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Tattooverse 2.5: WOF builds

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Re: Tattooverse 2.5: FC builds & conversions

Postby Tattooedman » Tue Nov 08, 2011 8:56 am

Shock wrote:OK that is one colossal pain in the ass of a PL8.


:twisted:
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Ramona Cortez build #1097

Postby Tattooedman » Tue Nov 08, 2011 8:59 am

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Ramona Cortez:
PL:
8
Str 10 (+0) Dex 14 (+2) Con 12 (+1) Int 14 (+2) Wis 18 (+4) Cha 18 (+4)

Skills: Acrobatics 4 (+6), Bluff 8 (+12), Diplomacy 8 (+12), Notice 6 (+10), Sense Motive 6 (+10), Sleight of Hand 6 (+8.), Stealth 6 (+8.)

Feats: Defensive Roll 2, Distract [Bluff], Dodge Focus 2, Fascinate [Diplomacy], Improved Initiative, Luck 2, Seize Initiative, Set-Up, Teamwork, Taunt

Powers: Power Detection: Super-Senses 6 [Detect (Analytical, Radius, Ranged, Tracking)]
Power Thief:
Drain 8 [Powers] (Extra: Ranged); (Power Feat: Slow Fade); (Flaw: Limited [Inherent Powers only])
Mimic 6 [All Powers] (Flaws: Limited [Inherent Powers only], Limited [Only powers that have been Drained], Tainted)

Saves: Toughness +3*/+1 [*Defensive Roll]
Fort +4
Ref +6
Will +8

Combat: Attack +6
Damage [varies by powers copied]
Defense +8 (+3 flat-footed)
Initiative +6


Costs: Attributes 26+ Skills 11+ Feats 13+ Powers 45+ Saves 11+ Combat 24= 130 pts.


Height: 5’ 5”
Weight: 121 lbs
Hair: Black
Eye Color: Brown


Complications:
Hates supers: Ramona hates all other superhumans (except for David) because they have ‘permanent’ powers. She thinks that her ability to steal the powers of other superhumans proves that her victims aren’t worthy of their powers.

The Quest: Ramona hopes that killing one of her victims will allow her to keep the powers but so far it hasn’t worked. She is constantly coming up with new ideas - strange rituals, that tend to include bizarre inventions constructed with whatever junk or specific actions that she must perform before the victim dies.

Temper: Ramona can become enraged by taunts about her perceived lack of powers.


Background: In the works………
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Beholder build #1098

Postby Tattooedman » Tue Nov 08, 2011 9:03 am

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Beholder:
PL:
13
Str 26 (+8.) Dex 26 (+8.) Con 26 (+8.) Int 10 (+0) Wis 20 (+5) Cha 20 (+5)

Skills: Acrobatics 4 (+12), Bluff 8 (+13), Disable Device 8 (+8.), Escape Artist 4 (+12), Knowledge [Current Events] 4 (+4), Knowledge [Streetwise] 6 (+6), Intimidate 10 (+15), Notice 8 (+13), Search 8 (+8.), Sense Motive 8 (+13), Stealth 4 (+12), Swim 4 (+14)

Feats: All-Out Attack, Evasion 2, Fearsome Presence 4 [DC 14; 20 ft radius], Improved Feint, Improved Initiative, Move-By Action, Power Attack

Powers: Magical Enhancements & Resistances: Flight 10
Immunity 11 [Critical Hits, Life Support]
Mind Shield 7
Protection 5 (Extra: Impervious 12)
Strike 5 [skull sword] (Power Feats: Improved Block, Improved Critical 3, Mighty)

Rune Marked Skulls: Paralyze 12 (Extra: Ranged)
-Blast 12 [cold] (Extra: Penetrating)
-Disintegration 10 (Extra: Area [Cone])
-Mind Control 12 (Extra: Area [Cone]); (Flaw: Limited [can only make victim run away])
-Mental Blast 10

Saves: Toughness +13* (*Impervious 12)
Fort +12
Ref +10
Will + 5 [+12 vs mental effects]

Combat: Attack +13
Damage +
Defense +13 (+6 flat-footed)
Initiative +12


Costs: Attributes 68+ Skills 19+ Feats 11+ Powers 107+ Saves 6+ Combat 52= 263 pts.


