Tattooverse 2.5: WOF builds

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Re: Tattooverse 2.5: WOF builds

Postby catsi563 » Tue Jun 05, 2012 12:54 pm

Yeah was basically referncing the institutes themselves. :mrgreen:
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Uppercut build #1096

Postby Tattooedman » Sun Jun 10, 2012 9:20 am

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Uppercut:
PL:
10
Str 16 [30] (+3/+10) Dex 14 [22] (+2/+6) Con 18 [30] (+4/+10) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Skills: Climb 4 (+14), Concentration 10 (+12), Intimidate 12 (+12), Knowledge [Streetwise] 6 (+6), Notice 8 (+10), Profession [Pugilist] 8 (+10), Sense Motive 10 (+12), Stealth 6 (+12)

Feats: All-Out Attack, Attack Focus [Melee] 4, Attack Spec. [Unarmed], Cunning Fighter, Dodge Focus 4, Follow-Up Strike, Improved Block, Improved Critical [Unarmed] 4, Improved Demoralize, Improved Feint, Last Stand, Luck 2, Move-By Action, Power Attack, Startle, Stunning Attack, Veteran Fighter, Unbalancing Strike

Powers: Power House Brick Treatment:
Enhanced Strength 14
Enhanced Constitution 12
Enhanced Dexterity 8
Enhanced Feats 4 [Diehard, Endurance, Improved Initiative, Seize Initiative]
Immunity 1 [Airless Suffocation]
Super Strength 5

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

Combat: Attack +4/+8 (Melee)/+10 (Unarmed)
Damage +10 (Unarmed; critical 16-20)
Defense +10 (+3 flat-footed)
Initiative +10


Costs: Attributes 22+ Skills 16+ Feats 28+ Powers 49+ Saves 15+ Combat 20= 150 pts.


Real Name: Wallace ‘Wally’ Mangold
Height: 6’ 1”
Weight: 250 lbs
Hair: Black (shaved bald)
Eye Color: Brown

Complications:
The Old Man: Uppercut is in his early 40s at this point, making him much older than the rest of his team and his mentality and personal views on various subjects show that he is from an older generation.


Background: Wally Mangold was an aging prize fight with no big victories under his belt and retirement looming over him like the shadow of death. The problem was that Wally had fighting in his blood; it had been his father’s trade and was something that Wally had wanted to do his entire life.

He could have retired, thirty-four was considered old for a professional boxer, and opened his own gym, or become a trainer of younger boxers but it wouldn’t be anywhere near the same thing and would never be enough for Wally. He wanted that one last shot at greatness but time hadn’t been kind to the aging boxer and he no longer was as strong, fast or tough as he used to be. Wally knew he needed an edge, something to help him even his odds.

So he reached out to the criminal element in his sport, letting them all know he was looking for something that would improve his performance and soon he was approached by men claiming they could help him get that one chance at greatness, but for a price. They would see to Wally would be returned to his prime form from years ago and that within one year he would have his title fight.

Wally couldn’t have agreed quickly enough and soon he was taken to one of the Power House’s treatment facilities where he endured the injection of various chemical creations and radiation treatments meant to catalyze those chemicals. A couple of times during that following year Wally did some enforcer-style work for his new backers and spent the rest of his time training for his fight and working through several of the lower ranked fighters.

Finally the night of Wally’s big fight came and he found himself more than a match for the champ, easily avoiding his punches and peppering him with jabs that were almost blindingly quick. But in the heat of the moment Wally misjudged his own growing strength and literally knocked the champ’s head clean off as he hit him with a haymaker, horrifying the crowd.

Wally quickly ducked back to his locker room as the crowd started shouting the he was a freak who’d killed the champ on purpose in the ring. The police arrived within minutes, intent to talk with Wally but by that time he’d been taken away from the arena and was safe with his backers. It wasn’t too long before Wally met the man his backers represented, August Roman himself, who then informed Wally that he belonged to him now and would do as ordered.

Wally was smart enough to realize that Roman wasn’t one to mess around with and agreed without hesitation. Fortunately for Wally most of the work Roman wanted him to do involved Wally using his fists, which he had no problem with at all. He enjoyed his new powers and the chance to use them while earning more money than Wally had ever earned from a fight.

