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Tattooverse 2.5: WOF builds

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Sleepwalker build #1179

Postby Tattooedman » Mon Dec 26, 2011 3:14 pm

Image
Sleepwalker:
PL:
10
Str 26 (+8.) Dex 14 (+2) Con 16 (+8.) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Skills: Intimidate 8 (+8.), Investigate 4 (+4), Knowledge [Arcane Lore] 4 (+4), Knowledge [Streetwise] 4 (+4), Notice 6 (+8.), Search 6 (+6), Sense Motive 6 (+8.), Stealth 6 (+8.)

Feats: Attack Focus [Melee] 2, Diehard, Improved Defense, Improved Initiative, Power Attack, Stunning Attack, Takedown Attack, Uncanny Dodge [visual]

Powers: Warp Gaze:
Shape Matter 7
-Alt. Power: Boost 7 [mental powers of those around him] (Extra: Ranged)
-Alt. Power: Snare 8 (Power Feats: Accurate, Reversible)

Impervious Will Save 8
Mind Shield 3
Super-Movement 3 [Air Walking 2, Slow Fall]

Saves: Toughness +8
Fort +10
Ref +8
Will +9 [+12 vs. mental effects]

Combat: Attack +6/+8 (Melee)/+10 (Snare)
Damage +8 (Unarmed)
Defense +8 (+4 flat-footed)
Initiative +6



Costs: Abilities 40+ Skills 11+ Feats 9+ Powers 47+ Saves 15+ Combat 28= 150 pts.



Complications:
Shared Time: Sleepwalker can only be active during the time that Rick Sheridan is asleep. If Rick were to wake up then Sleepwalker will be pulled back from the material world to Rick’s mental dreamscape and will stay there until Rick falls back asleep.


>>>>
:arrow: I’ve only read a couple of Sleepwalker’s old series but it was an interesting idea for a character and I thought I’d take a try at building him. Basically he’s street-level character who can only come out at night (which is when all the bad stuff goes on anyways so it works). The big thing that stood out to me was that he was undercapped as I always got the impression that against goons & normal crooks Sleepwalker has no trouble but put him against a 'normal' super-crook then he's gonna have a bit of a harder time, but that's just me.

:arrow: Sleepwalker is super-strong, super-tough, and able to manipulate the shape of things thanks to his “Warp Vision” so he can create restraints to hold down bad guys (one of his favorite tricks from what I could see, which is basically a Snare), plus he’s able to amplify any mental powers used near him (not that it came up much but he could do it) and he's suppposed to be really resistant to mental attacks as well so for the first time I'm using Impervious Will on a build.
Last edited by Tattooedman on Sat Jan 07, 2012 8:46 pm, edited 1 time in total.
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Mire build #1180

Postby Tattooedman » Wed Jan 04, 2012 10:21 am

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Mire:
PL:
10
Str 14 [20] (+2/+5) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 10 (+0)

Skills: Bluff 8 (+8.), Disable Device 8 (+10), Gather Information 6 (+7), Knowledge [Streetwise] 8 (+8.), Notice 8 (+9), Search 6 (+6), Sense Motive 8 (+9), Stealth 8 (+10)

Feats: Attack Focus [Melee] 6, Attack Spec. [Snare Array] 3, Defensive Roll 2, Dodge Focus 5, Improved Initiative, Move-By Action, Power Attack

Powers: Alternate Form [Mud-Man] 17
-Elongation 6
-Environmental Control 10 [Hamper Movement]
-Insubstantial 2 (Power Feat: Selective)
-Alt. Power: Density 3 [+6 Strength; +1 Toughness]
-Immunity 2 [Critical Hits]
-Protection 6
-Snare 10 (Extras: Engulf, Suffocate); (Power Feats: Crushing Pin, Obscure Sense [visual], Tether)
-Alt. Power: Blast 10
-Alt. Power: Strike 8 (Power Feat: Mighty)
-Alt. Power: Trip 10 (Extra: Area [Burst])
-Super-Movement 1 [Slithering]

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

Combat: Attack +4/+10 (Melee/Snare Array)
Damage +2 [+5] (Unarmed)/+10 (Snare/Blast/Strike)
Defense +10 (+5 flat-footed)
Initiative +6

Drawbacks: Vulnerable [Cold based attacks; +50% damage] (-3 pts)



Costs: Abilities 14+ Skills 15+ Feats 19+ Powers 85+ Saves 17+ Combat 18- Drawbacks 3= 165 pts.


Real Name: Joe Gibbons
Height: 5’ 10”
Weight: 142 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Responsibility ~Family: Mire’s main reason for committing crimes is to support his family, (4 little brothers, 2 little sisters, and mother), most of his profits are sent back home to them.


Background: In the works…….
Last edited by Tattooedman on Sat Jan 07, 2012 8:54 pm, edited 1 time in total.
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Imbolic build #1181

Postby Tattooedman » Wed Jan 04, 2012 10:29 am

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Imbolic:
PL:
10
Str 14 (+2) Dex 14 (+2) Con 14 [20] (+2/+5) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Skills: Concentration 12 (+14), Craft [Artistic] 4 (+4), Diplomacy 8 (+8.), Knowldge [Arcane Lore] 12 (+12), Knowledge [History] 8 (+8.), Intimidate 8 (+8.), Notice 8 (+10), Sense Motive 8 (+10)

Feats: Eidetic Memory, Improved Initiative, Luck 2, Precise Shot, Ritualist, Task Focus [Knowledge (History): Civilizations of the Past]

Powers: Heart of Fire:
-Enhanced Feats 2 [Diehard, Endurance]