Background: In the works…….
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Foreshadow build #1099

Postby Tattooedman » Tue Nov 08, 2011 9:10 am

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Foreshadow:
PL:
10
Str 18 (+4) Dex 18 (+4) Con 18 (+4) Int 16 (+3) Wis 20 (+5) Cha 16 (+3)

Skills: Acrobatics 10 (+14), Bluff 8 (+11), Climb 4 (+8.), Concentration 8 (+13), Disable Device 12 (+15), Escape Artist 12 (+16), Gather Information 10 (+13), Intimidate 8 (+11), Investigate 10 (+13), Knowledge [Current Events] 8 (+11), Knowledge [Streetwise] 10 (+13), Search 8 (+11), Sense Motive 10 (+15), Stealth 10 (+14), Swim 4 (+8.)

Feats: Acrobatic Bluff, Attack Focus [Melee] 3, Blind-Fight, Defensive Roll 3, Dodge Focus 3, Equipment 3, Evasion 2, Follow-Up Strike, Grappling Finesse, Improved Critical [Escrima Sticks] 2, Improved Feint, Improved Initiative, Lionheart, Power Attack, Quick Draw, Renown, Sneak Attack [+2 damage], Takedown Attack 2, Trance, Uncanny Dodge [mental], Up the Walls, Veteran Fighter, Well-Informed

Powers: Super-Senses 11 [Danger Sense, Precognition, Spatial Awareness, Vision Counters Concealment]

Saves: Toughness +7*/+4 [*Defensive Roll]
Fort +8
Ref +11
Will +10 [+14 vs. Fear Effects]

Combat: Attack +10/+13 (Melee)
Damage +4 (Unarmed)/+6 (Escrima Sticks; critical 18-20)
Defense +13 (+5 flat-footed)
Initiative +8

Equipment: Escrima Sticks [+2 damage]


Costs: Abilities 46+ Skill 33+ Feats 34+ Powers 11+ Saves 16+ Combat 40= 180 pts.



Real Name: David Sloane
Height: 6’
Weight: 180 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Guilt: Foreshadow still feels responsible for not saving his family and tries to redeem himself through his efforts to fight crime in Freedom City.

Relationship: Despite the fact she works for Big Al Driogano, Foreshadow is strongly attracted to Lady Tarot.

Reputation ~Loner: Foreshadow has trouble getting close to people, mostly due to his own fear of his foreseeing something terrible happening to them (as he did for his parents). He’s turned down membership in the Freedom League several times and rarely works with other heroes on a regular basis, he prefers to operate on his own.


Background: Not much has changed in Foreshadow’s life - he’s still fighting against the Oliverti Family’s influence on the streets of Freedom City. He’s still the loner that he’s always been, but he’s more willing to work with other heroes (as shown by his working with both new hero Nevermore and recently graduated Sonic) here lately due to the increase in activities of the mob in Freedom City.

It the recent additions to the underworld that changed. The Russian mob (now known on the streets as the Red Shadows) has gotten reorganized by a newcomer to the scene, Sergei Romanova a former member of the Spetsnaz. Meanwhile Doctor Sin’s Tong faction has also stepped up their criminal efforts as well. This is more to do with the Doctor wanting to expand his area of influence (but being able to vex his granddaughter is an added bonus). Driogano’s mob had immediately noticed the arrival of their new rivals and was already taking action against them, combined with the crime all three mobs were invested in as well as the brewing mob-war, Foreshadow saw that even with the help of his sometimes allies that they weren’t going to be able to effectively counter their efforts.

Knowing of several newer heroes who’d become active in Freedom City, though they mostly dealt with lower levels of street crime (the drug dealers, gang bangers and such) Foreshadow realized that they could be useful in his fight against the mobs. He approached them all with an offer to band together to help stop all three of the mob’s criminal activities.

How successful they will be remains to be seen, even by Foreshadow.
Last edited by Tattooedman on Tue Apr 24, 2012 8:18 am, edited 5 times in total.
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Re: Tattooverse 2.5: FC builds & conversions

Postby Shock » Tue Nov 08, 2011 9:12 am

Wow. The Cortezes look really uh... insane and Beholder is just scary.

