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Tattooverse 2.5: WOF builds

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Johnny Rocket II [3E] build #837

Postby Tattooedman » Fri Apr 08, 2011 3:00 pm

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Johnny Rocket II:
PL: 10
Strength 2 Agility 4 Fighting 4 Awareness 1
Stamina 3 Dexterity 4 Intellect 0 Presence 3

Skills: Acrobatics 4 (+8.), Deception 8 (+11), Expertise [Current Events] 5 (+5), Expertise [Pop Culture] 5 (+5), Perception 8 (+9), Ranged Combat [Whirlwind] 2 (+10)

Advantages: Close Attack 6, Daze [Deception], Luck, Ranged Attack 4, Taunt

Powers: Highspeed Physiology:
Enhanced Feats 10 [Defensive Roll 3, Evasion 2, Great Endurance, Move-By Action, Quick Change, Takedown, Uncanny Dodge]


Highspeed Defenses:
Enhanced Dodge 10
Enhanced Parry 10

Fastest Man In Freedom City:
Superspeed 10
Movement 4 [Wall Crawling 2, Water Walkinging 2] (Flaw: Limited [Only when running])

Highspeed Combat:
Whirlwind: Damage 10 (Extra: Area [Cone])
-GO! Zone: Damage 8 [strength based] (Extra: Area [Burst])
Enhanced Advantage 2 [Improved Critical 2]
-Wrap 'Em Up: Snare 10 (Flaws: Close Range, Quirk [requires material])

Offense: Initiative +44
Melee Attack +10 // Unarmed Damage +2 // GO! Zone Damage +10; critical 18-20
Ranged Attack +8 // Attack +10 // Whirlwind Damage +10

Defense: Dodge +14
Parry +14
Toughness +6* [*Defensive Roll]
Fortitude +7
Will +5

Equipment: Freedom League Communicator


Costs: Abilities 42+ Skills 16+ Advantages 13+ Powers 86+ Defense 8= 165 pts.


:arrow: Still one of the fastest people on the face of the Earth, Johnny Rocket is still something of the public face of the Freedom League given his public identity friendly attitude. Johnny tends to become the target of some odder criminals, like the Thieves’ Guild for instance and Dr. Simian just to name a few, and he takes it all in stride.
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Bowman IV [3E] build #838

Postby Tattooedman » Fri Apr 08, 2011 3:02 pm

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Bowman IV:
PL: 10
Strength 2 Agility 6 Fighting 8 Awareness 4
Stamina 2 Dexterity 6 Intellect 2 Presence 4

Skills: Acrobatics 6 (+12), Athletics 8 (+10), Deception 8 (+12), Expertise [History] 4 (+6), Expertise [Mechanical] 6 (+8.), Expertise [Streetwise] 8 (+10), Insight 8 (+12), Intimidate 6 (+10), Investigation 4 (+6), Ranged Combat [Bow & Arrows] 2 (+12), Perception 8 (+12), Vehicles [Air] 2 (+8.), Vehicles [Land] 2 (+8.)

Advantages: Equipment, Evasion, Improved Aim, Improved Critical [Bow & Arrows] 2, Improved Initiative, Instant Up, Luck, Precise Shot [ranged; cover], Quick Draw, Ranged Attack 2, Seize Initiative, Taunt, Ultimate Effort [Ultimate Aim]

Powers: Bow & Arrows: Easily Removable (-12 pts)
Net Arrow: Snare 8
-Blunt-Tipped Arrows: Blast 8
-Volley Of Arrows: Blast 8 (Extra: Multiattack)
-Bolo Arrow: Affliction 8 [Trip: hindered/defenseless/incapacitated] (Extras: Alternate Resistance [Dodge], Ranged)
-Flare Arrow: Affliction 8 [Blind: hindered/defenseless/incapacitated] (Extras: Alternate Resistance [Dodge], Ranged)
-Smoke Arrow: Concealment 2 [visual] (Extras: Area [Burst], Attack)
-Line Arrow: Movement 1 [Swinging]

Offense: Initiative +10
Melee Attack +8 // Unarmed Damage +2
Ranged Attack +10 // Bow Attack +12 // Bow Damage +8

Defense: Dodge +14
Parry +12
Toughness +6*/+2 [*Costume]
Fortitude +6
Will +6

Equipment: Costume [Protection 4]
Freedom League Communicator


Costs: Abilities 68+ Skills 36+ Advantages 15+ Powers 18+ Defense 18= 155 pts.


