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, The Justice League, M&M Line Developer

Orion build #1083

Postby Tattooedman » Mon Oct 03, 2011 8:43 pm

Image
Orion the Hunter:
PL: 11
Str 16 (+3) Dex 22 (+6) Con 18 (+4) Int 14 (+2) Wis 22 (+6) Cha 14 (+2)

Skills: Acrobatics 8 (+13), Climb 8 (+11), Drive 8 (+13), Gather Information 10 (+12), Handle Animal 10 (+12), Intimidate 8 (+10), Knowledge [Business] 8 (+10), Knowledge [Streetwise] 8 (+10), Knowledge [Tactics] 8 (+10), Notice 10 (+16), Pilot 8 (+13), Profession [Investor] 8 (+14), Ride 8 (+13), Search 10 (+12), Sense Motive 8 (+14), Stealth 12 (+17), Survival 16 (+22), Swim 8 (+11)

Feats: Accurate Attack, Assessment, Attack Focus (Ranged), Defensive Attack, Defensive Roll, Dodge Focus 3, Elusive Target, Equipment 3, Evasion, Improved Aim, Move-By Action, Power Attack, Precise Shot, Prone Fighting, Quick Draw, Skill Mastery [Handle Animal; Gather Information; Search; Stealth], Sneak Attack [+2 damage], Takedown Attack, Track, Uncanny Dodge [audio]

Powers: Device [Cybernetic Whip] 3 [easy to lose]
--Strike 6 (Extra: Penetrating 9); (Power Feat: Mighty)
-Alt. Power: Deflect 6 [slow & fast projectiles]
-Alt. Power: Leaping 2

Device [Battle Staves] 3 [easy to lose]
--Strike 6 [Double Staves] (Extra: Autofire); (Power Feats: Mighty, Split Attack)
-Alt. Power: Strike 6 [Bo Staff] (Power Feats: Extended Reach 2 [10 ft], Mighty)

Device [Javelin Arsenal] 6 [easy to lose]
--Blast 9 [diamond-edged javelin] (Extra: Penetrating)
-Alt. Power: Confuse 9 [shrieker javelin]
-Alt. Power: Strike 6 [javelin thrusts] (Power Feat: Mighty)
-Alt. Power: Snare 9 [net javelin]

Saves: Toughness +7*/+6**/+4 [*Costume & Defensive Roll/**Costume]
Fort +8
Ref +9
Will +9

Combat: Attack +12/+13 (ranged)
Damage [varies by weapon]
Defense +15 (+6 flat-footed)
Initiative +6

Equipment: Costume: +2 Toughness; Subtle; Night Vision & Flash Goggles
Hunter's Arsenal: (15 ep)
Knife: +1 Damage; Critical 19-20
Sword: +3 Damage; Critical 19-20
Heavy Pistol: +4 Damage; Range 40 ft
Sniper Rifle: +5 Damage; Range 250 ft; Critical 19-20
Blaster: +5 Damage; Range 50 ft.



Costs: Attributes 46+ Skills 41+ Feats 24+ Powers 36+ Saves 10+ Combat 48= 205 pts.


Real Name: Jack O'Ryan
Height: 6'
Weight: 185 lbs
Hair: Red
Eye Color: Blue


Complications:
Be the Best: Orion strives to keep his reputation as one of the deadlist hunters and assassins currently active today, if he hears of someone else starting to earn a reputation that's somehow better than his then he will immediately set out to prove himself the better with a job so public and outrageous that there will be no questioning his superior skills.

His word, his bond: There are few things that Orion holds of value, one of the most important is his word. If he says he will uphold some part of a deal then that is what he is going to do. For example, at one point Lady Liberty managed to convince Orion to give his word he would make a statement to the police concerning a former employer who was involved in human trafficing. So once Lady Liberty had 'defeated' Orion and the police arrived on scene he was taken to jail where he made the statement about his employeer (which halted his being processed into the system and thus unmasked), after a formal video statement was made Orion then proceeded to escape from custody and return to his usual lifestyle (all with his identity still a secret). But he'd kept his promise to Lady Liberty about making the statement to the police.


Background: Coming soon.......
Last edited by Tattooedman on Tue Oct 04, 2011 10:33 am, edited 1 time in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Dr. Stratos build #1084

Postby Tattooedman » Mon Oct 03, 2011 8:50 pm

Image
Dr. Stratos:
PL: 12
Str 10 (+0) Dex 14 (+2) Con 18 (+4) Int 22 (+6) Wis 16 (+3) Cha 17 (+3)

Skills: Computers 6 (+12), Concentration 8 (+11), Craft (Electronic) 8 (+14), Gather Information 6 (+9), Intimidate 6 (+9), Knowledge [Earth Sciences] 10 (+16), Knowledge [Technology] 8 (+14), Notice 4 (+7), Profession [Scientist] 8 (+11), Perform [Oratory] 8 (+11), Search 4 (+10), Sense Motive 8 (+11)

Feats: Accurate Attack, Attack Focus (Ranged) 4, Contacts, Defensive Roll 4, Dodge Focus 4, Fascinate [Perform (Oratory)], Favored Environment [Airborne] 3 (+3 defense), Startle

Powers: Deflect 12 [high winds & lightning-all ranged attacks] (Extra: Move Action)
Immunity 10 [Weather Effects]
Weather Control 13 [Distraction-DC 10]
-Alt. Power: Cold
-Alt. Power: Heat
-Alt. Power: Hamper Movement
-Alt. Power: Air Control 13
-Alt. Power: Blast 13 [Lightning]
-Alt. Power: Fatigue 6 (Extras: Area {Burst}, Ranged)
-Alt. Power: Obscure 13 [visual]

Flight 5

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

Combat: Attack +6/+10 (ranged)
Damage +13 (lightning)
Defense +11 [grounded]/+14 [airborne] (+3 [grounded]/+4 [airborne] flat-footed)
Initiative +2


Costs: Attributes 37+ Skills 21+ Feats 19+ Powers 67+ Saves 14+ Combat 28= 186 pts.


Real Name: Sebastian Stratos
Height: 6' 1"
Weight: 178 lbs
Hair: Black
Eye Color: Blue


Complications:
Defeat Captain Thunder!: Doctor Stratos is completely fixated on securing a sound and total defeat of his hated rival, Captain Thunder. Everyone of his plans involves crushing the leader of the Freedom League in some way or another.


Background: For Doctor Stratos life has been like one giant chess game.

Between expanding the Crime League's membership in the last year to be a greater threat to the Freedom League, as well as setting up a charter and bylaws to help govern and manage this collection of super-criminals that has grown as large as the Crime League now is, combined with the problems of dealing with the personalities and personal plottings of long-standing members Doctor Simian and Medea as well as new members Conundrum, Fear-Master, the Green Man and Doctor Mayhem (to name a few of those that plot ways to gain control of the League) in addition to managing the likes of Player 9, Megalodon (during his moments of wanting to work with others), Mister Mist (during his more sane moments), Moonquake and the other criminals that have been brought into the League (to add simple numbers and resources), Doctor Stratos is starting to wonder if it will work like he's planning.

Of course the fact that if Stratos' plans does work, then it won't matter too much what the other more calculating members of the League have in the works. All he has to do is delay their efforts for a little while, then he will be unstoppable and Thunder will pay for all those times in the past.