I'm not sure I like the direction these NPCs are taking :lol:
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Totentanz build #1100

Postby Tattooedman » Tue Nov 08, 2011 9:14 am

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Totentanz:
PL:
12
Str 10 [24] (+0/+8.) Dex 10 [30] (+0/+10) Con 10 [26] (+0/+8.) Int 14 (+2) Wis 16 (+3) Cha 10 (+0)

Skills: Acrobatics 6 (+16), Climb 4 (+12), Disable Device 12 (+14), Drive 2 (+12), Intimidate 14 (+14), Investigate 4 (+6), Notice 10 (+13), Pilot 2 (+12), Sense Motive 10 (+13), Survival 6 (+9), Stealth 6 (+16), Swim 4 (+12)

Feats: Distract [Intimidate], Dodge Focus 4, Equipment, Fearless, Grappling Finesse, Improved Initiative, Luck 3, Multilingual, Startle, Uncanny Dodge [scent], Up the Walls

Powers: Enhanced Constitution 16
Enhanced Dexterity 20
Enhanced Strength 16
Concealment 5 [audio & all visual] (Power Feat: Close Range); (Flaw: Blending)
Immunity 14 [Cold Damage, Environmental Cold, Environmental Heat, Fire
Damage, Suffocation]
Leaping 4
Mind Shield 4
Regeneration 16 [Recovery Bonus: Bruised: 1/standard action; Disabled: 1/minute; Injured: 1/round; Staggered: 1/round; Unconscious: 1/after a round] (Power Feats: Diehard, Regrowth)
Stun 10 (Extra: Ranged)

Device [Darkmetal Spears] 4 [easy to lose] [12 pp]
--Strike 4 (Extra: Penetrating 12); (Power Feats: Extended Range, Improved Critical 2, Mighty)

Saves: Toughness +10
Fort +10
Ref +12
Will +11 [+15]

Combat: Attack +12
Damage +8 (Unarmed)/+12 (Darkmetal Spears; critical 18-20)
Defense +14 (+5 flat-footed)
Initiative +14

Equipment: Totentanz Mask [Commlink, GPS]
Lock Picks


Costs: Attributes 10+ Skills 20+ Feats 16+ Powers 140+ Saves 12 + Combat 44= 242 pts.


Real Name: Klaus Kleisner
Height: 6' 4"
Weight: 235 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Hatred-Decadent People: Totentanz cannot stand those who think of themselves as 'above' the average man, and will do everything he can to humble them and leave them broken and worse off than those they look down on.


Background: There was a time when the man named Klaus Kleisner was a happy and well-adjusted engineer designing automobile chassis for Daimler-Benz. That time ended when he met a beautiful American woman named Erica Ellis. Ellis told Kleisner that they "weren't dating," but the two spent a great deal of time together and over the space of several months, she began staying most nights at his comfortable home outside of Munich. Kleisner fell in love with Ellis and then fell further, into obsession, as she seemed both to be dating him and maintaining an almost cruel aloofness that he found maddening. As time passed, Kleisner sensed that Ellis was lying to him more and more frequently, a possibility that haunted him even in his dreams. When he asked her if she had slept with any other men during the eight months they'd been seeing each other, she
replied, "Of course I have. Four of them, in fact: but I told you we weren't dating, so don't act surprised." When she proceeded to give him the graphic details of her experiences with the other men, Kleisner's gut twisted and he vomited. The unmitigated rage and sense of betrayel elicited by Ellis' casual announcement triggered the explosive eruption of Kleisner's superhuman powers. In that fraction of an instant, Kleisner turned off his emotions entirely and erected walls around his psyche that are nearly impenetrable. Nobody knows what happed to Ellis, she disappeared that night as did Kleisner. It wasn’t until a few years later that he reappeared calling himself Tötentanz.

