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Tattooverse 2.5: WOF builds

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Re: Sons of the Tiger build #1120

Postby Tattooedman » Sat Nov 26, 2011 1:54 pm

Woodclaw wrote:
Tattooedman wrote:Image
Abe Brown:

:arrow: Abe was kinda the quiet guy of the Sons as I recall, not really having too much to say unless things got outta hand between Bob and Lin. Otherwise he mostly worked as the hard hitting member tending to favor power attacking alot. I don't really remember him showing up since their gorup's series and their revival in House of M and then back into little-known Limbo after.


Technically Abe had a number of appearences as a background character in various Spidey title - but he was rarely named - after it was revealed that he was the brother of Obbie Brown aka The Prowler.



Interesting....

Thanks for the info Woodclaw, I hadn't known that Abe had been linked to Hobbie.
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Re: Sons of the Tiger build #1120

Postby Woodclaw » Sun Nov 27, 2011 1:52 am

Tattooedman wrote:Interesting....

Thanks for the info Woodclaw, I hadn't known that Abe had been linked to Hobbie.


You're welcome.

The link between the Browns is a very overlooked thing and it was used as a justification for Hobbie's martial arts skills (he was his brother's sparring partner when they were younger, which is a lot less far-fetched than many others). I admit I remeber this only because I like Prowler a lot.
"Yes, it's a bloody flying alligator setting fire to my city!"

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From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
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Beetle build #1122

Postby Tattooedman » Tue Nov 29, 2011 10:29 am

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

Skills: Acrobatics 8 (+11), Bluff 6 (+7), Craft [Electronic] 9 (+13), Craft [Mechanical] 9 (+13), Disable Device 8 (+10), Gather Information 8 (+9), Knowledge [Streetwise] 8 (+9), Knowledge [Technology] 10 (+12), Notice 8 (+10), Pilot 6 (+7), Sense Motive 8 (+10), Stealth 8 (+9)

Feats: Dodge Focus 2, Evasion, Favored Environment [Airborne] 4 (+2 attack/+2 defense), Improved Initiative, Inventor, Move-By Action, Set-Up, Talented 2 (Craft [Electronic/Mechanical]), Teamwork 2

Powers: Device [Beetle armor] 13 [hard to lose]
--Blast 10 [electrobite]
--Enhanced Feats 7 (Attack Focus [Melee] 2, Attack Spec. [Ranged] 2, Attack Spec. [Electrobite], Talented [Acrobatics], Uncanny Dodge [visual])
--Enhanced Strength 12
--Flight 5 (Flaw: Winged)
--Protection 10 (Extra: Impervious 6)
--Super-Movement 1 (Wall-Crawling)
--Super-Senses 1 [Radius Sight]
--Super Strength 1

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

Combat: Attack +6/+8 (Melee/Ranged [in armor])+10 (Electrobite)
Damage +1 (unarmed w/out armor)/+7 (unarmed w/ armor)/+10 (electrobite)
Defense +10 [air]/+8 [ground] (+4 [air]/+3 [ground] flat-footed)
Initiative +5


Drawbacks: Normal Identity [Full Round Action] (-4 pts)


Costs: Attributes 16+ Skills 24+ Feats 15+ Powers 52+ Saves 15+ Combat 24- Drawbacks 4= 142 pts.


:arrow: Since I’ve seen lots of M.A.C.H. some-number-or-such I figured I’d toss in a build from back in the day when he got his start as (yep, you guessed it) a villain. The original Beetle back before there was a gang of them….a gang of villains called the Beetles…think I’m glad I missed that one!)

:arrow: I like Beetle coming in under the 150 point caps, while he still can threaten Spider-Man and Daredevil on his own somewhat he works way better with a group like the Sinister Syndicate.

:arrow: The differences between Abe’s time as the Beetle and M.A.C.H. are purely the differences in the armors to me, well that and the fact that he recognizes his limits better now as compared to then.