:arrow: Bowman’s got his hands fairly full at this point, settling into his role as the newest member of the Freedom League. He’s getting into it though, he’s even managed to establish something of a regular stomping grounds he keeps his eye over in the Fens and has teamed with his old pal Sonic several times and even managed to work with Foreshadow once or twice. Fletch is well on his way to establishing his own mark in the legacy of the Bowman.
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Lady Liberty [3E] build #839

Postby Tattooedman » Fri Apr 08, 2011 3:04 pm

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Lady Liberty:
PL: 11
Strength 8 Agility 3 Fighting 8 Awareness 4
Stamina 2 Dexterity 3 Intellect 2 Presence 4

Skills: Expertise [History] 4 (+6), Expertise [Law] 8 (+10), Insight 8 (+12), Intimidation 6 (+10), Perception 6 (+10), Persuasion 8 (+12),

Advantages: Close Attack 2, Diehard, Great Endurance, Improved Initiative, Luck, Quick Change, Ranged Attack 8, Teamwork, Ultimate Effort [Ultimate Will Save]

Powers: Patriotic Physiology:
Flight 7
Protection 9

Guardian of the Huddled Masses:
Comprehend 2 [speak & understand all Earth languages]

Light of Liberty:
Liberty‘s Blessing: Healing 11 (Extras: Energizing, Restorative)
Bomb’s Busting in the Air: Blast 11
-Rocket‘s Red Glare: Affliction 11 [resisted by Dodge--Visual Impairment/Visual Disabled] (Extra: Ranged); (Flaw: Limited Degree)
-Freedom from Oppression: Nullify 11 (Extra: Area [Burst]); (Flaw: Limited [Binding and Imprisonment Effects only])
-Liberty‘s Might: Damage 3 [strength based]
Enhanced Advantages 2 [Improved Critical 2]

Offense: Initiative +7
Melee Attack +10 // Unarmed Damage +8 // Damage +11; critical 18-20
Ranged Attack +11 // Bomb’s Bursting in the Air Damage +11

Defense: Dodge +11
Parry +11
Toughness +11
Fortitude +8
Will +10

Equipment: Freedom League Communicator

Complications:
Power Loss: Lady Liberty loses all her powers when she is bound or imprisoned.

Relationship: Trevor Wright (husband).


Costs: Abilities 68+ Skills 20+ Advantages 17+ Powers 75+ Defense 24= 204 pts.


Something of a different take on Lady Liberty I'd seen a long time ago & thought was rather more interesting. So a bit of a re-working into 3E & here she is. I like how she's got a few good choices for combat and can still cover the abilities she's somewhat known for: healing ability and removing types of restraints.
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Daedalus [3E] build #840

Postby Tattooedman » Fri Apr 08, 2011 3:07 pm

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Daedalus:
PL: 11
Strength 0 [10] Agility 2 Fighting 6 Awareness 4
Stamina 3 Dexterity 2 Intellect 8 Presence 1

Skills: Expertise [Computers] 10 (+18.), Expertise [Chemistry] 10 (+18.), Expertise [Electronics] 12 (+20), Expertise [History] 8 (+16), Expertise [Mechanical] 12 (+20), Expertise [Physical Sciences] 12 (+20), Insight 6 (+10), Perception 6 (+10), Technology 12 (+20)

Advantages: Beginner’s Luck, Close Attack 2, Eidetic Memory, Improvised Tools, Inventor, Jack of All Trades, Luck, Ranged Attack 10, Skill Mastery 4 [Expertise (Electronics), Expertise (Mechanical), Expertise (Physical Sciences), Technology], Second Chance [Technology Checks]

Powers: Gifted Immortality:
Immortality 5 [once a day]
Immunity 3 [Aging, Disease, Poison]

Battlesuit: Removable (-28 pts) [43 pp]
Gravitonic Beam: Blast 10
-Tractor Beam: Snare 8
-Exoskeleton Enhancer: Enhanced Strength 10
Built-In Jets: Flight 7 [250 mph]
Environmental Seals: Immunity 10 [Life Support]
Super-Alloy Construction: Protection 10 (Extra: Impervious)
Sensors: Senses 5 [Radio, Vision Penetrates Concealment]

Offense: Initiative +2
Melee Attack +8 // Unarmed Damage +10
Ranged Attack +12 // Gravitonic Beam Damage +10

Defense: Dodge +9
Parry +9
Toughness +13*/+3 [*Armor; Impervious 10]
Fortitude +12
Will +8

Equipment: Freedom League Communicator


Complications:
Enemy: Talos; the leader of the Foundry has a long standing hatred for the immortal inventor.