Nowadays Wally is part of the Circus Maximus and has become something of a leader of a group of fighters collectively called the Body Shots. First put together for a ten-person brawl they discovered they worked well together and forged as an unofficial group, backing one another up in the locker room and pairing up for other multi-person fights. It’s gotten to the point that those that come to the Maximus know the reputation of the Body Shots and they’ve slowly become as popular as the Contenders (for the most part the two groups get along, aside from Roundhouse’s bickering and picking at everyone else that is).
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Roundhouse build #1097

Postby Tattooedman » Sun Jun 10, 2012 9:25 am

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Roundhouse:
PL:
10
Str 18 (+4) Dex 24 (+7) Con 22 (+6) Int 10 (+0) Wis 10 (+0) Cha 8 (-1)

Skills: Acrobatics 8 (+15), Concentration 10 (+10), Knowledge [Martial Arts] 8 (+8.), Languages [Chinese; Japanese], Notice 10 (+10), Sense Motive 10 (+10), Stealth 8 (+15)

Feats: Acrobatic Bluff, Assessment, Attack Focus [Melee] 6, Evasion, Grappling Finesse, Improved Defense, Luck 2, Power Attack, Takedown Attack, Uncanny Dodge [audio]

Powers: Enkōsen: Protection 4 (Extra: Impervious 6)
Geki: Speed 3
Super-Movement 2 [Air Walking 2]
Kuyō: Enhanced Feats 13 [Dodge Focus 2, Evasion, Follow-Up Strike, Improved Defense, Improved Initiative, Move-By Action, Takedown Attack, Tough (x4), Withstand Damage]
Tozanshō: Strike 6 (Extra: Penetrating 10); (Power Feat: Improved Critical 3, Mighty)
-Shuishō: Strike 6 (Extra: Autofire); (Power Feat: Improved Critical 3, Mighty)

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

Combat: Attack +4/+10 (Melee)
Damage +10 (Shuishō/Tozanshō; critical 17-20)
Defense +10 (+4 flat-footed)
Initiative +11


Costs: Attributes 32+ Skills 14+ Feats 16+ Powers 51+ Saves 19+ Combat 24= 156 pts.


Real Name: Archie Voss
Height: 6’ 2”
Weight: 200 lbs
Hair: Black
Eye Color: Blue


Complications:
Martial Arts is Dead: Roundhouse believes that martial arts have become impure, corrupted and are impotent. This has been brought about by people who open schools that charge students a fee for lessons and he seeks to get rid of those undesirable elements and return martial arts back into the ‘pure’ state it was 100 years ago.

To be the Best: To date Roundhouse hasn’t lost a fight yet, in his mind that simply means that his personal style of fighting makes him unbeatable. Were he to lose a fight Roundhouse would become single minded in his efforts to correct that ‘fluke’.


Background: Archie Voss is a name that is more disliked than few others in the Martial Arts community; an arrogant, belligerent, and very skilled, self-taught martial artist who took up a personal quest against all current forms of martial arts.

Voss had come to the belief that the martial arts in general had weak and useless thanks to so many supposed masters ‘selling out’ and taking students on for money, leaving this generation of fighters to be taught by fools, hypocrites and vultures. Voss took it upon himself to be the one to purify the arts and began training himself for several years until he’d perfected his own unique style of fighting, he then began to travel the country going to various dojos and schools to challenge the masters to single combat before an audience.

The terms of the fights were simple; if Voss lost he would retire from fighting forever. But if he won, the master would cease teaching forever and dissolve his school. In just under five years Voss fought over thirty matches, winning every one and created a swath of silence across the marital arts community.

Several fighters began to develop new styles to counter Voss’ eclectic, self-made style of fighting but he suddenly disappeared. Voss came to Freedom City to challenge Master Lee but before he could locate the school he was approached by August Roman, who wanted Voss to take on some of his top fighters. It was a challenge that Voss simply couldn’t resist, so he met with the top brawlers of the Circus Maximus in a series of matches that pushed Voss like no other fight he’d been involved in (though he did still manage to keep his impressive winning streak intact and it was Uppercut who managed to really challenged Voss).