It's just a matter of playing the pieces until they are in the right position.
Last edited by Tattooedman on Sun Jan 08, 2012 10:04 am, edited 2 times in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Piper build #1085

Postby Tattooedman » Mon Oct 03, 2011 8:58 pm

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

Skills: Bluff 10 (+12), Concentration 8 (+11), Craft [Electronic] 8 (+12), Knowledge [Art] 10 (+14), Knowledge [Physical Sciences] 10 (+14), Knowledge [Pop Culture] 8 (+12), Knowledge [Technology] 10 (+14), Notice 8 (+11), Perform [Oratory] 8 (+10), Perform [Wind Instruments] 10 (+14), Profession [Composer] 8 (+12), Sense Motive 8 (+11), Sleight of Hand 8 (+10), Stealth 6 (+8.)

Feats: Attack Focus [Ranged] 5, Distract [Bluff], Fascinate [Perform], Improved Initiative, Inventor, Luck, Skill Mastery [Knowledge (Art), Knowledge (Physical Sciences), Knowledge (Pop Culture), Knowledge (Technology)]

Powers: Super-Senses 3 [Acute Hearing; Extended Hearing; Radius Hearing]
Sensory Shield 10 [auditory]

Device [Tech Flute] 7 [easy to lose]
--Sonic Control 12
-Alt. Power: Blast 12
-Alt. Power: Blast 8 (Extra: Area [Burst])
-Alt. Power: Blast 8 (Extra: Area [Cone])
-Alt. Power: Disintegrate 8 (Flaw: Limited [Crystalline/Glass objects only])
-Alt. Power: Stun 8 (Extra: Ranged)
-Alt. Power: Mind Control 10 (Extra: Area [Burst]); (Flaw: Hearing Dependent)
-Alt. Power: Animal Control 12 (Flaw: Limited [Rats only])

Device [White Noise Belt] 2 [hard to lose]
--Force Field 10

Saves: Toughness +12*/+2 [*Impervious Force Field]
Fort +7
Ref +8
Will +9


Combat: Attack +3/+8 (ranged)
Damage +12 (tech pipe)
Defense +8 (+4 flat-footed)
Initiative +6


Costs: Attributes 28+ Skills 30+ Feats 11+ Powers 42+ Saves 17+ Combat 22= 150 pts.


Real Name: Hartley Rathaway
Height: 5' 11"
Weight: 153 lbs
Hair: Red
Eye Color: Green


Complications:
Don't judge me: Piper is angry about how he was treated after the death of his father, having his own name and reputation tarnished simply because his foster-father had been a super-criminal. His following after his father's example into a life of crime was just the only available option Piper saw for himself after months of being denied the chance to support himself legally.

Honorable Crook: Piper believes that there is honor among thieves to the point that if he makes an agreement with a hero, or even the victims of his crimes, he should do everything he can to stick to it. Piper will even punish his henchmen for violating the terms of any agreement he makes.

Make them pay for what they did....: When it's all said and done, Hartley is just a lonely boy who'd finally found a father figure in his life only to lose him after a short of amount of years together. He's an angry child lashing out at the world that hurt him but if someone were to praise his foster-father's musical works then there is a chance that Piper might surrender without a fight. Otherwise he's all about pulling thefts that allow him to show off how advanced his music based technology is.


Background: Hartley Rathaway was born deaf to a young, poor couple who gave him up for adoption. At the adoption home Hartley couldn't get the needed procedure to cure his condition and as a result he spent the early years of his life at the home until one day he discovered music, or more accurately the feel of music. Hartley became almost obsessed with music, reading anything & everything he could lay his hands on, in time he began to learn the basics of being a musical conductor. This led to Hartley reading about the criminal known as the Maestro who was reformed at the time. Hartley wrote to the man, explaining his life and his interest in music asking if Basil Fatherton would possibly like to at least share his knowledge of music with him.

Two weeks later Basil showed up at the adoption home asking to meet Hartley and spend the afternoon with him. The pair got along so well despite the need for an interpreter that Basil was invited back for the following weekend to visit Hartley again. For almost a year this went on until Basil made the offer to adopt Hartley, this caused some problems at first considering Basil's history but he had been technically found mentally unsound and he had been committed instead and several years later deemed to be cured. Six months later Hartley moved into his new home in Freedom City with Basil, and for the first time in his young life Hartley felt like he had everything he'd ever want for his life. Basil made a good father, sparing no cost to treat Hartley's deafness even going so far as to dabble again in sonic technologies to create custom hearing aids that were surgically implanted in Hartley that corrected his hearing problems entirely.

From then on the two lived a quite life with Hartley being home schooled and he and Basil enjoying music for hours upon hours. When Hartley was seventeen he earned a chance to study music under one of the best known instructors in Europe, he was thrilled as was Basil but Hartley would have to move overseas to be able to study. With a heavy heart Basil gave Hartley his blessings and wished him all the luck in the world, as well as making sure that Hartley was taken care of fiscally for his entire time studying.

It was during this separation that Basil began to suffer mental stress and with a few years reverted back to his old criminal ways. Hartley returned after learning of his father's relapse into crime but he learned that Basil was too set into this mindset no matter what Hartley tried. Finally the threat of the Maestro came to an end when he suffered an seizure while in the midst of committing a crime, Basil had suffered a minor injury in his brain from several years ago that was irritated by his using the Sonic Baton consistently over the years.

Hartley was crushed, the man that took him in when nobody else even wanted him had passed on. Even worse Hartley was stuck with a large amount of debts as Basil had used much of his personal finances to fund his schemes and there had been several lawsuits over the years as a result of his crime sprees. The worst of it came when Hartley attempted to get a job, his relation to Basil would always come up making people assume the wrong thing about Hartley. After being denied employment Hartley would be on his way out when his enhanced hearing would pick up parts of people's conversations about him and how "crazy" or "disturbed" his father must have been and what was he thinking anyways? Trying to get a job that dealt with priceless items or uniquely skilled people.

Soon Hartley realized some of Basil's frustrations, and he would pass time experimenting with some of the pieces of equipment Basil had left in their home. Finally Hartley snapped when the person interviewing him blatantly insulted Basil to Hartley's face, Hartley had to be pulled off of the man by three security guards and removed from the building by force.

Once he was home Hartley realized that sometimes it was impossible to fight against what society perceived you and your family to be. Therefore if all they saw him as was the son of the Maestro, then that is what Hartley would become. It took him almost a year to locate most of Basil's old bases but once he did he discovered just how well his father had understood the science of sonics. One certain item Hartley found was a flute-like device that Basil had built awhile ago but never used for whatever reason, but Hartley was instantly in tune with it as his preferred instrument was the flute. Perhaps Basil built it thinking that Hartley would one day follow him into the family business like he was doing right at that moment.

Three months later the Piper made his debut, robbing the Barnum & Bailey Circus as it came through Freedom City. Unbeknownst to Piper, Callie Summers was in the crowd and she was able to slip away during the chaos to change into her other identity of Raven and prevented Hartley from escaping with the majority of his ill-gotten gains. Piper continued with his plans of following in Basil’s footsteps, robbing various targets across the city. From jewelry stores to banks to casinos to fundraisers even, nothing was safe from Hartley’s larcenous streak, finally like his father before him Hartley ran afoul of Johnny Rocket whose speed allowed him to move faster than Hartley’s music could travel. Since that time Piper has taken over the Maestro’s spot in the Crime League as Dr. Stratos recognizes Piper’s skills and abilities.