Skin of Stone:
-Enhanced Constitution 6
-Protection 5

Channeling the Prime Elements:
Elemental Manifestation: Blast 10 (Extras: Penetrating, Shapeable); (Power Feat: Variable Descriptor x3 [any element {air/earth/fire/water}])
-Elemental Shaping: Create Object 10 (Extra: Moveable); (Power Feat: Precise)
-Fury of the Elements: Dazzle 10 [audio & viusal] (Power Feats: Reversible, Selective, Variable Descriptor x3 [any element {air/earth/fire/water}])
-Elemental Might: Move Object 10 (Power Feat: Precise)
-Element's Grasp: Snare 10 (Power Feat: Variable Descriptor x3 [any element {air/earth/fire/water}])
-Element's Wrath: Strike 10 (Power Feat: Variable Descriptor x3 [any element {air/earth/fire/water}])
-Elemental Gate: Teleport 8 (Extras: Accurate, Portal); (Power Feat: Change Direction, Change Velocity, Easy)

Saves: Toughness +10
Fort +8
Ref +7
Will +10

Combat: Attack +8
Damage +2 (Unarmed)/+10 (Elemental Manifestation/Elemental's Wrath)
Defense +8 (+4 flat-footed)
Initiative +10


Costs: Attributes 16+ Skills 17+ Feats 7+ Powers 62+ Saves 16+ Combat 32= 150 pts.


Real Name: Alex Kale
Height: 6’
Weight: 190 lbs
Hair: Brown
Eye Color: Brown [glow green when using powers]


Complications:
Guilt: Alex feels that he should have done something more to prevent the loss the other members of the archeological dig where he gained his powers.

Motivation ~Responsibility of Power: Alex realizes that his powers allow him to make a difference in the lives of others and accepts that responsibilty.




Background: There are many who deal in the realms of magic, though not many can say that they’ve dealt with the Prime Elements and managed to survive (case in point: the Factor Four are each touched by one of them and lost their bodies, now physically representing those four elements and have spent decades trying to reclaim their flesh and blood bodies to no avail). However for Alex Kale that’s not the case.

He and the other members of the archeological dig he was working on discovered a hidden temple in South America that was covered in markings that dedicated it to the worship of nature and the elements Alex knew they’d found something that remarkable. Instead what they found inside was a collection of various traps and puzzles that slowly thinned out the group that traveled through the temple until only Alex and two others were left. What they found at the heart of the temple were four stones, placed atop small pillars in a room that had clearly been used for worship, almost like the past inhabitants of this region built the temple gave praise to the four stones. Among the writings Alex and the others found in the main room they found that this was a place that worshipped the Prime Elements -Earth, Water, Air and Fire.

But when one of the others reached out to touch the one of the presented stones, all four of them came alive with energies that poured into all three explorers, filling them all with the energies of their assorted elements. When it was all said and done only Alex had somehow survived the ordeal, his two companions had been reduced to little more than ash on the floor and the four stones had disapeared. He stumbled his way out of the temple only to be found by Adrian Eldrich, Earth’s Master Mage, who had become aware of the gems that were linked to the Prime Elements and was moving to halt their potential threat before anyone was hurt.

Seeing the tattered remains of Alex’s clothing and sensing the newly empowered nature within him, Eldrich offered him a place to go and recover as well as the promise of an explanation of what had just happened to him. Hours later Alex still couldn’t believe that he was the only survivor of the expedition, which had numbered around thirty total between those like himself and the workers they’d hired, and that he was now somehow a conduit for the energies that had claimed the lives of his last two companions.

There was much he didn’t understand but as his emotions began to shift from the stress he had been suppressing, Alex found himself suddenly throwing fire and moving the very ground beneath his feet. Eldrich was able to calm Alex down and explain to him that he now walked a different path and needed to be instructed on it’s finer points, offering the younger man a place in his home until he was able to control the energies he now held inside his body. Seeing no other choice as he’d otherwise be a threat to those around him, Alex accepted the offer and so began his time as a student of Eldrich. After spending several years learning how to properly control the elemental forces that now are a part of his body, Alex has taken his leave of Eldrich’s home eager to continue following his path to wherever it may lead him.
Last edited by Tattooedman on Tue Apr 24, 2012 10:43 am, edited 9 times in total.
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Miako Niota build #1182

Postby Tattooedman » Wed Jan 04, 2012 11:33 am

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Miako Niota (Blazing Star):
PL:
10
Str 14 (+2) Dex 18 (+4) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

Skills: Acrobatics 6 (+10), Concentration 12 (+14), Craft [Electronics] 10 (+11), Knowledge [Mechanical] 10 (+11), Languages 2 [Base: Swahili; English; French], Knowledge [Technology] 12 (+13), Notice 8 (+10), Sense Motive 8 (+10), Survival 6 (+8.), Stealth 6 (+10)

Feats: Attack Focus [Melee] 4, Attack Spec. [Create Object Array], Dodge Focus 2, Improved Initiative, Lionheart, Power Attack

Powers: Device [Daka Crystal Ring] 18 [hard to lose] (Power Feat: Restricted [+8 Will Save]);(Drawbacks: Power Loss [Over Useage- from time to time the ring is pushed beyond it's limits and must spend some time recovering (is triggered if a natural 1 is rolled while use one of the ring's powers) -5 pts.])
--Create Objects 10 (Extra: Moveable); (Power Feat: Precise)
-Alt. Power: Blast 10 (Extra: Pentrating); (Power Feat: Accurate)
-Alt. Power: Force Field 2 (Extras: Affects Others, Impervious)
-Alt. Power: Move Object 10 (Power Feats: Accurate, Precise)
-Alt. Power: Snare 10 (Power Feats: Accurate, Revesible, Tether)
-Alt. Power: Strike 10 (Extra: Penetrating); (Power Feats: Mighty)
--Enhanced Feats 4 [Diehard, Move-By Action,Precise Shot, Quick Change]
--Flight 8
--Force Field 8 (Extra: Impervious)
--Immunity 9 [Life Support] (Extra: Affects Others)

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

Combat: Attack +6/+10 (Create Object Array/Melee)
Damage +10 (Create Object Array)
Defense +10 (+8 flat-footed)
Initiative +8


Costs: Attributes 22+ Skills 20+ Feats 10+ Powers 87+ Saves 18+ Combat 28= 185 pts.


