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Tattooverse 2.5: WOF builds

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Igoo build #1173

Postby Tattooedman » Mon Dec 19, 2011 12:01 pm

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Igoo:
PL:
10
Str 30 (+10) Dex 14 (+2) Con 22 (+6) Int 6 (-2) Wis 8 (-1) Cha 10 (+0)

Skills: Climb 6 (+16), Intimidate 6 (+6/+16), Notice 8 (+7), Sense Motive 8 (+7)

Feats: Attack Spec. [Thrown Items] 4, Attack Focus [Melee] 7, Benefit [Bruiser], Improved Demoralize, Lionheart 2, Power Attack, Withstand Damage

Powers: Rock Ape Physiology:
-Rock-like Skin: Immunity 4 [Disease, Environmental Cold, Environmental Heat, Pressure]
Protection 4 (Extra: Impervious 10)
-Large Body: Growth 4 (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
Enhanced Strength 12
Super Strength 4

Saves: Toughness +10* [*Impervious]
Fort +9
Ref +4
Will +5 [+13 vs fear effects]

Combat: Attack +3/+7 (Thrown Items)/+10 (Melee)
Damage +10 (Unarmed)
Defense +9 (+4 flat-footed)
Initiative +2

Drawbacks: Disability [Can't Speak] (-3 pts)


Costs: Attributes 30+ Skills 6+ Feats 17+ Powers 51+ Saves 11+ Combat 28- Drawbacks 3= 140 pts.


:arrow: Igoo was the big, dumber, loveable member of the Herculoids. He had many a scene where he just didn’t get that some little thing might not be a good idea (such as picking on Tundro while was enjoying a dip in pond, so he ended up getting a face full of water).

:arrow: But in a fight Igoo was the frontline fighter, able to take some serious shots and shrug them off. Though he’s a case for high toughness/low fortitude as gases and such seemed to affect him just as easily as the others. Igoo was also very protective of Tara and Dorno, so much that he’d rage out almost if they were in immediate danger and come to their rescue even if it meant leaving the fight.
Last edited by Tattooedman on Tue Mar 20, 2012 6:25 pm, edited 2 times in total.
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Re: Tattooverse 2.5: Odds & In Builds

Postby CelticREI » Mon Dec 19, 2011 6:16 pm

ye have Zok and Igoo's Int mod off. Zok has 8 Int but (-2) mod (where it should be -1) and Igoo ye have 6 Int and -4 mod where it should be -2 ;)

Awesome builds all around, brings back some memories...
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Re: Tattooverse 2.5: Odds & In Builds

Postby Horsenhero » Mon Dec 19, 2011 7:26 pm

Herculoids!!! Yeah dawg!

*ahem* Seriously, thanks for the Herculoids builds T-man. Between them, Web Woman, The Super Squad (I think that was the name of the team with Hercules riding pegasus and Super Samurai), Space Ghost and Electro Woman and Dyna Girl, my Saturday mornings were a festival of cartoons and overly sugared cereals.

Oh, and the Wacky Races, Perils of Penelope Pitstop and Mighty Heroes, but those might be a little obscure even for the ATT. :wink:
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Re: Tattooverse 2.5: Odds & In Builds

Postby Thorpacolypse » Mon Dec 19, 2011 8:13 pm

Horsenhero wrote:Herculoids!!! Yeah dawg!

*ahem* Seriously, thanks for the Herculoids builds T-man. Between them, Web Woman, The Super Squad (I think that was the name of the team with Hercules riding pegasus and Super Samurai), Space Ghost and Electro Woman and Dyna Girl, my Saturday mornings were a festival of cartoons and overly sugared cereals.

Oh, and the Wacky Races, Perils of Penelope Pitstop and Mighty Heroes, but those might be a little obscure even for the ATT. :wink:


No doubt. I loved the Herculoids, too. I do think Tundro should have a little higher strength, but other than that nitpick, they are right on point.

Well, Gloop and Gleep should have Languages 1 (Gibberish), I suppose, but you could certainly get away without having that. :wink:

Electro Woman and Dyna Girl were way awesome. I think they helped move me into puberty. 8)
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Re: Tattooverse 2.5: Odds & In Builds

Postby Tattooedman » Tue Dec 20, 2011 12:26 am

Thorpacolypse wrote:
Horsenhero wrote:Herculoids!!! Yeah dawg!