Guilt: Daedalus is driven by two major personal pains: the loss of his son (Icarus), and how several of his inventions have been taken and twisted towards misuse over the centuries of his life.

Reputation: Close-mouthed; Daedalus is known for not talking shop with other super-inventors. He doesn’t want his advancements being misused by anyone if he can help it.


Costs: Abilities 52+ Skills 44+ Advantages 23+ Powers 56+ Defense 23= 198 pts.


Daedalus was a pretty straightforward build even in 3E, he‘s a skill monster still and he pays for it in the long run. His armor, while one of the best doesn‘t make him a combat master by any stretch but then again he‘d much rather try and talk a situation down or use his smarts to deal with it rather than pure muscle so to speak.
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Star Knight [3E] build #841

Postby Tattooedman » Fri Apr 08, 2011 3:09 pm

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Star Knight:
PL: 10
Strength 1 [8] Agility 1 Fighting 4 Awareness 2
Stamina 2 Dexterity 1 Intellect 0 Presence 2

Skills: Athletics 4 (+5/+12), Clsoe Combat [Energy Sword] 4 (+10), Expertise [Civics] 4 (+4), Insight 6 (+8.), Intimidation 8 (+10), Investigation 6 (+6), Perception 8 (+10), Persuasion 6 (+7), Ranged Combat [Energy Lance] 5 (+10), Stealth 6 (+7), Vehicles [Land] 5 (+6)

Advantages: Close Attack 2, Defensive Attack, Improved Initiative, Language [Spanish], Power Attack, Ranged Attack 4

Powers: Star Knight Armor:
Enhanced Strength 7
Flight 10
-Alt. Effect: Movement 2 [Space Travel]
Immunity 10 [Life Support]
Power Lifting 2
Protection 10 (Extra: Impervious)
Senses 7 [Accurate Acute Ranged Tracking Detect (Energy)]

Bio-tech Weapons Systems:
Energy Lance: Blast 10 (Extra: Penetrating)
-Energy Sword: Strike 10 (Extra: Penetrating)
Enhanced Advantages 3 [Improved Critical 3]

Bio-tech Enhancements:
Comprehend 2 [speak & understand all languages]
Senses 1 [Communication Link w/Mentor]

Offense: Initiative +5
Melee Attack +8 // Energy Sword Attack +10 // Energy Sword Damage +10; critical 17-20
Ranged Attack +5 // Energy Lance Attack +10 // Energy Lance Damage +10

Defense: Dodge +9
Parry +9
Toughness +11*/+1 [*Impervious Armor 10]
Fortitude +6
Will +8


Costs: Abilities 26+ Skills 31+ Advantages 10+ Powers 110+ Defense 23= 200 pts.


Star Knight is one of the members of the Freedom League that I‘ve thought about the least honestly. Sad I know but with what all I‘m trying to plan in my setting the League‘s not really showing up too much (it‘s more of me liking to be complete in stating all possible characters who might show up from time to time). The big thing is that I wanted to change how the Knights seemed to wear armor, I liked the idea of alien bio-tech being added to them that allows the creation of the armor (so it‘s more like an alternate form kind of) while the other powers are useable even if the armor isn‘t in use. Well that and I liked the idea of Star Knight having a blasting ability on top of the energy sword, so that got added in as well.
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Raven [3E] build #842

Postby Tattooedman » Fri Apr 08, 2011 3:10 pm

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Raven:
PL: 12
Strength 2 Agility 6 Fighting 6 Awareness 4
Stamina 4 Dexterity 6 Intellect 5 Presence 6

Skills: Acrobatics 8 (+14), Athletics 5 (+7), Deception 8 (+14), Expertise [Computers] 5 (+10), Expertise [Streetwise] 8 (+13), Insight 8 (+12), Intimidation 8 (+14), Investigation 16 (+21), Perception 10 (+14), Sleight of Hand 8 (+14), Stealth 10 (+16), Technology 8 (+13), Vehicles [Land] 4 (+10)

Advantages: Agile Feint, Assessment, Close Attack 10, Conspiracy Theorist, Defensive Attack, Defensive Strike, Dirty Fighting, Equipment 9, Evasion 2, Follow-Up Strike, Improved Initiative, Instant Up, Jack of All Trades, Move-By Action, Power Attack, Ranged Attack 10, Seize Initiative, Skill Mastery 3 [Sleight of Hand Checks; Stealth Checks; Technology Checks], Startle, Takedown, Up the Walls

