
Will +8

Combat: Attack +8/+12 (Sword of Phoenix)
Damage +5 (unarmed)/+12 (Sword of the Phoenix)
Defense +10 (+3 flat-footed)
Initiative +6


Costs: Attributes 36+ Skills 11+ Feats 13+ Powers 42+ Saves 13+ Combat 28= 144 pts.


:arrow: I knew I was forgetting someone when I was doing Starjammer builds, Korvus here is supposed to be pretty powerful overall given his family’s ties to the Phoenix Force. I guess when he first showed up he handled the likes of Havok, Polaris and Rachel pretty easy up until the mental link was formed between he & Rachel.

:arrow: Overall I haven’t read anything showing Korvus’ powers, but I’ve read loads about him in Wikipedia & at Writeups. Org & I think I’ve hit the majority of his known powers. I’m not too wild about his being so much under cost but I don’t want to take to many liberties with the build so I’d hoping that during the War of Kings story I’d gotten a peek at some of his abilities then I can update this build but never really say anything with him in it as I didn’t buy every book that was part of that story.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Vulcan (Deadly Genesis Mission) build #814

Postby Tattooedman » Wed Apr 06, 2011 1:09 pm

Image
Vulcan: (Deadly Genesis Mission)
PL: 9
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+6), Concentration 6 (+8.), Diplomacy 4 (+6), Knowledge (Tactics) 6 (+8.), Notice 6 (+8.), Pilot 4 (+6), Search 2 (+3), Sense Motive 6 (+8.), Stealth 6 (+8.)

Feats: Accurate Attack, Assessment, Attack Spec. (Blast) 2, Challenge (Read Situation), Defensive Roll 2, Dodge Focus 3, Equipment, Improved Initiative, Interpose, Leadership, Luck, Master Plan, Power Attack, Precise Shot, Teamwork, Tough

Powers: Blast 10 (Extra: Penetrating)
-Alt. Power: Deflect 10 (Extra: Reflection)
Flight 6

Saves: Toughness +7*/+5**/+2 [*Costume & Defensive Roll/**Costume]
Fort +5
Ref +6
Will +8

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

Equipment: Costume: +2 Toughness; Subtle; Comm-Link


Costs: Attributes 20+ Skills 11+ Feats 20+ Powers 44+ Saves 13+ Combat 22= 130 pts.


:arrow: Well since he's such a monstrous bad guy nowadays I thought it would be interesting to do a build of Vulcan from back when he was barely able to do missions. Back in the day Vulcan was your typical blaster pretty much, showing his skills by being able to deflect attacks with his energies, which somewhat shows the potential he had back then.

:arrow: At this stage of his life he really does come across to me as a Cyclops-lite kinda deal, which was pretty much how he was written. I may come back later on and do builds of the other 3 members of his team, Sway, Petra & Darwin. Just for a laugh or two but they may end up costing more since most of their powers are some much more varied & powerful compared to Vulcan's at this point in history.
Last edited by Tattooedman on Sat Aug 04, 2012 6:55 pm, edited 1 time in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Mimic (616) build #815

Postby Tattooedman » Wed Apr 06, 2011 1:12 pm

Image
Mimic:
PL: 12
Str 10 [24] (+0/+7) Dex 10 [26] (+0/+8.) Con 10 [22] (+0/+6) Int 10 [16] (+0/+3) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 6 (+14), Bluff 8 (+9), Intimidate 8 (+9), Knowledge (Life Sciences) 6 (+9), Knowledge (Physical Sciences) 6 (+9), Knowledge (Technology) 6 (+9), Notice 4 (+7), Search 4 (+7), Sense Motive 4 (+7), Stealth 4 (+8.)