:arrow: Which basically comes down to Abe should stay outta melee range & stay at range and play support to the others on his team instead of trying to call the shots.
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Boomerang build #1123

Postby Tattooedman » Tue Nov 29, 2011 10:30 am

Image
Boomerang:
PL: 9
Str 14 (+2) Dex 20 (+5) Con 16 (+3) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 6 (+11), Bluff 8 (+9), Climb 2 (+5), Intimidate 6 (+7), Knowledge [Streetwise] 6 (+7), Notice 4 (+6), Sense Motive 4 (+6), Sleight of Hand 6 (+11), Stealth 4 (+9), Swim 2 (+5)

Feats: Acrobatic Bluff, All-out Attack, Attack Focus [Ranged] 2, Attack Specialization [Thrown Items] 2, Defensive Attack, Defensive Roll, Dodge Focus 5, Favored Environment [airborne] 2 (+2 defense), Improved Aim, Improved Critical 2 [Boomerangs], Improved Initiative, Improved Ranged Disarm, Luck, Precise Shot, Quick Draw, Ultimate Effort [Ultimate Aim]

Powers:
Device [Trick Boomerangs] 8 [easy to lose]
--Blast 8 [razorangs] (Extra: Penetrating); (Power Feat: Ricochet)
-Alt. Power: Blast 8 [bladerangs] (Extra: Auto-Fire); (Power Feat: Improved Critical)
-Alt. Power: Blast 8 [gaserangs] (Extra: Area {Cloud})
-Alt. Power: Dazzle 8 [auditory] [screamerangs] (Extra: Area {Shapeable})
-Alt. Power: Blast 8 [shatterangs] (Extra: Area {Explosion})
-Alt. Power: Stun 8 [stunnerangs] (Extra: Ranged)

Device [Boomer Suit] 2 [hard to lose]
--Flight 3
--Protection 4

Saves: Toughness +8**/+7*/+3 [**Suit Protection/Defensive Roll/*Suit Protection]
Fortitude +5
Reflex +7
Will +5

Combat: Attack +6/+8 (Ranged)/+12 (Thrown Items)
Damage +2 (Unarmed)/+8 (Boomerang array)
Defense +12 [airborne]/+10 [grounded] (+3 [airborne]/+2 [grounded] flat-footed)
Initiative +9


Costs: Attributes 28+ Skills 18+ Feats 24+ Powers 32+ Saves 7+ Combat 22= 131 pts.


:arrow: Making our way through some of Spidey's foes, we have the lost brother of Owen Mercer also known as Boomerang! (boy these guys ain't too original with their names are they??)

:arrow: Basically it all comes down to this; Marvel's Boomerang can do pretty much all the same weapon tricks that DC's Captain Boomerang can do, the differences are where Captain Boomerang has heightened speed and reflexes, Boomerang can fly. Other than those few minor differences these two should be the same.

:arrow: I should probably take a fresh look at my Captain Boomerang build and compare it to this build just to see how close these two are. I'm hoping that there's very few differences between the two....
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Speed Demon build #1124

Postby Tattooedman » Tue Nov 29, 2011 10:31 am

Image
Speed Demon:
PL: 9
Str 12 (+1) Dex 20 (+5) Con 16 (+3) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)

Skills: Bluff 4 (+6), Climb 2 (+3), Craft (Chemical) 4 (+5), Knowledge (Physical Sciences) 4 (+5), Knowledge [Streetwise] 4 (+5), Notice 6 (+7), Search 6 (+7), Sense Motive 6 (+7), Stealth 4 (+9)

Feats: Attack Focus [Melee] 6, Defensive Roll 2, Dodge Focus 2, Elusive Target, Endurance, Evasion, Improved Overrun, Luck, Power Attack, Redirect, Set-Up, Taunt, Teamwork 2, Uncanny Dodge [visual]

Powers: Superspeed 9
-Alt. Power: Rapid Attack
-Alt. Power: Air Control 9
-Alt. Power: Strike 9
Enhanced Feats 10 [Dodge Focus x7; Evasion; Fast Overrun; Move-by-Action]
Super-Movement 3 [Wall Run 2, Water Run] (Flaw: Limited [only when running])

Saves: Toughness +5*/+3
Fort +4
Ref +10
Will +4

Combat: Base Attack +3/+9 (melee)
Damage +2 (unarmed)/+9 (air control/speed punch)
Defense +11 (+1 flat-footed)
Initiative +42


Costs: Abilities 24+ Skills 10+ Feats 22+ Powers 60+ Saves 9+ Combat = 135 pts.