Offense: Initiative +10
Melee Attack +16 // Unarmed Damage +2 // Power Knuckle Damage +6
Ranged Attack +16 // Boomerang Damage +5

Defense: Dodge +16
Parry +16
Toughness +8*/+4 [*Costume]
Fortitude +7
Will +10

Equipment: Costume [Protection 4]
Freedom League Communicator
Grapple Gun [Movement 1 (Swinging)]
Mask [Senses 4 (Darkvision, Low-Light Vision, Infravision)]
-12 ep free as needed

Utility Belt: (24 ep)
Tear Gas Pellets [Affliction 4 (Resisted by Fortitude--Dazed & Vision Impaired/Stunned & Vision Disabled/Incapacitated) (Extras: Area [Cloud], Ranged)]
-Bolos [Snare 3]
-Boomerangs [Ranged Damage 3 (strength based)]
-Explosives [Damage 5 (Extras: Area [Burst], Ranged)]
-Cutting Torch [Damage 1 & Weaken 1 (Toughness)]
-Flash-Bangs [Affliction 4 (Resisted by Dodge---Vision Impaired/Vision Disabled/Vision Unaware) (Extra:Area [Burst] )]
-Power Knuckles [Damage 4 (strength based)]
-Sleep Gas Pellets [Affliction 4 (Resisted by
Fortitude---Fatigued/Exhausted/Asleep) (Extra: Area [Cloud])]
-Smoke Pellets [Concealment 2 (visual) (Extras: Area [Cloud]), Attack]




Costs: Abilities 78+ Skills 53+ Advantages 50+ Defense 29= 210 pts.


Yep, while Daedalus showed how expensive skill monkeys can be Raven takes it that extra step. She‘s still one of the best detectives and sneaks in the FC setting and while she can hit pretty much anyone she wants it turns into a question of if she can hurt them. More times than not she‘s the one figuring things out and coming up with a plan to counter it. It‘s a nice little niche to have but it can be frustrating from time to time I‘d imagine. She‘s still a mook-sweeper like no other though, so that‘s gotta count for something I‘d think.
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White Knight [3E] build #843

Postby Tattooedman » Fri Apr 08, 2011 3:16 pm

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White Knight:
PL: 11
Strength 10 Agility 0 Fighting 8 Awareness 0
Stamina 2 Dexterity 0 Intellect 0 Presence 2

Skills: Insight 6 (+6), Intimidation 8 (+10), Perception 6 (+6), Ranged Attack [Fire Bolt] 10 (+10)

Advantages:b All-Out Attack, Dirty Fighter, Ranged Combat 2, Power Attack, Withstand Damage

Powers: Fire Control: Environment 12 [Extreme Heat]
-Fire Bolt: Blast 12
-Fire Flare: Affliction 11 [Resisted by Dodge--Vision Impaired/Vision Disabled] (Extra: Area [Burst]); (Flaw: Limited Degree)
-Fire Shroud: Energy Aura 12
Fiery Propulsion: Flight 4

Perfected Body: Power Lifting 4
Protection 10

Offense: Initiative +0
Melee Attack +8 // Unarmed Damage +10 // Fire Shroud Damage +12
Ranged Attack +10 // Fire Bolt Damage +12

Defense: Dodge +10
Parry +8
Toughness +12
Fortitude +8
Will +8


Costs: Abilities 44+ Skills 15+ Advantages 6+ Powers 96+ Defense 24= 185 pts.

Complications:
Hatemonger: White Knight hates anyone who isn't white, male, heterosexual and doesn't fit into his very narrow view of a "good" Protestant Christian. And he'll go on all day long about why he is better than whoever he is facing, in a very rude, direct manner that insults anyone who would read this
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The Hellqueen [3E] build #844

Postby Tattooedman » Fri Apr 08, 2011 3:17 pm

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The Hellqueen:
PL: 11
Strength 6 Agility 2 Fighting 6 Awareness 3
Stamina 8 Dexterity 2 Intellect 0 Presence 6

Skills: Close Combat [Hellfire Weapons] 2 (+8.), Deception 6 (+12/+17), Expertise [Magic] 10 (+10), Insight 10 (+13), Intimidation 4 (+10), Perception 6 (+9), Persuasion 6 (+12/+17)

