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Tattooverse 2.5: WOF builds

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Venus build #1031

Postby Tattooedman » Fri Apr 20, 2012 11:22 am

Image
Venus:
PL:
9
Str 12 (+1) Dex 18 (+4) Con 20 (+5) Int 13 (+1) Wis 15 (+2) Cha 17 (+3)

Skills: Bluff 6 (+9/+13), Diplomacy 6 (+9/+13), Intimidate 6 (+9), Knowledge [Life Sciences] 6 (+7), Notice 6 (+8.), Sense Motive 6 (+8.)

Feats: Attack Focus [Ranged] 3, Attractive, Defensive Roll 2, Distract [Bluff], Endurance, Evasion, Fascinate 2 [Bluff/Diplomacy], Improved Feint, Luck, Set-Up

Powers: Manipulation of the Green:
Plant Control 9 (Power Feat: Photosynthesis)
-Thorn Blast: Blast 9
-Vine Shaping: Create Objects 9 [plant/wooden shapes]
-Vine Wrapping: Snare 9

Recover like a Tree: Regeneration 3 [Recovery Rate: Injured: 1/20 minutes; Disabled: 1/hour]

Saves: Toughness +7*/+5 [*Defensive Roll]
Fort +8
Ref +8
Will +8

Combat: Attack +6/+9 (Ranged)
Damage +1 (Unarmed)/+9 (Thorn Blast)
Defense +11 (+ flat-footed)
Initiative +4

Costs: Attributes 35+ Skills 9+ Feats 14+ Powers 24+ Saves 14+ Combat 34= 130 pts.


Real Name: Unknown
Height: 5’ 7”
Weight: Unknown
Hair: Red
Eye Color: Green

Complications:
Obey the Green Man: Like the other Brides of the Green, Venus almost slavishly follows the directions of the Green Man.

Protect Nature: Venus is dedicated to preserving the natural world from the horrors humanity has inflicted upon it.


Background: Nothing of the life of Venus is known before she was transformed into a superhuman by the Green Man. AEGIS’ file on her puts forth the idea that Venus was once known as Danielle Snow, but how she became connected to the Green Man isn’t known.

Over the years Venus, with the Brides of the Green or accompanying the Green Man, has committed various acts of vandalism and robbery to further the Green Man’s cause to make the world free of the taint he (and the Brides) see humanity as.

Recently this led the Green Man and the Brides into conflict with the newest members of the Freedom League when the Green Man somehow obtained what he called the ‘Meta-Seed’, a seemingly mystical artifact that allowed him to corrupt and tap into the powers of Doctor Metropolis so that the Green Man could increase his own powers to convert Freedom City into one of the first ‘purified cities’ of his new world.

Fortunately the members of the League were up to the task of handling the Green Man and his Brides, freeing Doctor Metropolis of the Meta-Seed and returning Freedom City back to normal. Venus and the other Brides managed to escape thanks to Flora’s ability to teleport between plant matter while the Green Man was transformed into a massive tree in Liberty Park.

When they will be able to free their Master isn’t known but the Brides will not leave the Green Man in such a condition for too long.
Last edited by Tattooedman on Sat Aug 11, 2012 2:10 pm, edited 3 times in total.
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Flora build #1032

Postby Tattooedman » Fri Apr 20, 2012 11:23 am

Image
Flora:
PL:
9
Str 10 (+0) Dex 16 (+3) Con 16 (+3) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 6 (+8.), Diplomacy 6 (+8.), Notice 6 (+8.), Sense Motive 6 (+8.), Survival 4 (+6)

Feats: Attack Focus [Ranged] 4, Attractive, Defensive Roll 5, Dodge Focus 2, Endurance, Evasion, Improved Initiative, Teamwork

Powers: Pollen Clouds:
Pollen Spray: Dazzle 9 [visual] (Extra: Area [Targeted Cone])
-Relaxes the Mind: Mind Control 9 (Extra: Area [Targeted Cone])
-Sneezing Fits: Stun 6 (Extras: Area [Targeted Cone], Ranged)
-Takes Your Breath Away: Suffocate 6 (Extras: Area [Targeted Cone], Ranged)

One with the Green: Immunity 2 [Own Powers, Starvation & Thirst]
Walking the Green Mile: Teleport 6 (Power Feat: Progression 3); (Flaw: Medium [plant matter])

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

Combat: Attack +5/+9 (Ranged)
Damage +
Defense +10 (+4 flat-footed)
Initiative +7


Costs: Attributes 20+ Skills 7+ Feats 16+ Powers 47+ Saves 14+ Combat 26= 130 pts.