He carries long steel spears on him when in combat. Under his mask, he is "the Aryan ideal" - tall, muscular, blond haired and blue eyed. Now Kleisner is totally without any kind or gentle emotion. He has cut off all feelings that he perceives as weak and buries his anger in combat. Despite Totentanz's authoritarian nature, he holds no political ideology. He hates two categories of people - those who he perceives as weak and decadent, and those he is paid to hate. When not in the battlefield, he follows an ascetic and almost compulsive regimen of physical training and meditation. He eschews any and all relationships outside of the Harbingers, preferring solitude to the company of most others and even then rarely socializes with his teammates. He reserves his true scorn and disdain for those who weaken themselves with junk food, cigarettes, alcohol, or drugs as well as those who seek to demean superhumans.
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Re: Tattooverse 2.5: FC builds & conversions

Postby Tattooedman » Tue Nov 08, 2011 9:17 am

Shock wrote:Wow. The Cortezes look really uh... insane and Beholder is just scary.

I'm not sure I like the direction these NPCs are taking :lol:



See what happens when I have time to work on new ideas? Some of these NPCs have been sitting on my pc for a few months getting tweeked a bit during that time & I figured what better time than my b-day to share them with everyone else?

Basically I'm cleaning out my build files, so let all the players in my game start to feel nervous.....they'll be showing up at some point. :twisted:
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Leviathan build #1101

Postby Tattooedman » Tue Nov 08, 2011 9:20 am

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Leviathan:
PL:
12
Str 10 [38] (+0/+14) Dex 20 (+5) Con 10 [26] (+0/+8.) Int 14 (+2) Wis 16 (+3) Cha 12 (+1)

Skills: Acrobatics 5 (+10), Climb 3 (+), Intimidate 12 (+17), Knowledge [Religion & Phiolosphy] 8 (+10), Language 2 [Base: Itallian; English; French], Notice 10 (+13), Sense Motive 8 (+11), Survival 8 (+11), Swim 8 (+)

Feats: All-Out Attack, Amberdexterity, Attack Focus [Melee] 2, Crushing Pin, Grappling Finesse, Improved Grab, Improved Initiative, Improved Pin, Luck 2, Move-By Action

Powers: Additional Limbs 4 [4 extra arms]
Additional Limb 1 [Tail] (Power Feat: Improved Trip)
Enhanced Constitution 12
Enhanced Strength 20
Enhanced Feats 7 [Endurance, Environmental Adaptation (Underwater), Fearsome Presence 5 (DC 15; 25 ft radius)]
Growth 4 [Large Size: 10 ft tall; +8 Strength; +4 Constitution; +4 Intimidate; +4 Grapple; -1 Attack/Defense; - Stealth] (Extra: Continuous Duration); (Flaw: Permanent)
Immunity 3 [Environmental Cold, Pressure, Underwater Suffocation]
Protection 4 (Flaw: Noticeable; scaley skin)
Regeneration 12 [Recovery Rate: Bruised: 1/per standard action; Injured: 1/round; Disabled: 1/minute] (Power Feats: Diehard, Regrowth)
Super-Senses 6 [Scent (Analytical, Tracking), Sonar]
Super Strength 4
Swimming 8

Nematocysts Coating:
--Feature 2 [Slippery; grants a +2 bonus to beat/escapes grapples]
--Paralysis 12

Saves: Toughness +12
Fort +12
Ref +9
Will +11

Combat: Attack +8/+10 (Melee)
Damage +12 (Nematocysts Coating)/+14 (Unarmed)
Defense +12 (+6 flat-footed)
Initiative +9
Grapple +32

Drawbacks: Vulnerable [Dehydration themed attacks; +100%] (-6 pts)



Costs: Attributes 22+ Skills 16+ Feats 12+ Powers 125+ Saves 16+ Combat 40- Drawbacks 6= 225 pts.


Real Name: Leonardo de la Rocha
Height: 10'
Weight: 1500 lbs
Hair: None
Eye Color: Greenish-yellow


Background: When Teresa de la Rocha, a devout Catholic living in Venice, witnessed her son, Leonardo's, manifestation of his powers she thought he was possessed by the Devil; his body transformed into a reptilian hybrid form. But rather than try to seek out the proper kind of help he needed, Teresa instead subjected him to isolation, daily religious readings and corporal punishment.

After several years though, Teresa could no longer handle her son; Leonardo had grown to the point that he filled his bedroom and was beginning to defy her more openly. It dawned on the woman that she no longer recognized her child within the creature that now haunted her house, lost in a depression over the that loss she set her home on fire and disappeared in the night. Leonardo survived by breaking down a wall and diving into the Venetian canals where he lived for several years and during that time he came to realize he wasn't demonic like his mother had thought, his mutation had altered him to the point of being abjectly inhuman. While living in the canals Leonardo fueled rumors of a beast that stalked the canals searching for it's next victim until Encomium encountered him and did what few others had ever done; treated Leonardo with respect.