Feats: All-Out Attack, Ambidexterity, Dodge Focus 4, Endurance, Instant Up, Luck 4, Move-By Action, Power Attack, Startle, Tough 4

Powers: Mimic 12 [all traits] (Extras: Continuous Duration, Extra Subject 3 [10 max], Perception Range); (Flaw: Limited-Perception Range is only 20 ft)

Container [Original 5's Powers] 20
--Blast 10 [Optic Blast] (Extra: Area {Line}, Penetrating); (Power Feats: Accurate Attack, Precise, Precise Shot)
-Alt. Power: Cold Control 10
-Alt. Power: Blast 10 [ice]
-Alt. Power: Create Objects 10 [Ice Shapes] (Power Feat: Innate)
-Alt. Power: Snare 10 [Ice Bonds]
-Alt. Power: Telekinesis 10
-Alt. Power: Telepathy 10
-Alt. Power: Mental Blast 5
--Enhanced Strength 14
--Enhanced Constitution 12
--Enhanced Dexterity 16
--Feature 1 [Mentally reads like Charles Xavier]
--Flight 3 (Drawback: Power Loss [When wings are immobilized {-2 pts}])
--Mind Shield 4
--Super Strength 1

Saves: Toughness +10
Fort +8
Ref +10
Will +10 [+14 vs. Mental Effects]

Combat: Attack +8
Damage +5 (mental blast)/+7 (unarmed)/+10 (optic blast/cold control array)
Defense +8 (+2 flat-footed)
Initiative +8


Costs: Attributes 6+ Skills 14+ Feats 15+ Powers 220+ Saves 12+ Combat 24= 291 pts.


:arrow: Ok, I had to do this build. I’m a long time fan of Mimic from way back when he was considered to be dead. My first exposure to him were from the Marvel Handbook of the Dead and I loved his power idea and his part in X-History. I was a little upset I wouldn’t be able to read anything current about him since he was dead but then Marvel put that revolving door on death and during Onslaught Mimic was revealed to be alive and well and trying to stabilize his powers. He took on X-Force and not only held his own but drove them of enough he could get away.

:arrow: That’s kinda powerful honestly. LOVE IT!!!

:arrow: He showed up lately as a prisoner of Zemo and has been brought into the Dark X-Men. So I’m going to be hitting the comic shop earlier than usual this week to pick this up along with my usual assortment of books pulled. I’m looking forward to seeing how he is handled and his interactions with some of the other members of the new team.

:arrow: Now with the history done lemme say this, characters with the mimic power at high levels that can use it on up to 10 people IS FRICKIN’ EXPENSIVE!!!!! Coming in easily as the MOST expensive build I’ve done Mimic deserves it though. He can mimic anyone around him within 20 ft, anyone at all. So with him being around the likes of Emma Frost, Cloak & Dagger, let alone Namor there is all kinds of possibilities for him.

:arrow: Let’s not forget that Mimic also has the powers of the original 5 members of the X-Men as well as Professor X. That makes him a threat, add in his actual power and he’s a threat for any team you’re dealing with as a GM. My last attempt at building a mimic powered character was Amazo and I feel like I cheated slightly making his mimic power a X Trait. So for Mimic I wanted to really keep a cost tracked for it. Boy it was expensive, but I’m happy with it.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Maverick build #816

Postby Tattooedman » Wed Apr 06, 2011 1:13 pm

Image
Maverick:
PL: 10
Str 16 (+3) Dex 20 (+5) Con 20 (+5) Int 14 (+2) Wis 22 (+6) Cha 14 (+2)

Skills: Acrobatics 8 (+13), Climb 8 (+11), Drive 8 (+13), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (Streetwise) 8 (+10), Knowledge (Tactics) 8 (+10), Notice 4 (+10), Pilot 4 (+9), Profession (Solider) 6 (+12), Search 8 (+10), Sense Motive 8 (+14), Stealth 8 (+13), Survival 6 (+12), Swim 8 (+11)

Feats: Accurate Attack, Attack Focus (Ranged) 4, Defensive Attack, Defensive Roll 3, Dodge Focus 4, Diehard, Elusive Target, Equipment 8, Evasion, Improved Aim, Improved Critical (Firearms), Improved Critical (Blaster) 2, Improved Critical (Unarmed) 2, Improved Initiative, Move-By Action, Power Attack, Precise Shot, Quick Draw 2, Uncanny Dodge [visual]