Real Name: Unknown
Height: 5’ 6”
Weight: Unknown
Hair: Brown
Eye Color: Green


Complications:
Obey the Green Man: Like the other Brides of the Green, Flora almost slavishly follows the directions of the Green Man.

Protect Nature: Flora is dedicated to preserving the natural world from the horrors humanity has inflicted upon it.


Background: Nothing of the life of Flora is known before she was transformed into a superhuman by the Green Man. AEGIS’ file on her puts forth the idea that Flora was once Brittney Clay, a woman who was a member of several “Save the Earth” styled groups when she was approached by the Green Man somehow and he made his offer to her to empower her to be able to actually do something about the wrongs she saw happening to the planet.

Over the years Flora, with the Brides of the Green or accompanying the Green Man, has committed various acts of vandalism and robbery to further the Green Man’s cause to make the world free of the taint he (and the Brides) see humanity as.

Recently this led the Green Man and the Brides into conflict with the newest members of the Freedom League when the Green Man somehow obtained what he called the ‘Meta-Seed’, a seemingly mystical artifact that allowed him to corrupt and tap into the powers of Doctor Metropolis so that the Green Man could increase his own powers to convert Freedom City into one of the first ‘purified cities’ of his new world.

Fortunately the members of the League were up to the task of handling the Green Man and his Brides, freeing Doctor Metropolis of the Meta-Seed and returning Freedom City back to normal. Flora and the other Brides managed to escape thanks to Flora’s ability to teleport between plant matter while the Green Man was transformed into a massive tree in Liberty Park.

When they will be able to free their Master isn’t known but the Brides will not leave the Green Man in such a condition for too long.
Last edited by Tattooedman on Sat Aug 11, 2012 2:10 pm, edited 2 times in total.
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Maxima build #1033

Postby Tattooedman » Fri Apr 20, 2012 11:24 am

Image
Maxima:
PL:
9
Str 17 [33] (+3/+11) Dex 14 (+2) Con 18 [26] (+4/+8.) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills: Climb 8 (+11), Intimidate 10 (+10), Notice 8 (+8.), Search 6 (+6), Sense Motive 8 (+8.), Survival 8 (+8.), Swim 8 (+11)

Feats: Endurance, Follow-Up Strike, Improved Critical [Unarmed] 2, Power Attack, Startle, Stunning Attack

Powers: Big as a Tree: Growth 8 [Huge size (16 ft); +16 Strength, +8 Constitution, +8 Grapple, +4 Intimidate, -2 Attack/Defense, -8 Stealth]
Super Strength 4 [Linked to Growth] (Power Feats: Bracing, Counter-Punch, Groundstrike, Shockwave)

One with the Green: Immunity 1 [Starvation & Thirst]
Protection of the Green: Protection 2

Saves: Toughness +10*/+6 [*Full size]
Fort +8 [+12]
Ref +4
Will +7

Combat: Attack +9 (+7 at full size)
Damage +3 (Unarmed; critical 18-20 [normal size])/+11 (Unarmed; critical 18-20 [full size])
Defense +10 [normal size]/+8 [full size] (+5 [normal size]/+ 4 [full size] flat-footed)
Initiative +2
Grapple +12 [+28 full size]


Costs: Attributes 19+ Skills 14+ Feats 7+ Powers 39+ Saves 13+ Combat 38= 130 pts.