Impressed, Roman offered Voss a spot in the Maximus as well as a position as an enforcer. Voss agreed and has since taking on all comers in the Maximus, seeking to further improve his style so that once he returns to his mission he will be unstoppable.
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Knuckleduster build #1098

Postby Tattooedman » Sun Jun 10, 2012 9:27 am

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Knuckleduster:
PL:
10
Str 30 (+10) Dex 18 (+4) Con -- Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Climb 4 (+14), Concentration 10 (+12), Languages [French; Spanish], Medicine 4 (+6), Notice 10 (+12), Search 10 (+12), Sense Motive 10 (+12), Stealth 6 (+10), Swim 4 (+14)

Feats: All-Out Attack, Attack Focus [Melee] 6, Cunning Fighter, Dodge Focus 4, Improved Critical [Unarmed] 4, Improved Feint, Improved Initiative, Move-By Action, Power Attack, Teamwork 2

Powers: Battlebot Traits:
Immunity 30 [Fortitude Effects]
Protection 10 (Extra: Impervious)

Audio Systems: Super-Senses 1 [Radio]
Jump Jets: Leaping 3
Leg Actuators: Speed 2
Optic Systems: Super-Senses 2 [Extended Vision, Infravision]
Electrical Discharge System: Strike 10

Saves: Toughness +10* [*Impervious]
Fort N/A
Ref +10
Will +9

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


Costs: Attributes 30+ Skills 15+ Feats 22+ Powers 68+ Saves 13+ Combat 20= 168 pts.


Real Name: KN-23 (creation designation)
Height: 6’ 8”
Weight: 600 lbs
Hair: Black (artificial implant)
Eye Color: Green (colored lenses)


Complications:
Mysterious Past: Knuckleduster has no memory of it’s life prior to awakening in some mountains. It (as it prefers to think of itself) knows that it is a robotic life form but has no clue as to who built it or for what purpose.


Background: Awakening in the remains of a plane crash in the mountains of Oregon, the being that would eventually call itself Knuckleduster started to make it’s way West where it would arrive in the city of Arcadia. By that point Knuckleduster had managed to become self-aware and realized that even though it was an artificial being it would have certain needs that would need to be taken care of; new parts and upkeep maintenance. Things that it couldn’t go to just anyone to be taken care of, lest whoever had built it would learn of it’s survival and would then hunt it down.

So Knuckleduster went underground and soon learned of the supervillain community within Arcadia, with whom it started its new life of crime with. Making use of it’s melee fighting programs, Knuckleduster took part in several heists and quickly earned enough money to keep itself in top condition. Knuckleduster also learned that it had a taste for violence and the thrill of breaking the law.

Eventually Knuckleduster began to hear talk in the criminal underground about the Circus Maximus and decided to look into it. Soon enough it had been recruited into that organization on a full time basis Knuckleduster takes special pleasure out of beating people to a pulp on a regular basis.

After the formation of the Body Shots, Knuckleduster began to expand it’s program to include more in-depth classifications of those around it. To that end it currently considers the other members of the group to be the most useful/able allies it could have in the Maximus and will do everything it can to help them achieve their goals so that they would be willing to help it later on with it’s own plans.
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Bolchock build #1099

Postby Tattooedman » Sun Jun 10, 2012 9:29 am

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Bolchock:
PL:
10
Str 22 (+6) Dex 18 (+4) Con 22 (+6) Int 10 (+0) Wis 20 (+5) Cha 12 (+1)

Skills: Acrobatics 4 (+8.), Bluff 8 (+9), Disable Device 10 (+10), Gather Information 12 (+12), Knowledge [Streetwise] 12 (+12), Languages [Russian; Spanish], Notice 4 (+9), Sense Motive 8 (+13), Stealth 8 (+12)

Feats: All-Out Attack, Ambidexterity, Assessment, Attack Focus [Melee] 4, Attack Spec. [Fighting Batons], Cunning Fighter, Elusive Target, Equipment 3, Favored Environment [Urban] 4, Hide in Plain Sight, Improved Critical [Fighting Batons] 3, Improved Defense, Improved Disarm, Improved Feint, Improved Initiative, Improved Throw, Improved Trip, Improvised Weapons 2, Instant Up, Move-By Action, Power Attack, Quick Draw, Set-Up, Sneak Attack, Stunning Strike, Takedown Attack 2, Teamwork 2, Tough 2, Weapon Bind, Weapon Break, Withstand Damage

