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Jab's Builds: 2nd Edition Stuff (Kept in Reserve)

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Postby Jabroniville » Fri Feb 02, 2007 2:35 am

"Octopus and his gang have crossed a line.
If their purpose was simply a vendetta against SPIDER-MAN, I couldn't care LESS.
But they've attempted to extort money and threatened people's lives in the past.
And now they've KILLED. The Sinister Six are terrorists.
And while Solo lives--- TERROR DIES!"



SOLO, circa Revenge of the Sinister Six
PL 10 (129)
ST 20 (+5) DEX 18 (+4) CON 20 (+5) INT 20 (+5) WIS 10 CHA 12 (+1)

Skills:
Acrobatics 6 (+10)
Climb 4 (+9)
Computers 4 (+9)
Craft (Mechanical) 4 (+9)
Craft (Chemical) 4 (+9)
Disable Device 4 (+9)
Drive 6 (+10)
Escape Artist 4 (+8.)
Gather Information 3 (+4)
Intimidate 5 (+6)
Medicine 3 (+8.)
Pilot 5 (+9)
Survival 4 (+4)

Feats:
All-Out Attack, Attack Focus (Ranged) 4, Defensive Roll 1, Equipment 20, Favored Opponent (Terrorists), Improved Aim, Quick Draw, Rage 1

Powers:
Body Armor: Device 2 (Hard to Lose) [8]
Protection 5 (Extras: Impervious 5) (10)

Teleport 10 (Flaws: Long Range) [10]

Equipment: LOTS of Guns (40 pts worth), Giant Gog-Killing Gun (40 pts), Assorted Trackers & Equipment (5 pts), Base (Medium Size, Toughness 10, Medical Goo Bath- 12 pts)

Saves:
Toughness +5 (+10 Armor, +12 Def. Roll), Fortitude +8, Reflex +6, Will +3

Combat:
Attack +4 (+8 Ranged), Damage +10 (Rocked Launcher), Defense +7, Initiative +4

Trade-Offs:
-2 Defense Bonus/+2 Toughness Save

Complications:
Obsession (Making Terror Die)

Abilities: 40 / Skills: 56--14/ Feats: 30 / Powers: 18 / Saves: 7 /Combat: 22 (131)

Solo... aka Spider-Man's second-favorite gun-toting sociopath. Solo's hardly an idealized build, but then, he's never been depicted as that great. His first appearance in the crossover and he dove right in, was immediately fooled by Mysterio's illusion, and nearly MURDERED SPIDER-MAN by accident, before Cyborg-X shot the crap out of him. His second run-through was much better, as he fired the shot that nearly offed the big monster Gog, before teleporting out like a wuss because Spidey was gonna bust him one again. He STILL fell for Mysterio's crap the second-time around though, thus proving his relatively low wisdom score. It should be noted that his damage potential is kinda nuts (he's got the Equipment score of a master villain, which, when you consider the lengths Erik Larsen went to show his arsenal, isn't that suprising), but his Attack & Defense are hardly idealized, as he's not even as high up as he perhaps should be (the only significant opponent he ever actually made the shot against was the guy who was LARGER THAN THE BUILDING THEY WERE FIGHTING IN).

I gave him relatively high physical stats to explain that he's a pretty tough soldier type, with the Intellect to come up with most of his own stuff (I'm assuming a looney like him has the time on his hands to do so; I'm not sure if he has a seller or what). I put Protection into his armor to showcase his ability to shrug off about thirty shots of gunfire to his back, body and head with 'only' massive bleeding (his inner monologue was helpful here, "Kevlar's held up so far" indeed), which suggests that it's more than simple Equipment-style body armor. And his Teleportation, according to Marvel, is inside him, not a device or button or anything like that, so it's a power. I gave it the Long Range drawback because I've only seen him use it to get into a building or something, and then to teleport away, suggesting that he can't use it to reposition or anything fancy like that.
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Postby Jabroniville » Sun Feb 04, 2007 10:42 pm

"So much pain. Like nothing I've ever felt befor--
MY LEGS. I CAN'T FEEL MY LEGS!!
WHAT HAPPENED TO MY LEGS?!!!"