Hartley is his father’s son and has mastered acoustics manipulating sound for various uses. Unlike the Maestro though Piper uses a tech flute which must be played for him to use it’s abilities, by playing certain notes Piper can create blasts of sonic energy that can vary in size to tunes that can make the listener follow him blindly without any mind to whatever is in their path. Piper has also devised a white noise belt that grants him a force field that is able to create a thin, yet durable wall of sound to protect himself from most forms of damage. Piper also has greater than human hearing due to his unique hearing implants that were designed by the Maestro himself. The implants replace the damaged part of Hartley’s eardrum and allow him to hear sounds more precisely and at a farther range than most people would find impossible.
Last edited by Tattooedman on Sat Apr 07, 2012 10:01 pm, edited 4 times in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Morph build #1086

Postby Tattooedman » Fri Oct 07, 2011 12:11 pm

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

Skills: Acrobatics 6 (+8.), Bluff 12 (+14), Concentration 10 (+12), Knowledge [Pop Culture] 6 (+6), Knowledge [Streetwise] 10 (+10), Notice 9 (+11), Search 9 (+9), Sense Motive 12 (+14), Stealth 6 (+8.)

Feats: All-Out Attack, Fearless, Improved Defense, Improved Feint, Improved Initiative, Improved Taunt, Power Attack, Taunt

Powers: Immunity 5 [Disease, Poison, Sleep, Starvation & Thirst, Suffocation]
Mind Shield 6
Shapeshit 12 [60 pt pool] (Flaw: Humanoid shapes only)
Sample Forms:
Agile Fighter:
-Enhanced Defense 4
-Enhanced Dexterity 16
-Enhanced Feats 4 [Improved Block, Improved Defense, Improved Disarm, Weapon Bind]
-Flashstep
-Protection 6
-Strike 8 (Power Feats: Improved Critical , Mighty)
-Super-Movement 5 [Slow Fall, Sure-Footed 2, Wall-Crawling 2]

Lady O' Metal:
-Enhanced Strength 18
-Immunity 9 [Life Support]
-Protection 10 (Extra: Impervious)
-Super Strength 4 (Power Feats: Bracing, Counter-Punch, Groundstrike)


Saves: Toughness +2
Fort +8
Ref +8
Will +8 [14 vs. mental effects]

Combat: Attack +8
Damage [varies]
Defense +8 (+4 flat-footed)
Initiative +6


Costs: Attributes 20+ Skills 12+ Feats 8+ Powers 95+ Saves 18+ Combat 32= 185 pts.


Real Name: Tabitha Markham
Height: 5’ 7” (but can alter it at will)
Weight: Unknown
Hair: Red
Eye Color: Green


Complications:
Greed: Morph is all about making a buck, she’ll take a job from anyone willing to pay her for her efforts. Failing that she’ll use her powers to either straight out pull a robbery or con someone to get money.

Secret: Morph is a Grue-Human hybrid, but even she doesn’t realize it at this point in her life. It is possible that she will develop other abilities common to that race.


Background: Tabitha Markham was born to what probably could be called the worse parents possible; Rob Markham was a four-time loser with a record of petty (and occasionally not-so-petty) crime that was as long as his arm, while Cindy Markham was a prostitute and a junkie.

By the time Tabitha was thirteen she had learned one important life lesson - you had to look out for yourself no matter what. Her powers manifested when she was fifteen, the ability to look like anyone she wanted allowed Tabitha to escape from her parents and their cruelty easily enough but she knew that she’d have to make sure she never lived her life poor anymore. Tabitha spent almost a year playing with her powers, learning what she could and couldn’t do before moving into the world of superhumans, offering her services to anyone who was willing to pay for them.

At first she started off doing ‘impossible’ robberies (leaving patsies behind to take the fall for her crimes as she left them tied up at home while she used their looks and I.D.s to break in and take what she needed be it information or items), then moving on to kidnapping and even the occasional hit job. Often times she’d be hired to follow a specific person, learning all she could about their life and reporting that information so the target could be blackmailed.

Now, several years later, Morph (as Tabitha calls herself) is a known mercenary who can handle her work and is professional enough to warrant the high sums she charges. Every once in a while Morph will pull straight out robberies on her own, her want of money driving her to get as much as she can.

What Morph doesn’t realize is that she is half Grue, her mother and father were kidnapped one night by a Grue scouting team who were trying to learn more about the people of the planet that had managed to repel their previous invasions when no other race had managed such a feat. Learning all that they could, the Grue scientists had been ordered by the Meta-Mind to create hybrid agents that were part Grue as well as part human. The ultimate set of spies and infiltrators that could be activated at a later point to help spearhead a future invasion attempt and the Markham’s were made part of that plan. Their memories were wiped of the event and a few weeks later Cindy discovered she was pregnant with Tabitha.

So far the Meta-Mind hasn’t activated Tabitha or the other hybrid children yet, and if it ever will isn’t known. But if it were to, both Pseudo and the Meta-Grue would be highly interested in locating all the hybrids (though their reasons would be vastly different). What Morph would do with that news isn't known but her reaction probably won't be good.
Last edited by Tattooedman on Fri Oct 07, 2011 9:15 pm, edited 1 time in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Krait build #1087

Postby Tattooedman » Fri Oct 07, 2011 12:14 pm

Image
Krait:
PL:
10
Str 14 (+2) Dex 14 [30] (+2/+10) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 12 (+1)

Skills: Acrobatics 4 (+10), Bluff 10 (+11), Climb 4 (+6), Diplomacy 8 (+9), Gather Information 10 (+11), Investigate 4 (+5), Knowledge [Streetwise] 10 (+11), Stealth 4 (+14), Survival 6 (+9), Swim 4 (+6)

Feats: Attack Focus [Melee] 2, Connected, Contacts, Distract [Bluff], Improved Feint, Luck 2, Power Attack, Set-Up, Taunt, Teamwork 2

Powers: Neurokinesis:
Sensory Shutdown: Variable Power 10 [Dazzle [audio/scent/touch/visual] (Extras: Alternate Save [Will], Continuous Duration); (Flaw: Touch Range)]
-Neural Overload: Drain Dexterity 10 & Speed 10
-Neural Surge: Mental Blast 10 (Flaw: Touch Range)

Deadened Nerves: Protection 8
Neural Streamlining: Enhanced Dexterity 16
Enhanced Feats 10 [Acrobatic Bluff, Dodge Focus 2, Improved Initiative 5, Move-By Action, Up the Walls]
Quickness 8
Speed 8
Shielded Neural Pathways: Mind Shield 6

Saves: Toughness +10
Fort +8
Ref +12
Will +8 [+14 vs. mental attacks]

Combat: Attack +8/+10 (Melee)
Damage +2 (Unarmed)
Defense +10 (+4 flat-footed)
Initiative +30


Costs: Abilities 22+ Skills 16+ Feats 13+ Powers 118+ Saves 13+ Combat 32= 214 pts.



Real Name: Aziz Singh
Height: 5’ 9”
Weight: 157 lbs
Hair: Black
Eye Color: Brown


Complications:
Power & Respect: Krait wants more personal power and to respected for his skills and powers. Those that do not give him both often find themselves the target of one of his plans to remove them from Krait’s way.

Rivalry ~Sidewinder: Having something of a similar set of base powers, Krait is always trying to make himself look better than VIPER’s other resident speedster, Sidewinder.


Background: Aziz Singh was born and raised in poverty in New York city, his parents immigrants from Pakistan and they struggled to make ends meet. Aziz enlisted in the Army when he was only seventeen, his parents signing on the dotted line to allow their underage son to do so. Aziz managed to impress his instructors well enough to be elevated in rank by the time he graduated boot camp and started his schooling for heavy vehicle combat (tank pilot!).