Advantages: Attractive 2, Fascinate [Deception], Minions 7 [50 Cultists], Ranged Combat 9, Taunt

Powers: Hellfire Manipulations:
Hellfire Bolt: Blast 11
-Hellfire Weapons: Damage 11 (Extra: Extended Range 6)
-Succubus' Temptations: Illusion 5 [all senses] (Flaw: Phantasm)
-Psychic Damage: Mental Blast 5
-Gateway to Hell: Movement 2 [Dimensional Movement (Infernal Dimensions)]
-Succubus Scrying: Remote Sensing 4 [all senses]
-Hellfire Gate: Teleport 8 (Extras: Easy, Increased Mass)
-Sapping the Will: Weaken 11 [Awareness]

Succubus Physiology: Immunity 11 [Aging, Life Support]
Morph 4 [humanoids]

Offense: Initiative +2
Melee Attack +6 // Hellfire Weapon Attack +8 // Unarmed Damage +6 // Hellfire Weapon Damage +11
Ranged Attack +11 // Psychic Damage +5 // Hellfire Bolt Damage +11

Defense: Dodge +12
Parry +10
Toughness +8
Fortitude +10
Will +11


Costs: Abilities 66+ Skills 22+ Advantages 18+ Powers 60+ Defense 24= 190 pts.


Complications:
Enemy: Captain Thunder

Power Loss: The Hellqueen will transform back into her Gwen Nugent personality if her attitude is improved through interaction.
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Maximus Atom [3E] buld #845

Postby Tattooedman » Fri Apr 08, 2011 3:20 pm

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Maximus Atom:
PL: 10
Strength 2 Agility 2 Fighting 8 Awareness 1
Stamina 2 Dexterity 2 Intellect 0 Presence 1

Skills: Athletics 8 (+9), Expertise [Current Events] 8 (+8.), Expertise [Pop Culture] 4 (+4), Intimidation 4 (+5/+9**/+11*), Perception 8 (+9), Technology 6 (+6), Vehicles [Air] 8 (+9), Vehicles [Land] 8 (+9)

Advantages: All-Out Attack, Defensive Attack, Improved Critical [Unarmed] 3, Interpose, Luck 2, Power Attack, Ranged Combat 6, Takedown, Ultimate Effort [Ultimate Toughness], Withstand Damage

Powers: Atomic Structure Alteration:
Increased Mass: Growth 12 [60 ft tall] [+12 Strength/Stamina; +12 Mass; +6 Intimidation; +6 Speed; -6 Defenses]
-Shifted Molecular Valance: Insubstantial 4
-Decreased Mass: Shrinking 20

Sub-space Communication Implant: Senses 1 [Communication Link w/Dr. Atom]

Offense: Initiative +1
Melee Attack +7*//Melee Attack +** // Unarmed Damage +14*; critical
17-20// Unarmed Damage +10**; critical 17-20
Ranged Attack +8

Defense: Dodge +4*/+6**/+10
Parry +4*/+6**/+10
Toughness +14*/+10**/+1
Fortitude +9
Will +7

*=At rank 12 Growth
**=At rank 8 Growth



Costs: Abilities 36+ Skills 24+ Advantages 18+ Powers 27+ Defense 25= 130 pts.
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Tesla Atom [3E] build #846

Postby Tattooedman » Fri Apr 08, 2011 3:21 pm

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Tesla Atom:
PL: 10
Strength 0 Agility 2 Fighting 6 Awareness 1
Stamina 0 Dexterity 2 Intellect 4 Presence 2

Skills: Acrobatics 4 (+6), Athletics 4 (+4), Expertise [Science] 10 (+14), Insight 6 (+7), Investigation 4 (+8.), Perception 6 (+7), Technology 10 (+14)

Advantages: Defensive Attack, Improvised Tools, Ranged Combat 8, Second Chance [Technology Checks]

Powers: Nucleonic Energy Manipulation:
Nucleonic Energy Shapes: Create 10 (Extras: Movable, Precise)
-Disintegration: Weaken 10 [Toughness] (Extras: Affects Objects, Ranged)
-Radiation Bolt: Blast 10
-Nucleonic Absorption: Nullify Radiation 10 (Extra: Area [Burst])
-Nucleonic Burst: Affliction 10 [Resisted by Dodge--Vision Impaired/Vision Disabled] (Extra: Ranged); (Flaw: Limited Degree)
Nucleonic Field: Force Field 11 (Extra: Impervious)
Nucleonic Propulsion: Flight 5