CYBORG-X, circa Revenge of the Sinister Six
PL 8 (114)
ST 14/26 (+2/+8.) DEX 14/20 (+2/+5) CON 14/28 (+2/+9) INT 10 WIS 10 CHA 8 (-1)

Skills:
Computers 4 (+4)
Disable Device 4 (+4)
Drive 4 (+9)
Notice 6 (+6)
Pilot 4 (+9)
Profession (Soldier) 6 (+6)
Survival 4 (+4)

Feats:
All-Out Attack, Attack Specialization (Ranged) 2, Eidetic Memory, Endurance 2, Equipment 5, Evasion, Fast Overrun, Improved Grab, Improved Pin, Power Attack

Powers:
Enhanced Strength 12 [12]
Enhanced Dexterity 6 [8]
AP: Elongation 2
AP: Speed 4
Enhanced Constitution 14 [14]
Flight 4 (Flaws: Full Round Action, Distracting) [1]
Super-Senses (Infravision, Radio, Low-Light Vision, Tracking) [4]
Blast 6 (Extras: Autofire) [18]
Super-Strength 2 [4]

Equipment: Lots of Guns (20 pts worth), Onboard Computers & Diagnostics (5 pts worth)

Saves:
Toughness +9, Fortitude +9, Reflex +7, Will +1

Combat:
Attack +6 (+8 Ranged), Damage +8, Defense +7, Initiative +5

Complications:
Responsibility (CARE Labs)
Temper (Gulf War Flashbacks)

Abilities: 10 / Skills: 32--8/ Feats: 16 / Powers: 61 / Saves: 3 /Combat: 26 (114)

Cyborg-X is pretty tough for a guy who has such a low number of pp, but he was pretty much only designed to go a few rounds with Spider-Man and Ghost Rider, screwed up alot of what he was doing (it took him a while to get off the ground with his flight even), and was killed OFF-PANEL by the Sinister Six (who admittedly had him vastly outnumbered and outgunned, but he did have like ten dozen other people fighting with him). Also notable for the fact that Erik Larsen clearly used the exact same design for Super-Patriot when he started Savage Dragon. Other than the fact that Larsen wanted to draw him, and start with some action scenes for his Sinister Six story-arc, I don't really see much point in the guy. Maybe he was just designed to look impressive enough to make an impact if the Six just offed him.

Fun Facts: Cyborg-X was originally going to be a cybernetic-altered Crimson Commando (whose dialogue & injuries are replicated amongst Cyborg-X's flashback ramblings) for Larsen & Fabian Nicieza's X-Factor run, but were nixed when Peter David got the job. Subsequently, Commando got rebuilt as a cyborg later, while Cyborg-X got dusted off in this story and was never mentioned again.
Last edited by Jabroniville on Sun Feb 04, 2007 10:53 pm, edited 1 time in total.
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Postby Jabroniville » Sun Feb 04, 2007 10:46 pm

"I don't like this. Not ONE BIT.
The government is working on a CYBORG program."

Computer: Affirmative.

"They want to make cyborgs like MYSELF-- KILLING MACHINES.
It's a new SUPER SOLDIER program.
Only now it's CYBORG super-soldiers."


DEATHLOK, circa Revenge of the Sinister Six
PL 10 (150)
ST 14/28 (+2/+9) DEX 14/18 (+2/+4) CON 14/28 (+2/+9) INT 18 (+4) WIS 12 (+1) CHA 12 (+1)

Skills:
Computers 8 (+12)
Craft (Electronic) 4 (+8.)
Diplomacy 4 (+5)
Disable Device 6 (+10)
Drive 3 (+7)
Escape Artist 4 (+8.)
Gather Information 3 (+4)
Knowledge (Technology) 4 (+8.)
Knowledge (Theology & Philosophy) 4 (+8.)
Knowledge (Tactics) 4 (+8)

Feats:
Accurate Attack, All-Out Attack, Attack Focus (Ranged) 2, Eidetic Memory, Equipment 5, Evasion, Improved Critical (Firearms), Improved Sunder, Jack-of-All-Trades, Power Attack, Precise Shot, Well-Informed

Powers:
Enhanced Strength 14 [14]
Enhanced Dexterity 4 [5]
AP: Speed 4
Enhanced Constitution 14 [14]
Super-Senses (Counters Concealment 2, Counters Obscure 2, Extended Sight 1, Distance Sense, Radio, Darkvision 2, Radar 4) [13]
Nullify Illusion 8 [8]
Datalink 1 (Feats: Cyberspace) [2]