Real Name: Adaisa Xolani
Height: 5’ 10”
Weight: 180 lbs
Hair: Black (shaved bald)
Eye Color: Brown


Complications:
Responsibility ~Dakana: Miako Niota feels that as one of the few heroes the nation Dakana that he needs to be a positive example to it’s people and to protect them against any and all possible threats.


Background: In the works……
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Re: Tattooverse 2.5: Back to FC builds....

Postby catsi563 » Wed Jan 04, 2012 1:35 pm

Like that one. Im a fan of ring slinger style characters and the Ring Created through Daka crystals is a neat touch. :mrgreen:
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Tattooverse 2.5: Back to FC builds....

Postby Tattooedman » Thu Jan 05, 2012 1:13 am

catsi563 wrote:Like that one. Im a fan of ring slinger style characters and the Ring Created through Daka crystals is a neat touch. :mrgreen:


Ditto. Love me some GL and/or GL related things.
Hell, the whole thing with the Sinestro War and all that a couple years ago actually managed to drag me back into collecting comics for a bit of time after being out of it for over 10 years (course I ended up getting out of it once Darkest Night turned into a massive crossover of every fricking title in DC. I hate that kind of thing personally & there's no way I can afford it nowadays).

But back to the topic (so to speak). To be honest I'd made this character in response to a Freedom City game in the Game Room here last week but decided against applying (as I'm already crazy busy at the moment) but I liked the overall feel of the character so I decided to use the character in my FC setting (though it's only 50/50 odds he'll ever actually show up in it, but there is a chance it could happen).

When I came up with the idea of a Daka Crystal Ring I realized the character would have to be linked somehow to the nation of Dakana and since I've never agreed with White Lion being Dakana's only hero I thought it was an interesting idea to make Miako Niota (hopefully the Swahili translator I used was right, that's supposed to be Blazing Star in that language) active there.
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Black Paladin build #1183

Postby Tattooedman » Sat Jan 07, 2012 8:57 pm

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Black Paladin:
PL: 12
Str 14 [20] (+2/+5) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 8 (+10), Computers 6 (+8.), Craft (Electronic) 6 (+8.), Craft (Mechanical) 6 (+8.), Disable Device 8 (+10), Gather Information 6 (+8.), Intimidate 12 (+14), Knowledge (Arcane Lore) 4 (+6), Knowledge (Physical Sciences) 6 (+8.), Knowledge (Tactics) 8 (+10), Knowledge (Technology) 8 (+10), Ride 4 (+6), Notice 6 (+8.), Sense Motive 10 (+12), Survival 4 (+6), Stealth 6 (+8.)

Feats: All-Out Attack, Attack Spec. (Swords) 2, Distract [Intimidate], Dodge Focus 2, Equipment 6, First Strike, Follow-Up Strike, Improved Block, Improved Disarm, Improved Feint, Improved Initiative, Power Attack, Quick Draw, Startle, Takedown Attack

Powers: Device [the Black Blade] 5 [easy to lose] (Power Feat: Indestructible)
--Strike 7 (Extra: Penetrating 12); (Power Feats: Improved Critical 4, Improved Sunder, Mighty)

Device [Ebony Plate Armor] 11 [hard to lose]
--Enhanced Strength 6
--Enhanced Fortitude Save 5
--Enhanced Reflex Save 5
--Immunity 5 [Environmental Cold, Environmental Heat, Environmental Pressure, Suffocation]
--Mind Shield 5
--Protection 12 (Extra: Impervious)
--Sensory Shield 3 [audio & visual]
--Super Strength 1

Gadgets 6 [easy to lose]
~Normally weapons designed to look like maces & lances~

Saves: Toughness +14*/+2 [*Impervious Armor]
Fort +5 [+10]
Ref +5 [+10]
Will +8 [+13]

Combat: Attack +8/+12 (Swords)
Damage +12 (Black Blade-critical 16-20)
Defense +10 (+4 flat-footed)
Initiative +6

Equipment: Skybike [Strength: 20; Speed: 4 [air; 100 mph]; Defense: 10; Toughness: 5; Size: Medium]

Headquarters [20 pts to spend as needed]

Drawbacks: Vulnerable [White (Good) Aligned Magics; +100% damage] (-4 pts)


Costs: Attributes 24+ Skills 27+ Feats 22+ Powers 100+ Saves 12+ Combat 32- Drawbacks 4= 213 pts.


Complications:
Arrogant Bastard: Black Paladin had been around since WWII, dealt with all manner of heroes and dabbled in dark magics his whole lifetime. There is little he doesn’t think he can defeat and he makes sure that anyone facing him knows it as well.

Enemy ~VIPER: Black Paladin will always take any given opportunity to attack, raid, trouble or hassle the criminal organization known as VIPER if given the chance. Sometimes he specifically will target their Nests if he learns of their location or he will hire a group of criminals to strike in his stead (though that is rare as the Black Paladin prefers that VIPER knows it is him behind the assault).

