Tattooverse 2.5: WOF builds

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Tattooedman
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Phosphorus build #1112

Postby Tattooedman » Sun Jul 01, 2012 8:28 am

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

Skills: Disable Device 8 (+8.), Intimidate 6 (+6/+), Knowledge [Streetwise] 6 (+6), Notice 6 (+8), Search 8 (+8.), Sense Motive 6 (+8.), Stealth 4 (+8.)

Feats: All-Out Attack, Attack Focus [Ranged] 2, Attack Spec. [Unarmed], Diehard, Dodge Focus 2, Fearsome Presence 3 [DC 13; 15 ft radius], Improved Initiative, Power Attack, Precise Shot

Powers: Phosphorus Creations:
Fire Bolt: Blast 10 (Extra: Penetrating)
-Fire Bomb: Strike 10 (Extras: Area [Bust], Penetrating)
-Thick Smoke: Obscure 6
-Toxic Smoke: Nauseate 7 (Extra: Area [Cloud], Poison)

Phosphorus Skin & Body:
Energy Aura 8 (Extras: Continuous, Penetrating, Secondary Effect); (Flaw: Permanent) [Linked to Force Field]
Force Field 6 [Linked to Energy Aura]
Immunity 15 [Disease, Environmental Cold, Fire/Heat Effects, Pressure, Radiation, Starvation & Thirst]

Saves: Toughness +10*/+4 [*Force Field 6]
Fort +8
Ref +7
Will +6

Combat: Attack +8/+10 (Ranged/Unarmed)
Damage +3 (Unarmed)/+8 (Energy Aura)/+10 (Fire Bolt/Fire Bomb)
Defense +10 (+4 flat-footed)
Initiative +8


Costs: Attributes 26+ Skills 11+ Feats 13+ Powers 102+ Saves 11+ Combat 32= 195 pts.


Real Name: Alexander ‘Alex’ Powers
Height: 5’ 10”
Weight: 160 lbs
Hair: None
Eye Color: Burning Yellow-Orange


Complications:
Under Control: Phosphorus would do almost anything to be able to figure out a means to have total control over his powers.


Background: Alex Powers worked for the Oliverti Family as a leg-breaker that was sent to remind a scientist that worked at ASTRO Labs just how much money he owed the Family. During the ensuing scuffle the scientist’s project, a ‘safe’ mini-nuclear reactor was damaged and Alex was bombarded by billions of radioactive red-hot sand. Nuclear reactions caused the silicon in the sand to be booted up by one proton each, to phosphorus and Alex began to burn.

Alex then went on a pain-fueled rampage through Freedom City until Daedalus managed to trap him in a device that rendered Alex unconscious and free from pain while he attempted to cure his condition. Unfortunately though Alex developed an immunity to the effects of his device and woke up but by this point his body had finally finished mutating and he was no longer in severe pain. Instead Alex used his powers to escape and he disappeared into the criminal underworld to start his life as a supervillain where he often simply lashed out at the world due to his anger over what had happened to him and to support himself until he was approached by Binder to join the Sinister Syndicate. Phosphorus was hesitant to join until Binder offered to try and ‘fix’ his powers so that Alex would be able to switch between his two forms. It’s that promise that keeps Phosphorus loyal to the group as well as Binder.
Last edited by Tattooedman on Sat Jul 07, 2012 6:48 pm, edited 1 time in total.
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Octagon build #1113

Postby Tattooedman » Sat Jul 07, 2012 9:49 am

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Octagon:
PL:
14
Str 24 (+7) Dex 24 (+7) Con 24 (+7) Int 22 (+6) Wis 18 (+4) Cha 20 (+5)

Skills: Acrobatics 6 (+13), Bluff 8 (+13), Climb 4 (+11), Computers 8 (+14), Diplomacy 8 (+13), Intimidate 8 (+13), Knowledge [Behavioral Science] 8 (+14), Knowledge [Current Events] 8 (+14), Knowledge [History] 8 (+14), Knowledge [Pop Culture] 8 (+14), Knowledge [Tactics] 8 (+14), Knowledge [Theology & Philosophy] 8 (+14), Medicine 4 (+10), Notice 8 (+12), Sense Motive 8 (+12), Stealth 6 (+13)

Feats: All-Out Attack, Assessment, Challenge [Fast Planning], Cunning Fighter, Dodge Focus 2, Follow-Up Strike, Improved Block, Improved Critical [Unarmed] 3, Improved Disarm, Improved Initiative, Improved Throw, Improved Trip, Lionheart 2, Luck 3, Martial Strike 3, Master Plan, Minions [], Power Attack, Precise Shot, Takedown Attack 2, Uncanny Dodge [audio]

Powers: The Octagon Effect: Regeneration 1 [Resurrection: 1/week] (Power Feats: Reincarnation [Flaw: Limited (reset other powers)], Regrowth)

Manipulating the Fundamental Forces Dynamic Array 20:
Electromagnetic Energy Interaction: Create Objects 14 (Extra: Movable)
-Electromagnetic Forces: Move Object 14 (Power Feat: Precise)
-Electromagnetic Pulse: Nullify 14 [electronic objects] (Extra: Area [Burst]); (Flaw: Touch Range)
-Gravitation Interaction: Gravity Control 14
-Strong Force Interaction: Blast 14 (Power Feat: Homing 4)

Strong Force Shield: Force Field 7 (Extra: Impervious 12) [Linked to Fundamental Forces Array]
Electromagnetic Propulsion: Flight 8 [Linked to Fundamental Forces Array]

Saves: Toughness +14*/+7 [*Impervious Force Field 12]
Fort +12
Ref +10
Will +11

Combat: Attack +12
Damage +10 (Unarmed; critical 17-20)/+14 (Fundamental Forces Array)
Defense +14 (+6 flat-footed)
Initiative +11


Costs: Attributes 72+ Skills 29+ Feats 29+ Powers 77+ Saves 15+ Combat 48= 270 pts.