Equipment: Lots of Guns (20 pts worth), Onboard Computers & Diagnostics (5 pts worth)

Saves:
Toughness +9, Fortitude +10, Reflex +7, Will +5

Combat:
Attack +8 (+10 Ranged), Damage +9, Defense +9, Initiative +4

Complications:
Responsibility (Family)
Responsibility (Pacifist)

Abilities: 24 / Skills: 44--11/ Feats: 17 / Powers: 56 / Saves: 8 /Combat: 34 (150)
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Postby MM » Tue Feb 06, 2007 4:10 am

I like Deathlok for one reason mainly... he's a hero, has lots of guns (20 points worth), and for some reason he has a pacifist complication. Not sure if this guy is original or not (according to the circa Revenge of the Sinister Six, I'm guessing not), but I figured I should mention that anyway.

Also, I didn't say this before (in fact, i think I may have ranted against it a little before), but you do a great job at putting a lot of high-powered creatures and heroes and shaving them down to a relatively low PL and point cost. I have the problem of trying to stick too much in (look at my own creation thread... there's a reason why I won't try conversions. I'd try to make the Mystery Men PL 10). Anyway, keep up the good work.
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Postby Jabroniville » Wed Feb 07, 2007 11:47 am

Oh yeah, Deathlok's part of that 90s revival of bad-ass tough-guy characters, though with his "Pacifist" complication (see, he was a scientist stuff inside a killer cyborg, and can't control his more homicidal urges when inside it) he had a bit more of a character edge. Not that many people saw it, as his comics kept getting cancelled throughout the decade. His key input in Sinister Six was to see through Mysterio's illusions and one-punch him out of the fight, after he'd literally had the most impressive showing of the entire group minus Doc Ock.

And keeping PLs down isn't that hard for more 'normal' guys like Deathlok. PL is basically dependant on four or five stats (Damage, Attack, Defense, Toughness), so it's a simple matter most of the time to hold them to 10s or do Trade-Offs so they even out. Against people with building-shattering blasts like Sailor Moon, things get a little tougher.
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Postby Mike5000us » Wed Feb 07, 2007 11:58 am

WOW Nice Queen Metallia, so do you have any more sailor moon builds in the future?
"Ah man, I guess I'm just going to have to kill you now!"
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Postby Graviga » Wed Feb 07, 2007 1:09 pm

For some reason, when I saw "Deathlok", I read "Dethklok", and thought that you had statted up the protagonists from the Adult Swim show Metalocalypse.

-G
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Postby Jabroniville » Wed Feb 07, 2007 10:18 pm

Mike, I've got plans to do the Nemesis family at some point in the future. Not sure when, exactly. Oh, plus Ann & Alan and the Doom Tree. And the Doom & Gloom Girls, just for a general "this is what most Sailor Moon enemies act like" flavor.

And I've never seen Metalocolypse. Haven't even heard of it, actually. What's it about?
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Postby Graf » Wed Feb 14, 2007 2:19 am

I really liked this series. Though I don't remember it that clearly I do remember it. Given how many comics I've read and forgotten over the years that probably means something.

It's also a lot better to just take a specific time period when creating a character. A lot of the 'general' conversion threads are difficult to follow since they mix and match abilities from different time periods.
I particularly like the 'slightly' weaker Hulk. A techincial question: Electro blasts at 12... the hullk's only impervious to 10 so he would be affected right?

Doc Ock was better wtih the adamantium tentacles. (And the suit!)

MM wrote:Actually, I have to disagree with the fact that Ghostrider isn't one of the heavy hitters.


I think the Ghost Rider is (or was) Marvel's verison of the Specter. He's technically low powered (especially in his own comic where creatures had to challenge him and they wanted to keep it gritty) but as an unsubtle agent of vengance he, for story purposes, has to be a threat to any creature he went after, or else he runs the danger of being a joke.

