The T-Verse [Earth 75]: Dragon Mandarin, Ninjas, & Naginatas, the Storms, Black Fox, Scorpion, Toad

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Tattooedman
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Re: Doc Diamond

Post by Tattooedman »

Ares wrote: Fri Mar 03, 2023 7:13 pm
Tattooedman wrote: Sun Feb 05, 2023 8:41 am Image
Doc Diamond:
PL:
10
Bit late to the party with this one, but I love a good Doc Savage reference / exy (and Jack here certainly is that), especially with combined with what looks like Rick O'Connell art.
Right you are Ares, Doc Savage was a big part of my inspiration and that is an image of Rick O'Connell I found on ComicVine.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
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RTP -Zion (Mentalist)

Post by Tattooedman »

Image
Ready To Play Build: Difficulty Rating [Difficult]
Zion:
PL:
10
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 2
Presence 2

Skills: Deception 4 (+6), Insight 5 (+7), Perception 5 (+7), Persuasion 4 (+6), Ranged Combat [Alter Perceptions Array] 8
(+10), Stealth 6 (+8)

Advantages: Defensive Roll 3, Equipment, Improved Initiative, Trance, Ultimate Effort [Will Resistance Checks]

Powers: Alter Perceptions Array:
Distorted Perceptions: Ranged Weaken Defense 10 (Extras: Broad, Concentration, Simultaneous); (Feat: Precise); (Flaw: Limited [Beings with minds only])
-Make Invisible & Silent: Concealment [All Audio Senses, All Visual Senses] 6 (Extras: Affects Others, Area [Burst]) (Flaw: Limited [Beings with minds only])
-Sensory Overload: Ranged Affliction 10 [Dazed, Stunned. Paralyzed; resisted by Will] (Extra: Cumulative); (Flaw: Limited [Beings with minds only])

Telepathy: Communication 2 [mental] (Extras: Area, Selective)

Offense: Initiative +6
Melee Attack +4
Ranged Attack +2 // Alter Perceptions Array Attack +10

Defense: Dodge +10
Parry +10
Toughness +9*/+6**/+2 [*Costume & Defensive Roll/**Costume]
Fortitude +8
Will +8

Equipment: Costume: Protection 4 (Feat: Subtle)

Costs: Abilities 36+ Skills 16+ Advantages 7+ Powers 56+ Defenses 26= 150 pts.


Complications:
Motivation ~Responsibility: She uses her powers for good because she feels that it is the right thing to do.

Prejudice: Some people think people with mental powers are more dangerous because their powers allow them to invade a person's private thoughts. This can lead to her feeling isolated or like an outsider within society.

Secret Identity: She keeps her civilian identity and powers a secret to protect her family and friends.

Notes&Comments wrote:Art by Phil Cho on DeviantArt.com.

Notes & Comments wrote:A new RTP build but at this point I've gotten a touch bored of all the tables & such for "quick rolling" so now I'll be working the themes like with Zion here - a mentalist.

Basically she's all about setting up teammates in a fight, keeping everyone in touch with telepathy & helping out when it comes time for sneaking around.
Last edited by Tattooedman on Sun Feb 25, 2024 2:30 am, edited 6 times in total.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
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RTP - Headcase (Telekinetic)

Post by Tattooedman »

Image
Ready To Play Build: Difficulty Rating [Mid]
Headcase:
PL:
10
Strength 1
Stamina 1
Agility 1
Dexterity 2
Fighting 4
Intellect 2
Awareness 3
Presence 4

Skills: Athletics 4 (+5), Deception 5 (+9), Expertise [Data Transcriber] 4 (+6), Expertise [Pop Culture] 4 (+6), Insight 6 (+9), Perception 6 (+9), Persuasion 5 (+8), Stealth 6 (+7)

Advantages: Lionhart, Extraordinary Effort, Improved Initiative, Inspire 4, Leadership, Luck, Teamwork 2, Trance, Ultimate Effort [Will Resistance Checks]

Powers: Force Of Will: Enhanced Will 2 (Flaw: Limited [Only vs Mental Effects])