It didn't take much for the older man to convince the younger one to join his then starting group, whose goals were to elevate mankind to the next step in evolution, a step that included people like Leonardo (despite the fact he has six arms, a massive tail and a dinosaur-like head) and how they would be viewed and treated. When the time came for Leonardo to choose a new name to be known by he chose the name Leviathan to spite his mother, and even though he looks like and is named after a monster, he is not. He has moved to the United States along with Encomium and the others, often operating in areas with large bodies of water to give himself an advantage in case he runs across some kind of troubles.
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Epoch build #1102

Postby Tattooedman » Tue Nov 08, 2011 9:28 am

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Epoch:
PL:
12
Str 14 (+2) Dex 20 (+5) Con 20 (+6) Int 14 (+2) Wis 18 (+4) Cha 16 (+3)

Skills: Acrobatics 6 (+11), Bluff 12 (+15), Diplomacy 8 (+11), Gather Information 8 (+12), Intimidate 8 (+11), Knowledge [Civics] 8 (+12), Knowledge [Current Events] 8 (+12), Knowledge [Pop Culture] 6 (+10), Notice 10 (+14), Sense Motive 8 (+12), Stealth 10 (+15)

Feats: Attack Spec. [Gravity Control Array] 3, Contacts, Distract [Bluff], Fascinate [Bluff], Improved Feint, Improved Initiative, Set-Up, Taunt, Teamwork, Well-Informed

Powers: Gravity Control 12 (Extra: Selective); (Power Feats: Environmental Adaptation [High Gravity], Environmental Adaptation [Low Gravity]) [Dynamic]
-Alt. Power: Blast 12 (Extra: Penetrating); (Power Feat: Improved Critical 2) [Dynamic]
-Alt. Power: Deflect 12 [all ranged] [Dynamic]
-Alt. Power: Telekinesis 12 (Extra: Damaging) [Dynamic]

Flight 10 (Extra: Affects Others)
Force Field 8 (Extra: Impervious 12)
Super-Senses 7 [Spatial Awareness (Blind-Sight, Extended, Radius)]

Saves: Toughness +14*/+6 [*Impervious 12]
Fort +8
Ref +9
Will +12

Combat: Attack +6/+12 (Gravity Control Array)
Damage +2 (Unarmed)/+12 (Gravity Array; blast critical 18-20)
Defense +10 (+5 flat-footed)
Initiative +9

Drawbacks: Disability [Blind] (-2 pts)


Costs: Attributes 42+ Skills 23+ Feats 12+ Powers 102+ Saves 14+ Combat 32- Drawbacks 2= 223 pts.


Real Name: Charles 'Charlie' Benton
Height: 5' 11"
Weight:160 lbs
Hair: Brown
Eye Color: Dirty Blonde


Background: Charlie Benton resented being born blind. His parents sent him to the best schools they could afford, but even there he felt that he did not fit in. Unable to see and angry at the world for it, Charlie started to live voyeuristically by reading the few exploits of serial killers and the insane that were available in Braille. Charlie manifested his powers in 2004 in a car accident left his parents dead, Charlie barely escaped using his newfound powers and was quickly found by Encomium and the Harbingers and brought into their fold. He is the youngest member of the group and the one most likely to lash out without any backup, Charlie feels that his blindness has led the others to take pity on him and that is what drives him to prove himself so hard.
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Geryon build #1103

Postby Tattooedman » Tue Nov 08, 2011 9:31 am

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Geryon:
PL:
12
Str 14 [26] (+2/+8.) Dex 14 [26] (+2/+8.) Con 14 [26] (+2/+8.) Int 14 (+2) Wis 18 (+4) Cha 14 (+2)

Skills: Acrobatics 10 (+12), Bluff 10 (+12), Diplomacy 6 (+8.), Disable Device 8 (+10), Disguise 0 (+2/+), Drive 6 (+8.), Intimidate 10 (+12), Knowledge [Current Events] 8 (+10), Notice 8 (+12), Pilot 6 (+8.), Search 8 (+10), Survival 6 (+10), Stealth 6 (+), Swim 4 (+6)

