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Tattooverse 2.5: WOF builds

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Obsidian build #820

Postby Tattooedman » Thu Apr 07, 2011 8:48 am

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Obsidian:
PL: 12
Str 12 [+26] (+1/+8.) Dex 14 (+2) Con 12 (+1) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

Skills: Bluff 10 (+12), Concentration 10 (+12), Craft (Mechanics) 4 (+5), Intimidate 10 (+12), Knowledge (Arcane Lore) 6 (+7), Notice 8 (+10), Search 6 (+7), Sense Motive 8 (+10), Stealth 10 (+12)

Feats: Attack Focus (Melee) 2, Attack Spec. (Shadow Powers) 2, Challenges 2 (Mass Intimidate; Vanish), Dodge Focus 2, Hide in Plain Sight, Improved Grab, Improved Grapple, Improved Initiative 2, Power Attack, Seize Initiative, Skill Mastery [Bluff; Intimidate; Knowledge {Arcane Lore}; Stealth], Startle, Talented (Bluff/Intimidate), Taunt

Powers: Alternate Form [Man of Shadows] 12
--Elongation 4
--Enhanced Strength 14
--Enhanced Feats 4 (Diehard; Fearsome Presence 3 [DC 13; 15 ft radius])
--Insubstantial 4 (Power Feat: Selective)
--Mind Reading 10 [darkside view] (Flaw: "Dark" Thoughts Only)
--Protection 8

Container [Lord of the Shadowlands] 13
--Blast 14 (Extra: Area {Shapeable}); (Dynamic)
-Alt. Power: Create Objects 14 [shadow contructs] (Power Feat: Precise); (Dynamic)
-Alt. Power: Drain Wisdom 8 [darkside view] (Extra: Ranged, Alt. Save [Will]); (Linked to Summon Minion)
-Alt. Power: Emotion Control 14 (Extra: Area {Burst}); (Flaw: One Emotion [Dread]); (Dynamic)
-Alt. Power: Obscure 14 [visual-darkness]
-Alt. Power: Shield 2 (Dynamic)
-Alt. Power: Teleport 10 [shadow gates] (Extra: Portal); (Power Feats: Change Direction, Easy)

Summon Minion 2 [shadowmen-30 pt minions] (Power Feats: Progression 6 [50 minions]); (Flaw: Dependent-must use victims of Drain Wisdom)

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

Combat: Attack +6/+8 (melee)/+10 (shadow control), Damage +, Defense +14 (+5 flat-footed), Initiative +10

Drawbacks: Vulnerable: Light based attacks [+50% damage] (-4 pts)


Costs: Attributes 14+ Skills 18+ Feats 19+ Powers 125+ Saves 23+ Combat 32- Drawbacks 4= 227 pts.


:arrow: Talk about a guy with Dad issues. Obsidian has been pretty much worn ruff by the late 90s & the early 2000s, with being a lovable, but sour-faced hero with issues of being an overprotective brother whose teammates didn't want to be around too much to losing his mind & becoming a villain that went after his family.

:arrow: I thought that since Jab did the heroic version I should do an equal showing of Obsidian as a villain. This is based more on his showing in the Darkness Falling & Princes of Darkness storyline where Obsidian worked solo mostly & with Mordu & Eclipso to take out the JSA. Needless to say he got one big power increase to be taken as a credible threat to the team.

:arrow: Nothing much to say about Obsidian though, I tried to build him so that he could, in theory fight with Sentinel one-on-one while the other two deal with the rest of the team. I think I built him right for that. Course Obsidian could handle a whole lesser team on his own I think, and of course he should be used that way. One other thing though about his growth trick he used in both stories, I'm going with the idea that it's an application of his create objects being used to build a larger body for him. He’s simply inside it directing it as he wants.
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The Question build #821

Postby Tattooedman » Thu Apr 07, 2011 8:50 am

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The Question:
PL: 9
Str 14 (+2) Dex 14 (+2) Con 16 (+3) Int 18 (+4) Wis 20 (+5) Cha 14 (+2)

Skills: Bluff 10 (+12), Climb 4 (+6), Computers 8 (+12), Diplomacy 4 (+6), Disable Device 8 (+11), Gather Information 12 (+14), Investigate 12 (+16), Knowledge (Current Events) 8 (+12), Knowledge (Streetwise) 4 (+8.), Notice 8 (+13), Profession (Investigative Reporter) 4 (+9), Search 8 (+12), Sense Motive 8 (+13), Stealth 8 (+10), Swim 2 (+4)