Telekinetic Array:
Telekinesis: Move Object 10 (Feats: Accurate 4, Precise)
-Telekinetic Barrage: Ranged Damage 8 (Extra: Multiattack)
-Telekinetic Bolt: Ranged Damage 10 (Feats: Accurate 4, Precise)
-Telekinetic Grab: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobile; resisted by Dodge/Damage] (Extras: Concentration, Extra Condition); (Feat: Accurate 4); (Flaws: Instant Recovery, Limited Degree)
-Telekinetic Hammer: Ranged Force Damage 8 (Extra: Area [Burst])
-Telekinetic Knife: Force Damage 10 (Feats: Accurate 4, Affects Insubstantial 2, Improved Critical 4)

Telekinetic Levitation: Flight 7 (Feat: Subtle)

Telekinetic Field:
Enhanced Dodge 5 (Flaw: Sustained)
Enhanced Parry 5 (Flaw: Sustained)
Immunity 3 [Environmental Cold, Environmental Heat, Environmental Pressure] (Flaw: Sustained)
Protection 9 (Flaw: Sustained)

Telekinetic Spatial Awareness: Senses 8 [mental sense (Accurate, Counters Illusion, Counters Invisibility, Radius, Ranged) • 8 pts

Offense: Initiative +5
Melee Attack +4 // Telekinetic Knife Attack +12
Ranged Attack +2 // Telekinetic Array Attack +10

Defense: Dodge +10*/+5 [*Telekinetic Field]
Parry +10*/+5 [*Telekinetic Field]
Toughness +10*/+1 [*Telekinetic Field]
Fortitude +8
Will +10*/+8 [*vs Mental Effects]


Costs: Abilities 36+ Skills 20+ Advantages 13+ Powers 66+ Defenses 16= 150 pts.


Complications:
Disabled: Without his powers he is blind.

Not A Perfect Replacement: Even though his powers compensate well for his lack of vision, there are some limits to it - he cannot see colors, read books (that aren't in braille) or signs. Also, his Spatial Awareness can be stopped by something as simple as a window or door - leave them closed and he has no clue what is on the other side.



Notes &Comments wrote:Headcase is a pretty standard Telekinetic IMO, having all the usual power applications - moving things at Range, telekinetic blasts, flight, & a protective field (though his grants some immunities).

The one curveball of his powers, ironically to me, is his Telekinetic Spatial Awareness, the first power I came up with for the build. I thought it gave a nice little twist that could be fun in role playing.
Last edited by Tattooedman on Sun Feb 25, 2024 2:32 am, edited 4 times in total.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
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Woodclaw
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Re: Zion

Post by Woodclaw »

Tattooedman wrote: Thu May 04, 2023 7:39 pm Image
Zion:
PL:
10
Oh boy... did she had to put her fingers that way?!

Long story short, in some countries that is how you indicate a vagina.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)
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Tattooedman
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Re: Zion

Post by Tattooedman »

Woodclaw wrote: Fri May 05, 2023 10:47 am
Tattooedman wrote: Thu May 04, 2023 7:39 pm Image
Zion:
PL:
10
Oh boy... did she had to put her fingers that way?!

Long story short, in some countries that is how you indicate a vagina.
Lol, learn something new everyday.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
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Tattooedman
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Daystar

Post by Tattooedman »

Image
Ready To Play Build: Difficulty Rating [Mid]
Daystar:
PL:
10
Strength 12 (2/17 - lifting)
Stamina 8 (2)
Agility 3
Dexterity 3
Fighting 4
Intellect 0
Awareness 2
Presence 2

Skills: Acrobatics 4 (+7), Close Combat [Unarmed] 4 (+8), Insight 5 (+7), Perception 5 (+7), Persuasion 4 (+6), Ranged Combat [Solar Channeling Array] 6 (+10)

Advantages: Extraordinary Effort, Improved Initiative, Interpose, Power Attack, Ranged Attack

Powers: Solar Conversion:
Enhanced Strength 10 (Feat: Dynamic)
-Flight 10 (Feat: Dynamic)

Solar Sustenance:
Enhanced Stamina 6
Immunity 7 [Disease, Environmental Cold, Environmental Heat, Environmental Pressure, Environmental Radiation, Poison, Starvation & Thirst] (Flaw: Limited [Requires sunlight])
Regeneration 5 (Flaw: Source [Sunlight])

Solar Channeling Array:
Solar Bolts: Ranged Damage 10 (Extra: Penetrating)
-Solar Boost:
Enhanced Strength 5 (Flaw: Limited [Lifting only])
Protection 2 (Extra: Impervious 10)
-Solar Flare: Affliction 10 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Dodge/Fortitude] (Extras: Area [Burst], Cumulative); (Flaw: Limited [1 sense only (vision)])

Offense: Initiative +7
Melee Attack +4 // Unarmed Attack +8
Ranged Attack +4 // Solar Channeling Array Attack +10

Defense: Dodge +10
Parry +10
Toughness +10* [*Impervious]
Fortitude +8
Will +8


Costs: Abilities 36+ Skills 16+ Advantages 5+ Powers 80+ Defenses 19= 150 pts.