:arrow: One of the busier villains I've seen is Speed Demon.

:arrow: This guy has fought everyone from the Avengers to Spider-Man and inbetween, even the Fabulous Frog-Man! Though he is something of a jobber villain to me, he mainly has been a constant foe of Spidey for the majority of his career.

:arrow: In a fight he speeds around the outer edges of the fight choosing the best moment to step in and take the cheapest, meanest shot he can with as much help from his friends as possible. Other than that he tends to be the one to stay the longest holding the hero back while the others make their getaway since he can catch up to them with no real effort, although sometimes he gets a little too eager and ends up gettting caught.

:arrow: All of which shows that Speed Demon is not the kind of criminal who can really get by on his own, he has to work with a team to be able to challenge most of the heroes he would deal with normally.
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Scorpion build #1125

Postby Tattooedman » Tue Nov 29, 2011 10:33 am

Image
Scorpion:
PL: 10
Str 32 (+11) Dex 20 (+5) Con 28 (+9) Int 12 (+1) Wis 10 (+0) Cha 10 (+0)

Skills: Climb 4 (+15), Disable Device 4 (+5), Gather Information 8 (+8.), Intimidate 8 (+8.), Investigate 4 (+5), Knowledge (Streetwise) 8 (+9), Notice 4 (+4), Stealth 4 (+11)

Feats: Attack Focus [Melee] 3, Attack Focus [Ranged] 3, Dodge Focus 2, Evasion, Improved Initiative, Power Attack

Powers: Super-Strength 4
-Alt. Power: Leaping 4

Device [Scorpion Armor] 7 [hard to lose]
--Additional Limbs 1 [tail] (Power Feats: Chokehold, Improved Grab, Improved Grapple)
--Elongation 2 (Flaw: Limited-Tail only)
--Impervious Toughness 6
--Protection 2
--Strike 1 [stinger] (Extra: Poison 13); (Power Feats: Improved Critical 2, Mighty)
-Alt. Power: Blast 8 [Electrical]
-Alt. Power: Corrosion 5 [Acid Spray]
--Super-Movement 1 [Wall-Crawling]

Saves: Toughness +11* [*Impervious 6]
Fort +12
Ref +10
Will +3

Combat: Attack +5/+8 (melee)/+8 (ranged)
Damage +5 (acid spray)/+8 (electric blast)/+11 (unarmed)/+12 (stinger-critical 18-20)
Defense +9 (+3 flat-footed)
Initiative +9


Costs: Attributes 52+ Skills 11+ Feats 11+ Powers 37+ Saves 11+ Combat 24= 146 pts.


:arrow: One of my all-time favorite Spidey foes, Scorpion.

:arrow: Scorpion got his powers thanks to J.J. Jamison, wanting to employ someone to defeat Spider-Man so that the Bugle could cover the story of Spidey's unmasking.

:arrow: Of course it didn't work, and Scorpion went a little off his rocker and ended up becoming a bad guy. Since then he has basically fought Spidey 98% of his career, a few times he joined a minor non-Spidey villain crew but still got his can kicked good.

:arrow: Scorpion is similar powered to Spidey in many ways, though most of his powers come from his suit. He is stronger than Spidey by a good deal and the suit gives him some ranged attacks that do some decent damage (acid blasts, electric blasts & the sharp stinger).

:arrow: Scorpion's biggest problem is that he has the mentality of a mook. He is pretty much focused on small time jobs that would give him a quick & easy pay out and not too much trouble for his work, other than that Scorpion wants some revenge on Jamison & Spidey. If it's not one of those 3 reasons, Scorpion isn't interested.
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Black Cat build #1126

Postby Tattooedman » Tue Nov 29, 2011 10:34 am

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Black Cat:
PL: 9
Str 12 [18] (+1/+4) Dex 16 [22] (+3/+6) Con 16 (+3) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)

