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Tattooverse 2.5: WOF builds

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Re: Tattooverse 2.5: More FC Setting builds (Brimstone House)

Postby Tattooedman » Thu Mar 29, 2012 8:04 am

Arthur Eld wrote:That's great art and some really great builds too, T-Man. I also liked your take on the Diaz Wonder Woman pic-the recolor looks cool, and her background makes her a great enemy for Metropolis.

I think I might have to do my own takes on the Royals sometime soonish.


Yeah, the art for the Royals is pretty cool. It made doing the builds easier, at least for me. I'm a visual kind of person so when I've got an image of a chacter I'm building they just seem to go easier for me, just how my process is for some reason.

As for Galatea, I might be a bit of an art hack but I didn't want to just copy & paste Diaz's WW pic so I took a couple days and reworked the colors of it on my paint program. I wanted to keep the simple color-scheme but make it stand out, I liked how it all came together. I'd originally intended for her to be a foe of Daedalus and only added in Metropolis as a side note when the idea of her becoming more of a foe of his hit me, Doc Met doesn't really have that many solo villians of his own. Obviously there's Hiroshima Shadow of course but I can't really think of anyone else in the FC setting that's really been said to have had issue with the Spirit of Freedom City (though I do have another character in the works to help change that), and the similarities between Galatea and him did make for an interesting pairing in my mind.

Jalinth wrote:Thanks for the PM. I've had evil ideas flowing through my mind and I may just succeed in getting something posted.


Glad to help. I think I'm looking forward to seeing how those ideas of yours play out. :wink:

Jalinth wrote:For the record, the "Sparkling Wave of Silver Fire" spell is just rude. Aurora is NOT going to enjoy running into that.


What? I'm just a humble GM trying to challenge players with some interesting characters to face off against? What's wrong with that? :twisted:
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Re: Tattooverse 2.5: More FC Setting builds (the Royals)

Postby catsi563 » Thu Mar 29, 2012 10:36 am

Looks Like Eva found a new toy in Ace. :mrgreen:
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Rampage build #1023

Postby Tattooedman » Sun Apr 01, 2012 3:04 pm

Image
Rampage:
PL:
14
Str 10 [44] (+0/+17) Dex 12 (+1) Con 10 [40] (+0/+15) Int 8 (-1) Wis 14 (+2) Cha 8 (-1)

Skills: Intimidate 14 (+16), Notice 6 (+8.), Sense Motive 8 (+10)

Feats: Diehard, Endurance, Improved Grab, Improved Initiative 2, Improved Pin, Startle

Powers: Huge Creature:
Growth 4 [large size; +8 Strength, +4 Constitution] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
Immovable 8 (Extra: Unstoppable)

Tough Hide:
Enhanced Constitution 36
Immunity 20 [Cold Damage, Disease, Environmental Cold, Environmental Heat, Fatigue, Heat Damage, Pressure, Radiation]
Impervious Toughness 12

Fast Healing: Regeneration 5 [Recovery Rate: Bruised: 1/round; Injured: 1/round]

Strongest There Is:
Enhanced Strength 36
Super Strength 10 (Power Feats: Counter-Punch, Shockwave, Super-Breath, Thunderclap)
-Alt. Power: Leaping 10

Saves: Toughness +15* [*Impervious 12]
Fort +17
Ref +4
Will +8

Combat: Attack +10
Damage +17 (Unarmed)
Defense +10 (+5 flat-footed)
Initiative +9
Grapple +37


Costs: Attributes 2+ Skills 7+ Feats 7+ Powers 163+ Saves 12+ Combat 40= 231 pts,


Real Name: Gregor Yaschenko
Height: 10’
Weight: 1800 lbs
Hair: White
Eye Color: Blue


Complications:
Prejudice: Because of his monstrous appearance many people find Rampage unsettling to look at.

Reputation: Rampage is known for being a destructive monster.

Temper: Rampage can become so angry and enraged that he will simply lash out like a cornered animal.


Background: Gregor Yaschenko immigrated to the United States with his parents at the age of three from the Ukraine. Gregor’s parents, like so many others that lived in the former Soviet Union, wanted a better life for themselves and their children and so were quick to seize the opportunity to leave when the occasion presented itself.