Complications:
Motivation ~Responsibility : He believes he should use his powers to help others.

Power Loss: During any prolonged period without exposure to sunlight, Daystar loses all of his powers.

Secret Identity: He keeps his civilian identity a secret to protect his family and friends.

Weakness: He is vulnerable (+5 DC) against Darkness themed Effects.


Notes & Comments wrote:Art by Phil Cho on DeviantArt.com.

So Daystar is a paragon/blaster combo, able to do damage either by energy blasts or his fists. Although instead of being able to take hard hits he's got ranks of Regeneration to help him stay in the fight.
Last edited by Tattooedman on Sun Feb 25, 2024 2:24 am, edited 1 time in total.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
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Tattooedman
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Neptunia

Post by Tattooedman »

Image
Ready To Play Build: Difficulty Rating [Mid]
Neptunia:
PL:
10
Strength 8
Stamina 6
Agility 5
Dexterity 3
Fighting 4
Intellect 0
Awareness 3
Presence 0

Skills: Athletics 2 (+10), Insight 6 (+9), Perception 6 (+9), Stealth 4 (+9)

Advantages: Close Attack 4, Defensive Roll 2, Favored Environment [Submerged], Improvised Weapon, Power Attack, Ranged Attack 5, Takedown 2

Powers: Aquatic Biology:
Immunity 3 [Drowning, Environmental Cold, Environmental Pressure]
Movement 1 [Environmental Adaptation (Aquatic)]
Senses 1 [Ultravision]
Swimming 6 (Feat: Move-By Action)

Electrolocation: Senses 9 [Mental (Accurate, Counters Visual Concealment, Counters Visual Illusions, Radius, Ranged, Rapid)]

Electrophysiology Array:
Insulated: Immunity 5 [Electrical Damage]
Low Voltage Discharge Burst: Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Area [Burst], Cumulative)
-High Voltage Discharge Burst: Ranged Electrical Damage 8 (Extra: Area [Burst]
-High Voltage Discharge: Ranged Electrical Damage 8
-Low Voltage Discharge: Ranged Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)

Offense: Initiative +5
Melee Attack +8
Ranged Attack +8

Defense: Dodge +8
Parry +8
Toughness +8*/+6 [* Defensive Roll]
Fortitude +8
Will +8

Costs: Abilities 58+ Skills 10+ Advantages 17+ Powers 53+ Defenses 14= 150 pts.


Notes & Comments wrote:Art by JamieFayX on DeviantArt.com.

Neptunia is an aquatic blaster, but due to point limits she's only PL 8 in the blaster role. There's a good chance if her physical abilities were toned down a bit to more mundane levels then the energy powers could be brought up to PL. Personally, I'd want to play her as is - I'd like the challenge.
Last edited by Tattooedman on Sun Feb 25, 2024 2:25 am, edited 2 times in total.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
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Quickstrike

Post by Tattooedman »

Image
Ready To Play Build: Difficulty Rating [Mid]
Quickstrike:
PL:
8
Strength 3
Stamina 3
Agility 6
Dexterity 4
Fighting 4
Intellect 0
Awareness 4
Presence 0

Skills: Acrobatics 4 (+10), Athletics 4 (+7), Expertise [ Philosophy] 6 (+6), Insight 6 (+10, Perception 6 (+10), Persuasion 4 (+4), Ranged Combat [Thrown] 4 (+8), Treatment 4 (+4)

Advantages: All-Out Attack, Close Attack 4, Cunning Fighter, Equipment 2, Defensive Roll 4, Improved Critical [Unarmed], Improved Defense, Improved Initiative 2, Improved Trip, Improvised Weapon 2, Power Attack, Quickdraw, Takedown 2, Uncanny Dodge

Powers: Blind Fighting: Senses 2 [Hearing (Accurate)]

Chi Reading: Senses 3 [Detect (Chi - Visual; Acute, Analytical)]