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus [Melee] 4, Dodge Focus 4, Follow-Up Strike, Improved Defense, Improved Initiative, Inspire 2, Leadership, Luck 2, Move-By Action, Power Attack, Startle, Teamwork

Powers: Regeneration 15 [Recovery Rate: Injured: 1/round; Staggered: 1/minute; Disabled: 1/minute; Ability Damage: 1/20 minutes] (Power Feats: Diehard, Persistant, Regrowth)
Shapeshift 13 [65 pt pool] (Extra: Continuous Duration); (Flaws: Humanoids only, Permanent)

Standard Shapeshift Set-Up:
-Elongation 6
-Enhanced Strength 12
-Enhanced Dexterity 12
-Enhanced Constitution 12
-Enhanced Feats 5 [Elusive Target, Evasion 2, Improved Feint, Stunning Attack]
-Insubstantial 1
-Strike 4 [Claws] (Power Feats: Improved Critical 4, Mighty)
-Super-Movement 1 [Swinging]
-Super-Senses 1 [Danger Sense] (Power Feat: Uncanny Dodge [mental])



Saves: Toughness +8*/+2 [*Shapeshifted form]
Fort +6 [+12]
Reflex +6 [+12]
Will +10

Combat: Attack +8/+12 (Melee)
Damage +8 (Unarmed)/+12 (Claws; critical 16-20)
Defense +16 (+6 flat-footed)
Initiative +12

Costs: Attributes 28+ Skills 24+ Feats 22+ Powers 109+ Saves 14+ Combat 36= 233 pts.


Real Name: James Booth
Height: variable (usually 6' 2")
Weight: variable (around 200 lbs)
Hair: Brown
Eye Color: Brown


Background: Next to nothing is known about Geryon. His name is James Booth and he is, based on his accent, English. It is apparently one of the latter members of Encomium's Harbingers and is easily one of the 15 most feared super criminals in the world. He and the Harbingers came to prominence in 2007, when a teenaged mutant gang member, street-named "Sluice", defied a newly passed law in San Francisco against mutant gang-bangers. The members of the Champions arrested Sluice and several of his cohorts, in an attempt to uphold the new law. Within two days the Harbingers, and Geryon arrived to free their 'oppressed brethren' and consequently clashed with the local heroes as well as San Francisco’s own S.T.A.R. Squad in the resulting chaos. In the end however both Geryon and the Harbingers managed to escape as well as taking Sluice along with them.

His was next seen in South Africa, attacking the Minister of Home Affairs, Malcolm Chigwedere's home. Beset by mutant elite mercenaries from Nigeria, the South African government began requiring their native mutants to wear tracer/homing devices (a la "Lowjack"). Geryon, along with the other members of the Harbingers made the journey to South Africa and eliminated Chigwedere by twisting his head off his body in public and in front of many leading news networks, leading to a frightfully quick elimination of the lowjack law in South Africa and setting the Harbingers' reputation as violent criminals to be feared by the general population despite the words of their leader, that said they were simple freedom fighters who were struggling against a world that distrusted them already.
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Re: Tattooverse 2.5: FC builds & conversions

Postby Shock » Tue Nov 08, 2011 9:36 am

If we can make requests, I'd like to see the Cortez pair engage Sundial in a debate.
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Pursuer build #1104

Postby Tattooedman » Tue Nov 08, 2011 9:37 am

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Pursuer:
PL:
11
Str 15 [20] (+2/+5) Dex 12 [30] (+1/+10) Con 15 [20] (+2/+5) Int 12 (+1) Wis 20 (+5) Cha 14 (+2)

Feats: Diplomacy 12 (+14), Drive 6 (+16), Handle Animal 12 (+14), Intimidate 10 (+12), Investigate 8 (+9), Knowledge [Tactics] 10 (+11), Notice 8 (+13), Pilot 6 (+16), Sense Motive 8 (+13), Survival 6 (+11), Stealth 6 (+16)