Old Time Code, Kinda: Black Paladin tries to at least appear to be of noble thinking, he will at first attempt to uphold the Code of Chivalry. That is until things start to go against him and then he disregards it as needed to suit his goals.

Normal Life: Black Paladin’s identity as Jason Barrett isn’t known to any law enforcement agencies.

Real Name: Jason Barrett
Height: 6’ 2” (out of armor) 6’ 6” (in armor)
Weight: 218 lbs (out of armor) 300 lbs (in armor)
Hair: Black
Eye Color: Brown


Background: Back during the time of knights it was common for favored knights to be given lordship over a small area. To rule it almost as their own kingdom in a way: the lord would provide protection to those living on his lands, collect taxes for the realm he was aligned to, as well as hearing local legal matters brought up by the residents and deliver an educated resolution to the problem. Often times it worked, sometimes it did not.

Some lords would become corrupt with their power and would take to ruling over their domains with an iron gauntleted hand. Most of the time the lords would be dealt with by the force of their former realm, be stripped of title and rank and cast out as a nomad while there were some who would not give up their newly gained power without also giving up their life. This is the story of a lord who not only managed to repel that attack but eventually defeated him and claimed many of the other lands of his former realm as his prize, this is the story of Lord Gavin DeGiles.

Exactly when DeGiles decided to turn his lordship into a kingdom isn't clear but once he set himself upon that long road there was little to stop him. Every step was carefully planned out and it took him years to achieve his goal but once his rule was established DeGiles wasted no time in formally forming his army, mostly comprised of men he'd brought in over the years as he was given more land to watch over and establishing his own banner throughout his lands. It was suspected by many that most of his fall of morality and rise to power was brought on by his consort, a suspected sorceress named Isolane, who had worked her wiles upon DeGiles in a drive of her own to be a person of power even if only by proxy.

The truth is much worst.

DeGiles wasn't manipulated in any way, all Isolane did was give him the support he needed as DeGiles feared the repercussions of declaring his independence and Isolane worked her arcane knowledge and skills towards enchanting a suit of armor and great sword so that DeGiles would be unbeatable in personal combat. As well as creating potions that enhanced the abilities of DeGiles' men so that they would be stronger and more physically able than any they would face, effectively creating men who could fight, and win against, superior numbers. It wasn't until the Grail Knight, a wondering hero of that time, set his sights on the pair that they encountered problems. The Grail Knight was in possession of both the sword Caliburn as well as the Spear of Destiny, together those weapons allowed him to challenge DeGiles on more than equal footing. In fact it was the Grail Knight that then held the upper hand, DeGiles was unable to defeat the holy warrior. So Isolane summoned a great dragon to deal with their foe only to watch as the Grail Knight finally defeated the beast after a several day-long battle that ravaged much of the country side and then proceeded to come after her, even giving her a small injury.

But it was the sight of Isolane threatened that brought DeGiles' temper to bear and he attacked the Grail Knight with a fervor he'd never had before. And though he managed to put his foe on the defensive it was his own anger that undid DeGiles as the Grail Knight took advantage of his aggressiveness and fatally wounded him. As Isolane screamed her protest and ran to DeGiles' side, the Grail Knight simply sheathed his weapon and took his leave of their soon to be crumbling kingdom as he was sure DeGiles would be soon dead.

But magic and love is a strange and powerful combination, and Isolane was able to keep DeGiles alive for another six days with her knowledge of medicine and magic as she fought off various entities that came to try and calm him. In the end though Isolane simply didn't have the power to save her lover and settled for saving his soul from damnation, bonding it to his enchanted ebony armor and with her last living act Isolane hid it from those that would try and search for it. In the following months DeGiles' men fought amongst themselves to take his place but none could find where it had been hidden and eventually DeGiles' former realm came and cleared out the remains of his army and retook his lands. Then over the following decades the memory of DeGiles deeds faded and he became the stuff of legends and lore.

It wasn't until World War II that the ebony armor black great sword was discovered hidden deep away in a cave in by an American soldier who had become separated from his unit. Astounded by his discovery the young man reached out to touch the armor and blade in awe and he accidentally cut himself on the sword, thereby unknowingly triggering the final spell Isolane had cast upon the two items as the American's soul was ripped to shreds by DeGiles' more powerful spirit and after centuries of being asleep, the Black Paladin walked the Earth once again.

DeGiles spent the next few weeks roaming the country side, acclimating himself with the world he now found himself in as well as picking through the remains of his host's memories learning everything he could. Seeing the effects that the war was having on the countries involved he reasoned that America would be a good place for him to start anew, but knew he had no means of getting there. So he offered his skills and sword to the Nazi's, an offer they took him up upon as they had few superhuman agents at that time and his first few missions brought him into conflict with the Allies of Freedom, a group that he later came to realize he had underestimated though DeGiles did manage to escape each confrontation.

Eventually DeGiles was sent to America to deal with the 'threat' the Liberty League represented to Germany's plans but it was after his first loss to that group that DeGiles decided to abandon the Nazi's cause and tend to his own plans. Many heroes of the time then considered that being sent to America was DeGiles' plan the whole time, but he's never confirmed this theory ever.

For several years DeGiles wandered across the United States, seeing first hand everything there was to this new and strange country as well as slowly building himself several bunkers in various parts of the country and it wasn't until the 1960s that he came back onto the world of superhumans, but this time he was not alone. During his travels DeGiles had encountered several people who were of similar criminal mindset to his own and each was gifted with a variety of super powers, men and women who felt cheated by life in general but were in possession of some very unique abilities. It was during those years that DeGiles trained this group into a team that went on to be one of the most challenging gatherings of super-criminals seen in many years: the Masters of Fortune.