Powers: Absorption 8 [Kinetic energy only]

Saves: Toughness +11**/+8*/+5 [**Armor & Defensive Roll/*Armor]
Fort +8
Ref +7
Will +9

Combat: Attack +8/+10 (firearms/blaster)
Damage +3 (unarmed)/+8 (absorption blast)/+10 (blaster)
Defense +9 (+2 flat-footed)
Initiative +9

Equipment: Armor: +3 Toughness; Comm-Link; Night Vision Goggles; Flash Goggles; Gas Mask; Multi-Tool; Rebreather

Blaster Pistol: +5 Damage/Critical 18-20 (50 ft range)


Costs: Attributes 46+ Skills 27+ Feats 37+ Powers 16+ Saves 8+ Combat 26= 160 pts.


:arrow: From Team-X fame as well as being an old partner of Wolverine from his hazy past, Maverick. To be honest I liked him when he was brought out, he was shown as being a skilled operator (something like Grifter without as many powers). My only problem was the fact that various writers couldn’t decide for a definite set of powers. A couple times it was said that he had different powers, from kinetic absorption only to being able to see into the future which let him pull off his jobs.

:arrow: For this build I went with his first appearance set of powers (kinetic absorption), and a wide array of skills and feats that he earned as a government agent. I like it overall, I think he would give my Grifter build some trouble, and it could go either way depending on dice rolls I think (hhhmmm, my play test list is starting to grow it seems..). I think the biggest problem is that from what i read Maverick likes to trust in his armor and take a hit a little too much, and sometimes it can be more than he thought it was going to be.

:arrow: Now I realize that once again, I’ve managed to go over the PL 10/150 mark again (big surprise) but with Maverick I feel justified since he was more of a solo kinda guy to begin with. He had to be able to do it all on his own once he started a job without any serious kind of help. I may come back later and do a version that is more in line with Maverick from his solo series, major differences are his adding a blast effect to his absorption and increasing how much he absorbs, the rest is more complications and story based stuff.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Magneto build #817

Postby Tattooedman » Wed Apr 06, 2011 1:15 pm

Image
Magneto:
PL: 15
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 20 (+5) Wis 18 (+4) Cha 18 (+4)

Skills: Computers 10 (+15), Concentration 12 (+16), Craft (Electronic) 12 (+17), Craft (Mechanical) 10 (+15), Craft (Structural) 10 (+15), Diplomacy 8 (+12), Gather Information 8 (+12), Intimidate 12 (+16), Knowledge (Civics) 6 (+11), Knowledge (Earth Sciences) 10 (+15), Knowledge (Life Sciences) 6 (+11), Knowledge (Technology) 8 (+13), Sense Motive 8 (+12)

Feats: Assessment, Attack Spec. (Magnetic Array) 4, Benefit 5 [Wealth x5], Connected, Dodge Focus 6, Equipment, Inventor, Luck 2, Master Plan, Skill Mastery [Craft {Structural}, Diplomacy, Knowledge {Earth Sciences}, Knowledge {Life Sciences}], Startle, Well-Informed

Powers: Magnetic Control 18 (Extra: Wide Array); (Power Feats: Indirect, Precise)
-Alt. Power: Attract/Repel Metals 18
-Alt. Power: Blast 18 [Magnetic Energy] (Extra: Penetrating)
-Alt. Power: Blast 18 [Ferrous Materials] (Extra: Autofire)
-Alt. Power: Blast 18 [Ferrous Materials] (Power Feat: Split Attack)
-Alt. Power: Deflect 18 [all ranged]
-Alt. Power: Environmental Control [Distraction-Flying Ferrous Materials]
-Alt. Power: Environmental Control [Hamper Movement-1/quarter speed-Ferrous Materials weighing down]
-Alt. Power: Nauseate 15 (Extra: Ranged); (Flaw: Sicken)
-Alt. Power: Nullify 18 [electronics only]
-Alt. Power: Obscure 18 [radio]
-Alt. Power: Shape Metals 18
-Alt. Power: Snare 15 [Ferrous Materials]