Real Name: Unknown
Height: 5’ 8” (up to 16’)
Weight: Unknown (presumably increases as her height does)
Hair: Green
Eye Color: Brown



Complications:
Obey the Green Man: Like the other Brides of the Green, Maxima almost slavishly follows the directions of the Green Man.

Protect Nature: Maxima is dedicated to preserving the natural world from the horrors humanity has inflicted upon it.


Background: AEGIS hasn’t been able to learn anything about Maxima’s life before becoming one of the Green Man’s Brides, but she is as slavishly devoted to him as Flora and Venus are.

Over the years Maxima, with the Brides of the Green or accompanying the Green Man, has committed various acts of vandalism and robbery to further the Green Man’s cause to make the world free of the taint he (and the Brides) see humanity as.

Recently this led the Green Man and the Brides into conflict with the newest members of the Freedom League when the Green Man somehow obtained what he called the ‘Meta-Seed’, a seemingly mystical artifact that allowed him to corrupt and tap into the powers of Doctor Metropolis so that the Green Man could increase his own powers to convert Freedom City into one of the first ‘purified cities’ of his new world.

Fortunately the members of the League were up to the task of handling the Green Man and his Brides, freeing Doctor Metropolis of the Meta-Seed and returning Freedom City back to normal. Maxima and the other Brides managed to escape thanks to Flora’s ability to teleport between plant matter while the Green Man was transformed into a massive tree in Liberty Park.

When they will be able to free their Master isn’t known but the Brides will not leave the Green Man in such a condition for too long.
Last edited by Tattooedman on Sat Aug 11, 2012 2:10 pm, edited 2 times in total.
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Re: Tattooverse 2.5: More FC setting characters

Postby CelticREI » Fri Apr 20, 2012 12:20 pm

Interesting that it was Venus who teleported them when Flora is the one with the teleport ability. Maybe tapping into Flora's source via that plant control? ;)
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

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Celt's Builds, and characters for other games
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Re: Tattooverse 2.5: More FC setting characters

Postby catsi563 » Fri Apr 20, 2012 12:22 pm

Is green ladies :mrgreen:
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Tattooverse 2.5: More FC setting characters

Postby Tattooedman » Fri Apr 20, 2012 12:23 pm

CelticREI wrote:Interesting that it was Venus who teleported them when Flora is the one with the teleport ability. Maybe tapping into Flora's source via that plant control? ;)



Nope.

More like my lack of editing skills in effect. :lol:

But I fixed it while you posted. :wink:
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Re: Tattooverse 2.5: More FC setting characters

Postby Arthur Eld » Fri Apr 20, 2012 5:00 pm

I really like the art for the Brides of the Green, although I always pictured Maxima a little more butch.

I also dug the picture for Trailblaze. Where'd you find it, T-Man?
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Re: Tattooverse 2.5: More FC setting characters

Postby Tattooedman » Sun Apr 22, 2012 1:26 pm

Arthur Eld wrote:I really like the art for the Brides of the Green, although I always pictured Maxima a little more butch.


Me too truth be told but I just couldn't find that fit that idea so I went with that one instead.

Arthur Eld wrote:I also dug the picture for Trailblaze. Where'd you find it, T-Man?


That'd be onecoyote on deviant art, he's got all kinds of great images.
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Doctor Azoth build #1034

Postby Tattooedman » Mon Apr 23, 2012 9:32 am

Image
Doctor Azoth:
PL:
12
Str 10 (+0) Dex 10 (+0) Con 18 (+4) Int 22 (+6) Wis 18 (+4) Cha 16 (+3)

Skills: Bluff 8 (+11), Craft [Chemistry] 14 (+20), Diplomacy 8 (+11), Intimidate 4 (+7), Investigate 10 (+16), Knowledge [Physical Sciences] 14 (+20), Medicine 8 (+14), Notice 8 (+12), Sense Motive 8 (+12), Sleight of Hand 6 (+8.), Stealth 4 (+4)