Like many immigrant children, Gregor learned most of his early English by watching television. In particular, Gregor developed a fondness for Saturday morning and after school cartoons, especially those featuring superheroes. His parents, recognizing this as an opportunity, began buying Gregor comic books with what little additional money they had, hoping that his fascination with costumed characters would accelerate his reading skills. While the comics certainly provided ample motivation for Gregor to read, they also provided him with an escape from the difficulties of being the youngest of six children in an immigrant household struggling to make ends meet. Comic books and the colorful characters that populated their pages became a welcome refuge into which Gregor often retreated when the trials of mundane life became too much for him.

As a child, Gregor developed a rich fantasy life centered on superheroes and their amazing abilities. He would often imagine himself in the role of a superhero, possessed of astounding abilities that made him the center of attention for both his family. As Gregor grew older his dreams of costumed heroes evolved into a fascination with superhumans and the seemingly normal, everyday people that were becoming part of that world. When he was a teenager, Gregor’s dreams of somehow developing powers of his own and becoming a hero to the downtrodden bloomed anew. He read news about superhumans and their powers furiously, hoping to discover some common thread, some overlooked piece of information that would enable him too become more than he was and fulfill his life-long dream.

Then one day Gregor received an e-mail from a small biotech firm that was simply titled: “Volunteers needed for research into superhuman abilities.” Unable to contain his excitement, Gregor immediately contacted the company and was at a nearby facility the following day. Although only sixteen, Gregor lied about his age, completed the forms they required and was immediately accepted into the research program. A week later he and several other like-minded candidates, all with dreams of developing superhuman abilities of their own, boarded a bus bound for a research facility in Utah. Once there, they were taken to the facility’s comfortable dormitories and introduced to the project leader, one Doctor White, who explained in detail that each of the candidates would be subjected to a series of simple psychological and physical exams, designed to test each candidates’ reaction to certain types of stimuli. The excited crowd listened intently, signed all the remaining paperwork, and then retired to the facility dormitories to wait their turn.

That was the last time Gregor Yaschenko saw any of his fellow test subjects alive.

By the time she got to Gregor Yaschenko, Doctor White had become obviously discouraged by the results of her project. She had hoped that, given the psychological profiles of the test group she had gathered, at least one of them would have had some type of positive response to the stimuli. By the time she came to Gregor, she had already subjected over two dozen other test candidates to a variety of levels of psychological and physical conditioning and none of them had survived, let alone developed any noticeable degree of superhuman ability. She had high-hopes though that Gregor, being the youngest candidate and, seemingly, the most open to the changes she was trying to achieve, would finally demonstrate a response to the program. Unfortunately, she wasn’t quite prepared for the response Gregor had.

After a nearly a week spent in total sensory deprivation, with absolutely no sensory stimulus other than images and of brutality and violence, the psychoactive drugs that Doctor White had pumped into Gregor finally did something finally happen. Gregor’s mind snapped and with it his body - in moment of desperate rage and uncontrollable anger, Gregor Yaschenko became something else entirely. Now transformed into a hulking monstrosity of muscle and teeth that effortlessly broke out of the containment unit that confined him, while nearly destroying the entire wing of the facility where he’d been staying and killing most of the security staff that attempted to contain him. What had once been Gregor Yaschenko headed into the night, unleashed upon the world.

It didn’t take long for the former Gregor to be discovered as within a day after his escape the now named Rampage had been on a destructive tear and had been fighting with the Army until the point he’d wondered into Wyoming and it’s part of the Rocky Mountains where he first faced off against the Freedom League. It took the entire roster of heroes to defeat Rampage and since that time he’s returned to fight against the League as well as other heroes, often as the pawn of another villain while other times only because he was on one of his infamous destructive rampages.

Rampage is difficult to keep incarcerated in the usual ways by Blackstone’s staff and of those few times he’s has escaped. It’s mostly been due to his powers not being fully countered correctly or a failure in the untested system being used on him, though there have been a couple of times that the likes of Mastermind or the Crime League have liberated Rampage (or made it look as if he managed to escape on his own again) so that they could use him for their own plots.
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Re: Tattooverse 2.5: More FC Setting builds (the Royals)

Postby catsi563 » Sun Apr 01, 2012 5:28 pm

:shock:

Ok thats just rude.

i think Bedros might be able to go toe to toe with him but itd be close.
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Re: Tattooverse 2.5: the Royals & Rampage

Postby Arkrite » Sun Apr 01, 2012 10:58 pm

Adding another name to the list of big baddies who can eat the Albright Crew alive ;~)
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Red Death II build #1024