*ahem* Seriously, thanks for the Herculoids builds T-man. Between them, Web Woman, The Super Squad (I think that was the name of the team with Hercules riding pegasus and Super Samurai), Space Ghost and Electro Woman and Dyna Girl, my Saturday mornings were a festival of cartoons and overly sugared cereals.

Oh, and the Wacky Races, Perils of Penelope Pitstop and Mighty Heroes, but those might be a little obscure even for the ATT. :wink:


No doubt. I loved the Herculoids, too. I do think Tundro should have a little higher strength, but other than that nitpick, they are right on point.

Well, Gloop and Gleep should have Languages 1 (Gibberish), I suppose, but you could certainly get away without having that. :wink:

Electro Woman and Dyna Girl were way awesome. I think they helped move me into puberty. 8)


I wouldn't say their too obscure HH, I remember watching most of those cartoons you named off in my younger, non-tattooed years.

As for Tundro's strength Thorp, I'd been debating raising it up to a +7 with a rank of super strength but had held off to ponder while at work and was leaning towards doing but your comment was the final push so that's been edited now.

Plus I've got some more weekend cartoon themed builds in the works.......so hang on and be ready to go down memory lane.
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Re: Tattooverse 2.5: Odds & In Builds

Postby Shock » Tue Dec 20, 2011 6:35 am

Horsenhero wrote:Herculoids!!! Yeah dawg!

*ahem* Seriously, thanks for the Herculoids builds T-man. Between them, Web Woman, The Super Squad (I think that was the name of the team with Hercules riding pegasus and Super Samurai), Space Ghost and Electro Woman and Dyna Girl, my Saturday mornings were a festival of cartoons and overly sugared cereals.

Oh, and the Wacky Races, Perils of Penelope Pitstop and Mighty Heroes, but those might be a little obscure even for the ATT. :wink:

Boomerang shows Wacky Races most mornings. My kids watch it occasionally. That and the Hub have done a fairly decent job of bringing watchable kids' cartoons back to TV.
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Blue Falcon & Dynomutt build #1174

Postby Tattooedman » Tue Dec 20, 2011 9:42 am

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Blue Falcon:
PL:
9
Str 18 (+4) Dex 18 (+4) Con 18 (+4) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 6 (+10), Bluff 7 (+9), Climb 6 (+10), Drive 6 (+10), Investigate 7 (+9), Knowledge [Streetwise] 7 (+9), Notice 6 (+8.), Pilot 6 (+10), Search 6 (+8.), Sense Motive 6 (+8.), Stealth 7 (+11), Swim 6 (+10)

Feats: Attack Focus [Melee] 3, Dodge Focus 2, Equipment 9, Improved Critical [Unarmed] 2, Improved Feint, Leadership, Luck 3, Move-By Action, Power Attack, Takedown Attack

Saves: Toughness +6*/+4 [Costume]
Fort +8
Ref +8
Will +8

Combat: Attack +8/+11 (Melee)
Damage +4 (Unarmed; critical 18-20)
Defense +10 (+3 flat-footed)
Initiative +4

Equipment: Costume [+2 Toughness; Subtle; Commlink]

Utility Belt: [19 ep]
Explosives: Blast 5 [Explosion Area]
-Falcon Claw: Super-Movement 1 [Swinging]
-Falcon-rangs: +2 Blast Damage [Ricochet]
-Smoke Pellets: Obscure [visual]
-Stun Pellets: Fatigue [Fortitude save, DC 14]

Falcon’s Lair [{14 ep}Size: Huge; Toughness: 10] Features: Communications, Computer, Concealed, Garage, Gym, Library, Living Space, Power System, Security System

Flacon Car: [{12 ep} Size: Huge] Strength 30; Speed 5; Defense 6; Toughness 9


Costs: Abilities 36+ Skills 19+ Feats 24+ Saves 14+ Combat 32= 125 pts.