Feats: Artificer, Attack Focus [Ranged] 2, Attack Spec. [Knives], Defensive Attack, Defensive Roll 4, Equipment, Jack-of-all-Trades, Improved Critical [Knives] 3, Luck 4, Multilingual, Second Chance 2 [Craft (Chemistry) checks, Knowledge (Physical Sciences) checks], Seize Initiative, Set-Up, Speed of Thought, Task Focus 2 [Craft (Chemistry): Alchemy/Knowledge (Physical Sciences): Alchemy], Well-Informed

Powers: Elixir of Life: Immortality
Immunity 10 [Aging, Life Support]

Alchemical Formulae:
Universal Solvent: Disintegration 12 (Flaw: Limited [Objects Only])
-Cloud of Confusion: Fatigue 12 (Extra: Area [Cloud]); (Power Feat: Extended Range 6)
-Explosive Flask: Strike 12 (Extra: Area [Cloud]); (Power Feat: Extended Range 6)
-Obscuring Cloud: Obscure 6 [visual]
-Somnolent Mists: Sleep 12 (Extra: Area [Cloud]); (Power Feat: Reversible)
-Wall Powder: Create Object 12 (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Limited [Barriers Only])

Saves: Toughness +8*/+4 [*Defensive Roll]
Fort +11
Ref +9
Will +13

Combat: Attack +8 (Melee)/+10 (Knives)/+10 (Ranged)
Damage +1 (Knives; critical 16-20)/+12 (Alchemical Formulae)
Defense +14 (+7 flat-footed)
Initiative +6

Equipment: Knives [+1 Damage; critical 19-20]



Costs: Abilities 34+ Skills 23+ Feats 27+ Powers 68+ Saves 23+ Combat 44= 219 pts.


Complications:
Fading Life: The effects of Azoth’s Elixir of Life must be renewed periodically and lasts a shorter span of time than the previous one.

I Must Know!: Doctor Azoth is driven by a thirst for knowledge - arcane knowledge specifically - above all else.


Background: In the works…….

>>>>

The Alchemical Minions:
Image

Mandrake:
PL:
11
Str 38 (+14) Dex 10 (+0) Con 30 (+10) Int 6 (-2) Wis 16 (+3) Cha 10 (+0)

Skills: Intimidate 10 (+10), Notice 6 (+9)

Feats: Attack Focus [Melee], Attack Spec. [Poison Breath] 3, Diehard, Endurance, Fearless, Improved Initiative 2, Interpose

Powers: Artificial Form:
Flight 5 (Flaw: Winged)
Growth 4 [large size; +8 Strength, +4 Constitution, +4 Grapple, +2 Intimidate, +5 Carry Capacity, -1 Attack/Defense, -4 Stealth] (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
Immunity 10 [Aging, Life Support]
Impervious Toughness 12
Protection 4

Resistant Mind: Immunity 30 [Will Effects] (Flaw: Half Effective)

Poison Breath: Stun 11 (Extras: Area [Cone], Ranged)

Psychic Connection: Super-Senses 1 [Communication Link w/Azoth]

Saves: Toughness +14* [*Impervious 12]
Fort +12
Ref +6
Will +10

Combat: Attack +7/+8 (Unarmed)/+11 (Poison Breath)
Damage +11 (Poison Breath)/+14 (Unarmed)
Defense +7 (+3 flat-footed)
Initiative +8
Grapple +26


Costs: Abilities 42+ Skills 4+ Feats 10+ Powers 105+ Saves 15+ Combat 28= 204 pts.


Complications:
Inhuman: Man-Drake has a monstrous appearance.

Loyalty: Man-Drake obeys every order Doctor Azoth gives him without question.



----
Petra:
PL:
10
Str 22 (+6) Dex 10 (+0) Con 10 (+0) Int 10 (+0) Wis 12 (+1) Cha 12 (+1)

Skills: Notice 8 (+9), Sense Motive 8 (+9), Stealth 8 (+8.)