Skills: Acrobatics 10 (+15), Bluff 4 (+7/+15), Climb 8 (+12), Computers 8 (+10), Diplomacy 4 (+7/+15), Disable Device 8 (+10), Escape Artist 6 (+11), Gather Information 4 (+7), Investigate 4 (+6), Knowledge (Streetwise) 6 (+8 ), Notice 8 (+10), Sense Motive 8 (+10), Stealth 10 (+15), Swim 4 (+8 )

Feats: All-Out Attack, Attack Focus (Melee) 2, Attack Spec. (Claws), Attractive 2, Challenge (Hide Tampering), Contacts, Defensive Attack, Defensive Roll 3, Dodge Focus 3, Equipment, Elusive Target, Evasion, Improved Initiative, Luck 4, Move-By Action, Power Attack, Takedown Attack 2, Uncanny Dodge (visual)

Powers: Enhanced Feats 10 (Ambidexterity; Challenges 3 {Accelerated Stealth; Perfect Balance}; Distract {Bluff}; Dodge Focus 4; Seize Initiative; Tough)
Enhanced Dexterity 6
Enhanced Strength 6
Leaping 3
Luck Control 2 [Negate someone’s use of hero point; Jinx] (Flaw: Uncontrolled)
Strike 4 [claws] (Power Feat: Improved Critical 2, Mighty)
Super-Movement 1 (Slow-Fall)
Super-Senses 5 (Darkvision; Extended Vision; Infravision; Ultravision)

Saves: Toughness +7*/+4 [*Defensive Roll]
Fort +6
Ref +11
Will +7

Combat: Attack +6/+8 (melee)/+10 (claws)
Damage +4 (unarmed)/+8 (claws)
Defense +11 (+2 flat-footed)
Initiative +10

Equipment: Swing-Line: Super-Movement 1 (Swinging)
Masterwork Lock Picks, Mini-Tracer


Costs: Attributes 28+ Skills 23+ Feats 28+ Powers 43+ Saves 13+ Combat 20= 135 pts.


:arrow: Not really a villain nowadays, but back in the day when she first showed up, no other criminal was sexier or even more enticing than the Black Cat.

:arrow: Honestly Black Cat struck me as Marvel’s answer to Catwoman, except they gave her some minor superpowers to let he keep up with Spidey. They both bring up some of the same problems for their respected heroes, temptation and giving up on their responsibilities of their costumed identities.

:arrow: I liked how Black Cat comes in at PL 9, a nice fairly powerful sidekick basically who can hold her own on the streets alone but needs a more powerful hero to work with to beat the bigger names in the business.

:arrow: In a fight Black Cat is all about moving around during a fight taking her shots where she can and staying just out of range of other attacks. Then if things go bad then she has to fall back on her Luck Control to bail her out, which it normally does pretty well. Normally causing things like fire escapes to become unhinged and fall, guns to jam or people’s aims to be off just that little bit that misses her.
Last edited by Tattooedman on Tue Nov 29, 2011 10:56 am, edited 1 time in total.
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Rhino build #1127

Postby Tattooedman » Tue Nov 29, 2011 10:35 am

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Rhino:
PL: 10
Str 33 (+11) Dex 14 (+2) Con 30 (+10) Int 08 (-1) Wis 10 (+0) Cha 10 (+0)

Skills: Intimidate 11 (+11), Knowledge [Streetwise] 7 (+6), Notice 5 (+5), Language [Base: Russian; English]

Feats: All-Out Attack, Attack Focus [Melee] 4, Fast Overrun, Fearsome Presence 2 [DC 12; 10 ft], Improved Initiative 2, Improved Overrun, Power Attack, Startle, Takedown Attack 3

Powers: Density 2 [+4 Strength; Protection 1 (Extra: Impervious)] (Extra: Continuous Duration); (Flaw: Permanent)
Growth 3 [+6 Strength; +3 Constitution] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
Immovable 4 (Extra: Unstoppable)
Speed 3
Super Strength 4 (Power Feat: Ground Strike)

Device [Rhino Suit] 5 [hard to lose] (Power Feats: Restricted 2 [Rhino only])
--Protection 4 (Extra: Impervious 7)
--Immunity 4 [Environmental Cold, Environmental Heat, Pressure, Spider-Man’s webbing]
--Strike 1 (Power Feats: Improved Critical 4, Mighty)

Saves: Toughness +14* [*Impervious 5]
Fort +12
Ref +3
Will +3

Combat: Attack +4/+8 (Melee)
Damage +11 (unarmed)/+12 (horn-critical 17-20)
Defense +6 (+3 flat-footed)
Initiative +10


Costs: Attributes 32+ Skills 6+ Feats 16+ Powers 61+ Saves 6+ Combat 20= 141 pts.


