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Tattooverse 2.5: WOF builds

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Pike build #1045

Postby Tattooedman » Sat Sep 03, 2011 9:26 am

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Pike:
PL: 10
Str 24 (+7) Dex 14 [20] (+2/+5) Con 24 (+7) Int 14 (+2) Wis 14 (+2) Cha 12 (+1)

Skills: Bluff 6 (+7), Climb 4 (+11), Disable Device 8 (+10), Drive 4 (+9), Escape Artist 4 (+9), Gather Information 4 (+6), Intimidate 8 (+9), Knowledge (Streetwise) 6 (+8.), Knowledge (Tactics) 4 (+6), Notice 8 (+10), Pilot 4 (+9), Sense Motive 6 (+8.), Survival 6 (+8.), Swim 4 (+11)

Feats: Attack Focus (Melee) 2, Attack Focus (Ranged) 4, Assessment, Defensive Attack, Dodge Focus 2, Equipment 7, Improved Initiative, Improved Throw, Improved Trip, Move-By Action, Power Attack, Redirect, Startle, Takedown Attack 2, Taunt

Powers: Regeneration 10 [Recovery Bonus: 2+ ; Recovery Rate: Bruised: 1/standard action; Injured: 1/5 minutes; Disabled: 1/20 minutes] (Power Feat: Diehard)

Strike 8 [energized weapon] (Power Feat: Mighty); (Flaw: Medium-melee weapon)
-Alt. Power: Shield 4 (Power Feat: Interpose); (Flaw: Medium-pike)

Kherubim Template:
--Enhanced Strength 10 (Power Feat: Innate)
--Enhanced Constitution 10 (Power Feat: Innate)
--Immunity 1 (Aging) (Flaw: Half Effective)
--Impervious Toughness 5

Saves: Toughness +7
Fort +9
Ref +7
Will +7

Combat: Attack +8/+10 (melee)/+12 (ranged)
Damage +4 (twin pistols)/+7 (unarmed)/+10 (energized pike)
Defense +13 [shield]/+9 (+5 [shield]/+3 flat-footed)
Initiative +9

Equipment: Costume: +2 Toughness; Subtle; Comm-Link
Arsenal: {10 pt array}
-Twin Heavy Pistols: +4 Damage; Range 40 ft. range
-Pike: +2 Damage; Extended Range 2 {10 ft.}
-Twin Swords: +3 Damage; Critical 19-20


Utility Belt: [20 pt array]
-Flash Bombs: Dazzle 4 (Extra: Area {Burst})
-Smoke Bombs: Obscure 4 [visual-smoke]
-Fragmentation: Blast 5 (Extra: Area {Explosion})
-Multi-Tool; Rebreather
-1 ep left as needed



Costs: Attributes 22+ Skills 19+ Feats 27+ Powers 46+ Saves 9+ Combat 30= 163 pts.


:arrow: One of the main muscle-men for the Cabal, Pike. Rumor had it he was a Kherubim half-breed who simply decided to sell his talents to those who could afford his high costs. That ended up being Helspont, and he kept Pike as a full-time operative so he must have paid well.

:arrow: Pike has been able to hold his own against the likes of Grifter with ease, even to the point where he can trade back any one-liners that Grifter likes to throw out. Against most other members of the WildC.A.T.s Pike wipes the floor with them, the only exception being (of course) Zealot. Pike is the kind of merc who will stay as long as he wants to unless he's told to pull back or realizes he's outgunned.

:arrow: Honestly he reminded me something of a serious kind of Deadpool (thank god Marvel didn't take notice & do the same!) between his healing ability and his costume. The main thing to remember is that if the Cabal is involved in a scheme then the PCs will run into Pike as he's their man in the field and Pike is the kind of guy who will check out any possible problem people and get what ever info he can on them that way just in case he runs into them he knows what to expect from them in a fight and has a couple tricks to counter them.
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Re: Tattooverse 2.5: WildC.A.T.s