Feats: Attack Focus [Melee] 2, Dieahard, Improved Grab, Improved Initiative 2, Interpose, Prone Fighting

Powers: Malleable Body:
Elongation 6
Morph 2
Strike 4 (Power Feats: Improved Critical 2, Mighty, Variable Descriptor [elemental])

Mental Resistance: Immunity 30 [Will Effects] (Flaw: Half Effect)

Metamorphic:
Insubstantial 2
-Alt. Power: Flight 5
-Alt. Power: Swimming 5
Suffocate 10 (Extra: Area [Shapeable]

Unliving:
Immunity 10 [Aging, Life Support]
Protection 12

Saves: Toughness +12
Fort +10
Ref +8
Will +9

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


Costs: Abilities 16+ Skills 6+ Feats 8+ Powers 105+ Saves 26+ Combat 32= 193 pts.


Complications:
Loyalty: Petra follows the orders given to her by Doctor Azoth without question.

Obsession: Petra secretly longs to be human, even if that would result in her losing her powers.


----
Takwin:
PL:
10
Str 18 (+4) Dex 22 (+6) Con 18 (+4) Int 12 (+1) Wis 18 (+4) Cha 16 (+3)

Skills: Acrobatics 8 (+14), Bluff 10 (+13), Drive 4 (+10), Intimidate 8 (+11), Investigate 6 (+7), Notice 8 (+12), Pilot 4 (+10), Sense Motive 8 (+12), Sleight of Hand 8 (+14), Stealth 8 (+14)

Feats: Attack Spec. [Sword] 2, Attack Spec. [Crescent Blades] 2, Attractive, Defensive Roll 4, Dodge Focus 2, Eidetic Memory, Equipment 2, Evasion 2, Hide in Plain Sight, Improved Aim, Improved Critical [Sword] 3, Improved Disarm, Improved Initiative, Move-By Action, Multilingual, Redirect, Set-Up, Uncanny Dodge [visual], Up the Walls, Weapon Bind

Powers: A Thousand Faces: Morph 3 [Humanoid Forms]
Artificial Life: Immunity 10 [Aging, Life Support]
Mental Resistance: Immunity 30 [Mental Effects] (Flaw: Half Effective]

Saves: Toughness +8*/+4 [*Defensive Roll]
Fort +9
Ref +11
Will +9

Combat: Attack +8/+12 (Crescent Blades/Sword)
Damage +4 (Unarmed)/+7 (Scimitar; critical 16-20)
Defense +12 (+5 flat-footed)
Initiative +10

Equipment: Scimitar [+3 Damage; critical 19-20]
Crescent Blades [+1 Damage; Autofire]



Costs: Abilities 44+ Skills 18+ Feats 30+ Powers 31+ Saves 15+ Combat 36= 174 pts.


Complications:
Inhuman: Takwin is less human than he looks.

Loyalty: Takwin is fanatically obedient to Doctor Azoth.
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Postby Tattooedman » Thu Apr 26, 2012 9:53 am

I'd been debating on doing a theme of builds that was first started by Batgirl III, the Ready to Play and had even worked out a small list of characters that I thought would be interesting & challenging to fit into the PL 10/150 pp frame when Woodclaw went and beat me to it (by the way his R2P builds are great if you haven't checked them out & you should, just use the link!).

But I figured nobody would mind if I went ahead and took a try at them anyways, so with that in mind, what follows are my first at R2P builds.

Enjoy!
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R2P Nova build #1035

Postby Tattooedman » Thu Apr 26, 2012 9:54 am

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Nova:
Power Level:
10 [150 pp]
M&M 2E Ready to Play
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)

Str 12 [32] (+1/+11) Dex 14 (+2) Con 12 [22] (+1/+6) Int 10 (+0) Wis 10 (+0) Cha 12 (+1)

Skills: Bluff 2 (+3), Intimidate 8 (+9), Notice 6 (+6), Sense Motive 8 (+8.)