The original members of the group were Hellios (a scientist with the ability to manipulate various spectrums of light & heat), Crimson Archer (a master marksman with any ranged weapon), Crush (a biker with superhuman strength & durability), Phantazam (the mind of a deceased psychic that sustained itself by force of will alone for over a decade plus), Lobo (a mutant who was stuck in a wolf/human hybrid form), and Slick (a con-man with the ability to affect friction). For the majority of that decade the Masters dealt mostly with the newly formed Freedom League, though even now and then members of the Masters would take on their own side projects and be encountered by solo heroes.

Eventually though the membership changed, as is the way of such groups as old members leave or retire or even the occasional death (though that was a rare thing), with new members Cateran (an immortal, super strong swordswoman), Frost and Sunstroke (mutant brothers with opposite styles of energy [ice & fire]), Jade (a constructed creature made of enchanted gemstone) just to name some of them. Overall the Masters of Fortune was a tool to the Black Paladin, a major piece on his chess board in his plans to rule a kingdom of his own, and while he never truly succeed in that ultimate goal the Masters did manage to pull off some impressive small victories over the course of their careers. But what finally ended the Masters of Fortune was the disappearance of the Black Paladin in the early 1970s: he simply stopped committing crimes. Soon people began to talk about how nobody had heard anything from him, the Masters had went on without any word from DeGiles in several months and began to slowly return to their normal habits (i.e.: committing crimes) and eventually the Masters fell apart without the Black Paladin's forceful personality guiding them as they fell victim to infighting and disagreements.

What very few people know is that when your spirit inhabits a body it was not born too there is a limit to how long you can inhabit it, as DeGile discovered the hard way as his stolen body finally began to reject his spirit. Forcing it back into the deep slumber of his enchanted ebony armor and only active for very short times (mostly a period of a few days at most), which DeGiles used to gather information on what had been going on in the world while he'd been asleep. It wasn't until the middle of the 1980s until DeGiles heard something he'd not heard in a very long time: the voice of another person talking to him. And that voice was offering DeGiles something......a partnership?

Gavin DeGiles, tired of the sleep of the armor agreed and found himself then sharing a body with it's original host, a man named Michael Mendron, and he was a wizard. That was how he communicated with DeGiles and managed to somehow keep his soul intact when DeGiles entered the body - by magic!

Michael Mendron was a mage of respectable power and drive but his means were what earned him the moniker of 'the Black Mage'. Mendron was willing to cross any line, break any taboo, do any deed to accomplish his goals. And he wanted to be a powerful and feared man and the Black Paladin was his ticket to those things, you see Mendron was a descendant of Isolane's bloodline and her gift for the mystical arts stayed within her descendents and it was passed down from parent to child over the generations, especially the tale of their most famous ancestor, Isolane.

When Mendron first saw pictures of the Black Paladin he instantly recognized the armor and it's place in his family's history and set about learning all he could about the villain, wanting to know if those stories were true or if the armor merely had magical enhancements as it would be a useful tool in his personal quest. It took Mendron many years to find out what had happened to the Black Paladin after his disappearance and a few more to then locate the armor, but he finally did find them he made sure not to touch the armor. Instead he cast a spell that allowed him to communicate with the spirit of DeGiles and offered him a deal: to share his body with the fallen knight, to not have his soul torn from his body and cast out. Mendron promised that together with their skills and knowledge they would be unstoppable. Intrigued by the offer and ready to agree to almost anything to escape his magical slumbering, DeGiles agreed to the deal and within a few day's time Mendron cast the spell and the Black Paladin was soon back in action for a new generation to fear.

Most people think that this version of the Black Paladin is either the original that has somehow managed to come back or is an heir of some kind, perhaps a relation to the original or an apprentice maybe. In the end though it didn't matter as the Black Paladin operated mostly in Europe for that part of his career: dealing with the British sponsored group Queen & Country as well as EuroStar, the other big team in Europe in the 1980s and early 1990s. Many of the Black Paladin's crimes had a mystical theme to them (thanks to Mendron being the one to come up with most of them), and while the majority of his plans were stopped the Black Paladin managed to succeed on several of his small goals that weren't obvious to those he opposed.

The most important one of these was the theft of the Dragon's Eye, a massive ruby the size of a man's fist from a museum in Prague. Legends stated that many of those mythical beasts were locked away in the pocket dimension the Eye housed, and Mendron knew of a very specific dragon that had been imprisoned in the Eye. A dragon that had been said to be a skilled wizard in it's own right known by the name Mathias and he was one of the greater dragons of his time, a leader among those massive and powerful creatures. Mendron had heard tales of Mathias’ power and skill and wanted the dragon to help him perform a select few rituals.

The first of which was to help him sever the bond Mendron had created between his body and DeGiles’ soul. After so many years of housing two fully manifested spirits Mendron’s body had begun to waste away but the mage knew that the corrupted knight would not go quietly. Mendron realized he would need to find someone to house the spirit of the Black Paladin and that the ritual would call for more power than Mendron could provide, thus his reason for helping to free Mathias from the Dragon’s Eye.

When Mendron contacted Mathias inside the dimensional prison, the elder dragon was intrigued by the offer put forth. Enough that he agreed to help fuel the ritual Mendron needed to perform to save his life, something that left the dragon weakened and still trapped in the Dragon’s Eye but owed a serious favor by the Black Mage. But the time that had been spent in piercing the layers of protection woven into the sub-dimension of the Dragon’s Eye took many years, even for a mage as skilled and powerful as Mendron and it took him the rest of the 1990s and well into the early years of the new millennium before he had managed to establish a solid means of communication with Mathias.