Hard Hitting: Strength-Based Damage 3

Martial Movement:
Catfall:
Enhanced Advantage 1 [Instant Up]
Movement 1 [Safe Fall] (Flaw: Limited [Only Distance Rank 0])
-Feather Step: Movement 2 [Trackless, Water-Walking] (Flaw: Limited [Only on solid surfaces ~ top of snow or thin tree branch])
-Mantis Jump: Leaping 2
-Run Up Walls: Movement 2 [Wall-Crawling 2] (Flaw: Limited [Only for one move action], Limited [Only while moving])

Offense: Initiative +10
Melee Attack +8
Ranged Attack +4 // Thrown Attacks +8

Defense: Dodge +9
Parry +9
Toughness +7*/+3 [*Defensive Roll]
Fortitude +8
Will +8

Equipment: Chain: Strength-Based Bludgeoning Damage 3 (Feats: Disarming, Entangling, Grabbing, Reach 2, Tripping)
-& Kama: Strength-Based Slashing Damage 3 (Feat: Improved Critical 4)


Costs: Abilities 48+ Skills 19+ Advantages 23+ Powers 13+ Defenses 17= 120 pts.


Notes & Comments wrote: Art by Sekigan on Pinterest.

Quickstrike is something new I'm adding to the Ready To Play Builds - PLs besides 10. In this case it's PL 8.

Overall Quickstrike is a good street level martial artist who can theoretically hold his own against an assortment of mundane criminals as well as equal leveled super villains. I really enjoyed building his Chain & Kama weapon, a fun little project that only really required me to reference the Gadgets Guide book.
Last edited by Tattooedman on Sun Feb 25, 2024 2:27 am, edited 3 times in total.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
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Dynomutt & Blue Falcon

Post by Tattooedman »

Image

Dynomutt, Dog Wonder was a Batman-like superhero cartoon that originally played from 1976 to 1977, but I didn't see them until the 1980s as part of the USA Network's Cartoon Express (along with several other superhero shows done by Hanna-Barberra, builds to come). The two main characters of the show were the Blue Falcon, and his assistant, Dynomutt, a robotic dog who could produce an infinite number of devices from his body.

Written with a more comedic tone, the show portrayed Dynomutt as a well-meaning, but bumbling sidekick (despite the show being named after him) whose "malfunctions" of his various devices, or his misunderstanding of social cues led to comedic mishaps that manage to hinder the duo's heroic efforts and leave them captured by the villain of the week in a themed death trap the two manage to escape then regroup to finally capture their opponent.

For me personally, it was a weird mix of Batman & Robin with a touch of Scooby-Doo that I found unable to pass up. Played for laughs it was entertaining while poking a bit of fun at Batman & Robin along with the Scooby-Doo crew (although I will admit the crossovers between the Mystery Inc. gang and BF & DM were some of my favorites, as I am a LONG time fan of them).

Image
The Blue Falcon:
PL:
8
Strength 2
Stamina 3
Agility 4
Dexterity 4
Fighting 4
Intellect 2
Awareness 2
Presence 2

Skills: Acrobatics 3 (+7), Athletics 3 (+5), Expertise [Art Dealer] 6 (+8), Expertise [Socialite] 6 (+8), Expertise [Streetwise] 3 (+5), Insight 6 (+8), Investigation 6 (+8), Perception 6 (+8), Stealth 6 (+10), Vehicles [Air] 3 (+7)

Advantages: Benefit 4 [Wealth x4 (Millionaire)], Close Attack 4, Defensive Roll 5, Equipment 12, Improved Initiative, Power Attack, Ranged Attack 4, Takedown 2

Powers: Utility Belt: (Removable -5 pts) [21 pp]
Falcon-Bolo: Ranged Affliction 8
[Hindered & Vulnerable, Defenseless & Immobile; resisted by Dodge/Damage or Sleight of Hand] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Falcon-Line: Movement 1 [Swinging] & Speed 3
-Falcon-Rang: Ranged Strength-Based Damage 3 (Feat: Improved Critical 2); (Flaw: Diminished Range)

Offense: Initiative +8
Melee Attack +8
Ranged Attack +8

Defense: Dodge +8
Parry +8
Toughness +8*/+3 [*Defensive Roll]
Fortitude +8
Will +8

Equipment: Headquarters [Falcon's Lair (8 ep)]: Size: Tiny; Toughness: 8; Features: Communication, Computer, Concealed, Fire Prevention System, Hangar, Gym, Living Space, Security System

Falconcar (50 ep): Size: Huge; Strength: 8; Speed: 8 (Flight); Defense: 6; Toughness: 8; Features: Alarm, Hidden Compartments, Navigation System, Remote Control, Smokescreen


Costs: Abilities 46+ Skills 22+ Advantages 33+ Powers 21+ Defenses 19= 141 pts.