Feats: All-Out Attack, Attack Focus [Melee] 2, Benefit [Status (Centurion Prime)], Dodge Focus 2, Environmental Adaptation [Zero Gravity], Interpose, Move-By Action, Power Attack

Powers: Nova Force Endowment:
Enhanced Strength 20 & Super Strength 1
-Alt. Power: Blast 10 [gravitonic] (Power Feats: Accurate, Improved Critical)
-Alt. Power: Strike 10 [gravitonic] (Extra: Area [Burst]); (Power Feats: Improved Critical 2)
Enhanced Constitution 10
Flight 8
Impervious Toughness 6
Super Strength 3

Device [Nova Corps Uniform] 6 [hard to lose]
--Enhanced Feats 2 [Quick Change 2]
--Enhanced Feature 1 [Alternate Power (Flight) – Space Flight]
--Immunity 10 [Life Support, Own Powers]
--Protection 4 (Extra: Impervious)
--Super-Senses 9 [Extended Vision; Acute, Ranged, Tracking Detect Energy (visual); Infravision; Ultravision; Radio; Communication Link (Worldmind)]

Saves: Toughness +10* [*Impervious]
Fort +8
Ref +5
Will +5

Combat: Attack +6/+8 (Gravitonic Blast/Melee)
Defense +10 (+4 flat-footed)
Initiative +2


Costs: Attributes 10+ Skills 6+ Feats 10+ Powers 86+ Saves 10+ Combat 28= 150 pts.


Complications:.
Responsibility ~Centurion Prime: Nova must lead the Corps when they are mobilized in response to a threat as well as oversee the training of new recruits as part of his duties as Centurion Prime.

Responsibility ~Nova Corps: Nova polices the universe, usually as directed by the Worldmind.

Responsibility ~Brother: Nova’s younger brother has just recently joined the Corps.

Family & Friends back on Earth: The rest of Nova’s family as well as the few friends he has left are important to him despite the work he does as part of the Corps. Sometimes Nova will choose to return to Earth to deal with an specific situation instead of doing his duty as part of the Corps.


:arrow: It wasn’t that big of a stretch to fit Nova in as a PL 10/150 pp build, granted he doesn’t hit caps but he can still hit pretty hard and consistently and his strength and ability to take hits aren’t anything to sneeze at by any means and that’s what makes Paragons so easy for new players to play: they have to basically just punch/blast the bad guys.

:arrow: All the GM has to really do is make sure he tosses a couple bad guys into the mix that are tough enough to last a few rounds of combat with the Paragon as well as be able to dish out a bit of punishment of their own. Otherwise let the new player have some fun describe how his character is fighting and enjoy the super-brawl.

:arrow: The biggest thing with having someone play Nova is to make sure they play up his responsibilities angles. He’s kind of like a Cosmic Level Spider-Man really, with lots of complications to give him some HPs to use when things are looking really rough.
Last edited by Tattooedman on Fri Apr 27, 2012 12:27 pm, edited 3 times in total.
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R2P Martian Manhunter build #1036

Postby Tattooedman » Thu Apr 26, 2012 10:01 am

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Martian Manhunter:
Power Level:
10 [150 pp]
M&M 2E Ready to Play
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)

Str 20 (+5) Dex 10 (+0) Con 20 (+5) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 8 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge [Tactics] 8 (+10), Notice 7 (+10), Sense Motive 7 (+10), Stealth 6 (+8.)

Feats: Dodge Focus 5, Eidetic Memory, Master Plan

Powers: Martian Shapeshifting: Shapeshift 6
Example Forms:
Flying Brick:
Flight 3
Enhanced Strength 10
Protection 5

Manhunter Mentalist:
Blast 12 [Martian Vision]
-Alt. Power: Communication 2 [mental] (Extras: Area [Burst], Two-Way); (Power Feat: Selective); (Flaw: Distracting)
-Alt. Power: Super-Senses 10 [martian senses] [Extended Hearing 2, Extended Vision 2, Microscopic Vision, Mental Awareness, X-Ray Vision]
-Alt. Power: Comprehend 2 [speak & understand all languages]
Mind Shield 3

Wraith Like:
Insubstantial 4
Invisibility 4

John Jones:
Skills: Drive +8, Investigate +8, Knowledge [Current Events] +8, Knowledge [Streetwise] +8, Profession [Police Officer] +8
Feats: Connected, Contacts