Real Name: Radley Crown
Height: 6’
Weight: 200 lbs
Hair: Blonde
Eye Color: Blue

>>>>
Dynomutt, Dog Wonder:
PL:
8
Str 20 (+5) Dex 18 (+4) Con -- Int 10 (+0) Wis 8 (-1) Cha 10 (+0)

Skills: Acrobatics 4 (+8.), Bluff 4 (+4), Climb 4 (+9), Diplomacy 4 (+4), Knowledge [Streetwise] 4 (+4), Notice 6 (+5), Sense Motive 6 (+5), Stealth 6 (+10), Swim 4 (+9)

Feats: Beginner’s Luck, Diehard, Distract [Bluff], Fascinate [Bluff], Jack-of-all-Trades, Luck 2

Powers: Robot Traits:
-Immunity 30 [Fortitude Saves]
-Protection 6

Miniaturized Transistors:
-Variable Power 8 [any power of a technological descriptor]

Saves: Toughness +6
Fort n/a
Ref +7
Will +6

Combat: Attack +6
Damage +5 (Unarmed)
Defense +8 (+4 flat-footed)
Initiative +4

Drawbacks: Vulnerable [Magnetic Attacks] (-3 pts)


Costs: Attributes 6+ Skills 11+ Feats 7+ Powers 76+ Saves 10+ Combat 28- Drawbacks 3= 135 pts.


Complications:
Reputation ~Dog Blunder: Dynomutt has what is commonly known as ‘malfunctions’ from time to time. Normally during a pivotal moment (fighting bad guys/trying to sneak into a villains lair), the malfunction ends up messing up whatever plan Blue Falcon has in the works. Also Blue Falcon will be the one who suffers the most from Dynomutt’s malfunction (getting captured by the bad guys/tied up in his own trap).
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Re: Tattooverse 2.5: Odds & In Builds

Postby kenseido » Tue Dec 20, 2011 9:53 am

favorite Dexter's Lab was when Blue Falcon brought Dynomutt in for repairs.
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Re: Tattooverse 2.5: Odds & In Builds

Postby Tattooedman » Tue Dec 20, 2011 10:47 am

Best line from that episode: "He wasn't just a goofy idiot sidekick! He was a...go-go dog person!"
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Re: Tattooverse 2.5: Odds & In Builds

Postby Shock » Tue Dec 20, 2011 11:01 am

A huge thumb's up for Dynomutt and Blue Falcon.
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Kid Comet build #1175

Postby Tattooedman » Tue Dec 20, 2011 12:53 pm

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Kid Comet:
PL:
10
Str 14 (+2) Dex 22 (+6) Con 18 (+4) Int 12 (+1) Wis 12 (+1) Cha 14 (+2)

Skills: Acrobatics 5 (+11), Bluff 8 (+10), Craft [Electronic] 4 (+5), Craft [Mechanical] 5 (+6), Diplomacy 6 (+8.), Knowledge [Dimension X] 7 (+8.), Notice 6 (+7), Pilot 6 (+12), Sense Motive 6 (+7), Stealth 4 (+10)

Feats: Attack Focus [Melee] 4, Distract [Bluff], Dodge Focus 4, Endurance, Equipment 3, Move-By Action, Taunt

Powers: Inhabitant of Dimension X:
-Immunity 6 [Airless Suffocation, Environmental Cold, Environmental Heat, Environmental Radiation, Pressure, Vacuum]

Speed of a Comet:
-Enhanced Feat 5 [Improved Initiative]
-Quickness 10
-Speed 10
-Super-Movement 2 [Air Walking 2]

Comet Speed Attacks:
Comet Breaker: Strike 7 (Extra: Penetrating 10); (Power Feat: Mighty)
-Comet Crash: Strike 7 (Extra: Area [Burst]); (Power Feat: Mighty)

Saves: Toughness +8*/+4
Fort +9
Ref +11
Will +6

Combat: Attack +6/+10 (Melee)
Damage +2 (Unarmed)/+10 (Comet Speed Attacks)
Defense +10 (+6 flat-footed)
Initiative +26

Equipment: Costume [+4 Toughness]
Space Bike: [Size: Medium]Strength 15; Speed 5; Defense 10; Toughness 8


Costs: Attributes 32+ Skills 15+ Feats 15+ Powers 53+ Saves 15+ Combat 24= 154 pts.


:arrow: One of the members of the Teen Force, Kid Comet the speedster. Now I’ve only ever seen them when they showed up on the Space Ghost show so this build might be missing a few things but overall it works since they’re supposed to be freedom fighters in their home dimension.