:arrow: The big, heavy muscle of the Sinister Syndicate Rhino. Honestly I thought he would cost more than he did, but after thinking it over he basically is a simple powerhouse type of character with a serious focus on melee damage and being able to shrug off hits.

:arrow: So while someone is wasting time beating on him he’s trying to hit them (which is his biggest problem), he can’t hit a barn but when he does hit the barn he’ll demolish it to kindling!

:arrow: Of course there’s also his charging attack which allows him to do even more damage, which I made simply by using Strike with some ranks in Improved Critical.

:arrow: Overall a super simple build for a guy that’s faced off against heroes like Spider-Man and the Hulk and held his own. Not too bad really…. :D



:!: Note: I know the pic I used is of the Ultimate version of Rhino, but I like that look better than any of the other pics I could find of him. So I went with it instead. 8)
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Shocker build #1128

Postby Tattooedman » Tue Nov 29, 2011 10:36 am

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

Skills: Bluff 8 (+9), Craft [Mechanical] 8 (+10), Craft [Electrical] 8 (+10), Disable Device 6 (+8 ), Gather Information 10 (+11), Intimidate 6 (+7), Knowledge [Technology] 4 (+6), Notice 10 (+13), Sense Motive 8 (+11), Stealth 8 (+9)

Feats: All-Out Attack, Attack Spec. (Shocker Gauntlets) 2, Connected, Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 3, Elusive Target, Improved Block, Improved Initiative, Luck 2, Power Attack, Seize Initiative, Takedown Attack, Well Informed

Powers: Device [Shocker Suit] 3 [hard to lose]
--Protection 5
--Immunity 10 [Entrapment Effects, Vibration Effects]

Device [Shocker Gauntlets] 4 [hard to lose]
--Vibration Control 8
-Alt. Power: Drain (Toughness) 8 (Extra: Ranged); (Limited-Objects Only)
-Alt. Power: Shockwave 5 (Extra: Area {Burst})

Saves: Toughness +8**/+6*/+2 [**Shocker Suit & Defensive Roll/*Shocker Suit]
Fort +5
Ref +4
Will +5

Combat: Attack +6/+8 (shocker gauntlets)
Damage +1 (unarmed)/+5 (vibration burst)/+8 (drain toughness/vibration blast)
Defense +8 (+2 flat-footed)
Initiative +5


Costs: Attributes 22+ Skills 19+ Feats 20+ Powers 28+ Saves 7+ Combat 22= 120 pts.


:arrow: Shocker is a mook's mook, he's strictly low-end muscle but he knows it and tends to keep his crimes small time. Bank robbery, jewelery stores, armored cars and such are Shocker's bread & butter.

:arrow: As a result of his low-end status as a super villain Shocker has developed lots of contacts in the underworld. He can find all the right people to help him unload his stolen goods once he has them or even manage to pick up a goon or two to help him out on a bigger job if he feels he may need it.

:arrow: It's been said that Shocker built his gear himself so I tossed in some ranks in the craft skills he would need to do that, but I've never since really seen him use those skills since he started his career in super-crime.