Postby Tattooedman » Wed Apr 04, 2012 11:41 am

Image
Red Death II:
PL:
11
Str 14 (+2) Dex 18 (+4) Con 14 (+2) Int 16 (+3) Wis 16 (+3) Cha 16 (+3)

Skills: Acrobatics 8 (+12), Bluff 10 (+13), Computers 4 (+7), Craft [Chemical] 6 (+9), Craft [Electronic] 6 (+9), Disable Device 8 (+11), Gather Information 14 (+17), Intimidate 10 (+13), Knowledge [Business] 6 (+9), Knowledge [Current Events] 8 (+11), Notice 8 (+11), Sense Motive 10 (+13), Stealth 10 (+13)

Feats: Attack Spec. [Gas Guns], Defensive Roll 4, Distract 2 [Bluff/Intimidate], Dodge Focus 5, Elusive Target, Equipment, Evasion 2, Fearsome Presence 6 [DC 16; 30 ft], Improved Feint, Improved Initiative, Luck, Power Attack, Quick Draw, Seize Initiative, Well-Informed

Powers: Device [Gas Guns] 8 [easy to lose]
Wide-Angle Nozzle Sickening Gas: Nauseate 11 (Extra: Area [Cloud])
-Wide-Angle Nozzle Poison Gas: Drain Constitution 11 (Extra: Area [Cloud])
-Wide-Angle Nozzle Chocking Gas: Suffocate 11 (Extra: Area [Cloud])
-Wide-Angle Nozzle Paralytic: Paralyze 11 (Extra: Area [Cloud])
-Sickening Gas Bomb: Nauseate 8 (Extras: Area [Cloud], Ranged)
-Poison Gas Bomb: Drain Constitution 8 (Extras: Area [Cloud], Ranged)
-Chocking Gas Bomb: Suffocate 8 (Extras: Area [Cloud], Ranged)
-Paralytic Gas Bomb: Paralyze 8 (Extras: Area [Cloud], Ranged)

Device [Skull Mask] 1 [hard to lose]
--Super-Senses 2 [Darkvision]
--Sensory Shield 3

Saves: Toughness +5*/+2 [*Armored Jumpsuit]
Fort +8
Ref +12
Will +12

Combat: Attack +9/+11 (Gas Guns)
Damage +2 (Unarmed)/+9 (Gas Guns)
Defense +13 (+4 flat-footed)
Initiative +8

Equipment: Armored Jumpsuit [Toughness +3]
Gas Mask
Rebreather


Costs: Abilities 34+ Skills 27+ Feats 29+ Powers 28+ Saves 19+ Combat 34= 171 pts.


Real Name: Cecilia Rogers
Weight: 120 lbs
Height: 5' 10"
Hair: Black
Eye Color: Green

Complications:
A hero under it all: Red Death II considers herself to be a hero, striking out at the corrupt elite that poison society. So when another hero comes into conflict with her, she is confused and angered by their interference in her plans. Red Death II will always try to 'reason' with heroes but if they persist in their opposition, she will resort to force to complete her goals.

Make them pay!: Red Death II has a single-minded vendetta against all wealthy people. In her mind they are evil (they have committed various "crimes" and use their fortunes to shield themselves from justice) and all their money is proof of their guilt.

The one behind it all: Red Death II has a pathological hatred of Hieronymus King, the man responsible for taking everything she ever cared about away from her, and has been trying to kill him for several years.



Nothing too big here really, but I wasn‘t wild about Red Death II‘s gas guns being touch range when they‘re described as shooting various gases. So I modified the build so that they had an expanded area as well as a couple other options as to what to use.

Her backstory hasn‘t been changed in any serious ways from how it was written in Freedom‘s Most Wanted, though I might change that at a future point. Not sure but I‘ve got a couple ideas on how to make use of Red Death II in my setting.
Last edited by Tattooedman on Wed Apr 04, 2012 5:06 pm, edited 1 time in total.
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Re: Tattooverse 2.5: Rampage & Red Death II

Postby ClassDunce » Wed Apr 04, 2012 12:19 pm

I thought on touch Range for Area Attacks it was just to symbolise that that the attack centered on you. Like for Cyclops' wide Optic Blast the Cone area originates from his eyes so it's counted as Touch Range. If he had a Ranged Area Effect he could place the beginning of the Cone Area anywhere within his range. That's why a Grenade is a Ranged Area Attack while when Nitro the Exploding-Man Explodes it's touch range.