Martian Psionics: Telepathy 8

Saves: Toughness +5
Fort +7
Ref +4
Will +10

Combat: Attack +8
Defense +10 (+3 flat-footed)
Initiative +2

Drawbacks: Power Loss [all powers against fire/intense heat effects (uncommon/irresistible)] (-5 pts)
Vulnerable [fire/intense heat effects] (uncommon/major) (-3 pts)


Costs: Attributes 36+ Skills 15+ Feats 7+ Powers 64+ Saves 10+ Combat 26- Drawbacks 8= 150 pts.


Complications:
Last of the Martians?: Due to a plague that ran rampant on Mars, the Martian Manhunter is thought to be one of the few remaining member of the Green Martians and seeks to preserve their legacy and locate any other possible survivors.

Motivation ~Protect Earth & it’s People: The Martian Manhunter is highly protective of his adopted homeworld and it’s people.

Multiple Identities: The Martian Manhunter maintains several different human identities to help him better understand the people of his adoptive homeworld. Sometimes he runs into situations that call for his heroic alter-ego.


:arrow: The big thing to remember with Martian Manhunter is that he’s something of a super hero chameleon; he does a little bit of everything. If the group needs a Paragon, he can do it. If it’s a Mentalist that's called for, then no problem he can do that. Or if the group finds itself in the middle of a mystery then he’s got the problem solving skills to deal with it. It’s all about having a couple pre-made templates on hand (making sure the GM has approved them first, of course) and going from there. It is ok to occasionally come up with a template on the fly but keep them simple and to the point or else the GM will probably say no it outright.

:arrow: That said Martian Manhunter is one of the few characters I’d allow to have an unlimited styled Shapeshift (normally I limited it to only powers and mostly physical feats but I will allow certain skills that make sense dependent upon powers in use such as ranks in Notice & Search), especially since he has a lot of things to cover. The skills and feats listed here are a very lean representation of what MM should have, and as a GM I’d allow a PC using this style of build to allocate part of the Shapeshift point pool to develop certain skills and feats that might be called for in specific situations. It really does fit with Martian Manhunter as he’s been shown to keep aspects of his powers hidden his entire heroic career until they had to be used now for one reason or another.

:arrow: The other thing to remember when playing Martian Manhunter is to play up is his Complications, one or two of them should come up during the course of an adventure and those are what really allow Martian Manhunter to pull out all the stops and have on-the-spot power stunts and use extra effort for one-time-only feats.
Last edited by Tattooedman on Fri Apr 27, 2012 12:27 pm, edited 3 times in total.
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R2P Hawkeye build #1037

Postby Tattooedman » Thu Apr 26, 2012 10:06 am

Image
Hawkeye:
Power Level:
10 [150 pp]
M&M 2E Ready to Play
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)

Str 16 (+3) Dex 18 (+4) Con 16 (+3) Int 10 (+0) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 4 (+8.), Bluff 12 (+14), Climb 6 (+9), Craft [Mechanical] 8 (+8.), Knowledge [Physical Sciences] 6 (+6), Knowledge [Tactics] 10 (+10), Knowledge [Technology] 8 (+8.), Notice 10 (+13), Pilot 4 (+8.), Sense Motive 10 (+13), Stealth 4 (+8.), Swim 6 (+9)

Feats: Attack Focus [Melee] 3, Attack Spec. [Bow & Arrows] 4, Challenge [Fast Planning], Distract [Bluff], Dodge Focus 5, Elusive Target, Equipment, Improved Aim, Improved Critical [Bow] 2, Improved Defense 2, Improved Feint, Improved Initiative, Inspire 2, Leadership, Luck 2, Master Plan, Power Attack, Precise Shot 2, Quick Draw, Set-Up, Ranged Pin, Ricochet, Takedown Attack 2, Taunt, Teamwork 2, Ultimate Effort [Ultimate Aim], Ultimate Effort [Ultimate Bluff]