After school Aziz went on to serve his time, happy to be able to support himself better than his folks had been able to. The only problem he had was with some of his fellow soldiers, Aziz had joined after Operation: Desert Storm and prejudices against people of his nationality were high at the time. The pranks and hazing Aziz was subjected to slowly turned the already angry young man hostile, and eventually he started fighting with the other members of his unit until he was finally discharged for conduct unbecoming.

VIPER wasted no time in picking up someone like Aziz, angry at the world and specially trained by the military, they saw how they could focus his anger for their purposes and he was soon at their training academy where Aziz found he excelled at torturing for information. After graduating VIPER Academy Aziz did well at his assigned nest, raising in rank through a combination of skill and treachery (his rivals falling victim to small plots Aziz set into motion) and eventually he was the head of his nest’s armored vehicle division and could go no further. Hearing that VIPER was looking for volunteers for their newest program to create super soldiers Aziz jumped at the chance to join Dragon Branch, knowing that it’s members were given more personal power within VIPER.

When it was all said and done Aziz was one of the few surviving members of the Coil-Gene Treatment and had developed a set of powers that the scientists called ‘Neurokinesis’ and allowed him to manipulate the neural pathways of other people’s brains as well as his own. At the moment Krait, as Aziz is now known, is one of the newer members of Dragon Branch and is often sent out on missions to prove his worth to the more established members of Dragon Branch. Something that annoys Krait at the moment but he realizes that he’s one of the low men in Dragon Branch and is already starting to see who gets along with who and who doesn’t in Dragon Branch and has started laying the groundwork for a couple plots to remove those members who would be more likely to stand in his way.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Boomslang build #1088

Postby Tattooedman » Fri Oct 07, 2011 11:40 pm

Image
Boomslang:
PL:
10
Str 18 [22] (+4/+6) Dex 18 (+4) Con 18 [22] (+4/+6) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Skills: Acrobatics 4 (+8.), Climb 4 (+10), Craft [Mechanical] 6 (+6), Drive 4 (+8.), Intimidate 8 (+8.), Knowledge [Streetwise] 6 (+6), Knowledge [Tactics] 9 (+9), Notice 10 (+12), Search 6 (+6), Sense Motive 8 (+10), Stealth 8 (+12), Survival 7 (+9), Swim 4 (+10)

Feats: All-Out Attack, Attack Focus [Ranged] 2, Combat Reaction [Pull guns at first sign of trouble], Dodge Focus 2, Fearless, Improved Initiative, Power Attack, Quick Draw, Ricochet Shot, Teamwork

Powers: Coil-Gene Treatment: Enhanced Strength 4
Enhanced Constitution 4
Enhanced Feats 2 [Diehard, Endurance]
Super Strength 1

Device [VXR-51 Mini Railguns] 7 [hard to lose]
Armor Piercing Rounds: Blast 10 (Extra: Penetrating)
-Grenade Rounds: Blast 10 (Extra: Area [Explosion])
-Flare Rounds: Dazzle 10 (Extra: Area [Burst])
-Non-Lethal Rounds: Stun 10 (Extra: Ranged)
-Bolo Rounds: Snare 10

Device [Modified VIPER Armor] 1 [hard to lose]
--Protection 4
--Sensory Shield 1 [audio & visual]

Saves: Toughness +10*/+6 [*Modified VIPER Armor]
Fort +10
Ref +9
Will +8

Combat: Attack +8/+10 (Ranged)
Damage +6 (Unarmed)/+10 (VXR-51 Rounds)
Defense +10 (+4 flat-footed)
Initiative +8

Costs: Attributes 48+ Skills 21+ Feats 10+ Powers 44+ Saves 15+ Combat 32= 170 pts.


Real Name: Ezekiel ‘Zeke’ Hamilton
Height: 6’ 2”
Weight: 230 lbs
Hair: Brown
Eye Color: Brown


Complications:
Problems with Authority: Boomslang is a loner who’d much rather be doing what interests him and little else. If someone tried to force him to be accountable for his actions all they get in response is a noncommittal shrug and an answer in his slow, Southern draw. It’s not outright disrespect but he does ignore many orders and gets away with it now only because of his being a part of Dragon Branch.

Love of Guns: Boomslang is happiest when he’s in the middle of a fire-fight, guns blazing with weapon discharges going off all around him. Often times Boomslang will pull his mini-rail guns out and start firing the first chance he’ll get, even if it wouldn’t be the best way to handle a situation.


Background: Ezekiel ‘Zeke’ Hamilton grew up on a farm in northern Arkansas and can barely remember a time he didn’t have a gun of some kind in his hands. At seven years old Zeke got his first BB gun, then a lady’s rifle at ten, graduating to his father’s hand-me-down hunting rifle when he started high school.

Zeke didn’t care much for school, each year he passed on to the next grade but he wasn’t a good student and he barely attended classes at all. At home it wasn’t much different, Zeke’s three older brothers helped their father around the farm and he was left wander the neighboring woods with his BB gun or rifle, hunting squirrels, doves or whatever else might cross his path.

When he was sixteen, Zeke was caught by a local game warden shooting ducks on the water and he was fined and made to perform public service (working with the game warden for six months). Not that he learned anything from that punishment and a year later when he was caught field dressing a three point buck out of season Zeke’s parents chose to send him into the military to avoid his being sent to jail.

In the Army Zeke displayed a talent for firearms and was trained as a sniper but his laconic and disrespectful attitude earned him several trips to the stockade and eventually dishonorably discharged. Zeke drifted for a little bit before being approached by VIPER, who closely monitors military discharges and Zeke was flagged for recruitment. He’d been rated an expert sniper with a discipline problem, something that VIPER is always interested in.

Zeke accepted the offer with a shrug but he didn’t make a good VIPER agent. The same problems that Zeke had in the Army - not doing what he was told when he was told to - followed him into VIPER. As long as Zeke was with fellow agents on a mission, he was fine, a boon to the nest but when it came time for the routine chores and training, Zeke was absent more often than not. So when a call came for subjects in VIPER’s latest experiment in creating super-soldiers, called the Coil-Gene Treatment, Zeke’s superior was more than happy to get rid of the incessant and quiet challenge to her authority.

Of all the subjects who took part in the Coil-Gene Treatment, only Zeke and one other, Aziz Singh (now known as Krait), were the only survivors and both had radically different abilities. Zeke became stronger and more resistant to injury than a normal person (nothing really superhuman but he was equal to Olympic level athletes) and he gained some minor snake-like mutations (scaly skin, snake eyes and fangs). And while those changes weren’t going to let Zeke take on the likes of Captain Thunder and win, it did give him some options.

Options like using weapons that most agents couldn’t begin to carry without powered armor, specifically the VXR-51. A multi-weapon system that was capable of discharging various rounds but due to the heavy frame needed be able to fire those rounds the VXR wasn’t a viable choice for VIPER’s normal agents.

But Zeke could now carry it, in fact he could carry two of them.