:arrow: Kid Comet is pretty much your typical speedster with only a couple specialized attacks to his name that I ever saw him use, so no moving through walls (he’d be more likely to ram his way through them). Meant to be a mook buster I’d think but he could power stunt a couple other of the usual tricks if he wanted to.

:arrow: The other members of the Teen Force are in the works at the moment so they’ll be posted here soon.
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Elektra build #1176

Postby Tattooedman » Wed Dec 21, 2011 11:36 am

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Elektra:
PL:
10
Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 16 (+3) Wis 16 (+3) Cha 16 (+3)

Skills: Acrobatics 4 (+6), Craft [Electronics] 8 (+11), Diplomacy 8 (+11), Knowledge [Dimension X] 8 (+11), Notice 10 (+13), Pilot 8 (+10), Sense Motive 10 (+13)

Feats: Attack Spec. [Telekinetically Thrown Items] 3, Dodge Focus 4, Equipment 3, Improved Mental Grapple

Powers: Inhabitant of Dimension X:
-Immunity 6 [Airless Suffocation, Environmental Cold, Environmental Heat, Environmental Radiation, Pressure, Vacuum]

Mental Powers:
-Telepathic Mind:
Communication 8 [mental]
Telepathy 10
-Psychokinetic Mind:
Telekinesis 10 [Dynamic]
-Alt. Power: Force Field 10 [Dynamic]

Saves: Toughness +10*/+6**/+2 [*Costume & Force Field/**Costume]
Fort +6
Ref +6
Will +10

Combat: Attack +4/+10 (Telekinetically Thrown Items)
Damage +10 (Telekinetically Thrown Items)
Defense +10 (+3 flat-footed)
Initiative +2

Equipment: Costume [+4 Toughness]
Space Bike: [Size: Medium]Strength 15; Speed 5; Defense 10; Toughness 8



Costs: Attributes 26+ Skills 13+ Feats 11+ Powers 66+ Saves 15+ Combat 20= 150 pts.


:arrow: The female member of the Teen Force, Elektra. Basically throwing a bit of feminine wiles into the otherwise all dude group she’s also the team mentalist (your basic telepath/telekinetic). I hate to say it but the Teen Force were pretty dull overall, not really having that much characterization as guest stars in Space Ghost’s show (maybe if they’d shown the Teen Force’s show in my area it might have helped ~shrugs~). Elektra showed herself to a bit of a techie, doing some on the spot jury-rigging once or twice as a point of the episode’s story. So I tossed some related skills in to cover that but not too much since it was only once or twice.
Last edited by Tattooedman on Thu Dec 22, 2011 12:03 pm, edited 2 times in total.
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Re: Tattooverse 2.5: Saturday Morning Specials

Postby Horsenhero » Wed Dec 21, 2011 11:52 am

I never got to see the Teen Force show either. It's too bad, since I'm pretty much pro-anything cartoon.

Loving these builds btw T-man.
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Birdman build #1177

Postby Tattooedman » Wed Dec 21, 2011 1:05 pm

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

Skills: Acrobatics 6 (+8.), Handle Animal 8 (+10), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+8.)

Feats: Acrobatic Bluff, All-Out Attack, Animal Empathy, Attack Focus [Melee] 4, Attack Spec. [Blast] 2, Benefit [Agent of Inter-Nation Security], Equipment 3, Interpose, Move-By Action, Minion [Avenger] 3, Power Attack, Precise Shot

Powers: Endowments of Ra:
-Blast 8 [Solar Rays]
-Enhanced Strength 16
-Enhanced Constitution 16
-Flight 5 (Flaw: Winged)
-Shield 2 [Solar Shield]
-Super Strength 2

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

Combat: Attack +4/+8 (Blast/Melee)
Damage +
Defense +8 (+3 flat-footed)
Initiative +

Equipment: Mountain Base [{14 ep} Size: Huge; Toughness: 10] Features: Communications, Computer, Concealed, Defense System, Isolated, Laboratory, Living Space, Power System, Security System.


Costs: Attributes 12+ Skills 8+ Feats 20+ Powers 59+ Saves 16+ Combat 20= 135 pts.


Complications:
Power Loss ~Solar Powered: Periodically Birdman pushes himself too far and must replenish his supply of solar radiation (this is triggered if he becomes Staggered during combat also). When this happens he loses his Endowments of Ra power set (except for the flight power) and Birdman must spend one round “recharging”.