:arrow: Shocker fits into PL 8 really well, but that fits with his status as a low-end villain. It's not that he doesn't know how to handle himself in a fight, he's always been able to surprise Spidey alot of the times they have faced off. The problem is that basically Shocker doesn't have enough power to really challenge most of the big guns of Marvel.
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Hobgoblin I build #1129

Postby Tattooedman » Tue Nov 29, 2011 10:37 am

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Hobgoblin I:
PL: 10
Str 12 [28] (+1/+9) Dex 12 [16] (+1/+3) Con 12 [20] (+1/+5) Int 16 (+3) Wis 18 (+4) Cha 16 (+3)

Skills: Acrobatics 4 (+7), Bluff 8 (+11), Diplomacy 4 (+7), Gather Information 6 (+9), Intimidate 6 (+9), Investigate 4 (+7), Knowledge [Current Events] 6 (+9), Knowledge [Streetwise] 6 (+9), Pilot 8 (+11), Profession [Reporter] 4 (+8 ), Notice 6 (+10), Search 4 (+7), Sense Motive 4 (+8 ), Stealth 6 (+9)

Feats: Acrobatic Bluff, Attack Focus (Melee) 3, Attack Focus (Ranged) 2, Connected, Contacts, Distract [Bluff], Dodge Focus 4, Evasion, Fast Overrun, Favored Environment [airborne] 3 (+1 attack/+2 defense), Improved Initiative, Move-By Action, Power Attack, Precise Shot

Powers: Enhanced Feats 6 [Beginner's Luck; Eidetic Memory; Jack-Of-All-Trades; Luck 3]

Container [Modified Goblin Serum] 7
-Enhanced Strength 16
-Enhanced Constitution 8
-Enhanced Dexterity 4
-Enhanced Feats 2 (Endurance; Improved Initiative)
-Super Strength 2

Device [Goblin Costume] 4 [hard to lose]
--Blast 10 (Power Feat: Accurate)
--Enhanced Feat 1 (Equipment [comm-link; gas mask; remote control for glider])
--Protection 3 (Extra: Impervious)

Device [Goblin Glider] 5 [easy to lose]
--Flight 5 (Flaw: Platform)
--Strike 8 [glider wing-blades] (Extra: Penetrating)

Device [Pumpkin Bombs] 7 [easy to lose]
--Blast 10 (Extra: Explosion); (Flaw: Limited-half explosive range [treat as rank 5 for area affected])
-Alt. Power: Obscure 8 [visual-smoke]
-Alt. Power: Nauseate 6 [gas ghost] (Extra: Area [Cloud])
-Alt. Power: Strike 2 [razor bats] (Power Feats: Extended Range 5, Improved Critical 2,
Mighty)

Saves: Toughness +8*/+5 [*Costume]
Fort +8
Ref +6
Will +6

Combat: Attack +6 /+8 (ranged grounded)/+9 [melee grounded]/+9 [ranged airborne]/+10 [melee airborne]
Damage +9 (unarmed)/+10 (pumpkin bombs)/+11 (razor bats)
Defense +10 [grounded]/+12 [airborne] (+3 [grounded]/+4 [airborne] flat-footed)
Initiative +7


Costs: Attributes 26+ Skills 19+ Feats 22+ Powers 93+ Saves 8+ Combat 24= 192 pts.


:arrow: So here's my version of the first Hobgoblin, Ned Leeds.

:arrow: Most the differences between his goblin based powers & gear come from changes he's made to Norman's gear once he got ahold of it. Otherwise it's pretty much the same build just some minor changes, Hobgoblin's stronger than Norman and he developed the gas ghosts for the bag of tricks. Well that and there's no smoke from the glider, that was a total Norman trick.

:arrow: I gave Hobgoblin the Enhanced Feats stuff as powers in the idea that he was a very intelligent person who could quickly gain an understanding of priciples & ideas if he applied himself to learning them. Things like chemistry & mechanics so that he could develop his gear from Norman's notes for example.

:arrow: As far as combat goes Hobgoblin isn't accurate as Norman, but he makes up for it with damage and most of that comes from his higher strength. Which was said to be pretty much equal to Spidey's. Though Norman is without a doubt a better rider of the glider and it shows in the differences of the defense between the 2 of them.
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Hobgoblin II build #1130

Postby Tattooedman » Tue Nov 29, 2011 10:38 am

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Hobgoblin II:
PL: 10
Str 14 [26] (+2/+8 ) Dex 14 (+2) Con 14 [22] (+2/+6) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 6 (+8 ), Craft (Chemical) 4 (+6), Craft [Electronic] 4 (+6), Craft [Mechanical] 4 (+6), Diplomacy 4 (+6), Intimidate 6 (+8 ), Knowledge [Physical Sciences] 4 (+6), Knowledge [Streetwise] 6 (+8 ), Knowledge [Technology] 4 (+6), Notice 6 (+8 ), Pilot 6 (+8 ), Sense Motive 6 (+8 ), Stealth 4 (+6)