All Mendron left to do was find someone who would be willing to become the new host to the Black Paladin. Jason Barrett was a scientist that had been in the employ of VIPER that had become unhappy with his arrangement with his employers and was secretly seeking a way to free himself from it. Somehow Mendron had managed to find out about Barrett and his situation and carefully approached him with the offer of enough power to make sure that VIPER wouldn’t be able to force Barrett back into their ranks. Barrett couldn’t have agreed any faster than what he did (though Barrett doesn’t know that after long enough time his body will begin to wither as Mendron’s has done).

For now however the new Black Paladin has struck out on his own, using the funds DeGiles had stashed away on his own centuries ago and they have parted ways with Mendron in an amicable manner so that Barrett and DeGiles can reestablish the reputation of the Black Paladin.
Last edited by Tattooedman on Sun Jan 08, 2012 11:59 am, edited 2 times in total.
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Rush build #1184

Postby Tattooedman » Sat Jan 07, 2012 8:59 pm

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Rush:
PL: 10
Str 14 (+2) Dex 10 [26] (+0/+8.) Con 10 [18] (+0/+4) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+13), Knowledge (Civics) 8 (+10), Knowledge (Physical Sciences) 6 (+8.), Notice 8 (+10), Profession (Assistant District Attorney) 8 (+10), Sense Motive 6 (+8.), Stealth 0 (+8.)

Feats: Acrobatic Bluff, Attack Focus (Melee) 4, Defensive Roll, Dodge Focus 2, Improved Defense, Up the Walls

Powers: Speedster Powers:
--Enhanced Constitution 8
--Enhanced Dexterity 16
--Enhanced Feats 16 [Endurance, Defensive Roll 2, Dodge Focus 5, Improved Initiative 4, Takedown Attack 4]
--Enhanced Reflex Save 4
--Quickness 8
--Speed 8
--Super-Movement 2 [Wall Run, Water Run] (Flaw: Limited [Only when running])
Speed Attack Array:
--Suffocate 10 [Vortex] (Extra: Area [Shapeable]); (Power Feat: Extended Ranged 6); (Flaw: Limited [must be able to run in a set pattern])
-Alt. Power: Rapid Attack [50 ft radius]
-Alt. Power: Snare 10 [Wrap ‘Em Up] (Extra: Area [Burst]); (Flaw: Requires Material, Touch Range)
-Alt. Power: Strike 8 [Rapid Fire Punch] (Extra: Autofire); (Power Feat: Mighty)

Saves: Toughness +7*/+4 [*Defensive Roll]
Fort +6
Ref +12
Will +6

Combat: Attack +4/+8 (Melee)
Damage +2 (Unarmed)/+10 (Speed Attack Array)
Defense +13 (+2 flat-footed)
Initiative +28


Costs: Attributes 16+ Skills 10+ Feats 10+ Powers 100+ Saves 6+ Combat 20= 162 pts.


Complications:
Normal Life: Rush’s identity as Gerald Spence isn’t public knowledge.

Not a Mutant!: Rush is worried that his status as a mutant would be too much for his mother to take and has always lied about how he got his powers to the media.

Only so much time in the Day: Rush often sacrifices what little free time he has to deal with crimes, often times leaving him in a almost constant state of hot water with his girlfriend, Wendy.

Sense of Duty: Rush feels that his powers make it his responsibility to protect society from criminals.

Real Name: Gerald Spence
Height: 5’ 8”
Weight: 147 lbs
Hair: Brown
Eye Color: Brown


Background: Gerald Spence has spent his entire heroic career protecting Bay City and denying the rumors that he’s actually a mutant. It’s not that he dislikes them or anything, it’s just he’s worried that his dear, sweet Mother would be upset by that news. What he doesn’t realize is that he gets his powers from her.

You see Gerald’s father died when he was three years old and Mrs. Spence went about making sure her boy had every advantage she could give him. She worked as a housekeeper for several well to do families, cleaning their homes (it’s amazing what a small amount of super speed applied to normal everyday tasks does for time management). But Mrs. Spence never shared her secret with Gerald, afraid her son would feel like a freak if he found out, unaware his powers manifested and he uses them.

Gerald managed to work his way through college and earn his law degree and took a job in the Public Defenders office of Bay City. Over the years Gerald has managed to work his way up the ranks to the point now that he’s considered to be the Assistant District Attorney’s right hand man and when the time comes for a new one to be named Gerald is going to be the one chosen. He’s yet had to deal with the problem of having to prosecute a criminal he’s caught in his other identity, so far Gerald has managed to pass that duty off to others that work in the office without anyone becoming suspicious but that won’t always be the case.

What little free time Gerald leaves to himself when he’s not working in the courthouse or busting crooks as Rush is nine out of ten times spent with his girlfriend Wendy. While he cares a lot for her, he doesn’t want to burden her with the worry of what might happen to him when he goes out in costume. Most of the problems in their relationship stems from the fact that Wendy feels like Gerald doesn’t spend enough time with her and when he does Gerald is always distracted. So Gerald ends up constantly in the dog house with her and is constantly trying to make up for having to call short their nights when he hears news, or sees signs, of a crime going on.
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Curator build #1185

Postby Tattooedman » Sun Jan 08, 2012 1:06 pm

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Curator [drone]:
PL: 12
Str 30 (+10) Dex 14 (+2) Con -- Int 26 (+8.) Wis 12 (+1) Cha 10 (+0)