Flight 8 (Linked to Magnetic Control)
Force Field 8 (Extra: Impervious)
Immunity 9 (Life Support); (Linked to Force Field)
Super-Senses 9 (Extended x4, Ranged Detect [Ferrous Materials], Direction Sense, Magnetic Awareness)

Device [Helm] 4 (hard to lose)
--Immunity 20 (Mental Effects)

Saves: Toughness +14*/+6**/+2 [*Impervious 8 Force Field & Magnus Armor/**Magnus Armor]
Fort +6
Ref +5
Will +11

Combat: Attack +8/+12 (Magnetic Control Array)
Damage +15 (Nauseate)/+18 (Blasts)
Defense +12 (+3 flat-footed)
Initiative +2

Equipment: Magnus Armor: +4 Toughness



Costs: Attributes 38+ Skills 30+ Feats 25+ Powers 134+ Saves 14+ Combat 28= 269 pts.


:arrow: Well come on now, how can I do a run of X-Team builds without including the O.G. of their foes the Master of Magnetism, Magneto? I couldn’t do that to him. He’s probably one of my all-time favorite morally ambiguous bad guys. He’s a bad guy trying to do good things based on his experiences from WW 2. That makes for loads of interesting writing and role-playing chances when used in a game.

:arrow: That said I kinda went slightly overboard on his build but I felt it was worth it when most of the time when Magneto shows up it’ll take the majority of the heavy hitters for the X-Teams to hold him off. He’s shown to highly skilled in the use of his powers having spent how many decades using them and the various power increases he’s had as well makes him a monstrously powerful foe to face off against.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Donna Troy build #819

Postby Tattooedman » Thu Apr 07, 2011 8:47 am

Image
"Look! I think it's my new background coming!"
Donna Troy:
PL: 12
Str 34 (+12) Dex 22 (+6) Con 30 (+10) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Diplomacy 8 (+11), Handle Animal 6 (+9), Knowledge (Arcane Lore) 4 (+6), Knowledge (Theology & Philosophy) 8 (+10), Language (Base: Greek; English), Notice 8 (+11), Profession (Photographer) 6 (+9), Sense Motive 8 (+11), Stealth 4 (+10), Survival 4 (+7)

Feats: Attack Focus (Melee) 2, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Improved Grapple, Improved Grab, Improved Pin, Interpose, Inspire, Luck, Move-By Action, Power Attack, Takedown Attack 2, Teamwork 2, Tracking

Powers: Flight 5 (Dynamic)
-Alt. Power: Speed 5 & Quickness 5 (Dynamic)
Immunity 1 [Aging]
Super Strength 4 (Power Feat: Bracing)

Device [Amazon Bracers] 5 [hard to lose] (Power Feat: Indestructible)
--Deflect 10 [all ranged attacks] (Flaw: Distracting)
--Enhanced Feats 3 [Improved Defense, Improved Sunder, Weapon Break)

Saves: Toughness +12*/+10 [*Defensive Roll]
Fort +10
Ref +7
Will +7

Combat: Attack +8/+10 (Melee)
Damage +12 (Unarmed)
Defense +10 (+2 flat-footed)
Initiative +6


Costs: Attributes 68+ Skills 14+ Feats 23+ Powers 43+ Saves 6+ Combat 26= 180 pts.


:arrow: My take on the last version of Donna Troy that I‘ve seen, though I hear it’s lasted for a fair bit of time at this point. Needless to say she’s got some history in DC and with the Titans.

:arrow: Pretty much at this point the way I see it Donna is almost equal to Wonder Woman, at worst she’s only slightly weaker. I place most of it on her shifting nature/history/recons and such. She’s died and come back almost as much as most Marvel dead people and I think that would take some tolls on her overall so I kept her attack and defense down a bit and kept some things that I thought she kept from her previous times as a hero.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12462
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: No registered users and 4 guests