Real Name: Octavius
Height: 6’5”
Weight: 220 lbs
Hair: Black
Eye Color: Hazel


Complications:
Changing Powers: When the Octagon resurrects something causes his powers to radically change. In the past he's had superhuman strength and resistance to injury, the ability to read minds, control animals over vast distances, and manipulate plant growth. Every time the Octagon gains a completely new set of powers that he has to relearn how to use and control.

Overconfident: Octagon suffers from a good dose of megalomania and can underestimate the efforts of others who might fight against his plans.

The World Is MINE!: The Octagon believes that it is his duty to rule the world as one of the most genetically perfect beings currently alive and acts to make it a reality.


Background: Decades ago the group that would eventually produce Doc Steele suffered a schism within it’s ranks as several members felt that their future generations should take the lead of society, as should be their due as better evolved beings, but couldn’t convince the rest of their membership and as a result left to pursue their own agenda.

For the several decades those original members set across the globe to establish connections and personal power bases that would allow their descendants easily manipulate and control the majority of the world. After that they resumed the breeding program, with some modifications they had devised, and with the first birth of the eight generation they had managed to produce an evolved superhuman that was named Octavius.

He was given the best education possible as well as a rigid physical training that benefited someone as genetically perfect as Octavius was, at least that was his progenitors intent. Unfortunately Octavius grew to think of himself as above the wants and concerns of his forbearers and secretly began to manipulate them to suit his plans; his eventual rule over mankind.

By the time Octavius was twenty years old he’d managed to create a secret society with hundreds of people around the world in various positions of economic and political power and influence that were fully under his control, as well as dominated his siblings (all of whom have powers and abilities of their own) who’d been born after him in addition to those who had been responsible for educating and raising he and his siblings. Now calling himself the Octagon, Octavius is ready to take his rightful place as the leader of the world, by force it is truly called for and he is more than willing to show any who might doubt his claims just how perfect he is to rule.
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Re: Tattooverse 2.5: WOF builds

Postby Shock » Sat Jul 07, 2012 2:19 pm

Phosphorus would have been a good place to use Secondary Effect I think.

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Re: Tattooverse 2.5: WOF builds

Postby Tattooedman » Sat Jul 07, 2012 6:49 pm

Good point Shock. I've added that in on the build.
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Braintrust build #1114

Postby Tattooedman » Sat Jul 14, 2012 11:56 pm

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Braintrust:
PL:
13
Str 34 (+12) Dex 20 (+5) Con – Int 30 (+10) Wis 16 (+3) Cha 10 (+0)

Skills: Bluff 2 (+12), Computers 14 (+24), Concentration 12 (+15), Craft [Chemical] 10 (+20), Craft [Electronics] 12 (+22), Craft [Mechanical] 12 (+22), Disable Device 16 (+26), Investigate 8 (+18.), Knowledge [Art] 10 (+20), Knowledge [Current Events] 10 (+20), Knowledge [Earth Sciences] 12 (+22), Knowledge [History] 12 (+22), Knowledge [Life Sciences] 16 (+26), Knowledge [Physical Sciences] 16 (+26), Knowledge [Pop Culture] 12 (+22), Knowledge [Streetwise] 2 (+12), Knowledge [Technology] 16 (+26), Medicine 14 (+24), Notice 12 (+15), Search 5 (+15), Sense Motive 12 (+15), Stealth 5 (+10)

Feats: Ambidexterity, Attack Spec. [Psionic Blast] 2, Attack Spec. [Unarmed] 2, Equipment 6, Online Research, Improved Feint, Inventor, Power Attack, Stunning Attack, Trance, Well-Informed

Powers: Synthetic Body:
Immunity 30 [Fortitude Effects]
Protection 13

5 Brains In 1:
Enhanced Feats 12 [Benefit (Cunning Intellect), Benefit (Cold Fish), Conspiracy Theorist 4, Eidetic Memory, Fearless, Improvised Tools, Master Plan, Multilingual, Speed of Thought]
Mind Shield 5
Quickness 10 (Flaw: Limited [Mental Only])
Telepathy 13
-Alt. Power: Blast 13 [Psionic Blast] (Extra: Alternate Save [Will])

Saves: Toughness +13
Fort n/a
Ref +10
Will +10 [+15 vs mental effects]

Combat: Attack +9/+13 (Psionic Blast/Unarmed)
Damage +13 (Unarmed)/+13 (Psionic Blast)
Defense +11 (+5 flat-footed)
Initiative +10

Equipment: 30 ep for headquarters as needed


Costs: Attributes 60+ Skills 60+ Feats 18+ Powers 92+ Saves 12+ Combat 40= 282 pts.


Real Name(s): Aaron Brewster, Daniel Hopkins, Joel Rodriguez, Greg Perry, & Kent Wright
Height: 6’ 8”
Weight: 400 lbs
Hair: None
Eye Color: Black


Complications:
Hive Mind: Even though all five of the minds that make up Brain Trust are driven by the same goals there are subjects that they will disagree on (collateral damage being one such issue) and will divide the five minds, resulting in their shared body locking up until a majority decision made.