Skills: Computers 12 (+20), Gather Information 16 (+16), Knowledge [Current Events] 12 (+20), Knowledge [History] 16 (+24), Knowledge [Life Sciences] 12 (+20), Knowledge [Physical Sciences] 16 (+24), Knowledge [Technology] 16 (+24), Knowledge [Theology & Philosophy] 12 (+20), Notice 8 (+9), Search 8 (+10)

Feats: Eidetic Memory, Luck 5, Minions 13 [25 Gatherer Drones: rank 8 minions], Speed of Thought

Powers: Robot Traits:
Immunity 30 (Fortitude Effects)
Protection 12 (Extra: Impervious)
Super-Senses 11 [Darkvision; Direction Sense; Distance Sense; Microscopic Vision 4; Radio; Time Sense; Ultra-Hearing]
Super-Senses 1 [mental Link with drones]
Super Strength 6 [heavy load: 50 tons]

Container [Connection to the Archive:] 6 (Power Feat: Innate)
Enhanced Feats 2 [Jack-of-all-Trades, Second Chance (Knowledge Checks)]
Enhanced Skills 28 [Computers +12, Gather Information +16, Knowledge (Current Events) +12, Knowledge (History) +16, Knowledge (Life Sciences) +12, Knowledge (Physical Sciences) +16, Knowledge (Technology) +16, Knowledge (Theology & Philosophy) +12]

Telekinesis 12 (Power Feat: Precise)
-Alt. Power: Blast 12 (Power Feat: Accurate)

Saves: Toughness +12
Fort n/a
Ref +6
Will +12


Combat: Attack +10/+12 (Blast)
Damage +10 (t.k. array)
Defense +12 (+4 flat-footed)
Initiative +8


Costs: Attributes 32+ Skills 4+ Feats 20+ Powers 135+ Saves 15+ Combat 44= 250 pts.


Mindless Gatherer Drones wrote:Gatherer Drones:

PL: 8
STR 20 (+5) DEX 10 (+0) CON -- INT 10 (+0) WIS 10 (+10) CHA --

Powers:
Dazzle 8 [visual]
-Alt. Power: Blast 8 [force]
-Alt. Power: Obscure 5 [visual-100 ft radius]
-Alt. Power: Snare 8
-Alt. Power: Strike 8 [stun arm]
-Alt. Power: Strike 8 [self destruct] (Extra: Explosion)

Flight 4 [100 mph]
Immunity 30 (Fortitude Effects)
Protection 10
Super-Senses 6 (Extended Hearing; Extended Sight; Communication Link [Curator]; Infravision; Tracking [visual])
Super Strength 3

Saves: Toughness +10 Fort -- Ref +0 Will +0

Combat: Attack +7
Damage +8 (stun arms/blasters)
Defense +7 (+3 flat-footed)
Initiative +0

Drawbacks: Disability [mute] (-4 pts)

Costs: Attributes 10+ Skills 0+ Feats 0+ Powers 78+ Saves 0+ Combat 28- Drawbacks 4= 120 pts.




:arrow: Just another one of my takes on an FC character, taking a look at the Curator. Basically I just made a couple add-ons to his powers giving him more ability to manipulate items as coldly & mechanically as possibly using telekinesis. Well that and I added in some other minor drones for the Curator drone to boss around and do his own basic dirty work, things like handle dealing with annoying living beings who don’t want him to take whatever it is he’s wanting to add to his collection and are attempting to stop him.
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Cobalt build #1186

Postby Tattooedman » Sun Jan 08, 2012 8:13 pm

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Cobalt:
PL: 10
Str 20 (+5) Dex 16 (+3) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 10 (+0)

Skills: Concentration 10 (+11), Drive 4 (+7), Knowledge (Physical Sciences) 4 (+4), Notice 8 (+9), Sense Motive 6 (+7)

Feats: Attack Focus (Ranged) 4, Dodge Focus 3, Power Attack, Precise Shot

Powers: Radiation Control 12 (Extra: Penetrating); (Flaw: Uncontrolled)
Device [Containment System] 16 [hard to lose]
--Feature 20 [Removes Flaws to Radiation Control & allows Alternate Powers]
-Alt. Power: Absorption 8 (Extra: Power Magnet); (Flaw: Limited [only radiation])
-Alt. Power: Dazzle 10 [visual]
-Alt. Power: Dazzle 10 [visual] (Extra: Area [Burst]); (Flaw: Touch Range)
-Alt. Power: Drain Constitution 12 (Power Feat: Extended Range 4)
-Alt. Power: Melt 12
-Alt. Power: Nauseate 12 (Power Feat: Extended Range 4)
-Alt. Power: Obscure 10 [radio]
-Alt. Power: Super-Senses 6 [Accurate, Analytical, Ranged Detect [radiation], Infravision, Ultravision]
--Flight 6
--Immunity 20 [Life Support, Radiation Effects, Starvation]
--Protection 12 (Extra: Impervious)
--Super Strength 2

Saves: Toughness +12* [*Impervious]
Fort +8
Ref +5
Will +7

Combat: Attack +4/+8 (Ranged)
Damage +5 (Unarmed)/+12 (Radiation Control Array)
Defense +6 (+1 flat-footed)
Initiative +3

Drawbacks: Power Loss [All Radiation based powers when suit ruptured] (-2 pts)
Vulnerability [Lead Objects: +100% damage] (-3 pts)


Costs: Attributes 22+ Skills 8+ Feats 9+ Powers 88+ Saves 14+ Combat 14- Drawbacks 5= 150 pts.


Real Name: Carl Geralds
Height: 6’4”
Weight: 300 lbs [in support suit]
Hair: None
Eye Color: Glowing Blue-White


Background: Carl grew up a normal guy in Freedom City, used to seeing heroes almost everyday. Even if they were only flying overhead, you still saw them at least a two or three times a week, and eventually you get used to seeing them and the villains they fight in public.