Plus something changed in his mentality. Where as Zeke had been curt and silently rude to those ranking above him, he was now a loyal agent. Following orders better than he’d ever done, not that he’s still wasn't something of a loner who preferrd to do things his way, now Zeke would at least follow a basic training structure. As part of Dragon Branch as Boomslang, Zeke has come to act as support to the others super powered agents, laying down lines of fire and other specialty ammunition that is best suited to the situation he finds himself in. Several of the established members of Dragon Branch still aren’t sure what to think of Boomslang, though Constrictor has taken a liking to the new recruit and the pair have started to hang out more and more often during their down time.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Maggot build #1089

Postby Tattooedman » Sat Oct 08, 2011 2:13 pm

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

Skills: Bluff 8 (+10), Climb 8 (+12) Computers 4 (+5), Drive 5 (+7), Intimidate 10 (+12), Knowledge [Streetwise] 9 (+10), Notice 6 (+7), Search 6 (+7), Sense Motive 8 (+9), Stealth 8 (+10)

Feats: All-Out Attack, Attack Spec. [Unarmed], Contacts, Distract [Bluff], Dodge Focus 4, Follow-Up Strike, Grappling Finesse, Improved Critical [Unarmed] 2, Improved Demoralize, Improved Feint, Improved Initiative, Last Stand, Power Attack, Sneak Attack, Startle, Taunt, Tough 2

Powers: Illusion 10 [audio/scent/visual]
-Alt. Power: Concealment 2 [visual]
-Alt. Power: Dazzle 10 [visual]
-Alt. Power: Dazzle 10 [audio]

Street Brawlin’ Style: Strike 4 (Power Feats: Innate, Mighty)

Saves: Toughness +6
Fort +7
Ref +7
Will +8

Combat: Attack +6/+8 (Unarmed)
Damage +
Defense +11 (+3 flat-footed)
Initiative +6


Costs: Abilities 28+ Skills 18+ Feats 24+ Powers 39+ Saves 15+ Combat 26= 150 pts.


Real Name: Terry Dupree
Height: 5’ 10”
Weight: 180 lbs
Hair: Brown
Eye Color: Hazel


Complications:
My Streets: Maggot might be a street hood but he’s from the ‘hood at least. He tried to take care of the people that live in ‘his’ area of influence, even though he runs a protection racket he makes sure those that pay him are taken care of. If someone else robs one of his clients then Maggot will locate the people responsible and make it very clear they are not to ever do so again and left after being given a beat down.

Reputation ~Thug: When it’s all said and done at the end of the day, Maggot is a thug. Willing to use threats and his fists to achieve his goals, no matter if another way of handling a situation would get better results.


Background: Terry Dupree grew up in the Fens, so he knows just how tough life can be. By the age of fourteen Terry was running the streets and part of a local gang, which he eventually managed to take over through a combination of physical violence and a bit of street-savvy.

Now going by the name Maggot, he runs the Outlaw Posse fairly well. Maggot has a couple seconds-in-command that have powers of their own that back him up and help to run the day-to-day operations of the OP and enforce Maggot’s rules. Their stretch of the Fens is one of the cleaner, as Maggot makes sure to take care of his space (keeping those that pay his protection fees are taken care of in every sense of the word) and it’s gotten to the point that many of the people he protects prefer his way of doing things.

Sure Maggot’s a thug whose mad at the world, uses his fists to solve his problems and takes a little bit too much in his weekly collections but he keeps worse people from moving into the neighborhood and making things worse.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Johnny Reb build #1090

Postby Tattooedman » Thu Oct 13, 2011 9:22 am

Image
Johnny Reb:
PL:
12
Str 22 (+6) Dex 22 (+6) Con 22 (+6) Int 18 (+4) Wis 22 (+6) Cha 22 (+6)

Skills: Bluff 10 (+16), Concentration 10 (+16), Diplomacy 10 (+16), Gather Information 12 (+18.), Intimidate 12 (+18.), Knowledge [Arcane Lore] 10 (+14), Knowledge [Current Events] 10 (+14), Knowledge [History] 12 (+16), Knowledge [Pop Culture] 8 (+12), Notice 12 (+18.), Search 8 (+12), Sense Motive 12 (+18.), Stealth 10 (+16)

Feats: All-Out Attack, Artificer, Assessment, Attack Spec. [Hellfire Cutlass] 2, Connected, Contacts, Distract [Intimidate], Dodge Focus 4, Fearless, Fearsome Presence 8 [Will DC 18], Follow-Up Strike, Improved Block 2, Improved Demoralize, Improved Disarm, Improved Distract, Improved Initiative, Luck 3, Power Attack, Ritualist, Startle, Ultimate Effort [Ultimate Will Save]

Powers: Hellfire Control 12 (Extra: Penetrating); (Power Feat: Accurate 2)
-Alt. Power: Illusion [all senses] (Extra: Damaging)
-Alt. Power: Mental Blast 9
-Alt. Power: Strike 6 [hellfire cutlass] (Extra: Penetrating 12); (Power Feats: Improved Critical 4, Mighty)

Comprehend 3 [speak & understand all languages (others understand him)]
Immortality
Immunity 10 [Disease, Environmental Cold, Environmental Heat, Interaction Effects, Need for Sleep, Poison]
Protection 4 (Extra: Impervious 10)
Super-Senses 4 [Magical Awareness (Acute, Analytical, Tracking)]
Super Strength 2

Saves: Toughness +10* [*Impervious]
Fort +12
Ref +10
Will +12

Combat: Attack +8/+12 (Hellfire Blast/Cutlass)
Damage +8 (Unarmed)/+12 (Hellfire Blast/Cutlass; critical 16-20)
Defense +14 (+5 flat-footed)
Initiative +10

Drawbacks: Vulnerable [Holy items; +100% damage] (-5 pts)


Costs: Attributes 68+ Skills 34+ Feats 35+ Powers 86+ Saves 16+ Combat 36- Drawbacks 5= 270 pts.


Real Name: Unknown
Height: 6’ 3”
Weight: 180 lbs
Hair: Brown
Eye Color: Blue


Complications:
Hugh Racist: Johnny Reb will never cooperate with nor assist non-white individuals and holds African Americans in low regard. He will always have something to say about their ‘inherent inferiority’ and will attack a non-white foe over a white opponent, even if doing so puts him at a tactical disadvantage.

Southern Gentleman: Johnny Reb will often challenge a foe to one on one combat to ‘prove the measure of a man’. He despises cheats and will not strike a (white) man whose back is turned to him and will only attack women if they attack him first.


Background: Johnny Reb is one of the oldest, still active criminals in the world. He started in 1864, when a wizard initiated a ritual that bonded a demonic spirit from the underworld to the body of a young rebel soldier. Claiming that he would not leave the plane ‘until the Union fell’, the newly created Johnny Reb was a tireless soldier with a fire of self determination that led the Confederate army in some of the most bloody and brutal conflicts in the Civil War. He was never made part of the Knights of the Confederacy, his radical and outspoken nature made him an ill fit for that group and Johnny would never truly follow Achilles. Though several times members of the Knights would be present at conflicts where Johnny was active and he was familiar with both them and the members of the Patriot Regiment. Both Columbia and the Lion-Man both regarded Johnny Reb as one of the Regiment’s greater foes and both made expended great amounts of effort of ending Johnny’s threat, though they never were able to deal him a total defeat.

That fell to Adam Prophet, who’d managed to learn the truth of Johnny’s creation and managed to come up with a way to defeat the demon inside the man thanks to his family’s journals on matters of the supernatural. In the end it was a sanctified, solid gold bullet that Prophet shot into the head of the possessed man, ending the threat of Johnny Reb to the Union and bound the demon to it’s host’s corpse. But Johnny’s body never decomposed however (due to the presence of the demon’s spirit inside it) and members of a secret society, that was the beginning of the Brimstone House, took possession of his body and used the power of the demon bound inside it to fuel many of their rituals that were used to help them solidify their power base. Around the late 1970s a lesser member of the House, Emilio Durrock, wanted the power that was attributed to the bound demon and preformed a ritual that allowed him to remove the gold bullet lodged in Johnny Reb’s skull. The demon spurted from the wound, quickly dominating Emilio and transforming the lesser mage into it’s newest host, letting Johnny Reb live again.