Background: What happens when a small collection of VIPER scientists decide to come up with a way to become immortal as well as protect themselves against superheroes (and thus not go to jail)?

Greg Perry, Aaron Brewster, Joel Rodriguez, Daniel Hopkins, and Kent Wright all began working to develop an android body that would be able to house all five of their brains, diverting funding from the projects their VIPER supervisors had given them. It took them just over a year in total and there were times they almost were caught but between tech-speak explanations, outright lies and a one-time act of murder of a supervisor and the five scientists were able to keep their activities secret until they were ready to make their move.

Which was the loading of their brains into the artificial body. They set up a series of events to distract those that watched them; the base’s computer systems suddenly uploaded a virus, the base’s power went down and only back-up generators had to be engaged, several labs suffered accidents (chemical mixtures resulting in explosions, computer programs performing functions they shouldn’t have been able to as just some examples) and to top it all off an AEGIS team kicked in the front door of the base’s front business with blasters ready to use as the mind transfer of the five scientists finished. During all of the ensuing confusion and chaos, the merged being carefully made it’s way out the one unhampered with escape tunnels and was one of the few that were able to get away cleanly that day.

From there Brain Trust, as the five minds called themselves, moved right into an old VIPER communication hub that they had prepared before the mind transfer and set about on the new plans they had in mind.
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Nemesis build #1115

Postby Tattooedman » Sun Jul 15, 2012 12:02 am

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Nemesis:
PL:
12
Str 14 (+2) Dex 20 (+5) Con 22 (+6) Int 16 (+3) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 4 (+9), Bluff 10 (+11), Climb 4 (+6), Escape Artist 8 (+13), Gather Information 10 (+11), Knowledge [Current Events] 4 (+7), Knowledge [Galaxy Lore] 12 (+15), Knowledge [Pop Culture] 4 (+7), Notice 8 (+10), Profession [Bounty Hunter] 8 (+10), Sleight of Hand 8 (+13), Sense Motive 8 (+10), Stealth 8 (+13), Survival 8 (+10)

Feats: All-Out Attack, Assessment, Evasion, Grappling Finesse, Improved Defense 2, Improved Initiative, Luck 2, Move-By Action, Power Attack, Track

Powers: Member of the Hunter Caste:
Comprehend 3 [speak & understand all languages]
Immunity 3 [Pressure, Suffocation]
Mind Shield 5
Shapeshift 6 (Flaw: Humanoids Only)
-Alt. Power: Healing 8 (Extra: Free Action, Total); (Power Feat: Regrowth); (Flaw: Self Only)

Rare Hunter Psionics:
Transform 6 [alter memories] (Flaw: Touch Range)
-Alt. Power: Mind Reading 6 (Flaw: Touch Range)

Synch with Biofields:
Super-Senses 2 [Acute Detect (Power Structures)]
Mimic 12 [all powers] (Flaw: Tainted)

Device [Chameleon Unit] 1 [hard to lose]
Read like Human: Morph 5 [Humanoid Only] (Extra: Continuous Duration); (Flaw: Limited [Only vs. Scanning Tech])


Saves: Toughness +6
Fort +11
Ref +10
Will +7 [+12]

Combat: Attack +10
Damage [varies]
Defense +10 (+5 flat-footed)
Initiative +9


Costs: Attributes 38+ Skills 26+ Feats 12+ Powers 128+ Saves 15+ Combat 40= 260 pts.


Real Name: Xeregal (uses the name Damien Davies)
Height: varies (normally appears to be 6’)
Weight: varies (unknown)
Hair: varies (normally makes it appear blonde)
Eye Color: varies


Complications:
Cover Story: Nemesis has infiltrated the anti-alien group S.H.O.C.K. with the story of being a victim of ‘alien abduction and experimentation’ that is looking for revenge against all non-terrestrials.

Never Seen: To date no member of law enforcement or the super hero community is sure if they’ve ever seen Nemesis’ true form.


Background: The Chidoro were once a powerful race. Long ago they held dominion over a grand empire spanning dozens of star systems, violently annexing neighboring systems one by one as they expanded their sphere of influence. And then they encountered theGrue. the Chidoro tried to overwhelm the Grue as the Chidoro had done every other race they had ever come across – only to find themselves greatly outmatched by the psonically endowed, shapeshifting and militarily-advanced “Red Ones.” In the aftermath of their failed conquest, the great houses of the Chidoro rose against each other, exploiting the chaos to settle old debts. By the time the last dagger was dropped, the Chidoro were in shambles as a society.

This all happened centuries before Xeregal was dragged from his birthing crèche. Xeregal was born in the caste of the Hunter, the onetime enforcers of the empire’s harsh laws and edicts. To survive after the demise of their patrons, the Hunters began offering their services to any patron that could meet their price, even going so far as to work for the power that had moved into the fringes of the space they once ruled over, the reptilian Voth Hegemony, as well as their species’ now-hated enemies, the Grue Unity. Their genetic enhancements made them feared bounty hunters throughout known space, and they took efforts to embellish their reputation whenever possible.