Sub-space Communication Implant: Senses 1 [Communication Link w/Dr. Atom]

Offense: Initiative +2
Melee Attack +8
Ranged Attack +10 // Disintegration Damage +7 // Radiation Bolt Damage +10

Defense: Dodge +9
Parry +8
Toughness +11*/+0 [*Impervious Force Field]
Fortitude +5
Will + 6


Costs: Abilities 36+ Skills 22+ Advantages 11+ Powers 65+ Defense 16= 150 pts.
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Victoria Atom [3E] build #847

Postby Tattooedman » Fri Apr 08, 2011 3:22 pm

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Victoria Atom:
PL: 10
Strength 0 Agility 3 Fighting 6 Awareness 2
Stamina 0 Dexterity 3 Intellect 2 Presence 2

Skills: Deception 8 (+10), Expertise [Current Events] 4 (+6), Expertise [Pop Culture] 6 (+8.), Insight 4 (+6), Perception 8 (+10), Sleight of Hand 10 (+13), Technology 6 (+8.), Vehicles [Air] 4 (+7)

Advantages: Beginner's Luck, Close Combat 4, Eidetic Memory, Fast Grab, Grabbing Finesse, Improved Grab, Improved Hold, Improved Initiative, Luck, Ranged Combat 3, Teamwork

Powers: Precise Molecule Manipulation:
Flexible Form: Morph 4 [any form]
Elongation 6
Growth 4
Semi-solid Form: Insubstantial 1
Naturally Resilient: Protection 6

Sub-space Communication Implant: Senses 1 [Communication Link w/Dr. Atom]

Offense: Initiative +7
Melee Attack +10 // Unarmed Damage +4* [*Growth]
Ranged Attack +6

Defense: Dodge +10
Parry +10
Toughness +10*/+6 [*Growth]
Fortitude +6
Will +7


Costs: Abilities 36+ Skills 25+ Advantages 16+ Powers 45+ Defense 22= 144 pts.
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Chase Atom [3E] build #848

Postby Tattooedman » Fri Apr 08, 2011 3:23 pm

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Chase Atom:
PL: 10
Strength 0 Agility 1 Fighting 2 Awareness 3
Stamina 0 Dexterity 1 Intellect 2 Presence 1

Skills: Deception 4 (+5), Expertise [Current Events] 2 (+4), Insight 10 (+13), Perception 5 (+8.), Persuasion 6 (+7), Stealth 5 (+6)

Advantages: Defensive Roll 4, Evasion, Improved Defense, Improved Initiative, Luck, Second Chance [Will Saves], Sidekick [Cosmo] , Taunt, Uncanny Dodge

Powers: Psionics:
Mindlink: Communication 3 [mental]
Mind Reading 10
-Phantasms: Illusion 8 [all senses] (Flaw: Phantasms)
-Stunning Bolt: Mental Blast 10 (Flaw: Tiring)

Psionic Translator: Comprehend 2 [speak & understand all languages]
Psionic Senses: Senses 2 [Ranged Psionic Awareness]
Mental Link: Senses 1 [Communication Link w/Cosmo]

Sub-space Communication Implant: Senses 1 [Communication Link w/Dr. Atom]

Offense: Initiative +5
Melee Attack +2
Ranged Attack +1 // Stunning Bolt Damage +10

Defense: Dodge +12
Parry +8
Toughness +4
Fortitude +3
Will +13

Costs: Abilities 20+ Skills 16+ Advantages 12+ Powers 77+ Defense 30= 155 pts.
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Chimera [3E] build #849

Postby Tattooedman » Fri Apr 08, 2011 3:39 pm

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Chimera:
PL: 11
Strength 2 Agility 4 Fighting 8 Awareness 2
Stamina 4 Dexterity 4 Intellect 3 Presence 3

Skills: Athletics 4 (+6), Deception 10 (+13), Expertise [Science] 8 (+11), Expertise [Streetwise] 8 (+11), Insight 10 (+12), Investigate 10 (+13), Perception 8 (+11), Persuasion 10 (+13), Ranged Attack [Internal Chemical Reactions] 4 (+8.), Stealth 4 (+8.)