Saves: Toughness +8
Fort +11
Ref +10
Will +10

Combat: Attack +6/+10 (Melee)/+12 (Fighting Batons)
Damage +6 (Unarmed)/+8 (Fighting Batons; critical 17-20)
Defense +8 [+12 urban] (+4 [+6 urban] flat-footed)
Initiative +8

Equipment: Fighting Batons [+2 Damage; Autofire, Improved Block 2, Improved Sunder, Split Attack]


Costs: Attributes 44+ Skills 17+ Feats 45+ Saves 16+ Combat 28= 150 pts.


Real Name: Daniel Tyson
Height: 6’ 2”
Weight: 210 lbs
Hair: Dark Blonde
Eye Color: Blue


Complications:
All Fer Me ‘Mates: Bolchock feels as if the rest of the Body Shots are like an extended family to him and he’ll do anything to help anyone of them.

Spoilin’ Fer A FIGHT!!: Bolchock loves to brawl and fighting will always be his answer to any problem he’s faced with.


Background: Formerly known as Daniel Tyson, the brawler now known as Bolchock has done his share of traveling around the world before joining the ranks of the Circus Maximus. He grew up on the mean streets of London’s East End, where the street gangs often battled each other over turf. Many of those gangs also exhibited their own unique style of dress, manners of speaking and ways of conducting themselves to show the differences between the various gangs. Tyson’s gang all dressed like they’d watched A Clockwork Orange a few too many times; complete with white jumpsuits, bowler derby hats, fake eyelashes on one eye, combat boots and fighting canes. It was during those days that Tyson became Bolchock and even though it’s been many years since the gang had disbanded he still keeps the name.

In the years since Bolchock had managed to become an enforcer, bodyguard and assassin for the Russian Mafia, being recruited just after his gang had broken up and he stayed with them until they were broken up by members of Stormwatch. Bolchock managed to hook up with the American faction of his employers but little did he know that they had offended August Roman in their dealings and he promptly wiped them all out save Bolchock, though it was only because he was so new to the organization, and because Roman saw potential for Bolchock in the Maximus.

Not having much other choice in the matter, Bolchock accepted the job offer.

At first he resented his situation but within a matter of months realized he enjoyed fighting in the Maximus as well as doing the odd bit of enforcing work that was sent his way. It wasn’t much later that the Body Shots were formed and the rest is history.
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Knockout build #1100

Postby Tattooedman » Sun Jun 10, 2012 9:31 am

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Knockout:
PL:
10
Str 10 [26] (+0/+8.) Dex 10 [26] (+0/+8.) Con 10 [26] (+0/+8.) Int 14 (+2) Wis 14 (+2) Cha 12 (+1)

Skills: Bluff 8 (+9), Climb 4 (+12), Computers 4 (+6), Diplomacy 8 (+9), Intimidate 11 (+12), Knowledge [Pop Culture] 4 (+6), Notice 6 (+8.), Sense Motive 8 (+10), Stealth 3 (+11)

Feats: All-Out Attack, Attack Focus [Melee] 6, Dodge Focus 4, Follow-Up Strike, Improved Demoralize, Power Attack, Move-By Action, Takedown Attack 2, Unbalancing Strike

Powers: Superhuman Strength:
Enhanced Strength 16
Super Strength 2

Superhuman Reflexes:
Enhanced Dexterity 16
Enhanced Feats 2 [Improved Initiative, Seize Initiative]

Superhuman Durability:
Enhanced Constitution 16
Enhanced Feats 3 [Diehard, Endurance, Iron Stomach]

Energy Channeling:
Strike 2 (Power Feats: Improved Critical 4, Mighty)
Protection 2

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

Combat: Attack +4/+10 (Melee)
Damage +8 (Unarmed)/+10 (Energy Channeling; critical 16-20)
Defense +10 (+3 flat-footed)
Initiative +12


Costs: Attributes 10+ Skills 13+ Feats 19+ Powers 78+ Saves 10+ Combat 20= 150 pts.