Xeregal still doesn’t know the name of his current patron – only that a portion of his commission was paid upfront, that the coordinates of the target’s world were far into the backwaters of charted space, and that the energy signature of his target matched nothing he had ever even heard of before. Still, the greater the challenge, the greater the prestige. The target’s world was a place called Earth, and he soon discovered that it was an even greater challenge than he had anticipated. This world contained powerful enhanced individuals among its population, and a paranoid set of competing authorities. The target itself was called Onyx, and the energy signature was generated by a crystalline symbiote the target wore. After a few failed attempts to trap and overpower his quarry, Xeregal began looking into other options. Eventually he found another enemy his target had made – S.H.O.C.K., a covert organization devoted to watching and neutralizing “Alien Threats” such as it had labeled Onyx. It amused him greatly to deceive them as to his true background, convincing the people behind S.H.O.C.K. that he was a poor human, named Damien Davies, who had been the victim of “alien experimentation” and looked for revenge against all non-terrestrials. Advanced as their scanning tech was, Xeregal's technology was far more advanced, more than enough to make it give them the results he wanted, results that supported his story. Now, acting as S.H.O.C.K.’s newest special asset, Xeregal, or Nemesis as they’ve dubbed him, continues to prove his value with his ever-surprising breadth of knowledge concerning (other) alien species, and his dedication in hunting them down.
Last edited by Tattooedman on Sun Jul 15, 2012 7:31 am, edited 2 times in total.
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Re: Tattooverse 2.5: WOF builds

Postby ClassDunce » Sun Jul 15, 2012 2:37 am

You know TM it's been awhile since I've told you how awesome these charcters are. Nemesis is fantastic and I think I remember that picture from an issue of Exiles... I used to like Exiles it was fun. I was curious. Are you planning on going back to the Dynamo 5 universe and maybe building a few of the villains? Visually their character designs are just so incredibly interesting that even though we learn next to nothing about any of them, unlike other comics where the villians plots are drive the issues forward, they seem to be so evocitive just from the amazing art by Asrar. Why he doesn't get more mainstream work I'll never know.
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Re: Tattooverse 2.5: WOF builds

Postby Tattooedman » Sun Jul 15, 2012 7:20 am

Thanks for the kind words CD but I can't take credit for coming up with Nemesis, he's a character from The Algernon Files that I reworked a bit and used a different picture for.

But you're right that the pic is from the Exiles, and boy do I miss that old series. Guess it's a good thing I've got most of the old series in TPB since Marvel let that title got to waste IMO.

As for builds of the Dynamo 5 bad guys, I'm planning on taking a trip to the comic store here in the next couple days to see if I can pick up some of the TPBs for that series, I had only managed to get the last story arc of that series before it was ended (the one where the kids lost their powers then got them all switched around). So there's a good chance I'll do some builds of the characters after I get those and read the whole thing. I'm only vaguely familar with the bad guys from D5 thanks to Comic Vine at the moment and I don't really care to do builds based only on site only based info, just a quirk of mine more than anything else.
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Night Archer build #1116

Postby Tattooedman » Sun Jul 15, 2012 8:27 am

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Night Archer:
PL:
12
Str 12 (+1) Dex 20 (+5) Con 14 (+2) Int 16 (+3) Wis 22 (+6) Cha 22 (+6)

Skills: Acrobatics 4 (+10), Bluff 8 (+14), Craft [Chemical] 10 (+13), Disable Device 10 (+13), Gather Information 8 (+14), Intimidate 8 (+14), Knowledge [Life Sciences] 4 (+7), Knowledge [Tactics] 10 (+13), Medicine 4 (+7), Notice 10 (+16), Ride 4 (+9), Sense Motive 8 (+14), Stealth 8 (+13), Survival 8 (+14)

Feats: Assessment, Attack Focus [Ranged] 2, Attack Spec. [Bow & Arrows] 3, Contacts, Defensive Roll 3, Dodge Focus 4, Evasion, Equipment 8, Favored Opponent [Metahumans] 2, Improved Aim, Improved Critical [Bow & Arrows] 4, Improved Defense, Improved Initiative, Improved Sunder, Luck 2, Master Plan, Move-By Action, Power Attack, Precise Shot, Quick Draw, Ranged Pin, Skill Mastery [Acrobatics, Bluff, Notice, Stealth], Taunt, Track, Uncanny Dodge [visual], Well-Informed

Powers: Device [Hi-Tech Bow & Arrows] 9 [easy to lose]
Envenomed Arrow I: Blast 5 (Extra: Autofire) & Fatigue 5 (Extras: Autofire, Poison, Ranged)
-Envenomed Arrow II: Blast 5 (Extra: Autofire) & Blast 5 (Extras: Alternate Save [Fortitude], Autofire)
-Envenomed Arrow III: Blast 5 (Extra: Autofire) & Stun 5 (Extras: Autofire, Ranged)
-Envenomed Arrow IV: Blast 5 (Extra: Autofire) & Paralyze 5 (Extras: Alternate Save [Fortitude], Autofire, Poison, Ranged)
-Flare Arrow: Dazzle 12 (Extra: Area [Burst])
-Omnium Steel Broadhead Arrow: Blast 5 (Extra: Penetrating)

Saves: Toughness +9*/+6**/+2 [*Armor & Defensive Roll/**Armor]
Fort +8
Ref +8
Will +12

Combat: Attack +8/+10 (Ranged)/+16 (Bow & Arrows)
Damage +1 (Unarmed)/+ (Shock Knuckles)
Defense +12 (+4 flat-footed)
Initiative +9