Feats: Attack Focus (Melee) 2, Challenge [Fast Task {Search}], Conspiracy Theorist 5, Contacts, Deep Ties [Finding the Truth], Defensive Attack, Defensive Roll 3, Dodge Focus 4, Equipment, First Strike, Follow-Up Strike, Improved Block, Improved Critical (Unarmed) 2, Improved Disarm, Improved Trick, Power Attack, Stunning Attack, Takedown Attack 2, Trance, Zen Strike, Ultimate Effort [Ultimate Skill (Investigate)]

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

Combat: Attack +8/+10
Damage +5 (Unarmed)
Defense +11 (+3 flat-footed)
Initiative +7

Equipment: Question Mask: [Immunity 2 (Being Unmasked); PF: Quick Change, Subtle]


Costs: Attributes 36+ Skills 27+ Feats 33+ Saves 9+ Combat 30= 135 pts.



:arrow: Vic Sage. He’s the Question without a doubt in my mind. I know he’d currently dead in the mainstream, but in my setting he’s still around and kicking. He’s around dealing with all the nutty conspiracy groups and secret cabals who are trying to manipulate the populace for their own ends.

:arrow: This build also reflects a good bit of his training at the hands of Richard Dragon, so in a fight the mooks better bring themselves a serious amount of band-aids. They’re gonna need ‘em. On top of that Vic can still play investigator on an pretty equal level to Batman, so between that and feats like Conspiracy Theorist & Deep Ties he’ll be able to see things through the smoke and mirrors the bad guys are hiding behind.

:arrow: A quick nod to BARON for how he handled Vic’s mask in his 2e build. Brilliant, I can’t say it any simpler. But I can “borrow” it for my build. Thanks. :D
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Starman V build #822

Postby Tattooedman » Thu Apr 07, 2011 8:53 am

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Starman V:
PL: 10
Str 26 (+8.) Dex 20 (+5) Con 26 (+8.) Int 10 (+0) Wis 12 (+1) Cha 14 (+2)

Skills: Bluff 4 (+6), Concentration 6 (+7), Diplomacy 6 (+8.), Disguise 0 (+12), Intimidate 6 (+8.), Knowledge (Current Events) 4 (+4), Knowledge (Pop Culture) 4 (+4), Notice 6 (+7), Sense Motive 4 (+5), Stealth 4 (+9)

Feats: Attack Focus (Melee) 4, Attack Spec. (Radiation Control Array) 2, Diehard, Dodge Focus 4, Improved Initiative, Luck, Move-By Action, Power Attack, Startle

Powers: Flight 4
Immunity 1 [Disease, Poison] (Flaw: ½ Effective)
Immunity 4 [Environmental Cold, Environmental Heat, Suffocation]
Impervious Toughness 8
Morph 2 [humanoids]
Protection 2 (Extra: Impervious)
Radiation Control 10
-Alt. Power: Dazzle 10 [visual]
-Alt. Power: Environmental Control 10 [Extreme Heat]
-Alt. Power: Obscure 10 [visual]
-Alt. Power: Super Strength 3

Saves: Toughness +10* [*Impervious]
Fort +9
Ref +6
Will +5

Combat: Attack +4/+8 (melee/radiation control array)
Damage +8 (unarmed)/+10 (radiation control array)
Defense +8 (+2 flat-footed)
Initiative +9


Costs: Attributes 48+ Skills 11+ Feats 16+ Powers 53+ Saves 6+ Combat 16= 150 pts.


:arrow: The Starman of the early 90s and my first exposure really to that legacy. He had nothing to do with the family “job” and got his powers basically from the energy form of the previous Starman. It was interesting to read as the writer did the series focusing mostly on how Will Payton’s (Starman V) life was changed by gaining his powers. His learning the ropes and meeting some of the other established heroes in the world during the invasion.

:arrow: I went with the idea that this version of Starman had radiation based powers based mostly on an issue where he used his powers to help Superman recharge his supply of solar energy, which to me says solar radiation. Otherwise though Starman V is your typical paragon kind of hero with some energy manipulation powers. Though his other minor power to change his appearance was used from time to time but not that much.

:arrow: I know that Starman V gave his life supposedly stopping the threat of Eclipso by generating a nova sized flare of light that burnt up his body. I’ve heard rumors about his returning mixed with the alien Starman who came before him but I’ve not actually read it or been able to find anything mentioned where I normally fact check my information.