Feats: All-Out Attack, Attack Focus [Melee] 4, Attack Focus [Ranged] 4, Dodge Focus 4, Endurance, Evasion, Fast Overrun, Favored Environment [airborne] 4 [+2 attack/+2 defense], Improved Initiative, Move-By Action, Power Attack

Powers: Container [Demon Bonding] 5
--Enhanced Strength 12
--Enhanced Constitution 8
--Enhanced Feat 1 (Tough)
--Super Strength 2

Device [Goblin Costume] 4 [hard to lose]
--Blast 10
-Alt. Power: Dazzle 10 [visual]
--Enhanced Feat 1 (Equipment [comm-link; remote control for glider])
--Protection 3 (Extra: Impervious)

Device [Goblin Glider] 6 [easy to lose]
--Flight 5 (Flaw: Platform)
--Obscure 4 [visual-smoke]
--Strike 8 [glider wing-blades] (Extra: Penetrating)

Device [Pumpkin Bombs] 6 [easy to lose]
--Blast 10 (Extra: Explosion); (Flaw: Limited-half explosive range [treat as rank 5 for area affected])
-Alt. Power: Obscure 8 [visual-smoke]
-Alt. Power: Strike 2 [razor bats] (Power Feats: Extended Range 5, Improved Critical 2, Mighty)

Saves: Toughness +10*/+7 [*Goblin Costume ]
Fort +8
Ref +5
Will +6

Combat: Attack +4/+8 (melee/ranged-grounded)/+10 (melee/ranged-airborne)
Damage +8 (unarmed)/+10 (pumpkin bombs/razor bats)
Defense +8 [grounded]/+10 [airborne] (+2 [grounded]/+3 [airborne] flat-footed)
Initiative +6


Costs: Attributes 24+ Skills 16+ Feats 23+ Powers 77+ Saves 9+ Combat 16= 165 pts.


:arrow: Working on through the Reign of Goblin builds we have Hobgoblin II, Jason Macendale. The cheapest yet goblin build I’ve done by far, it shows why he was considered to be the worst of the goblin villains. He’s pretty close to a PL 10 points-wise, and he’s only at his best when he’s riding the glider. Take him off it and his attack & defense is under caps which just puts a big bullseye on him for a hero to pepper with shots, though Macendale knows this and is fully ready to cut his losses and run if he even thinks things are gonna go against him.

:arrow: Hobgoblin tends to do better against newer heroes who lack the experience to handle him like Spider-Man normally does, though most of them have been able to either figure out his fighting strategy or surprise him with some kind of power use or unique attack after going a few rounds with him.

:arrow: Even with the demon bonded to him giving him the physical powers he wanted to be more of a threat but the constant fighting for control of their body is what made him so easy to deal with at first.

:arrow: Though after the demon split away from him and Macendale gained a new set of enhanced powers by taking a modernized version of Kraven’s jungle serum but he still sucked in combat since he never thought to change his fighting style one bit. This is what normally leads to his downfall in most fights, Macendale thinks that his powers make him more powerful than he really is and he will challenge heroes that he really shouldn’t even bother fighting in the first place.
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Demogoblin build #1131

Postby Tattooedman » Tue Nov 29, 2011 10:39 am

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

Skills: Aerobatics 6 (+9), Concentration 4 (+6), Intimidate 6 (+8 ), Knowledge (Arcane Lore) 4 (+7), Knowledge (Religion & Theology) 4 (+7), Notice 6 (+8 ), Sense Motive 4 (+6), Stealth 6 (+9)

Feats: Attack Focus [Melee] 3, Attack Focus [Ranged] 4, Dodge Focus 4, Evasion, Fascinate [Intimidate], Fast Overrun, Favored Environment [airborne] 4 (+2 attack/+2 defense), Fearless, Fearsome Presence 2 [DC 12; 10 ft radius], Improved Initiative, Move-By Action, Power Attack, Ritualist, Startle, Talented 2 [Knowledge (Arcane Lore); Rituals/Knowledge (Religion & Theology); Demons & Angels]