Equipment: Body Armor [+4 Toughness; Subtle]
Utility Belt: (25 ep)
Explosives [Blast 5 (Explosive Area)]
-Bolos [Snare 4]
-Boomerangs [Blast 6 (Homing, Ricochet 2)]
-Cutting Torch [Blast 1 & Drain Toughness 1]
-Pepper Spray [Dazzle 7 (visual)]
-Power Knuckles [Strike 6 (Improved Critical 2, Mighty)]
-Sleep Gas [Fatigue 4 (Explosive Area)]
-Smoke Pellets [Obscure 3 (visual)]
-Stun Pellets [Stun 5 (Ranged)]
-Tear Gas Pellets [Dazzel 4 (Explosive Area) & Nauseate 4 (Explosive Area)]
-Throwing Blades [Blast 1 (Autofire)]


Headquarters: Abandoned Warehouse (10 ep) [Size: Medium; Toughness: 10] Features: Communications, Computer, Concealed, Garage, Gym, Living Space, Power System, Security System



Costs: Attributes 46+ Skills 26+ Feats 46+ Powers 27+ Saves 15+ Combat 32= 192 pts.


Real Name: Nicholas Teller
Height: 5'9"
Weight: 140 lbs
Hair: Black (starting to grey)
Eye Color: Hazel


Complications:
Hatred ~Superhumans: Night Archer cannot stand superhumans, it doesn't matter what kind. They're all reckless fools that need to be taught their place.

No Bystanders: Night Archer will not endanger non-powered people in any way.


Background: Nicholas Teller got his love of bows from hunting with his father, who thought guns took the sport out of hunting. He got his love of poisons from his stint as a mercenary after being discharged from the military.

Teller used to be the leader of a societal group, the ALPHA (Association for the Legitimate Preservation of Human Achievement). This group desired purity of the species, and saw superhumans as a threat to mankind’s position in the world. The group petitioned for superhuman registration acts, civil suits covering property damage, bans on genetic research, and otherwise hassled the superhuman community.

The group’s methods seemed futile and weak, but Teller kept with it, hoping for a peaceful revolution. That changed when his only son was killed by falling rubble from a superhuman battle. Teller decided that it was time to take up arms and remedy the situation and if that called for violence then so be it.

Teller was originally active as Night Archer during the early 80s, having hunted and killed over two dozen superhumans of varying power but by the 90s with all of the laws restricting superhuman activities that came about because of the visciousness of that times 'heroes' he retired. In the years since the abolishment of those laws Teller has been seething, seeing a repeat of history and has finally decided to do something about it and reassumed his activities as Night Archer a couple of years ago. So far Teller has hunted, and ended the lives of, several up and coming heroes; Hammer Maiden, Mister Modify and Photon.

One thing that has changed is that this time around Night Archer has allied himself with a group of similar-minded people; S.H.O.C.K. Kevin Masters, that groups founder, cites Teller's earlier work as one of the insperations for his founding of S.H.O.C.K, was thrilled to be contacted by one of his idols about returning to the fight. S.H.O.C.K. gives Teller aid by keeping him up to date on active superhumans across the country as well as a silent financial support.

Night Archer will never put human bystanders at risk, though he has no qualms about sniping or otherwise fighting dirty while on a hunt and he will often attempt to psyche out his opponents to gain the upper hand. He is fairly well known for using poisonous arrows, and he plays up on people’s fears about that.

Honestly Teller is past his prime at this point and is not happy about it. He secretly wishes he was as young as the brash idiot supers he hunts. But since he can’t change that, he grates on the nerves of his youthful opponents by overtly embarrassing them when he faces them.

Night Archer is a normal human man, seemingly in his late forties, although he’s actually in his mid-sixties and now suffers from a weak heart and takes great care when handling his poisons. When in the field her wears two quivers of arrows on his back, and a utility belt around his waist. He keeps his special arrows grouped in his quivers in a manner that allows him he to pull out the correct arrow he wants without looking. Teller is skilled enough with a bow that he can fire off several arrows in succession quickly before an opponent can return fire.
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Re: Tattooverse 2.5: WOF builds

Postby Shock » Sun Jul 15, 2012 5:12 pm

Braintrust is just some goofy villainous fun.

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Re: Tattooverse 2.5: WOF builds

Postby Tattooedman » Sun Jul 15, 2012 11:07 pm

Yeah, I thought it was a pretty funny idea of a character.
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Black Claw build #1117

Postby Tattooedman » Wed Jul 18, 2012 8:57 pm

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Black Claw:
PL:
10
Str 14 [26] (+2/+8.) Dex 14 [22] (+2/+6) Con 14 [30] (+2/+10) Int 10 (+0) Wis 16 (+3) Cha 14 (+2)

Skills: Climb 4 (+12), Gather Information 6 (+9), Intimidate 8 (+10), Language [Spanish], Knowledge [Streetwise] 9 (+9), Notice 8 (+11), Sense Motive 8 (+11), Stealth 4 (+10)

Feats: Attack Focus [Melee] 4, Contacts, Cunning Fighter, Dodge Focus 2, Follow-Up Strike, Improved Block, Improved Demoralize, Improved Disarm, Improved Throw, Improved Trip, Startle, Takedown Attack 2

Powers: Cybernetic Omnium Steel Claws: Strike 2 (Extra: Penetrating 10); (Power Feats: Improved Critical 4, Mighty)

Comfortable in the Dark:
Immunity 2 [Darkness Power Descriptor]
Obscure 5 [all visual senses]

Superhuman Strength, Reflexes, Stamina & Resistance to Injury:
Enhanced Strength 12
Enhanced Constitution 16
Enhanced Dexterity 8
Enhanced Feats 3 [Improved Feint, Improved Initiative, Seize Initiative]
Impervious Toughness 6
Superhuman Strength 2 (Power Feats: Bracing) [Dynamic]
-Alt. Power: Leaping 2 [Dynamic]

Saves: Toughness +10* [*Impervious 6]
Fort +12
Ref +10
Will +7

Combat: Attack +6/+10 (Melee)
Damage +8 (Unarmed)/+10 (Claws; critical 16-20)
Defense +10 (+4 flat-footed)
Initiative +10


Costs: Attributes 22+ Skills 12+ Feats 17+ Powers 82+ Saves 9+ Combat 28= 170 pts.