Real Name: Stacy Frazier
Height: 5’ 10”
Weight: 150 lbs
Hair: Black
Eye Color: Violet


Complications:
Prejudice ~Mutant: Knockout is publically known to be a mutant.

Temper: Knockout is well known for getting mad when things don’t go her way.


Background: Years before becoming part of the Circus Maximus, Stacy Frazier was a world-class female bodybuilder on her way to the upper rankings of that sport where the serious money was at. Not only did she have a knockout physique Stacy still looked feminine and could handle herself in interviews and promotional events, she had a knack for being able to work a crowd no matter its size.

But then just before Stacy could win the Ironwoman Championship somebody leaked her secret to an international fitness magazine; that Stacy’s secret to her impressive physical form was due to her being a mutant. It was why she had blown away so many of her rivals in competition was thanks to an unfair genetic advantage she had, something she had kept hidden from her childhood. Stacy has no clue as to how someone learned her secret and she still carries a lot of anger over the loss of that career and being so close to easy street.

To make her problems worse, Stacy’s semi-celebrity status made it almost impossible for her to live a normal life following that public debacle. She was recognized as an lying and cheating mutant and was hounded by Marko Worth’s the Worthy movement for a few years). Unfortunately Stacy had managed to rack up a considerable amount of debt to loan sharks thanks to her liking to live the high life before she could truly afford it but it turned out to be a twist of fate that those people worked for August Roman and he had an offer to make to Stacy: Come to work for him, in the arena, do a bit of physical work when he called for it and he would forgive her debt and make sure she made enough money to live in the style she wanted.

It was an offer Stacy couldn’t refuse.

A life of crime wasn’t something Stacy had ever considered before and she was surprised to find herself adapting to it as quickly as she did. She’s also learned that she has something of a ‘killer’s instinct’ and likes leaving her opponents bloody and broken. As a result Knockout, as Stacy has become known in the Maximus, has a reputation as a merciless fighter who gives no quarter and throws haymakers ever chance she gets. Those particular habits haven’t won Knockout many friends in the locker rooms of the Maximus and she quickly found herself with a sizeable list of those who wished to do her harm in the ring. Then she was drawn into the fight that created the Body Shots, and while Stacy isn’t what you would call close with any of the other members she is smart enough to realize that they work well together and the back-up they provide her with is enough that she doesn’t have to worry about who might be gunning for her in the ring next.
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Re: Tattooverse 2.5: WOF builds

Postby Sidious » Sun Jun 10, 2012 10:36 am

I'm loving the HU builds man. Keep it up!
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Re: Tattooverse 2.5: WOF builds

Postby Tattooedman » Tue Jun 12, 2012 10:41 am

Thanks Sidious, it's a slow going process as I've only got some much time to work on convertions but I've still got a few in the works.
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Eyespy build #1101

Postby Tattooedman » Tue Jun 12, 2012 10:43 am

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

Skills: Bluff 8 (+8.), Climb 4 (+7), Computers 8 (+8.), Concentration 8 (+10), Disable Device 10 (+10), Drive 6 (+8.), Intimidate 8 (+8.), Knowledge [Streetwise] 10 (+10), Notice 8 (+10), Search 8 (+8.), Sense Motive 8 (+10), Stealth 6 (+8.)

Feats: Attack Focus [Ranged] 4, Defensive Roll 2, Dodge Focus 4, Equipment, Improved Feint, Improved Initiative, Power Attack, Ultimate Effort [Ultimate Aim]

Powers: Optic Cybernetic Implants:
Blast 10 (Extra: Penetrating); (Power Feats: Improved Aim, Improved Critical 3, Improved Ranged Disarm, Improved Sunder, Precise Shot 2, Ricochet 2)
Enhanced Feats 3 [Attack Spec. [Blast], Equipment (Digital Camera, Digital Video Recorder, PDA, Mini-Tracer, Radio), Uncanny Dodge (visual)]
Sensory Shield 2 [visual senses]
Super-Senses 24 [Darkvision, Extended Vision, Infravision (tracking), Microscopic Vision (atomic size), Ultra Vision, X-Ray Vision (cannot see through lead), Truesight]

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

Combat: Attack +4/+8 (Ranged)/+10 (Blast)
Damage +3 (Unamred)/+10 (Blast; critical 18-20)
Defense +12 (+4 flat-footed)
Initiative +6

Equipment: Cell Phone
Computer
Costume [+3 Toughness]


Costs: Attributes 20+ Skills 22+ Feats 15+ Powers 69+ Saves 15+ Combat 24= 165 pts. .