Advantages: Daze [Deception], Eidetic Memory, Equipment 3, Fascinate [Persuasion], Improved Initiative, Luck 2, Inspire 3, Power Attack, Precise Attack [ranged; cover], Set-Up, Teamwork, Well-Informed

Powers: Internal Chemical Reactions:
Fire Breath: Blast 12 (Extra: Penetrating)
-Acid Spit: Weaken 12 [Toughness] (Extra: Affects Objects, Ranged)
-Hardening Foam: Snare 10

Super Solider Treatments: Protection 6
Power Lifting 2

Offense: Initiative +8
Ranged Attack +8 // Fire Breath Damage +12 // Acid Spit Damage +12 // Hardening Foam +10
Melee Attack +8 // Unarmed Damage +2

Defense: Dodge +12
Parry +11
Toughness +10
Fortitude +8
Will +12

Equipment: Equipment: Zoo Base [14 pt]: Size-Medium; Communications, Computer, Concealed, Defense System, Garage, Holding Cells, Infirmary, Laboratory, Living Space, Pool, Power System, Security System, Workshop


Costs: Abilities 68+ Skills 38+ Advantages 17+ Powers 46+ Defense 29= 198 pts.


Complications:
Hunted: Like the other members of the Bestiary, Chimera is wanted by AEGIS and they often perform routine raids against that agency, cyber and face to face, to keep tabs on their efforts against the Bestiary.

Conspiracy Theories: Chimera thinks there is several secret cabals truely running the various law enforcement agencies of the American government and constantly works to prove their truth. Often times using illegal means and ways.


Real Name: Chase Anthony
Height: 6' 1"
Weight: 160 lbs
Hair: Blonde
Eye Color: Hazel

Background: The leader of the Beastiary and still a handful on his own, Chimera gained the ability to create a few different in his stomach and can release them as a kind of spit/exhalation. Most the time it’s things like a fire breath or an corrosive acid spit but he can release a hardening compound that has been shown to hold superhumans. He’s also got the knowledge to know what chemicals to create for some other effects but I figured those were best left to creative Game Masters & Luck chips.

Chimera’s the brain of the Beastiary, planning almost all their moves. From simple robberies to other intricate plans against the government that he feels betrayed him and the rest of the team. Chimera is willing to work with all other kind of villains either as equals or as paid muscle as the situation demands, he knows that being predictable means the Beastiary will get caught and he’s trying to prevent that at all costs. His government contacts and counter-government factions allow him to stay very in the know and can be incredibly up to date on the various goings on of the government agencies he fights against.
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Nemean [3E] build #850

Postby Tattooedman » Fri Apr 08, 2011 3:40 pm

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Nemean:
PL: 11
Strength 14 Agility 2 Fighting 4 Awareness 0
Stamina 14 Dexterity 0 Intellect 0 Presence 0

Skills: Close Attack [Unarmed] 3 (+7), Intimidation 13 (+13), Insight 6 (+6), Perception 6 (+6), Vehicles [Land] 4 (+6), Vehicles [Exotic] 4 (+6)

Advantages: All-out Attack, Chokehold, Daze [Intimidation], Fast Grab, Great Endurance, Improved Critical [Unarmed] 2, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Power Attack, Ranged Combat 6, Startle

Powers: Enlarged Physiology: Growth 4 (Extra: Permanent Duration, Innate)
Immunity 10 [Life Support]
Impervious Toughness 12
Power Lifting 5
Regeneration 5

Feats of Super Strength:
Hard Hitting: Penetrating Strength 14
-Shockwave: Damage 11 (Extra: Area [Burst]); (Flaw: Limited [both Nemean and his targets must be in contact with the ground])
-Groundstrike: Affliction 11 [Resisted by Fortitude--Vulnerable, Defenseless] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Limited [both Nemean and his targets must be in contact with the ground])
-Stunning Punch: Affliction 11 [Resisted by Fortitude--Impaired Attack & Defense/Stunned] (Flaws: Instant Recovery, Limited Degree)

Offense: Initiative +6
Unarmed Attack +7 // Unarmed Damage +14
Ranged Attack +6

Defense: Dodge +8
Parry +8
Toughness +14* [*Impervious 12]
Fortitude +14
Will +8


Costs: Abilities 52+ Skills 17+ Advantages 19+ Powers 67+ Defense 18= 173 pts.


Complications:
Raging Monster: Neman has trouble keeping his anger in check, often times he degenerates into a beast that will attack anyone near him that acts in an aggressive fashion.

Obvious Freak: Because of his mutations, Nemean can't go anywhere without drawing attention to himself due to his looks.