Real Name: Randall “Randy” Standish
Height: 5’11”
Weight: 600 lbs
Hair: Black
Eye Color: Brown


Complications:
Motivation ~Money: Black Claw commits crimes to earn money.

Reputation: In the past few years Black Claw has managed to go from being cheap metman muscle for hire to a skilled criminal willing to work for anyone for the right price.

Temper: In the past Black Claw has become so mad when thing haven’t gone his way that he will lash out at those he views as being responsible for his problem.


Background: Randall “Randy” Standish didn't want to be a villain, he became one because he needed the money to get out of the slum he had grown up in. When his metaman abilities of superhuman physicality and the ability to create fields of darkness manifested Randy designed a costume with built in forearm claws, called himself Black Claw and began offering himself as superhuman muscle for hire.

Most of the time he faced the likes of Foreshadow, the Raven and other street themed heroes and despite his impressive superhuman attributes Black Claw normally ended up being left for the police (he’s only actually arrested a few times as he was able to escape the scene before law enforcement arrived on the scene).

A year ago Black Claw decided to get serious since he was going to be in the super criminal business for life; contacting Fabricators Inc. to create and implant a pair of Omnium Steel claws into his forearms that could retract back into his body with just a thought, eliminating the problem of having his mundane claws damaged or taken away during a fight. Black Claw then hired the super mercenary Reflex to teach him various skills, fighting as well as others of a criminal nature, to improve his potential worth to future employers. Overall it seems to have worked as Black Claw has managed to change his reputation from being considered an almost a throw away super-mook to being a sought after asset in the underworld.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

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Tattooedman
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Loadstone Build #1118

Postby Tattooedman » Wed Jul 18, 2012 9:15 pm

Image
Loadstone:
PL:
10
Str 10 (+0) Dex 10 (+0) Con 10 (+0) Int 12 (+1) Wis 12 (+1) Cha 10 (+0)

Skills: Acrobatics 6 (+6), Bluff 8 (+9), Diplomacy 8 (+9), Knowledge [Physical Sciences] 8 (+9), Knowledge [Technology] 8 (+9), Notice 8 (+9), Sense Motive 8 (+9), Stealth 6 (+6)

Feats: Attack Spec. [Magnetic Mastery] 3, Dodge Focus 2, Equipment, Improved Feint, Improved Initiative, Move-By Action, Power Attack, Precise Shot

Powers: Magnetic Mastery:
Magnetic Control 10
-EMP: Nullify 10 [electronic devices] (Extra: Area [Burst]); (Flaw: Touch Range)
- Ferrous Projectiles: Blast 10
-Ferrous Trap: Snare 10
-Magnetic Force: Blast 10
-Reshape Ferrous Materials: Shape Matter 10

Magnetic Field: Force Field 5 (Extra: Impervious 10) [Linked to Magnetic Mastery]
Magnetic Propulsion: Flight 8 [Linked to Magnetic Mastery]
Magnetic Senses: Super-Senses 6 [Extended Ranged Detect [Ferrous Materials], Direction Sense, Magnetic Awareness]

Saves: Toughness +10*/+5 [*Impervious]
Fort +6
Ref +6
Will +7

Combat: Attack +4/+10 (Magnetic Mastery)
Damage +10 (Magnetic Mastery Array)
Defense +10 (+4 flat-footed)
Initiative +4

Equipment: Armored Costume [+5 Toughness]


Costs: Attributes 4+ Skills 15+ Feats 11+ Powers 62+ Saves 18+ Combat 24= 134 pts.


Real Name: William Hall
Height: 5’10”
Weight: 158 lbs
Hair: Brown
Eye Color: Brown


Complications:
Motivation ~Greed: Loadstone grew up in the slums of LA, barely having enough to get by on, now that he has powers he won’t want for anything ever again.


Background: A student at UCLA, William Hall was working on an electromagnetic project one night during a thunderstorm when an accident happened and granted him magnetic powers. Having grown up poor he decided to use his powers to become rich, he quickly worked out the ins and outs of his powers and put together a costume. In the years since then William has been in and out of Blackstone a few times but he goes right back to his criminal ways, looking for that one big score to retire on.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

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Tattooedman
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Menton build #1119

Postby Tattooedman » Thu Jul 19, 2012 11:14 am

Image
Menton:
PL:
14
Str 16 (+3) Dex 16 (+3) Con 16 (+3) Int 20 (+5) Wis 20 (+5) Cha 18 (+4)

Skills: Acrobatics 6 (+9), Bluff 12 (+16), Computers 8 (+13), Concentration 12 (+17), Diplomacy 12 (+16), Disable Device 8 (+13), Gather Info 12 (+16), Intimidate10 (+14), Knowledge [Current Event] 12 (+17), Notice 10 (+15), Search 10 (+15), Sense Motive 12 (+17), Stealth 8 (+11)