Postby Thorpacolypse » Sun Sep 04, 2011 12:41 pm

Nice WildCATS stuff, Tattooed. I had a chance to pick up some of that old stuff at a shop in St. Louis a few months ago, but I went with Savage Dragon and Youngblood instead. I might get a convention in Memphis next month and I'll be looking out for them since I've always wanted to read more WildCATS stuff. They are about as 90's as you can get without being created by Liefeld himself. :wink:
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Bowman build #1046

Postby Tattooedman » Sun Sep 04, 2011 12:44 pm

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Bowman:
PL: 10
Str 14 (+2) Dex 26 (+8.) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 16 (+3)

Skills: Acrobatics 2 (+10), Bluff 10 (+13), Climb 8 (+10), Craft [Mechanical] 8 (+9), Drive 4 (+12), Gather Information 7 (+10), Intimidate 7 (+10), Investigate 4 (+5), Knowledge [History] 4 (+5), Knowledge [Streetwise] 8 (+9), Notice 10 (+13), Pilot 2 (+10), Search 10 (+11), Sense Motive 8 (+11), Stealth 8 (+16)

Feats: Attack Focus [Ranged] 4, Attack Spec. [Bow], Defensive Attack, Defensive Roll 4, Dodge Focus 4, Evasion 2, Equipment 3, Improved Aim, Improved Critical [Bows] 3, Improved Ranged Disarm, Instant Up, Luck, Power Attack, Precise Shot, Ranged Pin, Ricochet Shot 2, Quick Draw, Taunt, Teamwork, Ultimate Effort [Ultimate Aim]

Powers: Device [Bow & Arrows] 3 [easy to lose]
--Blast 5 [regular arrows]
-Alt. Power: Obscure 5 [visual-smoke arrows]
-Alt. Power: Snare 5 [net arrow]
-Alt. Power: Stun 3 [taser arrow] (Extra: Ranged)
-Alt. Power: Super-Movement 1 [Swinging]
-Alt. Power: Trip 5 [bolo arrow]

Saves: Toughness +6*/+2 [*Defensive Roll]
Fort +8
Ref +10
Will +7

Combat: Attack +9/+13 (ranged)/+15 (bow)
Damage +2 (unarmed)/+3 (arrow)/+5 (arrows)
Defense +14 (+5 flat-footed)
Initiative +8

Equipment: Comm-Link
Handcuffs
Mini-Tracer
Rebreather
Motorcycle: [Size: Medium; Strength: 15; Speed: 5; Defense: 10; Toughness: 8]

Costs: Attributes 38+ Skills 25+ Feats 35+ Powers 9+ Saves 12+ Combat 38= 157 pts.


Background: To say that his life has changed since joining the Freedom League is an understatement. At first Bowman struggled to find his place in the League, feeling like the junior member they felt like they had to let into the club because of his legacy and he adopted a flippant attitude; smarting off as he faced foes, from the Mastermind, the Power Corps, to members of the Crime League. Eventually Bowman’s new attitude started to shift towards his teammates, his biting wit pointing out mistakes they’d made or airing out Bowman’s thoughts on what they’d done that he hadn’t agreed with personally. This brought on a private talk from fellow legacy League member, the Raven. In a rare moment she shared that she felt many of the same insecurities that Bowman found himself facing but eventually realized that she’d gained membership on her own merit. Something that he had done as well, he’d led the Next-Gen despite not having any powers of his own successfully and had made them into a respectable group that was able to deal with threats that many thought were impossible for them to beat.

Realizing that he needed to have something of a solo career to balance out his time spent with the League, Bowman started hitting the streets of Freedom. Dealing with the day to day crooks like gang bangers, members of the Oliverti Crime Family and even super criminals like the Silencer, and Rant and Rave.

This ‘alone time’ has done wonders for Bowman’s attitude, mellowing him out a great deal and returning him back to his attitude of old. Though he has kept the banter as part of his identity, Bowman found that it did help him during fights as it tended to distract his opponents and leave themselves more open to his attacks. He's even become more relaxed with the legacy of being the Bowman, so much to the point that he's redesigned his costume to show he's not just someone trying to copy the men who came before him.