:arrow: Overall Starman V is a fairly good all around character as for powers. He can fight fairly well and his powers give him some choices in a fight plus he had some basic people skills as well. If I recall correctly Will Payton had started in the music business as a manager for a couple local bands so he’s got the knowledge skills to help him know what’s good for them in the business though he hasn’t been doing it long enough to deserve any kind of ranking in Knowledge (Business).
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Starman I build #823

Postby Tattooedman » Thu Apr 07, 2011 8:54 am

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Starman I:
PL: 9
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 20 (+5) Wis 12 (+1) Cha 12 (+1)

Skills: Bluff 6 (+7), Craft (Electronic) 8 (+13), Craft (Mechanical) 8 (+13), Disable Device 4 (+9), Investigate 2 (+7), Knowledge (Earth Sciences) 4 (+9), Knowledge (Physical Sciences) 10 (+15), Knowledge (Technology) 8 (+13), Notice 4 (+5), Search 4 (+9), Sense Motive 6 (+7), Stealth 4 (+6)

Feats: Attack Spec. (Gravity Rod) 2, Benefit 2 [Wealth x2], Challenge [Durable Lie], Dodge Focus 4, Equipment 3, Inventor, Luck, Precise Shot, Quick Draw, Skill Mastery [Craft {Electronic}, Craft {Mechanical}, Knowledge {Physical Sciences}, Knowledge {Technology}], Speed of Thought, Teamwork

Powers: Device [Gravity Rod] 10 [easy to lose]
--Blast 10 [Gravitonic Energy]
-Alt. Power: Move Object 10
--Flight 5
--Force Field 8 (Extra: Impervious)

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

Combat: Attack +4/+8 (gravity rod blast)
Damage +1 (unarmed)/+10 (gravity rod blast)
Defense +8 (+2 flat-footed)
Initiative +5

Equipment: Headquarters [12 ep]: Size-Huge [Observatory/Mansion]; Toughness 10; Features: Communications, Computer, Laboratory, Library, Living Space, Power System, Security System, Workshop


Costs: Attributes 24+ Skills 17+ Feats 19+ Powers 50+ Saves 9+ Combat 16= 135 pts.


:arrow: After doing my Will Payton (Starman V) build I got to thinking about the original Starman. He wasn’t really all that way back when he was first shown but after some quick shuffling by writers way later and a good series about his son Jack (who I’ve never really read but I’ve heard good things about) Ted Knight got one helleva reworking and characterizing that made him fairly interesting.

:arrow: I thought I’d take a try at building him more in mind of his Golden Age times which would make him a PL 9 in my mind. It was the guys like Starman and Alan Scott (original Green Lantern) who were the serious heavy hitters of the JSA back in the day and were easily a level or so above the others (who most of would be PL 7 to PL 8 in my mind).

:arrow: My first real exposure to Ted was back when the JSA first came back from their imprisonment fighting the end of the universe for several decades. That series showed several of the JSA trying to get used to the world as it had kinda left them behind. Ted had some of the fewer problems as he simply stowed himself away in his lab/manor that his kids had kept ahold of while he was gone. He later showed up to help his buddies fight off one of their enemies who was about to take over the world. So he got to save the day as the villain (whose name escapes me at the moment) and since said non-namable villain wasn’t ready for Starman, the day was saved.

:arrow: The gravity rod is fairly simple and straightforward, able to let Ted fly, generate a force field, blast away all day long or manipulate gravity to move things as he wants. Later on he refined it into the Cosmic Rod, though exactly at what point he did it isn’t really a clear part of his history. Though it was said that the Cosmic Rod was way more powerful than the Gravity Rod, but I’m a sucker for going as simple as possible so I thought it would work better and stay within my personal style of low-casting builds.
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Re: Tattooverse 2.5 [2E]

Postby ClassDunce » Thu Apr 07, 2011 9:01 am

You made the Polaris build a PL9 and in the background you mentioned that she was this low because you were going to create Magneto at PL12 but then you made Magneto PL15. Personally as an X-Factor fan I find the PL9 just low for the character but since you decided to up Magento is there a reason you haven't done the same for good old Lorna Dane?
"When they ask how I died, tell them: still angry." - Quellcrist Falconer
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Thu Apr 07, 2011 9:19 am

ClassDunce wrote:You made the Polaris build a PL9 and in the background you mentioned that she was this low because you were going to create Magneto at PL12 but then you made Magneto PL15. Personally as an X-Factor fan I find the PL9 just low for the character but since you decided to up Magento is there a reason you haven't done the same for good old Lorna Dane?


Way back when I first did Polaris' build I was spit-balling Magneto's build in the back of my mind and was thinking PL 12, but when I got around to actually doing his build I realized he needed to be a higher level than I had originally intended and that's why he ended up being a PL 15.