Feats: Attack Specialization [Telekinesis] 2, Contacts, Dodge Focus 2, Equipment 10, Improved Initiative, Luck, Move-by Action, Trance, Uncanny Dodge [Mental], Well-Informed

Powers: Iron Will:
Impervious Will 8 (Flaw: Limited [Mental Effects Only])
Mind Shield 6

Telepathic Mastery:
Telepathic Might: Telepathy 14 (Extra: Move Action) [Dynamic]
-Psi-Bolt: Mental Blast 10 [Dynamic]
-Psionic Seeing: ESP 8 [Mental, Visual, Auditory] (Extra: Simultaneous) [Dynamic]
-Mental Tracking: Telelocation 8 (Power Feat: Precise) [Dynamic]
-Mindlink: Communication 8 [Mental] (Extra: Area); (Power Feats: Precise, Selective) [Dynamic]
-Mental Images: Illusion 10 [all senses] [Dynamic]
-Psionic Domination: Mind Control 14 (Extra: Effortless) [Dynamic]

Telekinetic Mastery:
Telekinetic Might: Move Objects 16 (Extra: Damaging); (Power Feat: Precise)
-T.K. Internal Attack: Move Object 15 (Extras: Perception Range); (Power Feat: Subtle 2)
[b]-T.K. Slam:
Blast 16 (Extra: Penetrating); (Power Feat: Improved Critical)
-T.K. Burst: Blast 14 (Extra: Area Burst]), (Power Feats: Improved Critical, Progression [150fr radius])

Telekinetic Force: Force Field 13 (Extra: Impervious 12) [Linked to Telekinetic Mastery]

Saves: Toughness +16*/+3 [*Impervious 12]
Fort +8
Ref +8
Will +8/+14* [*Impervious 8 vs. Mental Effects]

Combat: Attack +8/+12 (Telekinesis)
Damage +14 (T.K. Burst)/+15 (T.K. Internal Attack)/+16 (Telekinetic Might/ T.K. Slam)
Defense +12 (+5 flat-footed)
Initiative +7


Costs: Attributes 46+ Skills 33+ Feats 21+ Powers 141+ Saves 13+ Combat 36= 290 pts.[/quote]


Real Name: Alejandro Medina
Height: 6’2”
Weight: 170 lbs
Hair: Red
Eye Color: Greeen


Complications:
Family: Despite not being very close currently, Menton is protective of his sister, the mentalist member of Eurostar, Mentalla. If he discovers she has been seriously injured by a hero Menton will take revenge upon them in a most personal manner.

Psychic Superiority: Menton feels that those with psionic abilities are the next step in human evolution and should be the ones to control the workings of the world (with him at the lead of course). Thus most of his plots are based upon making this psychic utopia a reality.


Background: Over the years Mastermind’s only servants where the fraternal twins Alejandro and Isabella Medina. Born to the wealthy Medina cattle ranching family of Spain (who were secretly minions to Mastermind) the master villain quickly recognized the psychic potential in the two and ordered them handed over to him. After years of painful experiments, Alejandro and Isabella were reborn ad Menton and Mentalla, two of the most powerful psychics on the planet.

Actually, Menton was far more than a powerful psychic; while his sisters newfound power made her the equal to most psychic heroes, Alejandro's power far exceeded any known psychic, making him easily the most powerful mentalist on the planet bar none. Naturally, it was only a matter of time before Menton grew weary of serving Mastermind, and decided to break off on his own.

Menton did this after Mastermind’s last failed plot to take over the world, with the world thinking Mastermind dead did Menton was free to go independent, and Mastermind could do nothing without risking exposure, and so was forced to let the defiance pass (although he did use Mentalla as a scape goat for her brother, leading to her defection to Eurostar later on, but that is a tale for later). Since then Menton has attempted to enact several of his own plots to conquer the world on a few occasions only to be thwarted by heroic groups such as the Atom Family, the Sentinels and the Freedom League. He has also used his mental powers to ruin lives, destroy marriages, commit rape and murder, and generally treat normal people like his puppets all in his efforts to achieve his own goals.

As previously mentioned Menton is easily one of the most powerful psychics on the planet; putting the likes of the Psion Family and Lady Lunar to shame. His only potential rivals in terms of raw mental power are fellow mental puppet master Mastermind and the Cosmic Mind. Menton is also a potent psychokinetic, capable of lifting several thousand tons with his mind (one of Menton’s favorite tricks is to lift a foe off the ground and telekinetically slam them into the earth until they are reduced to a bloody mess).