*Shrugs* I could be wrong through.
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Re: Tattooverse 2.5: Rampage & Red Death II

Postby Horsenhero » Wed Apr 04, 2012 12:30 pm

You're correct.
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Re: Tattooverse 2.5: Rampage & Red Death II

Postby ClassDunce » Wed Apr 04, 2012 12:37 pm

Horsenhero wrote:You're correct.


Yay. There's a first time for everything. *Does a little happy dance.*
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Re: Tattooverse 2.5: Rampage & Red Death II

Postby Tattooedman » Wed Apr 04, 2012 5:07 pm

ClassDunce wrote: I thought on touch Range for Area Attacks it was just to symbolise that that the attack centered on you.


Like HH said, you’re correct on that. My issue was that in Red Death II’s official write-up her guns didn’t have any area modifiers on them.

This read to me that they would only affect one person at a time, which seemed not to be the theme of the guns at all in my mind and was why I reworked the guns to include said area modifiers. Yes the guns end up releasing whatever gas attack centered on Red Death II, but that was pretty much how I understood their workings to be.

Though as I’ve been writing this it occurred to me that Red Death II probably should have a couple ranged attacks as well, just to cover her bases so to speak, so I've went ahead and made some adjustments to the build.
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Re: Tattooverse 2.5: Rampage & Red Death II

Postby Shock » Wed Apr 04, 2012 5:14 pm

Red Death looks like she'd be an interesting opponent for the Albright kids.
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Re: Tattooverse 2.5: Rampage & Red Death II

Postby Horsenhero » Wed Apr 04, 2012 5:21 pm

Shock wrote:Red Death looks like she'd be an interesting opponent for the Albright kids.


As long as she interrupts someone else's date...fine. If she bothers Sean, he's going to ignore her. Honest. He could do it.
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Re: Tattooverse 2.5: Rampage & Red Death II

Postby ClassDunce » Wed Apr 04, 2012 5:23 pm

Horsenhero wrote:As long as she interrupts someone else's date...fine. If she bothers Sean, he's going to ignore her. Honest. He could do it.


... Graham couldn't but hopefully Betsy would protect him...
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Living Dead Girl & Tombstone build #1025

Postby Tattooedman » Sun Apr 15, 2012 4:49 pm

Image
Living Dead Girl
PL:
11
Str 10 (+0) Dex 16 (+3) Con -- Int 10 (+0) Wis 12 (+1) Cha 18 (+4)

Skills: Acrobatics 4 (+7), Bluff 8 (+12/+16), Concentration 8 (+9), Drive 4 (+7), Intimidate 8 (+12), Knowledge [Pop Culture] 8 (+8.), Perform [Dancing] 8 (+12), Notice 4 (+5), Sense Motive 6 (+7), Stealth 10 (+13)

Feats: Attack Specialization [Spirit Magic] 4, Attractive, Dodge Focus 5, Equipment 4, Ritualist, Sidekick 30 [Tombstone]

Powers: Device [Amulet of Straker] 11 [hard to lose]
--Enhanced Skill 3 [Knowledge (Arcane Lore) +12]
--Magic 12 [Spirit Blast]
-Alt. Power: Dazzle 11 [visual] (Extra: Area [Burst]); (Flaw: Touch Range)
-Alt. Power: Obscure 6 [visual] (Extra: Independent)
-Alt. Power: Snare 8 (Extra: Contagious)
--Summon Minions 8 [Zombies~uses Demon Bruiser (Book of Magic)] (Extra: Horde); (Power Feat: Progression 4 [10 max])

Immunity 32 [Critical Hits, Fortitude Effects]
Protection 12
Regeneration 8 [Recovery Bonus +7; Resurrection 1] (Flaw: Source [Needle & Thread])

Saves: Toughness +12
Fort N/A
Ref +7
Will +8

Combat: Attack +1/+9 (Spirit Magic)
Damage +12 (Spirit Blast)
Defense +10 (+5 flat-footed)
Initiative +3

Drawbacks: Vulnerable [Holy Descriptor; Uncommon Occurrence; Major Intensity] (-3 pts)
Weakness [Holy Ground; -1 to Every Ability Score / Round; Common Occurrence; Major Intensity] (-8pts)

Equipment: Cell Phone
Leather “Outfit” [+2 Toughness; Fascinate (Bluff)]
Dragula (muscle car) [Str: 35; Speed: 5; Defense: 8; Toughness: 9; Size: Huge; Features: Caltrops, Oil Slick, Smoke Screen]
Abandoned Wax Museum [Size: Medium; Toughness: 10] Features: Living Space, Isolated, Security System


Cost: Abilities 6+ Skills 17+ Feats 45+ Powers 95+ Saves 11+ Combat 12– Drawbacks 11 = 175 pts.