Recently the League decided to refocus some of it’s attention on their former home town, they’d noticed that Freedom City was dealing with more and more super crime since their taking the League’s direction in a more global setting, so a recruitment drive was opened. A week later and a few dozen interviews later, the League had chosen it’s new members that would be based out of their old home town and Bowman would be their eyes and ears there. Bowman had become somewhat uncomfortable with the League’s more global viewpoint, preferring to focus more on the daily problems of crime the average citizen faced (not that he doesn’t mind helping to take care of Doctor Simian’s latest plot to put Ape-kind in control of the world, but he felt like he all he was dealing with were would-be conquerors and despots of foreign lands and he wanted to have a more positive effect in his life). So operating out of Freedom Hall in a manner similar to a reserve member, Bowman now wages his own war on crime often teaming up with the likes of Foreshadow and even old teammate Sonic from time to time but for the most part he works alone and keeps up on the goings on of the new members of the Freedom League.
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Re: Tattooverse 2.5: WildC.A.T.s

Postby Tattooedman » Sun Sep 04, 2011 12:45 pm

Thorpacolypse wrote:Nice WildCATS stuff, Tattooed. I had a chance to pick up some of that old stuff at a shop in St. Louis a few months ago, but I went with Savage Dragon and Youngblood instead. I might get a convention in Memphis next month and I'll be looking out for them since I've always wanted to read more WildCATS stuff. They are about as 90's as you can get without being created by Liefeld himself. :wink:




Thanks, I'll admit that I was part of the generation that made Image what it was back in it's prime. Say what you want about the stories but Jim Lee's art was always amazing IMO and was worth the price at the time (though I did find several of the stories to be at least as good as what had been going on at Marvel at that point).
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Re: Tattooverse 2.5: WildC.A.T.s & More FC builds

Postby ClassDunce » Sun Sep 04, 2011 4:22 pm

Cool Bowman.

I'll admit that I never read a single issue of WildCATS, I remember learning about them from Wizard magazine and seeing episodes of the cartoon but I was a little young to get into the comic since they didn't really sell them on the comics rack at our grocery store. The art is amazing though and I think Grifter is a fantastic character design just visually.
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Re: Tattooverse 2.5: WildC.A.T.s & More FC builds

Postby Tattooedman » Sun Sep 04, 2011 6:30 pm

ClassDunce wrote:Cool Bowman.


Thanks, I've got more Freedom League builds on the way. Mostly the same build but with some minor tweeks I've thrown in that I thought worked well with the characters.

I'll admit that I never read a single issue of WildCATS, I remember learning about them from Wizard magazine and seeing episodes of the cartoon but I was a little young to get into the comic since they didn't really sell them on the comics rack at our grocery store. The art is amazing though and I think Grifter is a fantastic character design just visually.


I read something like the first 30 issues of WildCATS, and while I didn't like every story angle they went with, I did enjoy the series for what it was. An action themed story with an interesting cast.
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Re: Tattooverse 2.5: WildC.A.T.s & More FC builds

Postby CelticREI » Sun Sep 04, 2011 9:48 pm

I read CyberForce a bit more than WildCats though my father was a fan of WildCats so I got to read through a decent amount of issues.
An update on Grifter (wayyyy past the 30 issues ye have read) is he has gained these odd and not-fully-explained mental powers, the only real stuff I've read about them is when I was reading a Midnighter/Grifter comic I got a bit ago, crazy spins on Mind Control, Telepathy and the such as he... basically allows his target into his mind, into a subsection of his mind that's insane (like, actually crazy, insane, raving mad, etc) to be precise, and through that link he's able to do stuff... like have someone walk across a whole town singing nursery rhymes until the guy goes into a specific building and blows himself up all suicide bomber like...

Aye... crazy stuff.

Anyways, I think ye did a great job on the C.A.T.s, and I like how ye did Voodoo as her later incarnation rather her first showing, as like ye said, she didn't do much... ye could make her a PL4 with her only power being a Senses power for her ability to see possessing Daemonites really lol


One question, where's Maul, Void or Emp?
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Re: Tattooverse 2.5: WildC.A.T.s & More FC builds

Postby Tattooedman » Mon Sep 05, 2011 6:56 am

CelticREI wrote:I read CyberForce a bit more than WildCats though my father was a fan of WildCats so I got to read through a decent amount of issues.
An update on Grifter (wayyyy past the 30 issues ye have read) is he has gained these odd and not-fully-explained mental powers, the only real stuff I've read about them is when I was reading a Midnighter/Grifter comic I got a bit ago, crazy spins on Mind Control, Telepathy and the such as he... basically allows his target into his mind, into a subsection of his mind that's insane (like, actually crazy, insane, raving mad, etc) to be precise, and through that link he's able to do stuff... like have someone walk across a whole town singing nursery rhymes until the guy goes into a specific building and blows himself up all suicide bomber like...