As for Polaris....well that's more of a slip on my part than anything else. I could make her a PL 10 easily enough, but IMO I don't see her costing the full 150 pts, don't get me wrong I'm an fan of that time period of X-Factor but I just don't see too many of that versions members as full on PL 10 (aside from Havok mostly). Polaris would honestly be the second closest to a PL 10, but like some of my other builds I'm putting off making serious changes to their builds until I've gotten the majority of all my builds moved over into this new thread. Then I'll tackle the task of editing some of the builds (I've got about 4 or so characters I still want to build on top of that that I've not gotten to as it is).

Though I would point out that as I have Polaris built she operates as a PL in combat with trade-offs.
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Re: Tatterdemalion build #790

Postby Arthur Eld » Thu Apr 07, 2011 10:30 am

Tattooedman wrote:Image
Tatterdemalion:
PL: 10
Str 16 (+3) Dex 16 [30] (+3/+10) Con 16 [26] (+3/+8.) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+7/+14), Bluff 8 (+10), Intimidate 10 (+12), Knowledge [Streetwise] 4 (+4), Language [Base: Romanian; English], Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+7/+14), Swim 6 (+9)

Feats: Attack Spec. [Needles & Pins Array], Chokehold, Distract [Intimidate], Fearless, Follow-Up Strike, Improved Feint, Improved Grab, Startle, Veteran Fighter

Powers: Alternate Form [Ragamuffin Stuffing] 12
Enhanced Constitution 10
Enhanced Dexterity 14
Enhanced Feats 10 [Evasion 2, Dodge Focus 4, Grappling Finesse, Hide in Plain Sight, Improved Pin, Up the Walls]
Immunity 12 [Critical Hits, Entrapment Effects, Falling Damage]
Insubstantial 1
Leaping 4
Movement 3 [Swinging, Wall-Crawling 2]
Needles & Pins Array:
Needles: Blast 10 (Extra: Penetrating)
-Eyes Stitched Shut: Dazzle 10 (Extra: Alternate Save [Will])
-Pins: Strike 7 (Extra: Penetrating 10); (Power Feat: Improved Critical 2, Mighty)
-Handful of Needles: Blast 10 (Extra: Autofire)
-Stitched in Place: Paralyze 10 (Extras: Alternate Save [Will], Ranged)

Saves: Toughness +8*/+3 [*Alternate Form]
Fort +5 [+10]
Reflex +5 [+15]
Will +8

Combat: Attack +8/+10 (Needles & Pins Array)
Damage +3 (Unarmed)/+10 (Needles)/+10 (Pins; critical 18-20)/+10 (Handful of Needles)
Defense +12*/+8 (+4 flat-footed) [*Alternate Form]
Initiative +10*/+3 [*Alternate Form]


Real Name: Radu Meinrad
Height: 5' 10"
Weight: 190 lbs
Hair: Black
Eye Color: Green


Costs: Abilities 26+ Skills 14+ Feats 9+ Powers 94+ Saves 10+ Combat 32= 185 pts.


Background: Coming soon……

OOC wrote:Hey HH, remember when you said folks could feel free to use any of you Infinite New Vindicators character builds?

THANKS!! ^_^


Just wanted to show some love for this character. I really need to get off my duff and work on a 3E version ofJason, which will definitely be influenced by HH's Paradigm build, but incorporating the current changes Jason has gone through.

Good stuff, T-man!
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Re: Tattooverse 2.5 [2E]

Postby Horsenhero » Thu Apr 07, 2011 6:13 pm

You're welcome and thanks back at you both. Since the inspiration for all the characters in that story (Tatterdemalion excepted), came from the other players I can hardly take responsibility or claim possession can I? Amusingly, I too have ported an Infinite New Vindicators' character over to another game. Devil Boy in Legion X is the Cacodemon build...so there you go.
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Re: Tattooverse 2.5 [2E]

Postby Tattooedman » Thu Apr 07, 2011 6:17 pm

Horsenhero wrote:You're welcome and thanks back at you both. Since the inspiration for all the characters in that story (Tatterdemalion excepted), came from the other players I can hardly take responsibility or claim possession can I? Amusingly, I too have ported an Infinite New Vindicators' character over to another game. Devil Boy in Legion X is the Cacodemon build...so there you go.