Real Name: Jenny Harken
Height: 5’7”
Weight: 104 lbs
Hair: Blonde
Eye Color: Blue

Complications:
Gotta Have It!: Living Dead Girl steals anything that appeals to her, simply to have what she feels she was denied in her life.

Motivation ~Thrills: Living Dead Girl loves the rush of committing robberies. It’s one of the few things she can still feel in her current condition.


Background: Jenny Harken was practically born to be a statistic. She grew up in a poor urban family, her father was an alcoholic, and liked to beat his wife and make inappropriate trips into his daughters’ bedrooms at night. The anti-fairy tale was complete when Jenny’s father killed her mother after an especially long night drinking. Jenny and her two older sisters were sent off to live in different group homes.

Utterly alone Jenny began acting out, embracing every shade of counter culture that she could think of. By fifteen she was pierced, tattooed, drank, smoked, took drugs, dressed in black leather, and listened to music that made those older than her cringe. She began to attract all sorts of attention from rough customers who liked those kind of things in a girl. Finally getting the attention she desired Jenny dropped out of high school and left the group home.

All this new found attention however proved to be brief, the types of thugs that she had attracted lost interest quickly and began giving their attention to other underage girls. Having no marketable skills and no place to live Jenny became desperate. She turned to prostitution, but abandoned it quickly after a bad experience and decided to do the next best thing, becoming an “exotic dancer” lying about her age to secure the position.

The job proved to be a perfect fit for Jenny, her unique sense of fashion, her natural good looks, and her tendency to dance to the music of shock-themed artists made her stand out from all the other girls at the club. It earned her praise, money, and what she wanted most, attention. Jenny was thrilled, she began to embrace her vices with wild abandon. She did more drugs, drank more booze, and bedded strange men and women at an almost epic pace. In a short period of time Jenny became infamous within the city’s underbelly as the poster girl for a good time that’d one would never tell their mother about.

That reputation landed her an invitation to a huge party in honor of a local sports superstar, Brad Thomas. Jenny had been called in to show the guest of honor a good time. Odds are that she would have accomplished that goal if she hadn’t sampled some of the drugs that were being served at the party. One of the Thomas’ more jaded buddies decided to get his friend another surprise, and replace his usual dose of MAX, with a mix of MAX and Zombie Dust. The moment Jenny took it she went wild, ripping apart the VIP room with her bare hands and seriously injuring the Brad Thomas in the process.

When she finally crashed Thomas’ entourage pounced on Jenny, severely beating her for hurting their meal ticket. They then took her unconscious body, drove it out to the Fens and dumped her by the river. If she had been taken to a hospital odds are she would have survived the overdose, and even the beating, but without medical attention she died there that night, having finally become the statistic she was destined to be.

That was until shortly after her funeral.

Jenny awoke in her own coffin and quickly realized where she was, began a frenzied attempt to claw her way free. After what seemed like an eternity Jenny burst out from her own grave, unaware that she hadn’t drawn one breath, or felt the urge to eat once the entire time. When she pulled herself from her grave she saw a tall man wearing a dark coat over a perfectly fitted black suit warming himself by a fire that illuminated the night around him. When he saw her, the man smiled wide and beckoned her to join him by the fire.

“I was wondering when you’d wake up.” He chuckled softly as he warmed his hands by the fire.

Jenny, still dazed followed his example but after a few moments she realized that she was feeling cold. She blinked in surprise and looked to the man.

“Hey Mister, who are you?”

He simply grinned at her from across the fire.

“My dear, you need not worry about what my name is. Just know that I gave you what you wanted so very badly. There will be a point in the future when I will require a favor from you in return.”