Aye... crazy stuff.


Wow...didn't know about that. And right you are.....crazy stuff.

Anyways, I think ye did a great job on the C.A.T.s, and I like how ye did Voodoo as her later incarnation rather her first showing, as like ye said, she didn't do much... ye could make her a PL4 with her only power being a Senses power for her ability to see possessing Daemonites really lol


Thanks Celtic and I think you're pretty dead on with that PL 4 idea for Voodoo's early showings.....she pretty much did nothing in a fight except hide behind Spartan for the most part (least that's how I saw it) until they had the Daemonite ready to be dealt with (or set up for her on a platter that is), then they pulled her out do to that thing she do.

One question, where's Maul, Void or Emp?


Well, to be totally honest Emp came across to me as more of a NPC type of character who just made sure the team had all the gear they needed and only occationally did anything useful in a fight, then it was crazy high level stuff due to his being a High Lord that practically would have made him a PL X IMO.

Void always came across as a GM Plot Device, acting as team transport mostly then doing little else aside from throwing out the rare cryptic warning about things to come.

As for Maul......well really I never did care for him. Ever.
His only power was growth and then if he pushed it too far he became mindless and a threat to his team (at which point Voodoo would have to do her calming trick on him she developed and it seemed to put him out of action for a bit when it was all said & done). He didn't really do that much in the stories as I saw it, aside from MAUL SMASH!!! kind of stuff. And for that I can read an issue of the Hulk so I've never bothered to try and figure him out stat-wise.

I realize when he didn't use his powers Maul was supposed to be this kind of extra brainy guy (and I get the irony of his powers making him dumber & dumber and all) but if they'd maybe shown a bit more characterzation I might have liked him more.

So no Maul builds for me.
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Captain Thunder build #1047

Postby Tattooedman » Tue Sep 06, 2011 9:38 am

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Captain Thunder:
PL: 12
Str 14 [30/38] (+2/+10/+14) Dex 14 (+2) Con 18 (+4) Int 12 (+1) Wis 14 (+2) Cha 18 (+4)

Skills: Concentration 8 (+10), Craft [Electronic] 4 (+5), Diplomacy 4 (+8.), Drive 4 (+6), Intimidate 8 (+12), Knowledge [Current Events] 6 (+7), Notice 8 (+10), Pilot 8 (+10), Profession [Test Pilot] 6 (+7), Sense Motive 6 (+8.), Survival 2 (+4)

Feats: Attack Spec. [Electrical Blast], Attack Spec. [Unarmed] 2, Improved Initiative, Leadership, Power Attack

Powers: Absorption 12 [energy-healing] (Flaw: Limited to Electricity Only)
Electrical Control 12
-Alt. Power: Blast 8 (Extra: Area [Burst])
-Alt. Power: Dazzle 8 [audio & visual] [Cloudburst] (Extra: Area [Burst]); (Flaw: Touch Range)
-Alt. Power: Protection 2 (Extra: Impervious); (Dynamic)
-Alt. Power: Power Reserve 4 [8 pp-Strength] (Dynamic)

Enhanced Strength 16
Flight 6
Protection 8 (Extra: Impervious)
Super-Senses 2 [Ranged Detect (Electricity)]
Super Strength 6

Saves: Toughness +14*/+12** [*Impervious Protection 10/**Impervious Protection 8]
Fort +10
Ref +5
Will +9

Combat: Attack +8/+10 (Electrical Blast)/+12 (Unarmed)
Damage +10 +[14] (unarmed)/+12 (electrical control array)
Defense + 10 (+5 flat-footed)
Initiative +6

Drawbacks: Vulnerable: Power Drains [+50%] (-2 pts)


Costs: Attributes 30+ Skills 15+ Feats 6+ Powers 110+ Saves 12+ Combat 38-Drawbacks 2= 209 pts.