Powers: Hellfire Control 10
-Alt. Power: Blast 10 [red pumpkin bomb] (Extra: Explosion); (Flaw: Limited-half explosive range [treat as rank 5 for area affected])
-Alt. Power: Emotion Control 8 [black pumpkin bomb] (Extra: Explosion); (Flaw: Limited-half explosive range [treat as rank 5 for area affected])

Flight 5 [demon-glider] (Flaw: Platform)
Immunity 2 (Infernal descriptor powers)
Impervious Toughness 4
Strike 2 [claws] (Power Feat: Mighty)
Super Strength 2

Saves: Toughness +8* [*Impervious 4]
Fort +8
Ref +8
Will +7

Combat: Attack +4/+7 (melee)/+8 (ranged-grounded)/+10 (airborne ranged)
Damage +8 (unarmed)/+10 (claws/hellfire blast/pumpkin bombs)
Defense +8 [grounded]/+10 [airborne] (+2 [grounded]/+3 [airborne] flat-footed)
Initiative +7


Costs: Attributes 46+ Skills 10+ Feats 27+ Powers 41+ Saves 10+ Combat 16= 150 pts.


:arrow: Bringing to a close the Reign of Goblins I present Demogoblin.

:arrow: While having probably the most unique set of powers of all the Goblins, Demogoblin came out the cheapest of them all. Which was slightly surprising to me, I figured that his Hellfire based set of Goblin-like powers would put him somewhere between Norman & Leeds cost-wise.

:arrow: Demogoblin was the demon that was bonded to Macendale for a couple years that eventually broke free and established an idenity of his own. He was seriously nuts, seeing most average people as some type of sinner that needed to be punished and the more people he punished the closer he was to personal redemption. So he would basically show up just trying to slaughter bystanders at random and in mass until Spidey showed up and would pound him into a short coma to stop him.

:arrow: It got to the point that even his former host Macendale worked agaisnt him, which didn't go too well as they were somewhat evenly matched as Macendale didn't have any enhanced physical stats at that point. Plus Demogoblin knew what his normal reactions in a fight would be so it made it way easier to dodge his attacks.

:arrow: In the end though Demogoblin lost his life saving a kid from being crushed to death by a falling building, holding up a large piece of a pillar to allow the kid to getaway. Though Demo couldn't get out on his own and he simply had to wait until his body gave out from the injuries he had suffered from his fight with Macendale.
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Re: Tattooverse 2.5: Everyone was kung-fu fighting!!

Postby Shock » Tue Nov 29, 2011 10:46 am

+8 melee actually seems a bit high for Rhino. In the sea of high-power low accuracy Spidey villains, he still manages to look less skilled than the rest of them.

And wasn't Scorpion's biggest problem that he couldn't get the suit off? Would that even qualify as hard to lose?
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Re: Tattooverse 2.5: Everyone was kung-fu fighting!!

Postby Tattooedman » Tue Nov 29, 2011 10:58 am

Shock wrote:+8 melee actually seems a bit high for Rhino. In the sea of high-power low accuracy Spidey villains, he still manages to look less skilled than the rest of them.


See to me that was more about Spidey's ability to not be hit during the fight, with his higher defense Rhino really has to get lucky.

And wasn't Scorpion's biggest problem that he couldn't get the suit off? Would that even qualify as hard to lose?


It didn't come off for awhile but it had been finally taken care of many a year ago.
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Re: Tattooverse 2.5: Everyone was kung-fu fighting!!

Postby Arthur Eld » Tue Nov 29, 2011 11:03 am

Shock wrote:+8 melee actually seems a bit high for Rhino. In the sea of high-power low accuracy Spidey villains, he still manages to look less skilled than the rest of them.


Well, he probably Power Attacks far more consistently than they do, and even with the +2 that he gets from charging (which he also probably does a lot), that would drop his accuracy to like a +5. And the fact that he's trying to hit Spiderman of all people, a guy who has few Defensive peers (Captain America comes to mind) only exacerbates things.
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