Real Name: Carl Rogers
Height: 6’ 2”
Weight: 190 lbs
Hair: Dark Brown
Eye Color: Red


Complications:
Gun for Hire: Eyespy is known for being willing to work for anyone that will pay him.

Temper: Eyespy was taught to value street credibility, if he feels disrespected he is known to become angry.


Background: Carl Rogers was a enforcer for the Oliverti Family that was seriously injured during the hit on Boss Oliverti taking shrapnel to his eyes, effectively blinding him. But despite the seriousness of his injury Carl managed to survive and seek out the early beginnings of the Power House for cybernetic enhancements to replace his now useless eyes with the savings he’d put away during his time working for the Family.

But this was back in the eighties and his cybernetics were large and bulky looking, giving him a somewhat odd appearance due to his oversized eyes but they were no less deadly; Rogers had made sure that his improvements left him always armed and he was now able to fire laser beams from his new eyes. Rogers wasted no time in trying to replace all the money he’d been forced to spend to save his life, taking work from any and all who were willing to hire him with a respectable amount of cash and during the 90s he fought pretty much every active hero in New York, Freedom City, San Francisco, Arcadia and even some occasional work in Emerald City. Each time he was defeated, Eyespy (as Rogers had named himself) managed to get away either before the police arrived or break free after the hero in question had left.

That is until he faced Technomancer of the Sentinels, who quickly defeated Eyespy by disabling his cybernetics, leaving him blind and much easier to deal with. His following trial was a quick affair and he was sentenced to Blackstone where he stayed for the remainder of the 90s and much of the early 2000s until he and several other lesser, technology-themed criminals were secretly broken out by agents of the Foundry on the orders of Talos.

His offer was simple: the Foundry would upgrade their various cybernetics, armors, special weapons, and whatnot and what have you to current levels of Foundry tech and in return the gathered villains would attack the Freedom League at their soon to be empty Freedom Hall, as they were preparing to move full time into the Lighthouse. To say that Heavy Mettle, as the group was named, was defeated quickly is putting it mildly but some of the groups members were able to make a getaway (including Eyespy) before the League could wrap everything up thanks to the Foundry’s attack on the Lighthouse for various new technologies during Heavy Mettles attack on the Hall.

Since then Eyespy has popped up several times in various locations; mostly Bay City and Arcadia, but there have been a few times the offer of money has brought him to Freedom City.
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-- Chiun

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Toreador build #1102

Postby Tattooedman » Wed Jun 13, 2012 10:00 am

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Toreador:
PL:
11
Str 22 (+6) Dex 24 (+7) Con 22 (+6) Int 18 (+4) Wis 18 (+4) Cha 18 (+4)

Skills: Acrobatics 8 (+15), Bluff 10 (+14), Climb 6 (+12), Drive 4 (+11), Knowledge [Current Events] 10 (+14), Knowledge [Pop Culture] 8 (+12), Knowledge [Tactics] 10 (+14), Notice 8 (+12), Pilot 4 (+11), Sense Motive 8 (+12), Survival 6 (+10), Swim 6 (+12)

Feats: All-Out Attack, Assessment, Blind-Fight, Challenge [Fast Planning], Distract [Bluff], Elusive Target, Evasion 2, Follow-Up Strike, Improved Block, Improved Defense 2, Improved Critical [Assassin’s Scarf] 2, Improved Critical [Unarmed] 3, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Master Plan, Move-By Action, Power Attack, Precise Shot, Quick Draw, Read Situation, Stunning Attack, Sweeping Strike, Takedown Attack 2, Taunt, Veteran Fighter, Up the Walls, Weapon Bind

Powers: Device [Jade Mail] 2 [hard to lose]
--Immunity 5 [Critical Hits, Fire Damage]
--Protection 5