Real Name: Brock Majors
Height: 8' 1"
Weight: 450 lbs
Hair: Dark Green
Eye Color: Dark Green

Background: The serious muscle of the Beastiary, Nemean looks to be a serious problem. From penetrating strength damage, a fairly high impervious toughness, and a bit of regenerating ability he seems like he can dish it & take it pretty well in a fight.

Nemean is the main force behind most of the team’s crimes, often pulling most the attention of whoever answers the call of his rampage. Most the others on the team play support to him in most fights and given his single mindedness once he gets mad. Nemean wasn’t always a bad attitude with muscle though and he knows it. Before his transformation he was a highly skilled Army Ranger with several awards given to him. Now he recalls how he used to be and it only adds to his anger, which isn’t to say he doesn’t have enough as it is. Most times he gets wrapped up in his anger during a
fight and often ends up getting captured as the team will leave him behind to hold off any possible heroes and will then break him out as soon as possible. He’s one of them and plus he’s an important part of the team. Most times in a fight Nemean will pick a foe and play the smash & bash game with them until they’re no longer a moving and will move on to another target. All in all a pretty straightforward kind of guy.
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Tattooedman
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Manitcore [3E] build #851

Postby Tattooedman » Fri Apr 08, 2011 3:42 pm

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Manticore:
PL: 10
Strength 4 Agility 3 Fighting 6 Awareness 0
Stamina 8 Dexterity 3 Intellect 0 Presence 0

Skills: Close Attack [Claws] 4 (+10), Intimidation 11 (+11), Insight 6 (+6), Perception 8 (+8.), Ranged Attack [Quill Launcher] 7 (+10), Stealth 8 (+11)

Advantages: Daze [Intimidation], Improved Initiative, Power Attack, Startle

Powers: Sonic Blast: Blast 10 (Extras: Area [Cone], Penetrating); (Flaw: Uncontrolled)
-Sonic Beam: Blast 10 (Extras: Area [Line], Penetrating)
-Sonic Shield: Deflect 10

Animal Enhancements: Protection 2
Senses 8 [Extended Vision, Darkvision, Ultravision, Extended Hearing, Ultra-Hearing, Acute, Tracking Scent]

Sonic Harness: Removable (-2 pts)
Regulate Sonic Energies: Enhanced Advantages 2 [Improved Aim, Precise Attack (ranged; cover)]
Feature 12 [Removes Flaws from Blast & allows for alternate abilities]

Gauntlets: Removable (-6 pts)
Quill Launcher: Blast 10 (Extra: Multiattack)
-Forearm Claws: Damage 6 [strength based]
Enhanced Advantages 3 [Improved Critical 3]

Offense: Initiative +7
Melee Attack +10 // Forearm Claws Damage +10
Ranged Attack +10 // Quill Launcher Damage +10 // Sonic Blast/Beam +10

Defense: Dodge +8
Parry +10
Toughness +10
Fortitude +10
Will +8


Costs: Abilities 48+ Skills 22+ Advantages 4+ Powers 77+ Defense 19= 170 pts.


Background: Manticore is the other half of the assault team for the Bestiary along with Nemean. Manticore is the one who unleashes monstrous ranged attacks that cover larger areas. He enjoys using his powers destructively as he is convinced that his powers make him better than everyday people. He sticks with the Bestiary mostly because he realizes that Chimera is a good leader and by working with him Manticore basically gets to act how he likes whenever he feels like it. Not that he agrees with everything Chimera plans and has been considering betraying the team during
one of their smaller missions so he can go solo or maybe hook up with a bigger organization, like SHADOW maybe, but either way it’ll be the better choice for Manticore no matter what.

His sonic powers are pretty much always on and his sonic harness allows him to control it. Without it he couldn’t be able to talk as every time he’d open him mouth he’d let a blast loose and it’s the fact that Chimera was the main builder of the harness is why Manticore has been loyal this long to him. But it has started to erode as Manticore has come to terms with the effects of his changes though he would eventually like to find a way to not have to wear the harness but it’s not a major priority for him since the
harness makes his powers manageable.

Manticore is a good fighter as well, he knows that most of the time it’s his job to soften up foes with his sonic blasts but if a hero is somehow to handle that attack he’ll switch to his quills to test their resistance to ranged projectiles and if that doesn’t work he’ll quickly move to melee and start trying to use his claws to rip them apart. He’ll sometimes make use of his minor team working ability (distracting foes for the others) if he has problems with a foe or Chimera calls for it, but mostly he’s use to being able to handle most threats to the team before having to go that route.
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Tattooedman
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