Johnny used Durrock’s connections to create the Incorruptible Society, a gathering of men and women of political and social influence who agreed with Johnny’s outdated ideals. Together they sponsored and organized a series of lynchings and murders of several civil rights activists that went on for over a year. Johnny concocted a fanciful costume sure to gain the attention of the media, which he thought would help to spread his message of hate, hastening the fall of the nation. Instead it gained him the attention of the likes of the Black Avenger, the third Arrow, and the Eye of Justice who came together to deal with his menace. A long battle left the Incorruptible Society scattered and Emilio Durrock in a coma, the demon trapped within his barely alive (but immobile and useless) body. Johnny Reb’s body was put under watch by various government groups (FBI, AEGIS and such) but with his condition being what it is they didn’t want to chance his being used by other mystically skilled criminals by placing him in a prison hospital and they left him in a secluded hospital for care.

For several decades Johnny Reb, in Durrock’s body, seemed to no longer be a threat. But almost a year ago Johnny Reb made his return to the world of super criminals. Somehow managing to get access to a new host and having reformed the Incorruptible Society as well as recruiting superhumans to his cause, dubbing them the Knights of the New Confederacy.
Last edited by Tattooedman on Tue Jul 03, 2012 9:04 am, edited 2 times in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Timothy “Dire” Straits build #1091

Postby Tattooedman » Wed Nov 02, 2011 9:31 am

Image
Timothy “Dire” Straits:
PL:
9
Str 16 (+3) Dex 16 (+3) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 12 (+1)

Skills: Climb 6 (+8.), Computers 3 (+3), Concentration 3 (+4), Drive 6 (+9), Gather Information 8 (+9), Knowledge [Arcane Lore] 4 (+4), Knowledge [Technology] 5 (+5/+25), Notice 4 (+5/+12), Profession [Soldier] 6 (+7), Search 4 (+4/+11), Sense Motive 3 (+4/+12), Stealth 4 (+7/+), Survival 6 (+7), Swim 6 (+8.)

Feats: Chokehold, Defensive Roll 2, Endurance, Equipment 6, Grappling Finesse, Improved Initiative, Improved Grapple, Stunning Attack, Takedown Attack

Powers: Commando Training: (Power Feat: Innate)
Enhanced Feats 14 [Attack Focus (Ranged) 4, Defensive Roll 2, Dodge Focus 4, Improved Critical (Pistols) 3, Improved Initiative, Takedown Attack]
Enhanced Skills 10 [Knowledge (Technology) +20 (Flaw: Limited [firearms related only]), Notice +7, Search +7, Sense Motive +6]
Quickness 2 [x5 times] (Flaw: Limited [firearm maintenance only])

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

Combat: Attack +7/+11 (Ranged)
Damage +2 (Unarmed)/+4 (Heavy Pistols; critical 17-20)
Defense +12 (+4 flat-footed)
Initiative +11

Drawbacks: Cursed [Common; Major] (-4 pts)
Flashbacks [Uncommon; Moderate] (-2 pts)

Equipment: 2 Heavy Pistols [+4 Damage]
14 ep free


Costs: Abilities 18+ Skills 17+ Feats 15+ Powers 28+ Saves 20+ Combat 30- Drawbacks 6= 122 pts.


Height: 5’ 10”
Weight: 166 lbs
Hair: Dark Brown
Eye Color: Brown


Complications:
A Cursed Life: Timothy is suffering from a curse that was placed on him at some point during his time in the Middle East. Anytime something could go wrong during combat (run out of ammo, weapons jam, so on) it will. So far Timothy has been able to survive thanks to his skills and training but he knows that eventually it won’t be enough and he has started to look into getting the curse removed.

Reputation: Timothy is well known in the mercenary world for being an able operator that will uphold any contract he takes on.


Background: Timothy Straits graduated from an inner city school with average grades and some hard choices to make. College looked to be out of reach, his grades weren’t good enough to get him a scholarship and his family couldn’t afford tuition. Eventually Timothy enlisted in the Marines thanks to the pressure from military recruiters and Timothy excelled in marksmanship. He was so comfortable with any firearm that was available to the recruits and perhaps it was the praise he received for those accomplishments that helped him to weather the verbal abuse and mind games used by the instructors. Upon graduation from boot camp Corporal Straits shipped out to the Middle East along with thousands of other soldiers and soon Timothy learned how war does something to a man.

Timothy learned that he enjoyed combat.

It was a kind of rush that few other things could compare to and soon Timothy gained a reputation for being a ‘fire first, identify later’ kind of guy. Eventually Tim’s behavior earned him a one-way ticket out of the military, though it wasn’t a dishonorable discharge as nothing could be proven in a tribunal, as when time came for his option to re-up to be exercised Timothy was told a firm ‘thank you’ for his service to his country and a ticket back to the U.S.

The problem was that Timothy couldn’t find any kind of work that did what combat did for him. Eventually some of his Marine pals put him in touch with some people who were looking for people with his skills and soon Timothy was working as a mercenary all over the world. For the next year Timothy noticed an odd trend, at several intense moments (normally life or death, usually Timothy’s) fate seemed to be conspiring against him: his weapon would jam, or his vehicle would be damaged and strand him, or he’d lose his footing while attempting to sneak about and be noticed by hostiles. While Timothy did manage to survive despite those setbacks he finally broke down and went to various sources. From them Timothy has discovered that he is suffering from some kind of curse, specifically a kind that is favored by mystics in the Middle East. This has led Timothy to wondering just what some of the dying words those he killed muttered before drawing their final breath.

Realizing that at some point his skills wouldn’t save him, Timothy started to look for a way to get the curse removed. The problem is that so far he’s not had much luck due to a lack of funds (apparently the items needed for the ritual to remove the curse are rare and old, which equals all kinds of expensive, like Donald Trump expensive) and he’s moved from general mercenary work to private for the better pay one can find working exclusively for a specific client. Of late Timothy has been working for Sergi Rominov the leader of the Red Shadows, the Russian mob that has started to operate in Freedom City.
Last edited by Tattooedman on Mon Dec 05, 2011 8:00 am, edited 4 times in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Blueshift build #1092

Postby Tattooedman » Wed Nov 02, 2011 9:33 am

Image
Blueshift:
PL:
8
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 16 (+3) Wis 14 (+2) Cha 16 (+3)

Skills: Acrobatics 6 (+8.), Bluff 7 (+10), Computers 7 (+10), Diplomacy 7 (+10), Gather Information 6 (+9), Knowledge [Business] 6 (+9), Knowledge [Pop Culture] 4 (+7), Profession [Businessman] 5 (+7), Sense Motive 8 (+10)

Feats: Benefit 3 [Wealth x3], Endurance, Equipment 2, Improved Feint, Move-By Action, Quick Change

Powers: Hyper Kinetic Reflexes:
Enhanced Feats 5 [Improved Initiative x5]
Quickness 10
Speed 10 (Power Feats: Wall-Running)

Saves: Toughness +4*/+2 [*Running Suit]
Fort +6
Ref +12
Will +6

Combat: Attack +4
Damage +1 (Unarmed)
Defense +12 (+6 flat-footed)
Initiative +22

Equipment: Running Suit [+2 Toughness; Immunity 5 (Friction); Cell Phone; PDA; GPS]


Costs: Abilities 26+ Skills 14+ Feats 9+ Powers 26+ Saves 16+ Combat 32= 123 pts.