Nice HH. Now I wonder just how much of the insperational personality you channel into D.B.
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Diablo build #824

Postby Tattooedman » Thu Apr 07, 2011 8:31 pm

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Diablo:
PL:
11
Str 14 [26] (+2/+8.) Dex 14 (+2) Con 14 [26] (+2/+8.) Int 10 (+0) Wis 18 (+4) Cha 14 (+2)

Skills: Bluff 10 (+12), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 10 (+12), Knowledge [Arcane Lore] 7 (+7), Knowledge [Streetwise] 7 (+7), Notice 8 (+12), Perform [Oratory] 6 (+8.), Sense Motive 8 (+12), Stealth 8 (+10)

Feats: All-Out Attack, Attack Spec. [Brimstone & Fire Array], Dodge Focus 3, Fascinate [Bluff], Hide in Plain Sight, Startle

Powers: Alternate Form [The Devil Himself] 16 (Extra: Continous Duration)
Additional Limb 1 [tail]
Enhanced Attack 4
Enhanced Defense 4
Enhanced Constitution 12
Enhanced Strength 12
Enhanced Feats 12 [Diehard, Fearless, Fearsome Presence 6 (Will DC 16), Improved Initiative, Tough 3]
Feature 1 [Altered Features]
Immunity 9 [Life Support]
Regeneration 8 [Recovery Rate: Injured: 1/round; Staggered: 1/round] (Power Feat: Regrowth)
Super-Senses 3 [Ranged Detect [Life], Infravision]
Super Strength 2 (Power Feats: Bracing)

Brimstone & Fire Array:
Blast 12 [Hellfire] (Extra: Penetrating)
-Alt. Power: Obscure 5 [Smoke of Perdition-visual]
-Alt. Power: Strike 4 [hellfire weapon] (Extra: Penetrating); (Power Feats: Improved Critical 3, Mighty)
-Alt. Power: Stun 11 [Dark Touch] (Extra: Ranged)
-Alt. Power: Teleport 12 [Brimstone portal] (Power Feats: Chance Direction, Easy)

Saves: Toughness +11
Fort +12
Ref +8
Will +8

Combat: Attack +8/+10 (Brimstone & Fire Array)
Damage +8 (Unarmed)/+12 (Hellfire Blast/Hellfire Weapon; critical 17-20)
Defense +11 (+4 flat-footed)
Initiative +6


Costs: Abilities 24+ Skills 20+ Feats 8+ Powers 136+ Saves 14+ Combat 16= 218 pts.


Real Name: Unknown
Height: 6’
Weight: 130 lbs
Hair: White
Eye Color” Yellow


Complications:




Well, I‘d been holding onto this build for a little bit but since Horsenhero brought up what he‘s done with Cacodemon I thought I‘d go ahead & throw out my take on him.

So now I‘ve got a character based on a inspired build of another character I‘ve built…..man, that‘s a bit odd. Funny, but kinda odd. Anyways I took a couple of the ideas HH did with Cacodemon and tweaked them to fit what I was wanting for this character. He‘s someone that‘ll be showing up in my PbP games, I‘m just not saying which one.
Last edited by Tattooedman on Tue Apr 03, 2012 9:46 am, edited 3 times in total.
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Re: Tattooverse 2.5 [2E]

Postby Horsenhero » Thu Apr 07, 2011 8:44 pm

I blame Michuru. :twisted:
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Re: Tattooverse 2.5 [2E]

Postby Arkrite » Thu Apr 07, 2011 8:58 pm

Funny, I blame you ;~)

Also, I vote for the Freedom League game.

If only because that guy would eat the Albright Team alive.
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Re: Tattooverse 2.5 [2E]

Postby Horsenhero » Thu Apr 07, 2011 9:51 pm

Well, while we're on the subject, Michuru gave me the okay, so my Infinite New Vindicators' pbp interest check thread is up. Now I get to see how many takers there are out there to participate in my little interpretation of the Oubliverse.
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Re: Tattooverse 2.5 [2E]

Postby Shock » Fri Apr 08, 2011 8:15 am

He looks like an unholy terror. But, any two of us could take him in the Force Ops game. Assuming he doesn't have friends. He does look like a perfect matchup for the Albright kids ;}

I like the funky picture.
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Re: Tattooverse 2.5 [2E]

Postby kenseido » Fri Apr 08, 2011 10:02 am

Gotta a question about your Starman V build. Shouldn't he have full Life Support and Space Travel? He has been seen flying in space - in fact he broke light speed. Maybe the comic was a total joke but it did have Valor/Mon-el in it. The fought because everything Will said in English sounded like an insult in Interlac.
When he was flying home, he got "pulled over" by some LEGION patrolmen because 186,282 mps isnt just a good idea, it's a law.
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