This is just my take on Captain Thunder of the Freedom City setting. Basically I tried to make him a bit more of blaster type who manipulates his electrical energy to increase his physical abilities when he needs that little extra push. So he can either be the big brick with a total Toughness of 14 and a Strength of 38 or he can be a reasonably strong blaster with a Toughness of 12, a Strength of 30 and a Blast of 12.

Not too much of a difference really but I like how this version plays out. IMO Captain Thunder finds it easier to be a flying brick for the League than use his blast, but he has it if he needs it. Plus when he first gained his powers I thought it would be easier for him to use his enhanced strength & toughness more than his energy array. Only with time & practice has he gotten more comfortable with it as an option in a fight.
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Lady Liberty build #1048

Postby Tattooedman » Tue Sep 06, 2011 9:42 am

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

Skills: Concentration 10 (+14), Diplomacy 10 (+14), Knowledge [Civics] 12 (+14), Knowledge [History] 7 (+8), Notice 9 (+13), Perform [Oratory] 6 (+10), Profession [Lawyer] 8 (+12), Sense Motive 10 (+14)

Feats: Attack Focus [Melee] 3, Diehard, Endurance, Dodge Focus 2, Fearless, Improved Initiative, Inspire 4, Quick Change, Rousing Speech [Perform (Oratory)], Teamwork 2, Ultimate Effort [Ultimate Will Save]

Powers: Champion of Liberty: Comprehend Languages 3 [speak & understand all languages]
Enhanced Strength 12
Flight 10
Protection 8
Super Strength 4

Light of Liberty: Light Control 11 (Extra: Area [Shapeable]); (Power Feat: Precise)
-Alt. Power: Emotion Control 11 (Extra: Area [Shapeable]); (Power Feat: Selective); (Flaw: Limited [Hope])
-Alt. Power: Dazzle 11 [visual] (Power Feat: Selective)
-Alt. Power: Deflect 11 [all ranged]
-Alt. Power: Healing 11 (Extra: Area [Burst])
-Alt. Power: Obscure 11 [visual] (Extra: Area [Burst]); (Power Feat: Selective)
-Alt. Power: Nullify 11 [all binding/imprisoning effects]

Saves: Toughness +10
Fort +8
Ref +9
Will +12

Combat: Attack +8/+11 (Melee)
Damage +8 (Unarmed)
Defense +22 (+10 flat-footed)
Initiative +8

Drawbacks: Normal Identity (-4 pts)


Costs: Attributes 36+ Skills 18+ Feats 18+ Powers 94+ Saves 17+ Combat 36- Drawbacks 4= 215 pts.

I haven‘t really done too much with the members of the Freedom League in core FC book. But I remember seeing a build a long while ago where someone (and I’m sorry I can’t give you the credit you deserve) did an alternate build of Lady Liberty that I thought had some interesting ideas.

So I took some of those ideas and combined them with the main powers Lady Liberty has to come up with this version. It‘s more for my reference than anything else when the PCs of my New Freedom League PbP game might deal with her but I thought it‘d be something worth sharing.
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Star Knight III build #1049

Postby Tattooedman » Tue Sep 06, 2011 9:46 am

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Star Knight III:
PL: 10
Str 14 (+2) Dex 12 (+1) Con 12 (+1) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Climb 4 (+8/+12), Diplomacy 6 (+8.), Intimidate 8 (+10), Knowledge [Tactics] 4 (+4), Notice 8 (+10), Profession [Solider] 4 (+6), Search 6 (+6), Sense Motive 6 (+8.), Stealth 6 (+7)

Feats: All-Out Attack, Attack Spec. [Solar Energy Control Array], Environmental Adaptation [Zero Gravity], Fearless, Improved Block, Improved Initiative 2, Power Attack

Powers: Star Stone Shard: Super-Senses 1 [Communication Link with Mentor]
Solar Energy Control 10 (Flaw: Tiring)
Super-Senses 8 [Acute, Analytical, Extended, Ranged, Tracking Detect (Energy)]