Real Name: Aaron Bierer
Height: 6’
Weight: 190 lbs
Hair: Black
Eye Color: Hazel


Complications:
All about the Benjamins: Blueshift’s main focus in life is his business, Blueshift Inc. He will always make sure to deliver his packages to where they’re supposed to be and any attack on his professional reputation will draw a war of words from Blueshift.

Not a Fighter: Blueshift realizes he doesn’t know how to fight worth a damn compared to the majority of other superhumans. He relies on his speed to get him out of hostile situations (zipping around looking for an exit rather than attempt to fight) trusting in his speed to keep him safe.


Background: A student at Stanford University with a computer science and business double major, Aaron Bierer had plans for his life - he wanted to create the next big thing in computers and become fantastically rich from it. During college however, money was still scarce so Aaron worked as a bicycle courier to make ends meet.

He enjoyed the work and feeling of freedom speeding from delivery to delivery gave him, though the pay wasn’t much and the job had the hassles of irate customers, hazardous traffic and territorial dogs. It was while making a delivery one day that one such dog, a huge black mastiff, managed to break loose from his leash and chase the student until neither Aaron nor his bike could go any further. Breathless, Aaron stood with his back against the wall while the growling dog advanced on him.

Maybe, he thought if I can just run fast enough…..maybe I can get around him. Before he knew what had happened, Aaron had run up and over three nearby buildings, two palm trees, and a taxi. With a yell of triumph and a mind racing with opportunities, Aaron Bierer greeted his newfound powers with open arms.

Aaron created the name of Blueshift as both his ‘professional’ name and as the name of his new company, Blueshift Inc. As Blueshift, Aaron sold his speed to people who needed small items or messages hand delivered incredibly fast and with the utmost discretion. Word quickly spread and soon Blueshift Inc. was a thriving business with Aaron sitting pretty as the founder, CEO, only employee and sole beneficiary of its income.

For the past year things have been going great for Aaron and his company but recently it’s gone kind of pear shaped - a man who has only identified himself as ‘Mister Doe’ contacted the company, not that Aaron was really concerned about the name, he’d worked for many who preferred to be anonymous and had few problems and fewer moral compunctions about working with them as they paid very well. It was when Aaron met his contact at the VIP section of a club in Emerald City that night that Aaron realized he might be in trouble. Mister Doe was accompanied by several large, well-armed men and he told Aaron that his country needed him, so from now on some of those discreet messages would have to a little less secret from now on. Mister Doe never gave his real name, in fact the only memorable feature was a tendency to drum his fingers, and he assured Aaron that no one would ever know Blueshift Inc. was compromised as long as he cooperated. Mister Doe also said Aaron was free to maintain his enterprise as he saw fit as long as he also relayed messages to his new contact.

Aaron knew he could run and never be caught by Mister Doe or his armed men, it would mean he would have to leave his newfound creature comforts far behind him as he would then be living a life on the run non-stop. That was something that the speedster couldn’t bring himself to do, so he now finds himself living in fear of being discovered for his indiscretions against the kinds of clients who would probably be highly unhappy and likely to take it out on him in a very physical manner.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Mosquito build #1093

Postby Tattooedman » Wed Nov 02, 2011 9:35 am

Image
Mosquito:
PL:
10
Str 1 (-5) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 12 (+1) Cha 10 (+0)

Skills: Acrobatics 4 (+6/+10), Bluff 8 (+10), Diplomacy 4 (+4), Knowledge [Business] 8 (+9), Knowledge [Technology] 8 (+10), Notice 8 (+9), Sense Motive 8 (+9), Stealth 0 (+16)

Feats: Defensive Roll 4, Improved Feint, Power Attack

Powers: Mosquito Size: Enhanced Feats 4 [Tough x4]
Shrinking 16 [Fine size // 5 inches tall; +8 Attack/Defense; +16 Stealth; -16 Grapple; -8 Intimidate] (Extras: Continuous Duration, Normal Movement [Limited (Flight only)], Normal Toughness); (Power Feat: Innate); (Flaw: Permanent)
Bio-Drain & Replenishment: Drain 10 (Extra: Ranged); (Flaw: Reduced Range)
Regeneration 16 [Recovery Bonus: +6; Recovery Rate: Bruised: 1/per round; Injured: 1/round; Staggered: 1/standard action] (Flaw: Limited [can only be used after target of Drain suffers damage])
Electro-Sting: Blast 10
Electro-Wings: Enhanced Feats 5 [Evasion 2, Improved Initiative 2, Move-By Action]
Enhanced Skills 1 [Acrobatics +4] (Flaw: Limited [only while flying])
Flight 4

Saves: Toughness +6*/+2 [*Defensive Roll]
Fort +9
Ref +12
Will +10

Combat: Attack +10
Damage +10 (Drain/Electro-Sting)
Defense +14 (+7 flat-footed)
Initiative +2


Costs: Abilities 14+ Skills 12+ Feats 4+ Powers 97+ Saves 26+ Combat 16= 169 pts.


Real Name: Arthur Mossberg
Height: 5”
Weight: under 1 lb
Hair: Brown
Eye Color: Hazel


Complications:
Dependent on Drain: Mosquito must use his Bio-Drain power a minimum of every 48 hours to maintain his personal health and well-being.

Hate/Fear of Doctor Shock: Mosquito hates Doctor Shock for his part in ruining his life, but is more afraid of the twisted scientist (who is also immune to Mosquito’s electrical powers). Because Doctor Shock would enjoy nothing more than to put his former subject under a microscope, preferably cut into very thin slices. Mosquito knows this fact and avoids him and works with anyone he can to so he can have their protection but if the chance to strike out at Doctor Shock would arise without fear of reprisal, Mosquito would jump at the chance.

Motivation ~Outcast: Rejected by his employers, Mosquito is now a mutated freak, bitter against society and the people he blames for his condition. He particularly hate the young, the wealthy and the over successful.


Background: Arthur Mossberg willingly sacrificed much in favor of advancing his career. He got the MBA, worked the long hours (the nights and weekends), he built his social life around his colleagues and getting ahead. He focused on his retirement, on the things he would do later after he’d accomplished all his goals in business. Although he was an executive with Grant Industries with considerable seniority, that ‘later’ always seemed to be further and further away. Eventually his marriage fell apart and at middle-age it seemed lik a waste of his time to try and build another serious relationship. Then Arthur’s health began to decline and maintaining his medical insurance became paramount, all while young and more focused execs eyed his position and corner office.

It eventually became clear to Arthur - even if he made it the remaining short time to retirement, he wouldn’t live long enough to enjoy it. Alzheimer’s was threatening to take away what he had left: his memories and his faculties. There was already talk going around about his being eased into something ‘less stressful’. He couldn’t tolerate that so when an anonymous figure approached him with a solution to his problem, Mossberg had nothing to lose. Doctor Shock wanted certain information on Grant’s top-secret projects, which Arthur supplied. In exchange, Shock helped Arthur with his medical problems.

The process was painful and had some unexpected side effects. When Mossberg regained consciousness, he was disoriented and thought he was hallucinating that Doctor Shock had become a hundred-foot giant. Instead it was Arthur who had shrunk down to little more than five inches tall. He vaguely heard something about ‘electrons’ and quantum compression’ but that was right before heroes broke into Shock’s secret lab and a stray blast of energy broke open the container Arthur was in. The tiny figure fled unnoticed from the fight. It didn’t take long for him to discover the process changed him in other ways as well: he could fly on crackling ‘wings’ of electro-magnetic force and project electrical ‘stings’ from his hands but he also highly craved the bio-energy of other creatures and needed it to sustain himself.