Device [Banderillas] 10 [easy to lose] [30 pp]
--Drain 11 [powers] (Power Feats: Slow Fade 4, Thrown)
-Alt. Power: Strike 5 (Power Feat: Improved Critical 4, Ricochet 2, Mighty, Thrown)

Device [Assassin’s Scarf] 8 [hard to lose] [32 pp]
--Flight 2
--Snare 11 (Extra: Engulf); (Power Feat: Reversible, Tether)
-Alt. Power: Strike 5 (Power Feat: Extended Reach 4, Mighty)

Saves: Toughness +11
Fort +11
Ref +12
Will +11

Combat: Attack +11
Damage +6 (Unarmed; critical 17-20)/+11 (Banderillas; critical 16-20)/+11 (Assassin’s Scarf; critical 18-20)
Defense +11 (+5 flat-footed)
Initiative +11


Costs: Attributes 62+ Skills 22+ Feats 35+ Powers 70+ Saves 17+ Combat 44= 250 pts.


Real Name: St. John Aristide
Height: 6’ 2”
Weight: 190 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Disability ~Frail: Twenty years of combat combined with hard living have started to take their toll on Toreador’s health. Basically he’s starting to feel his age, despite his combat ability he is a lazy man who is used to not dirtying his hands with ‘common tasks’. On average Toreador smokes three packs of cigarettes a day and drinks himself to sleep (on the finest liquors only of course) on a nightly basis so as a result he now suffers a -5 penalty on all disease checks and any checks regarding endurance (running, swimming, holding his breath and such).

Quirk ~Braggart: With a winning streak as long as Toreador’s complacency has developed in his mentality. There are those that wonder if Toreador has ever truly been seriously challenged. This has led to Toreador developing a habit of bragging and engaging in idly chit-chat with injured foes instead of finishing them off and ignores the actions of non-combatants and minions.


Background: A creation of the Labyrinth, St. John Aristide is their attempt to create a fabricated “Villain”. Genetically engineered and well trained, Toreador is a master assassin and bounty hunter with a penchant for killing and humiliating heroes that has been operationg for just over twenty years now. He is also a drunk and chain smoker who has ruined his health. In spite of this, he is still very deadly in a fight and is well worth the fee he charges.
World of Freedom Setting 3E

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Arkrite
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Re: Tattooverse 2.5: WOF builds

Postby Arkrite » Wed Jun 13, 2012 11:55 am

This guy does lead to those annoying questions of why more people don't have or use power nullifying technologies...

And now I also have the urge to see a bad ass normal kick his butt. Hey, CD, is Dovetail busy? ;~)

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Re: Tattooverse 2.5: WOF builds

Postby Shock » Wed Jun 13, 2012 12:57 pm

Arkrite wrote:This guy does lead to those annoying questions of why more people don't have or use power nullifying technologies...

And now I also have the urge to see a bad ass normal kick his butt. Hey, CD, is Dovetail busy? ;~)

Dude, you never advocate nullifying powers in your GM's thread. :lol:

Never.

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Re: Tattooverse 2.5: WOF builds

Postby Arkrite » Wed Jun 13, 2012 2:05 pm

I'm not advocating so much as I'm trying to come up with ideas for why it doesn't happen so often. My guess is it's probably something along the lines of it generally being very fragile, extremely expensive, or just doesn't work well unless specifically designed for the individual.

Besides, there is nothing so terrifying that I could suggest as some of the things I already know he has planned :~P

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Re: Tattooverse 2.5: WOF builds

Postby ClassDunce » Wed Jun 13, 2012 5:12 pm

Arkrite wrote:And now I also have the urge to see a bad ass normal kick his butt. Hey, CD, is Dovetail busy? ;~)


Susan would have to cheat to win that fight. Marcus could kick his ass though, make him wear it for a hat and curse like a Roman Gladiator while he did it.
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Re: Tattooverse 2.5: WOF builds

Postby catsi563 » Wed Jun 13, 2012 5:31 pm

Panda might eb able to take him but shed have to cheat like mad to do it. granted she cheats anyways but thats beside the point.

My Dark Angel Characters about as Batman as they come she might be able to take him but hed definately push her to the limit in the process.

Id be curious to see Dovetail go against him myself I think she could definately take him down with a little work and some luck.
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