Complications:
Motivation ~Doing Good: The Blue Falcon fights against crime to protect the people of Big City from criminals.

Relationship: The Blue Falcon is friends with Dyno-Mutt, despite all of the headaches and problems the robot dog causes. Deep down Blue Falcon knows Dyno-Mutt means well.

Secret Identity: He hides the fact that it is actually Radley Crown under the cowl of the Blue Falcon.


Background: Millionaire socialite art dealer Radley Crown, and his mechanical pet enjoy leisure time in their base of operations, Big City, until alerted by the Falcon Flash. They immediately dash for the Falcon's Lair, situated in Crown's penthouse apartment, where they switch to their secret identities, receive the report via TV screen from the secret headquarters of secret agent F.O.C.U.S. One, the leader of the agency known as F.O.C.U.S., and jump into the Falconcar and speed into the fray against assorted evildoers.
Image
Dyno-Mutt:
PL:
8
Strength 7
Stamina --
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 0
Presence 4

Skills: Acrobatics 3 (+5), Athletics 3 (+10), Close Combat [Unarmed] 4 (+8)
Expertise [Pop Culture] 3 (+5), Insight 3 (+3), Investigation 6 (+8), Perception 3 (+3), Ranged Combat [Various Mechanical Tools Weapons] 6 (+8), Stealth 6 (+8)

Advantages: Beginner’s Luck, Eidetic Memory, Improved Initiative, Interpose, Jack-Of-All-Trades

Powers: Mechanical Physiology:
Immunity 30 [Fortitude Effects]
Protection 8

Extending Neck & Limbs: Elongation 6 (Feat: Benefit [Ambidexterity])

Various Mechanical Tools: Variable 4
~Propeller: Flight 5
~Spring Limbs: Leaping 5
~Wheels: Speed 5

Offense: Initiative +6
Melee Attack +4 // Unarmed Attack +8
Ranged Attack +2

Defense: Dodge +8
Parry +8
Toughness +8
Fortitude N/A
Will +6


Costs: Abilities 42+ Skills 14+ Advantages 5+ Powers 73+ Defenses 16= 150 pts.


Complications:
Secret Identity: Dyno-Mutt hides the fact that he is an artificial life form in his non-heroic identity.

Malfunctions: Despite his best efforts, and intentions, Dyno-Mutt sometimes makes mistakes in his zeal to capture criminals.

Motivation ~Doing Good: Dyno-Mutt fights against crime to protect the people of Big City from criminals.

Relationship: Dyno-Mutt's "bestest, pal, and buddy" (for better or worse) is the Blue Falcon.

Weakness: Because of his artificial construction, Dyno-Mutt is vulnerable to magnetic effects. He suffers an additional degree of success from any attack using that descriptor.



Notes & Comments wrote:First picture by Dustin Weaver.
Second picture by TXCrew.
Third picture by Hanna-Barberra Studios.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
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The Impossibles

Post by Tattooedman »

Image

The Impossibles was an American animated cartoons series produced by Hanna-Barbera in 1966. The short episodes (six minutes each) appeared as part of Frankenstein Jr. and The Impossibles show that had one story for both character sets.

The Impossibles story was that they posed as a trio of young rock 'n roll musicians, unironically named, The Impossibles were actually crime fighters, complete with superpowers, who were dedicated to battling supervillains of all shapes and sizes. When performing for their adoring fans (usually star-struck, screaming teenyboppers - very in the vein of the Beetles), the lads would play their mod, futuristic-looking guitars atop an equally futuristic bandstand (emblazoned with their "Impossibles" logo on the side, a la Ringo Starr's drum kit) that could convert into a car (the "Impossi-Mobile"), or a jet (the "Impossi-Jet"), a speedboat, or even a submarine. Their standard catch cry when called into action was "Rally ho!"

Their dialogue was peppered with puns for humor, which as a 60s cartoon meant they had to be funny entertainment for kids. So pretty much it's full of very corny & cheesy puns that are sometimes worse than dad jokes. Still, it was fun to watch and got me into superheroes at a young age. Plus, Future Quest has shown that many of the Hanna-Barbera characters can be written in modern comics and do well.