One other thing was very clear: Arthur Mossberg’s life was now over. The sadistic Doctor Shock was more likely to dissect him than to help him if they were ever to cross paths again, plus now Arthur was a wanted man for his part in the thefts from Grant Industries (which was how the heroes had found Shock’s lab in the first place). All of his plans for life were in ruins and all Arthur could do was to make ‘the Mosquito’ a force to be reckoned with. No more waiting, he would take what he wanted and pity anyone who bothered to get in his way.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Lady Hive build #1094

Postby Tattooedman » Wed Nov 02, 2011 9:37 am

Image
Lady Hive:
PL:
13
Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 22 (+6) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 10 (+12), Craft [Electronic] 12 (+18.), Craft [Mechanical] 12 (+18.), Gather Information 10 (+12), Knowledge [Psionics] 8 (+14), Knowledge [Technology] 12 (+18.), Notice 12 (+15), Sense Motive 12 (+15), Stealth 12 (+14)

Feats: Acrobatic Bluff, Attack Spec. [Stingers] 4, Dodge Focus 4, Inventor, Luck 2, Move-By Action, Speed of Thought

Powers: Mind Control 12 (Extras: Area [Burst], Continuous Duration, Instant Command, Sensory Link); (Power Feats: Mental Link, Progression 6 [50 max])
Mind Shield 4
Telepathy 8

Device [Hive Armor] 8 [hard to lose]
Flight Harness: Flight 8 (Flaw: Winged)
Protective Plating: Protection 8
Stingers: Blast 12

Saves: Toughness +10*/+2 [*Armor]
Fort +8
Ref +8
Will +11 [+15 vs mental effects]

Combat: Attack +4/+12 (Stingers)
Damage +12 (Stingers)
Defense +14 (+5 flat-footed)
Initiative +6


Costs: Attributes 30+ Skills 25+ Feats 14+ Powers 151+ Saves 20+ Combat 28= 268 pts.


Real Name: Unknown
Height: 5’ 8” [in armor]
Weight: Unknown
Hair: Unknown
Eye Color: Unknown


Complications:
Bettering the World: Lady Hive believes that by spreading her influence across the planet she can organize all of mankind into some greater purpose and eliminate all the petty conflicts and struggles that come from individual thought.

Too Many Voices: Sometimes Lady Hive’s telepathy kicks into overdrive, linking her mentally to everyone within her mental range and she can’t shut it off. This has driven her over the edge and sometimes will leave her mentally crippled as she tries to sort through the mental noise.


Background: In the works......
Last edited by Tattooedman on Fri Jun 29, 2012 2:09 pm, edited 1 time in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

the Monkey build #1095

Postby Tattooedman » Tue Nov 08, 2011 8:51 am

Image
The Monkey:
PL:
8
Str 4 (-3) Dex 20 (+5) Con 10 (+0) Int 20 (+5) Wis 20 (+5) Cha 20 (+5)

Skills: Acrobatics 2 (+8.), Bluff 8 (+13), Climb 10 (+7), Computers 8 (+13), Diplomacy 8 (+13), Escape Artist 5 (+10), Knowledge [Physical Science] 10 (+15), Notice 6 (+11), Sense Motive 6 (+11), Stealth 0 (+13), Survival 5 (+10)

Feats: Attack Focus [Melee] 3, Defensive Roll 4, Distract [Bluff], Dodge Focus 2, Fascinate [Diplomacy], Eidetic Memory, Evasion 2, Improved Feint, Improved Grab, Improved Initiative, Task Focus [Knowledge (Physical Sciences): Chemistry]

Powers: Monkey Traits:
Additional Limbs 1 [Tail] (Power Feat: Innate)
Shrinking 8 [Tiny size; +8 Stealth; +2 Attack/Defense; -8 Grapple; -4 Intimidate] (Power Feat: Innate); (Flaw: Permanent)
Super-Senses 1 [Low-Light Vision] (Power Feat: Innate)

Immunity 1 [Poison]
Mind Control 8

Gadgets [Various Drugs & Chemicals] 8 [easy to lose]

Saves: Toughness +4*/+0 [*Defensive Roll]
Fort +6
Ref +10
Will +10

Combat: Attack +8
Damage [varies by gadget]
Defense +10 (+ flat-footed)
Initiative +9


Costs: Attributes 34+ Skills 17+ Feats 18+ Powers 77+ Saves 16+ Combat 28= 190 pts.


Real Name: that is his name
Height: 3' ft
Weight: 25 lbs
Fur Color: Light Brown
Eye Color: Brown


Complications:
Addiction: The Monkey is addicted to a wide variety of illegal drugs. For every day in which he does not subject himself to these he suffers from withdraw symptoms.

Quirk ~Hates Scientists: The Monkey hates all scientists, and does whatever he can to shame, hurt and even kill them when given the chance.


Background: In the works…..
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Re: Tattooverse 2.5: FC builds & conversions

Postby Shock » Tue Nov 08, 2011 8:54 am

OK that is one colossal pain in the ass of a PL8.
Shock
Cosmic Entity
Cosmic Entity
 
Posts: 9714
Joined: Tue Mar 16, 2004 9:21 pm

David Fraley build #1096

Postby Tattooedman » Tue Nov 08, 2011 8:55 am

Image
David Fraley:
PL:
9
Str 10 [30] (+0/+10) Dex 10 [20] (+0/+5) Con 10 [30] (+0/+10) Int 10 (+0) Wis 12 (+1) Cha 12 (+1)

Skills: Intimidate 10 (+11), Knowledge [Streetwise] 6 (+6), Notice 4 (+5), Sense Motive 8 (+9), Survival 6 (+7), Stealth 6 (+11)

Feats: All-Out Attack, Crushing Pin, Grappling Finesse, Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Demoralize, Improved Grab, Improved Initiative, Improved Pin, Interpose, Lionheart, Luck 2, Power Attack, Startle, Stunning Attack, Sweeping Strike, Unbalancing Strike, Veteran Fighter

Powers: Enhanced Strength 20
Enhanced Constitution 20
Enhanced Dexterity 10
Super Strength 2 (Power Feats: Bracing, Groundstrike)

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

Combat: Attack +8
Damage +10 (Unarmed; critical 18-20)
Defense +8 (+4 flat-footed)
Initiative +9
Grapple +20


Costs: Attributes 2+ Skills 10+ Feats 20+ Powers 56+ Saves 10+ Combat 32= 130 pts.


Height: 5’ 11”
Weight: 160 lbs
Hair: Black
Eye Color: Blue


Complications:
Quirk: David is extremely protective of Ramona Cortez, any serious threats to her will either cause him to back down in a fight or fly into a rage.

Quirk ~Not sure of the Rules of the War: Anyone who claims there are certain rules to the War of Powers that David is unaware of can cause him to alter the way he operates in a fight (like a person who has been drained by Ramona claiming the ‘Rule of the Open Circle’ requires both combatants to have full use of their powers).

Quirk ~The War of Powers: David believes that all superhumans are involved in a secret apocalyptic conflict. This battle will go on until there are only two paranormals left: a new Adam and Eve, who will give birth to the superhuman race of the future. The only paranormal that he trusts is Ramona Cortez.


Background: In the works…….
Last edited by Tattooedman on Tue Mar 20, 2012 5:20 pm, edited 1 time in total.
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
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: psbot [Picsearch] and 12 guests