It was such a “normal” event that Carl gained his powers, but this time it was Hiroshima Shadow trashing part of Liberty Park while Dr. Metropolis was trying to stop him. The nuclear being was using his normal tactic of targeting the people and surroundings to cause as much destruction and chaos as he could and the spirit of Freedom City was having a hard time dealing with him alone. Hiroshima Shadow managed to gain the upper hand on Dr. Metropolis when he was trying to shield bystanders and while he was stunned the radioactive monster made his move to try and finish off his rival.

That was when Carl did what could be considered either the bravest thing in his life, or the dumbest. He ran and dove into the fray to try and help get people out of the way of danger, which made him a target to Hiroshima Shadow instantly. The criminal simply let loose one of his radiation blasts which hit Carl dead on, knocking him dozens of feet back into the pond.

It was Carl’s last memory before waking up screaming in a place he was told was ASTRO Labs by men wearing all concealing suits to protect them from the radiation Carl’s body was now constantly emitting. Eventually several of the scientists at ASTRO Labs, working with Daedalus, were able to develop a containment suit for him to wear that kept his radioactive levels safe and allowed Carl to be around people without fear of their health. ASTRO Labs completed more tests and discovered that Carl had a dormant mutant ability, according to their theories it would have been the ability to absorb and process different energies but the massive dose of radiation from Hiroshima Shadow brought his power out of it’s dormancy and almost immediately overloaded and mutated it in some unknown way.

Now Carl’s body is a radioactive furnace, generating it’s own unique form of energy that in long terms exposure can be fatal to his surroundings and he must wear his containment suit pretty much at all times. Currently he’s been offered a place to stay at Freedom Hall that has been modified by Daedalus to accommodate his energy output and give him time out of the suit, but the materials can only last for short spans of time before they start to wear under Carl’s energies and he has to go back into the suit.

Needless to say Carl isn’t very fond of Hiroshima Shadow at this point and the last time the villain showed up in Freedom City, Carl came out along with Freedom League members Dr. Metropolis, Daedalus, Captain Thunder and Lady Liberty. To the heroes’ surprise Carl managed to counter a great deal of Hiroshima Shadow’s radiation by absorbing it into his own body, allowing the League members to quickly deal him enough damage to cause him to retreat. This led to Carl getting a fair amount of “training” at the hands of various members of the Freedom League to help him better control and manage his powers as Daedalus works to make a better version of the containment suit that will give Carl more personal freedom.

But for now Carl, or Cobalt as he wished to be called, is now a reserve member of the Freedom League and has even started to venture outside Freedom Hall from time to time. Most times it seems that Carl finds himself faced with a situation that requires his attention and he’s starting to become known around the town.
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Re: Tattooverse 2.5: Back to FC builds....

Postby Tattooedman » Sun Jan 08, 2012 8:39 pm

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Device [Magical Copy of Draupnir (Odin‘s Gold Ring)] 3 [hard to lose] (Power Feat: Indestructible) [16 pts]
--Enhanced Feat 1 [Lionheart]
--Impervious Will Save 8
--Mind Shield 6

Draupnir is the gold ring of Odin, the All-Father of the Norse Gods. Draupnir was made by the dwarves brothers Brokkr and Eitri as part of a set of three gifts, which included Mjollnir and Gullinbursti. All were made in accordance with a wager Loki made saying that Brokk and Eitri could not make better gifts than the three made by a group of dwarfs known as the Sons of Ivaldi (their gifts were Skidbladnir, the ship of Freyer and the spear Gungnir). When Brokkr and Eitri were judged to be the winners and they tried to collect on their wager with Loki (which was for only Loki’s head), to which the god argued that to remove his head the dwarves would have to injure his neck, which was not part of their bargain (Brokkr punished Loki by sealing his lips shut with wire that eventually was worn away).

Every ninth night eight new rings would ‘drip‘ from Draupnir, each one the same size and weight as the original. Many times the duplicates would be given to warriors who proved to loyal followers of the gods as a reward for good service.



:arrow: I thought it'd be kind of cool to see if I could make a minor magical artifact out of something in mythology and here's the result. No idea if it's something I'll ever use but it was a fun little challenge to do.
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Re: Tattooverse 2.5: Back to FC builds....

Postby Tattooedman » Sun Jan 15, 2012 10:57 pm

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Device [Gungnir] 7 [easy to lose] (Power Feat: Indestructible)
--Enhanced Feats [Improved Aim, Improved Sunder, Ultimate Effort (Ultimate Aim), Weapon Break]
--Blast 15 (Power Feats: Homing 4)
-Alt. Power: Strike 10 (Power Feats: Improved Critical 3, Mighty)

A spear made by the dwarves known as the Sons of Ivaldi, Gungnir was fashioned as part of a scheme by Loki that was a partial reparation for his cutting of the goddess Sif‘s hair.
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Re: Tattooverse 2.5: Back to FC builds....

Postby Shock » Mon Jan 16, 2012 1:33 pm

Tattooedman wrote:No idea if it's something I'll ever use but it was a fun little challenge to do.

I'll give it a test drive if you want ;}
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Re: Tattooverse 2.5: Back to FC builds....

Postby CelticREI » Mon Jan 16, 2012 8:58 pm

Which character!?
Warshade would be a good fit...
Epitaph would... no... don't let the keeper of stolen souls near this baby...
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games
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Re: Tattooverse 2.5: Back to FC builds....

Postby Tattooedman » Tue Jan 17, 2012 1:00 am

Well, if it wasn't worked up in 2E I'd think he'd want to let Kilroy try it out.
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