Powers: Device [Bow & Arrows] 3 [easy to lose]
Blunt Tipped Arrow: Blast 5 (Power Feat: Variable Descriptor [any technological])
-Bolo Arrow: Trip 5 (Power Feat: Improved Trip)
-Flare Arrow: Dazzle 5 [visual]
-Net Arrow: Snare (Flaw: Unreliable [5 uses])
-Smoke Arrow: Obscure 5 [visual]

Saves: Toughness +6*/+3 [*Costume]
Fort +8
Ref +8
Will +8

Combat: Attack +7/+10 (Melee)/+15 (Bow & Arrows)
Damage +3 (Unarmed)/+5 (Bow & Arrows; critical 18-20)
Defense +14 (+9 flat-footed)
Initiative +8

Equipment: Costume [+3 Toughness; Subtle; Commlink]


Costs: Attributes 30+ Skills 22+ Feats 43+ Powers 9+ Saves 14+ Combat 32= 150 pts.


Complications:
Motivation ~Do Right: Hawkeye will always try to do his best to help others he meets, no matter what the odds he finds himself against.

Relationship ~Mockingbird: Hawkeye has had a long and eventful relationship with Mockingbird, despite being married and divorced and back together as a couple (still unmarried) there is little doubt that they deeply care for one another.

Reputation ~Rash: Hawkeye is known to be one of the more impulsive heroes today.

Reputation ~Former Criminal: Hawkey started out on the wrong side of the hero business and despite having been a hero for many years since, as well as being a long time member of the Avengers, that time in his life has a way of coming back to haunt him.


:arrow: I know that BGIII had already done a version of an R2P Green Arrow but I felt that Hawkeye needed some love too. There are some differences between the two, I know it can be hard to spot with all the trick shooting, trash talking and all they both do but the devil’s in the details. Hawkeye’s big thing is that he’s learned leadership secrets from some of the best in the business (namely Captain America) and Hawkeye’s got a history of leading some good teams (West Coast Avengers & the Thunderbolts) and his feats show it. He’s got Inspire, Leadership, & Master Plan to help him run a team plus having Set-Up, Teamwork 2 let him be a helpful hand during a fight as sometimes his arrows aren’t going to do squat against a foe and he knows it.

:arrow: In a fight Hawkeye is basically a Blaster, firing off arrows like few others can and staying at range. He can handle himself alright up close but he’s not really gonna put away the bad guys that way and he knows it. One thing to keep in mind is making use of Power Attack, Hawkeye can pretty much hit any target he’s aiming at but by using that feat he can increase the Toughness DCs he can force on an opponent.

:arrow: Plus with the Variable Descriptor on his arrows, Hawkeye can take a free action to change up his arsenal a bit & hit a foe with a specialized attack that they might be more vulnerable against; hitting the fire guy with a ice-themed arrow (or the reverse), targeting a formerly submerged foe now dripping water and coming at the team with an electrical arrow, or adding ranks of ricochet to pull off that really difficult one-in-a-million shot.

:arrow: And let's not forget his Bluff skill, Hawkey is somewhat well known for being able to run off at the mouth during a fight in a manner that mirrors Spider-Man and in the past he's used it to full effect.
Last edited by Tattooedman on Fri Apr 27, 2012 12:28 pm, edited 4 times in total.
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Re: Tattooverse 2.5: More FC setting characters

Postby Shock » Thu Apr 26, 2012 10:07 am

That's a hell of a job fitting Martian Manhunter into 150 points.
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Re: Tattooverse 2.5: R2P builds

Postby Tattooedman » Thu Apr 26, 2012 10:12 am

So far MM has been the build that I fought with the most to get to fit into PL 10/150 pp. And truth be told I'm not 100% happy with it but I just can't cut points from anywhere else to up his Shapeshift rank any more than it is.

I console myself with the fact that as the build is MM can be pretty much the equal of any other PL 10 Paragon or Psionic build as well as pull of the ghost-like form, which is his three big things he's known for. So I consider that build a win for me in that regard.
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