Image
Fluid-Man:
PL:
8
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 2
Presence 2

Skills: Athletics 4 (+6), Expertise [Musician] 6 (+6/+8), Expertise [Pop Culture] 4 (+4), Insight 6 (+8), Perception 6 (+8), Ranged Combat [Water Body Attack] 6 (+8), Stealth 6 (+8), Vehicles [Sea] 6 (+8)

Advantages: Close Attack 4, Equipment 2 [contributes to Impossi-Mobile], Improved Initiative, Set-Up, Teamwork

Powers: Water Form:
Feature 1 [Quick Change (Free Action to change into/out of costume)]
Immunity 4 [Drowning, Environmental Cold, Environmental Pressure]
Insubstantial 1 [liquid] (Extra: Increased Duration [Continuous]); (Feats: Precise, Subtle 2)
Protection 6 (Feat: Subtle)
Water Body Attacks Array:
Geyser Leap: Leaping 5
-Geyser Thrust: Swimming 5
Firehose Arms: Ranged Water Damage 8
-Douse Fire: Nullify Fire 8
-Short-Circuit Electrical Devices: Nullify Electrical Devices 8

Offense: Initiative +2
Melee Attack +8
Ranged Attack +2 // Water Body Attack Attack +8

Defense: Dodge +8
Parry +8
Toughness +8
Fortitude +8
Will +8

Costs: Abilities 32+ Skills 21+ Advantages 9+ Powers 44+ Defenses 22= 128 pts.


Complications:
Call To Action: The Impossibles rely on government agent, Big D, to notify them of super crimes in progress.

Fame: In his non-super powered form, Fluid-Man is a semi-famous rock & roll star.

Power Loss: Fluid-Man must spend a few moments transforming into his heroic identity, otherwise he has no powers.

Secret Identity: Fluid-Man hides his real identity.
-
Image
Coil-Man:
PL:
8
Strength 8 (2)
Stamina 3
Agility 5 (2)
Dexterity 2
Fighting 4
Intellect 0
Awareness 1
Presence 2

Skills: Athletics 4 (+6/+12),
Expertise [Musician] 6 (+6/+8), Expertise [Pop Culture] 4 (+4), Insight 6 (+7), Perception 6 (+7), Persuasion 4 (+6), Stealth 6 (+8/+11)

Advantages: Close Attack 4, Equipment 3 [contributes to Impossi-Mobile], Evasion 2, Improved Initiative,
Set-Up, Teamwork

Powers: Organic Ferrometal Form:
Enhanced Strength 6
Enhanced Agility 3
Feature 1 [Quick Change (Free Action to change into/out of costume)]
Immunity 10 [Heat Damage, Electrical Damage]
Protection 5
Conduction: Damage 8 (Feat: Variable Descriptor 2 [Heat, Electrical]); (Flaw: Limited [Must be hit with an Attack of either descriptor first])

Elastic Arm Springs: Elongation 3

Spring Drill: Burrowing 8 (Extra: Penetrating)
-Leg Spring:
Leaping 5
-Speed 5

Offense: Initiative +9
Melee Attack +8
Ranged Attack +2

Defense: Dodge +8
Parry +8
Toughness +8
Fortitude +8
Will +7

Costs: Abilities 32+ Skills 12+ Advantages 12+ Powers 56+ Defenses 18= 130 pts.


Complications:
Call To Action: The Impossibles rely on government agent, Big D, to notify them of super crimes in progress.

Fame: In his non-super powered form, Coil-Man is a semi-famous rock & roll star.

Power Loss: Coil-Man must spend a few moments transforming into his heroic identity, otherwise he has no powers.

Secret Identity: Coil-Man hides his real identity.