With that the man stood up and walked away from the fire and Jenny hasn‘t seen nor heard from the man since. Jenny stumbled back to her apartment only to find her possessions all tossed out onto a curb. She scrounged through the mess and was only able to salvage some of her old dancing clothes. During that furious attempt to dress herself she caught sight of herself in a nearby window; her skin was extremely pale and she could feel just how cold her body really was now. It was then that Jenny realized what had happened… she had died… and she wasn’t quite alive anymore. The course of events caused her remaining sanity to fracture.

When Jenny emerged from the haze of her own breakdown she was no longer the same person. She began calling herself Living Dead Girl (after a favorite song of hers that she often danced to when she was alive), and began to take whatever she wanted. She had been a victim her entire life, and she wasn’t going to be that way in death. During one of her first crimes, robbing an antique shop, she came across an amulet that seemed to be glowing. When she touched the amulet she could then see the spirit world, seeing the flow of dead souls around her. She immediately knew what she wanted to do with this new found trinket; she’d get revenge on those that had killed her.

Over the course of a week Living Dead Girl tracked down and murdered each member of Brad Thomas’ entourage, finally killing the man himself ten minutes before game time, and leaving his skinned corpse where his teammates could find it. With her revenge satisfied she set about stealing as much as she possibly could, in hopes of getting the comfort she never had in life.

This brought all sorts of attention to her and Living Dead Girl soon found herself tangling with super heroes. She was able to hold her own, but having no experience fighting she was often pressed to win and she mostly managed to make her escape due to her opponents underestimating the amount of power she possessed. Living Dead Girl began to look into find herself some muscle but no living person seemed willing to work with the mentally unstable over-sexed zombie, so she hit upon the idea of using her power over spirits to raise one for herself.

After several months of research she learned of the Celestial Crane, a deceased martial artist that seemed like the perfect candidate for her needs. Living Dead Girl preformed a ritual that drew his skeleton from the ground and she filled it in with soil and stone forcing it to mimic a human frame. Living Dead Girl fixed a mask on her creation and christened her servant Tombstone.

Since that day Living Dead Girl and Tombstone have been the villainous duo to beat all over the eastern seaboard. They’ve robbed entire cities blind, while Tombstone viciously beats down the foes that can actually slow Living Dead Girl down. She’s established a hideout of sorts in an abandoned wax museum. There Living Dead Girl has turned the museum into an homage to B horror films. She’s also grown unnaturally close to her protector Tombstone, relating to the mute animated corpse like a long-term boyfriend. It’s disturbing to watch, but to Living Dead Girl it’s the perfect relationship, she’s finally found a man that won’t use her, he can’t, he exists to be used by her instead.



Image
Tombstone:
PL:
10
Str 34 (+12) Dex 10 (+0) Con -- Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills: Acrobatics 8 (+8.), Climb 4 (+4), Intimidate 12 (+11), Notice 4 (+4), Sense Motive 4 (+4)

Feats: All-Out Attack, Chokehold, Fearless, Fearsome Presence 5 [DC 15; 25ft.], Improved Block, Improved Disarm, Improved Grapple, Improved Trip, Power Attack, Startle

Powers: Alternate Form [Dirt & Stone] 21 (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
-Immunity 30 [Fortitude Effects]
-Density 12 [+24 Strength, Protection 6 (Impervious), Immovable 4, Super Strength 4]
-Protection 8 (Extra: Impervious 1)
-Regeneration 28 [Recovery Bonus: 9; Bruised: 2; Unconscious: 2; Injured: 3; Staggered: 3; Disabled: 4; Ability Damage: 4; Resurrection: 1] (Power Feats: Regrowth; Flaw: Source [Ground])
-Super Strength 4 (Drawback: Power Loss [When not in contact with ground])

Saves: Toughness +14* [*Impervious 7]
Fortitude N/A
Reflex +2
Will +6

Combat: Attack +8
Damage +12 (Unarmed)
Defense +6 (+3 flat-footed)
Initiative +2

Drawbacks: Disability [Mute] (-4 pts)
Weakness [Loss of Contact with ground; -1 to Every Ability Score / Round; Common Occurrence; Major Intensity] (-8pts)


Cost: Abilities -10+ Skills 8+ Feats 14+ Powers 106+ Saves 6 + Combat 28 – Drawbacks 12= 150 pts.