Container 19 [Star Knight Armor] (Extra: Continuous Duration); (Flaw: Full Round Action)
--Feature [Removes Tiring Flaw from Solar Energy Control]
-Alt. Power: Strike 10 [energy sword] (Extra: Penetrating); (Power Feat: Improved Critical 2)
-Alt. Power: Telekinesis 10 [Solar Energy Field] (Extra: Damaging); (Flaw: Touch Range)
--Communication 16 [radio] (Flaw: Limited [to other Star Knights only])
--Comprehend 4 [Speak, understand, read any language]
--Flight 8
-Alt. Power: Space Flight 8
--Illusion 1 [memory playback - all senses] (Flaw: Limited [to playback])
--Immunity 9 [Life Support]
--Protection 11 (Extra: Impervious)
--Super-Senses 8 [Extended Vision 2, Darkvision, Direction Sense, Low-Light Vision, Infrared Vision, Radio]

Saves: Toughness +12* [*Impervious 11]
Fort +7
Ref +6
Will +8

Combat: Attack +8/+10 (Solar Energy Control Array)
Damage +10 (Energy Sword; critical 18-20/Solar Energy Control/Solar Energy Field)
Defense +8 (+4 flat-footed)
Initiative +9

Drawback: Power Loss [Star Knight Armor if Energy Control isn’t charged; Uncommon Frequency/Minor Intensity] (-1 pt)

Costs: Attributes 16+ Skills 13+ Feats 8+ Powers 114+ Saves 17+ Combat 32= 200 pts.

Real Name: Evan Morris
Height: 6’ 1”
Weight: 180 lbs
Hair: Black
Eye Color: Brown


Complications:
Impulsive: Evan has a habit of reacting first and thinking second.

The New Guy: Evan has only just recently finished his training the Star Citadel, returned to Earth and joined the League. He’s still getting used to being a part of the world of heroes.

Secret: Evan’s identity as the new Star Knight isn’t known to his friends and family.

Background: In the works……



Another try on my part to make a version of Star Knight I can be happy with. This time I pulled ideas from builds of Green Lanterns I‘ve seen here on the ATT (which the Star Knights are based on obviously) and a build someone (sorry I can’t recall who at the moment, once I do I’ll give credit where it’s due) had done of an different take on Star Knights. Like the Lady Liberty build I thought it made a lot of sense though there were a few small tweaks I did to suit my personal preferences and ideas I had.

Overall I like this take more. The Knights are granted a shard of the star stone but have to manifest their armor to fully control it without any problems for themselves, so this version definitely hits closer to the mark of inspiration IMO.

Plus in one of my PbP games Maria Montoya has gone off planet on a mission for the Knights and a replacement has been assigned to Earth to cover during the time she‘s gone. So enter Evan Morris, the newly trained Star Knight who‘s just returned from the Star Citadel.
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Battlecry build #1050

Postby Tattooedman » Thu Sep 08, 2011 8:29 am

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Battlecry:
PL:
8
Str 10 (+0) Dex 10 (+0) Con 10 (+0) Int 12 (+1) Wis 10 (+0) Cha 14 (+2)

Skills: Bluff 6 (+8.), Diplomacy 6 (+8.), Intimidate 6 (+8.), Knowledge [Pop Culture] 4 (+4), Notice 4 (+4), Sense Motive 4 (+4), Stealth 6 (+6)

Feats: Attack Spec. [Blast Array], Benefit 2 [Wealth x2], Cool [Bluff], Defensive Roll 5, Dodge Focus 4, Equipment 2, Improved Initiative

Powers: Blast 8 (Extra: Area [Cone]; (Flaw: Touch Range)
-Alt. Power: Stun 8 (Extra: Area [Cone]); (Flaw: Touch Range)

Saves: Toughness +6*/+1** [Uniform & Defensive Roll/**Uniform]
Fort +4
Ref +4
Will +4

Combat: Attack +4/+6 (Blast Array)
Damage +8 (Blast Array)
Defense +6 (+1 flat-footed)
Initiative +4

Equipment: Cell Phone
Laptop
Claremont Academy Uniform [+2 Toughness; Subtle; GPS; Immunity 2 (Environmental Cold, Environmental Heat)]


Costs: Attributes 6+ Skills 9+ Feats 16+ Powers 17+ Saves 12+ Combat 12= 72 pts.