Menton, like his former master, is a frequent foe to the Atom family. Chase Atom knows he is no match for Menton in a straight mental duel, and as a result is very afraid of Menton, more so than any of the families other foes. As far as villains go, most villains want nothing to do with Menton since he’s developed a reputation for leaving former minions to hold the preverbal bag while keeping his own freedom (not something that most villains care to deal with and honestly if Menton really does want the aid of a particular villain, its not like they'll get any say in the matter). The exception to this rule is the Psion family. Professor Psion see's Menton as the psionic ubermensch he's always dreamed of, and frequently teams up with Menton, hoping to convince him to breed with one of his granddaughters and produce the ultimate psychic child. Menton isn't exactly opposed to the idea, especially considering how cute Empath and Ember are, but enjoys stringing Psion along for no greater reason than because he can and despite the man‘s limited powers he does have excellent resources.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

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Tattooedman
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Gravitar build #1120

Postby Tattooedman » Thu Jul 19, 2012 11:18 am

Image
Gravitar
PL:
15
Str 12 (+1) Dex 12 (+1) Con 10 (+0) Int 20 (+5) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 8 (+10), Computers 6 (+11), Concentration 12 (+14), Craft [Electronic] 8 (+13), Craft [Mechanical] 8 (+13), Gather Info 6 (+8.), Intimidate 9 (+11), Knowledge [Physical Sciences] 10 (+15), Knowledge [Technology] 8 (+13), Notice 8 (+10), Search 5 (+10), Sense Motive 8 (+10), Stealth 8 (+9)

Feats: Attack Specialization [Gravity Control Array] 5, Dodge Focus 4, Environmental Adaptation [Zero Gravity], Equipment, Inventor, Speed of Thought, Taunt

Powers: Gravity Control 16 (Extra: Perception Range, Wide); (Power Feat: Precise) [Dynamic]
-Alt. Power: Blast 16 (Extra: Perception Range) [Dynamic]
-Alt. Power: Deflect 12 [all ranged attacks] (Extra: Reaction) [Dynamic]
-Alt. Power: Move Object 16 (Extra: Perception Range) [Dynamic]
Flight 12 [Linked to Gravity Control]
Force Field 12 (Extra: Impervious 12) [Linked to Gravity Control]

Saves: Toughness +16*/+4 [*Impervious Force Field 12]
Fort +8
Ref +8
Will +8

Combat: Attack +4/+14 (Gravity Control Array)
Damage +16 (Gravity Control Array)
Defense +14 (+5 flat-footed)
Initiative +5

Equipment: Costume [+4 Toughness; Subtle]


Costs: Attributes 22+ Skills 26+ Feats 14+ Powers 120+ Saves 23+ Combat 28= 233 pts.


Real Name: Erica D'Montressart
Height: 5’7”
Weight: 128 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Rivalry (kind of): Gravitar dislikes the members of Eurostar for their violent tendencies as criminals and she will interfere with them any chance she gets.

Secret: Gravitar’s identity as Erica D’Montressart isn’t known to law enforcement agencies.

What a Girl Wants: Gravitar uses her powers in an almost frivolous manner; taking whatever items catch her fancy or to lash out at people who annoy her.


Background: Erica D'Montressart has a lot going for her; she was born into a life of wealth and privilege, she has beauty and grace which few can match, and she's one of the most powerful metamen on the planet.

From an early age Erica knew she had the power to manipulate gravitational fields, and unlike many young metamen who discover their abilities at an early age, Erica had the intelligence and was able to quickly develop the fine control needed to keep her powers a secret by training herself privately right under her family’s nose. Eventually Erica got comfortable enough with her powers that she soon began testing her powers against the French police under the costumed alias of Gravitar, quickly moving up to local superheroes and then testing her mettle against the heroes of Europe, and then the world.

To date, Gravitar has only unleashed her full power twice; once against the super villain team Eurostar, and again against the forces of UNISON’s Stormwatch division, winning handily both times. As of 2008, Gravitar is listed as an "Omega Class threat" By UNISON.

As noted above, Gravitar is one of the most powerful metamen currently active today; her gravity manipulating power is great enough to allow her to lift up entire cities, and has enough fine control that it’s functionally identical to regular telekinesis.

While she does seek world domination as her ultimate goal she usually acts like a spoiled child, using her powers to indulge her whims and strike out at those who annoy her; Gravitar has been known to level entire city blocks simply because someone annoyed her in a movie theatre or got her order at a restaurant wrong. She's also been known to steal entire shopping malls so she could go on private shopping sprees, and holding cities hostage to blackmail heroes like Defender and Protonik to go on dates with her. If Gravitar ever got serious about conquering the world, the way guys like Overshadow and Mastermind are, then she could become a real force to be reckoned with.

Because she is a metaman, Gravitar is often the villainess brought up by the Seven Thunders when they want to badmouth metamen, so much so that when people talk about "dangerous metamen", they are usually talking about Gravitar. This isn't helped by the fact that Gravitar sometimes engages such hate groups directly, openly attacking their rallies or known areas of operation to show how futile there agendas really are (which only adds fuel to the fire).

Of course, that's not to say that Gravitar has other enemies as well; Encomium see's Gravitar as a disgrace to Metaman kind; for all her power she's nothing more than a lazy dilettante who uses her power in the pursuit of selfish hedonism (of course, Gravitar is a little bit smitten with the leader of the Harbingers, which is something that annoys him to no end). Then there is Gravitar's well documented rivalry with Eurostar; as she goes out of her way to undermine them every chance she gets (of course the fact they return the favor just as often as possible doesn’t help either).

As far as allies go, Gravitar has no real allies in the superhuman community; she is still a relative newcomer to the game, and still overconfident enough in her abilities to feel that team ups are beneath her in her own opinion. Most “master” villains either have nothing but contempt for her or think she would end up being a liability to their plans.

Really, the only thing Gravitar really fears is that her secret identity will be found out. Not because it may cause her or her family to become targets, but because it would mean she would have to abandon her civilian identity, and the wealth and pleasure she gets therein. Anyone who does manage to expose her will earn her everlasting wrath.
Last edited by Tattooedman on Sat Jul 21, 2012 12:12 am, edited 1 time in total.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun


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