Weakness: Coil-Man is vulnerable to magnetic effects.
-
Image
Multi-Man:
PL:
8
Strength 2
Stamina 3
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 0
Presence 3

Skills: Athletics 4 (+6), Close Combat [Unarmed] 4 (+8), Deception 6 (+9), Expertise [Musician] 6 (+6/+9), Expertise [Pop Culture] 4 (+4), Insight 4 (+4), Perception 4 (+4), Vehicles [Air] 4 (+6), Vehicles [Land] 4 (+6)

Advantages: Equipment 3 [contributes to Impossi-Mobile], Improved Feint, Set-Up 2, Teamwork 2

Powers: Quick Change: Feature 1 [Free Action to change into/out of costume]
Short-Lived Replicates Array:
Create Temporary Duplicates: Summon 5 (Extra: Horde); (Feats: Multiple Minions 4 [8 total], Sacrifice)
Duplicate Dog Pile: Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extra: Extra Condition); (Flaw: Limited Degree)
-Duplicate Forward Propulsion: Speed 5
-Duplicate Lift: Enhanced Strength 8 (Flaw: Limited [Lifting only])
-Duplicate Upward Propulsion: Flight 5 (Flaw: Platform)

Multi-Man Shield:
Enhanced Dodge 4
Enhanced Parry 4
Protection 5

Offense: Initiative +2
Melee Attack +4 // Unarmed Attack +8
Ranged Attack +2

Defense: Dodge +8
Parry +8
Toughness +8
Fortitude +8
Will +8

Costs: Abilities 32+ Skills 14+ Advantages 8+ Powers 53+ Defenses 23= 130 pts.


Complications:
Call To Action: The Impossibles rely on government agent, Big D, to notify them of super crimes in progress.

Fame: In his non-super powered form, Multi-Man is a semi-famous rock & roll star.

Power Loss: Multi-Man must spend a few moments transforming into his heroic identity, otherwise he has no powers.

Secret Identity: Multi-Man hides his real identity.

Image
Impossi-Mobile (40 ep): Size: Huge; Strength: 8; Speed: 8 (Aquatic/Flight/Speed); Defense: 6; Toughness: 8; Features: Alarm, Hidden Compartments, Navigation System, Remote Control
Last edited by Tattooedman on Mon May 29, 2023 7:12 am, edited 4 times in total.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
greycrusader
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Re: The T-Verse (Earth 75): Hanna-Barberra Heroes

Post by greycrusader »

So cool that you're doing these, Tattooed Man! I associated BF and Dyno-Mutt too much with Scooby-Doo to ever get into that particular series (even as a young kid, I quickly loathed Scooby-Doo as basically the same plot over and over and over...), but always thought the Impossibles were kind of neat, though more for the concept than the silly execution (same with Frankenstein Jr, the other half of the cartoon). And the DC cross-over from a few years back were mostly pretty good as well.

All my best.
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OwOMotaros
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Re: The T-Verse (Earth 75): Hanna-Barberra Heroes

Post by OwOMotaros »

Oh wow, you old guys had it rough

I mean, oo, this looks neat. Can't wait to see what else you got coming.
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Ares
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Re: The T-Verse (Earth 75): Hanna-Barberra Heroes

Post by Ares »

Image
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

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Ares
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Re: The Impossibles

Post by Ares »

Tattooedman wrote: Mon May 29, 2023 1:48 am Plus, Future Quest has shown that many of the Hanna-Barbera characters can be written in modern comics and do well.
Future Quest was a ton of fun and a very solid example of how you could re-introduce the old Hanna-Barbera action heroes into a modern era and have it be great. I didn't agree with every decision, but 9 times out of 10 I was on board and it managed to play all of the concepts straight for the most part. It really was just a lot of fun.

I also re-watch the cartoons quite often, as I often like to incorporate the HB heroes into merged settings. Blue Falcon and Dynomutt and the Impossibles (along with Frankenstein Jr.) were definitely the more comedic of the action shows, especially the Impossibles and Frankenstein Jr., as they were drawn in a more 'Jetsons / Flintstones' exaggerated cartoon style, as opposed to the more comic book/realistic style of Jonny Quest, Space Ghost, the Herculoids, Birdman and the Galaxy Trio, Young Samson and the like. The Impossibles themselves were such a weird hodgepodge of powers, but the show definitely wasn't meant to be taken seriously.

T-Man isn't joking about the puns and dad jokes, they're virtually non-stop and I enjoy them entirely too much to be healthy.
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

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Re: The T-Verse (Earth 75): Hanna-Barberra Heroes

Post by Ares »

OwOMotaros wrote: Mon May 29, 2023 3:34 am Oh wow, you old guys had it rough

I mean, oo, this looks neat. Can't wait to see what else you got coming.
You know we can see you in that glass house of yours, right? ;)
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

Want to support me and Echoes of the Multiverse? Follow this link to subscribe or donate.
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