Feats: Animal Empathy, Attack Focus [Melee] 2, Cunning Fighter, Equipment 6, Elusive Target, Evasion, Improved Aim, Improved Block, Improved Defense, Improved Disarm, Improved Initiative, Luck 3, Power Attack, Set-Up, Task Focus [Knowledge (Tactics); Demolitions], Teamwork 2, Tracking, Ultimate Effort [Ultimate Aim], Ultimate Effort [Ultimate Fortitude Check], Ultimate Effort [Ultimate Will Check]

Powers: Device [Hytek Baton] 7 [easy to lose]
--Blast 11 (Extra: Autofire); (Power Feat: Accurate)
-Alt. Power: Strike 6 (Power Feats: Improved Block, Improved Critical 2, Improved Sunder, Mighty, Stunning Attack)

Immunity 10 [Disease, Fatigue, Poison, Sleep, Starvation & Thirst, Suffocation]
Protection 5
Super-Senses 10 [Darkvision, Infravision, Low-Light Vision, Vision (Extended), Scent (Analytical, Extended, Tracking)]

Summon Minion [the Hounds] 8 (Extra: Horde); (Power Feat: Progression 3 [5 max])

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

Combat: Attack +9/+11 (Melee)
Damage +5 (Unarmed)/+11 (Hytek Baton [blast/strike]; Strike critical 18-20)
Defense +12 (+6 flat-footed)
Initiative +14

Equipment: Various Exposives


Costs: Attributes 28+ Skills 23+ Feats 28+ Powers 73+ Saves 12+ Combat 42= 200 pts.


Real Name: Joseph 'Joe' Simms
Height: 6' 2"
Weight: 221 lbs
Hair: Blonde
Eye Color: Red w/ black pupils


Background: Joseph Simms had what he considered a simple military career. His father, a widower, had been a soldier. Living on his lonely Minnesota farm, the elder Simms impressed on his son the values of obedience, honor, and duty. Joe had a penchant for sports, mechanics, and hunting, but not for his studies. After graduating in the bottom third of his high-school class, he enlisted in the Army. While not brilliant, Joe gained a reputation as disciplined and hard working. He drove a tank for a few years before being promoted to sergeant, then drill-sergeant and finally as an instructor in the survival training program.

As a graduation exercise, Joe's students were released into the wilderness, their instructors meanwhile tried to "kill" them first, playing the role of enemy forces trying to track them down. Three of the students were lost in a blizzard in the Alaskan hills during the exercise. Search parties went out, but the storm forced most of the back inside. Joe knew his students would freeze in the sudden temperature drop if they weren't found quickly. He ignored his orders and pushed on to find the lost students before they froze to death. The snow grew thicker, and Joe started to develop frostbite on his toes and fingers. Eventually, he was too tired to continue but was too far out to turn back. He thought he was going to succumb to the cold when quantum "ghosts" of two hounds from his father's farm came bounding up out of the snow. The barked at him until he got up and, feeling remarkably better, found his three students, and carried them back to the base single-handedly.

In those cold winter moments when he quietly manifested, Joe got a taste of something he'd never had in his years in the Army: real danger. He assumed an amoral mercenary demeanor readily, and though he's lost his family because of it, he feels more alive than he's ever felt before. His wife left him; he sees his two daughters twice a year.

How Joe became connected to Encomium and the Harbingers isn't known, but he's committed to their cause. More times than not he's backing up the other members of the Harbingers as his powers aren't well suited to up-front combat but Joe knows it and plays to his own strengths as well as his teammates.
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Re: Tattooverse 2.5: FC builds & conversions

Postby Tattooedman » Tue Nov 08, 2011 9:40 am

Shock wrote:If we can make requests, I'd like to see the Cortez pair engage Sundial in a debate.


So he can impress them with his stunning conversational skills?

Or is it so I can have Ramona drain & copy Sean's powers and show him just how dangerous his powers could be?
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Re: Tattooverse 2.5: FC builds & conversions

Postby Shock » Tue Nov 08, 2011 9:47 am

Mostly Option A :mrgreen:
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Re: Tattooverse 2.5: FC builds & conversions

Postby Horsenhero » Tue Nov 08, 2011 9:55 am

Hey! Pick on your own character Shock!

I'm pretty certain I ought to feel offended here...plus Ramona Cortez scares the bejesus out of me.
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