Real Name: Clarence 'Clay' Beaudrie
Height: 5' 7"
Weight:
Hair: Blonde
Eye Color: Blue

Complications:
Big Talker: Clay's mouth is always running, talking about how he's so much better than everyone else (due to his family's money, his upbringing, ect..). He's also a bit of a trash talker and is the first one to hint of using his powers to deal with a person.

Reputation ~Bully: Clay is known as one of the major bullies at Claremont.


Background: The grandson of billionaire socialite Angela Beaudrie, Clay always wanted to be a hero, so much so that his family spent a fortune on questionable gene treatments for their rather spoiled child. When one process finally took, Clay developed superpowers, though it’s obvious he isn’t the heroic type. He may believe he is, but he’s too privileged and arrogant to ever risk his own neck helping others. He is good at convincing others to do the hard work while he takes credit.

At Claremont Clay heads up the trouble makers who think they're the cream of the crop out of all the students - William Polzysky (Sloth), Terrance Brown (Bling), and Eric McGuit (Tag). They often amuse themselves by picking on several of the other students who have problems with their powers or an odd appearance that can't be hidden because of them and are normally among the first students suspected of any wrong doing around the school.
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Sloth build #1051

Postby Tattooedman » Thu Sep 08, 2011 8:41 am

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

Skills: Intimidate 10 (+10), Knowledge [Pop Culture] 2 (+2), Knowledge [Streetwise] 2 (+2), Notice 2 (+2), Sense Motive 4 (+4)

Feats: All-Out Attack, Attack Focus [Melee] 4, Fearsome Presence 4 [DC 14], Improved Critical [Unarmed], Startle

Powers: Enhanced Strength 12
Enhanced Constitution 12
Enhanced Feats 2 [Endurance, Iron Stomach]
Immovable 6
Protection 2

Saves: Toughness +10
Fort +11
Ref +1
Will +2

Combat: Attack +4/+8 (Melee)
Damage +8 (Unarmed; critical 19-20)
Defense +4 (+2 flat-footed)
Initiative +0

Costs: Attributes 8+ Skills 5+ Feats 11+ Powers 34+ Saves 6+ Combat 16= 80 pts.


Real Name: William Polzysky
Height: 7'
Weight: 375 lbs
Hair: Dark Blonde
Eye Color: Brown


Complications:
Not the sharpest spoon in the drawer: While not mentally deficient by any means, Sloth simply doesn't have it in him to be quick witted.

Reputation ~Bully: Sloth is known as one of the major bullies at Claremont.

Reputation ~the Muscle: Everyone knows that Sloth does all of Clay Beaudrie's dirty work.


Background: William Polzysky is not misunderstood or hurting inside; he’s just mean. Sloth is a massive teen, with a defensive lineman’s bulky build plus a couple of extra feet in height. And, he likes pushing his weight around, literally. Only Megastar and Magni have managed to plant him on his butt, but most other students don’t have that kind of power.

Sloth is often the dirty worker of Clay Beaudrie, handling all the physical bullying with Terrance Brown and Eric McGuit following right behind him with spouting all kinds of verbal support to the largest member of their crew.
Last edited by Tattooedman on Thu Sep 08, 2011 8:59 am, edited 3 times in total.
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Re: Tattooverse 2.5: WildC.A.T.s & More FC builds

Postby Shock » Thu Sep 08, 2011 8:46 am

I don't know what kind of football you play in Ohio, but that's not a linebacker's build in that picture :mrgreen:
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Re: Tattooverse 2.5: WildC.A.T.s & More FC builds

Postby ClassDunce » Thu Sep 08, 2011 8:49 am

Shock wrote:I don't know what kind of football you play in Ohio, but that's not a linebacker's build in that picture :mrgreen:


More an Offensive Lineman, depending on his wingspan.
"When they ask how I died, tell them: still angry." - Quellcrist Falconer
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