Real Name: Sato Tomita
Height: 5’8”
Weight: 300 lbs
Hair: Unknown
Eye Color: Brown


Background: Living Dead Girl’s silent servant is known as Tombstone. Those who fight him quickly realize that underneath his clothing and his seemingly normal skin and body is made of densely packed grave soil and stones. He’s gained a reputation for being nearly indestructible, as gravel, soil, and dirt tends to slip inside his clothing and replace as chunks of his earthen body knocked out of place.

Nobody knows that Tombstone is really the former hero Celestial Crane. He was active in the late 1970s and early 1980s. He was known primarily for his excellent physical condition and his use of martial arts in fighting crime with ruthless efficiency. Unfortunately he met his end in 1985 when he joined forces with Thomas Rhymer in defeating a creature who may or may not have been the vampire lord Dracula. After Celestial Crane managed to strike an especially brutal blow the vampire ripped out the martial artist’s heart.

Celestial Crane was revealed to be Sato Tomita, an immigrant who used his martial skills to fight threats against innocent lives. He was laid to rest as a hero and those whose lives he touched celebrated his life and commitment.

That would have been the end of the story if Living Dead Girl hadn’t learned about him following her transformation. She quickly realized that despite her newfound power she was vulnerable against certain kinds of foes and needing protection she researched the deaths of heroes and discovered where Sato Tomita was buried.

Using her new powers over the death she raised his skeleton from the grave and packed it with the dense soil and stone from his grave until her protector’s body was as hard as concrete. Since then Sato Tomita has served as Living Dead Girl’s protector, using his martial arts skill and prodigious strength to crush any enemy that rears its head.

Tombstone possesses only a fraction of the agility of his former self and his dim memories forming the basis for what few skills he has left. He appears to retain his martial skills, remembering his skills almost reflexively more than anything else. What few know is that he retains his strength only through keeping contact with the ground, if he’s kept in the air for long periods of time the soil surrounding his skeleton will fall away until he is unable to fight back.
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Tattooedman
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Abracadaver build #1026

Postby Tattooedman » Sun Apr 15, 2012 5:09 pm

Image
Abracadaver:
PL:
11
Str 26 (+8.) Dex 16 (+3) Con -- Int 16 (+3) Wis 12 (+1) Cha 14 (+2)

Skills: Bluff 10 (+12), Intimidate 10 (+12), Knowledge [Arcane Lore] 10 (+13), Knowledge [Theology & Philosophy] 2 (+5), Medicine 4 (+7), Notice 6 (+7), Perform [Stage Magic] 4 (+6), Sleight of Hand 8 (+11), Stealth 6 (+9)

Feats: Attack Focus [Melee] 4, Attack Spec. [Death Magic] 3, Distract [Bluff], Fascinate [Perform (Stage Magic)], Ritualist, Startle

Powers: Cadaverous Body: Immunity 32 [Critical Hits, Fortitude Effects]
Dark Aura: Protection 13
Grave Sight: Super-Senses 5 [Darkvision, Magical Awareness, Ranged Detect Life]
The Walking Dead: Summon 2 (Extras: Horde, Type [Zombie]); (Power Feats: Mental Link, Progression 5 [25 (30 pp) minions], Sacrifice)

Death Magic:
Dark Bolt: Blast 12
-Dark Tendrils: Snare 8 (Extra: Contagious)
-Dead of Night: Obscure 6 [visual]
-Death's Door: Teleport 6 (Extra: Portal)
-Drain the Living: Drain Constitution 8 (Extra: Ranged); (Power Feat: Slow Fade 4 [5 minutes])

Saves: Toughness +13
Fort N/A
Ref +6
Will +11

Combat: Attack +4/+8 (Melee)/+10 (Death Magic)
Damage +8 (Life Drain/Unarmed)/+12 (Dark Bolt)
Defense +9 (+4 flat-footed)
Initiative +3


Costs: Attributes 24+ Skills 15+ Feats 11+ Powers 93+ Saves 13+ Combat 26= 182 pts.


Complications:
Motivation ~Power: Abracadaver desires power. He always used to say that he would find a way to get it, even if it killed him. Well, it did and he still wants more.

Prejudice: Few people feel comfortable being in the company of a walking corpse. As a result, Abracadaver is feared by most people.

Recognition: Abracadaver wants to be remembers as the greatest magician of all time, and he doesn't seem to care how he accomplishes that feat.

Rivalry: Part of Abracadaver's desire to be recognized as a master magician involves his pathological need to outdo all other living magicians. And if he can outdo the ones too, even better.


Background: In the works…….
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Tattooedman
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