Avenger:
PL:
5
STR 4 (-3) DEX 14 (+2) CON 10 INT 2 (-4) WIS 10 CHA 6 (-2)

Skills:
Notice 8 (+8)
Stealth 4 (+6)
Survival 4 (+4)

Feats:
Attack Focus (Melee) 3, Endurance, Fast Overrun, Improved Critical (Talons & Beak), Improved Grab, Improved Pin

Powers:
Super-Senses 3 (Extended Vision 2, Low-light Vision) [3]
"Beak and Talons" Strike 2 [2]
Flight 3 (Drawbacks: Wings) [5]

Shrinking 4 (Feats: Innate) (Flaws: Permanent) [5]

Saves:
Toughness -1, Fortitude +2, Reflex +5, Will +3

Combat:
Attack +4 (+7 Melee, +8 Size), Damage +2, Defense +7 (+8 Size), Initiative +2

Drawbacks:
No Hands [-4]
Mute [-4]

Costs: Abilities: -10/ Skills: 16--4 / Feats: 8 / Powers: 15 / Saves: 8 / Combat: 22 / Drawbacks: -8 (39)



:arrow: Another of the Hanna-Barbara cartoon heroes, Biiiiirdman!! And I don’t mean the attorney at law either.

:arrow: Pretty much a winged paragon he worked for a government agency that sent him out to deal with the criminal of the week. He had no kind of back story aside from a small mention of his being an ordinary man who was endowed by the sun god Ra, no idea where he got a pet eagle but I’m assuming his base was supplied by the Inter-Nation Security agency. Overall not too bad of a character given the barebone bits of information that could be found. I decided to handle the loss of solar power as a complication instead of as a drawback for a possible GM to bring up as needed in-game, since it seemed to happen more than Superman getting hit with some kind of kryptonite in the Silver Age.

:arrow: For Avenger’s stats I hit the easy button and just used one of Jab’s awesomely put together animal builds for 2E.
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Moleculelad build #1178

Postby Tattooedman » Thu Dec 22, 2011 12:03 pm

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Moleculelad:
PL:
10
Str 14 (+2) Dex 14 (+2) Con 16 (+3) Int 14 (+2) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 5 (+7), Knowledge [Dimension X] 7 (+9), Notice 8 (+10), Pilot 8 (+10), Sense Motive 8 (+10)

Feats: Attack Focus [Melee] 6, Defensive Roll 2, Dodge Focus 3, Equipment 3, Grappling Finesse, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Luck, Move-By Action

Powers: Alternate Form [Molecule State]
--Flight 3
--Insubstantial 4 (Flaw: Limited [only allows objects to pass through him and pass through small openings])
--Transform 10 [any inanimate object into any other inanimate object] (Extra: Continuous Duration); (Flaw: Touch Range, Reduced Area)
-Alt. Power: Snare 10 (Extra: Engulf)

Saves: Toughness +9*/+7**/+3 [*Costume & Defensive Roll/**Costume]
Fort +8
Ref +7
Will +8

Combat: Attack +4/+10 (Melee)
Damage +2 (Unarmed)/+10 (Snare)
Defense +11 (+4 flat-footed)
Initiative +6

Equipment: Costume [+4 Toughness]
Space Bike: [Size: Medium]Strength 15; Speed 5; Defense 10; Toughness 8



Costs: Attributes 24+ Skills 9+ Feats 20+ Powers 59+ Saves 16+ Combat 32= 160 pts.


:arrow: Not too much to really say about Moleculelad, he never really did much in the guest showings the Teen Force had. Mostly he was a background character for the group shots and maybe an odd comment/joke or two.

:arrow: His powers aren’t defined worth spit, Moleculelad is able to turn into a cloud-like substance that allowed him to effect changes in any matter he could surround (though he only ever did anything to inanimate objects so I didn’t go full out on his Transform power). Plus he could fly while in that form, slip into any space that wasn’t air tight and can wrap himself around a foe to tie them up.

:arrow: Thanks to his Transform power Moleculelad is the most expensive member of the Teen Force, (you’d think he’d have a few more pictures floating around on the internet but this is the best I could find after 2 days), but his powers are kind of limited IMO.
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