Anyway, great conversions. Reading with enthusiasm.
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Postby Jabroniville » Thu Feb 15, 2007 12:05 am

Hm, yeah, I think you're right on the Electro thing. Let's just say Hulk was no-selling it then :). I'm sure there's something in the rulebook about lucky defense and stuff like that.
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Postby Jabroniville » Thu Feb 15, 2007 3:57 am

Image



CRISS-CROSS
PL 10 (150)
ST 10/28 (+0/+9) DEX 10/18 (+0/+4) CON 10/26 (+0/+8.) INT 22 (+6) WIS 12 (+1) CHA 16 (+3)

Skills:
Bluff 4 (+7)
Climb 4 (+8.)
Computers 3 (+9)
Craft (Chemical) 6 (+12)
Handle Animal 2 (+5)
Intimidate 5 (+8.)
Knowledge (Life Sciences) 8 (+14)
Knowledge (Technology) 2 (+8.)
Medicine 4 (+5)
Notice 6 (+7)
Stealth 6 (+10)
Survival 6 (+7)

Feats:
Ambidexterity, Attack Focus (Melee) 4, Dodge Focus 2, Equipment 2, Favored Environment (Air), Fast Overrun, Improved Grab, Inventor, Minions 2, Power Attack, Set-Up, Teamwork

Powers:
"Gorilla's Strength" Enhanced Strength 18 [18]
"Tiger's Agility" Enhanced Dexterity 8 [8]
"Elephant's Hide" Enhanced Constitution 16 [16]
"Bat's & Eagle's Wings" Flight 5 (Feats: Maneuverability- Good) (Drawbacks: Power Loss- Bound Wings) [12]
AP: "Cheetah & Impala's Legs" Speed 4, "Sailfish's Swimming Speed" Swimming 6 (Feats: Environmental Adaptation- Underwater)
"Shark's Gills" Immunity (Drowning) [1]
Super-Senses ("Owl's Eyes" Extended Sight 1, Low-Light Vision, "Bloodhound's Nose" Scent, "Dog's Ears" Ultra-Hearing) [4]
"Insect Climbing" Super-Movement (Wall-Crawling) [1]
"Snake's Poison" Drain Constitution 4 (Extras: Poison) [8]

Equipment: Headquarters, Scientific Equipment

Saves:
Toughness +8, Fortitude +8, Reflex +4, Will +5

Combat:
Attack +5 (Melee +9, Air +10), Damage +9, Defense +8 (+10 Dodge, +11 Air), Initiative +4

Trade-Offs:
-1 Toughness Save/+1 Defense Bonus

Complications:
Enemy (Rhino-Man)

Abilities: 20 / Skills: 56--14/ Feats: 18 / Powers: 68 / Saves: 4 /Combat: 26 (150)

Criss-Cross is a creation of mine from when I was a little kid; a villain who was made from parts of different animals, added together in some kind of super-animal-man hybrid. He's also got a bit of the mad scientist in him, a biologist who made himself the way he is. As it stands, he has one Cheetah leg and one Impala leg, one Gorilla arm and one Crocodile arm (don't ask how that fits), an Owl's head (because they're smart, see?), a Shark's tail, a Tiger's body, and one Eagle wing and one Bat wing. Add to that some animal senses (sight & smell, with some hearing) and you've got a surprisingly decent build for something a kid came up with because it 'sounded cool'. Actually, since I have no pictures from back then, I can't remember if I gave him a Tiger or Gorilla body, and a Crocodile tail, and something else (a Rhino or Elephant maybe?) for another arm, but this is what makes sense from what I can recall. I AP'd the three movement powers off of each other because he couldn't really use all of them simultaneously, and it was meaningless to have them all taking up 20 points combined when half of them aren't even that useful compared to others.
Last edited by Jabroniville on Mon Feb 26, 2007 2:11 pm, edited 1 time in total.
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Postby Jabroniville » Sun Feb 18, 2007 2:04 am

T-REX
PL 11 (127)
ST 20/40 (+5/+15) DEX 12 (+1) CON 18/30 (+6/+10) INT 10 WIS 10 CHA 13 (+1)

Skills:
Intimidate 10 (+11)
Notice 5 (+5)
Survival 5 (+5)

Feats:
All-Out Attack, Attack Focus (Melee) 6, Distract (Intimidate), Fearless, Fearsome Presence 4, Improved Grab, Improved Grapple, Improved Pin, Power Attack, Rage 3, Set-Up, Takedown Attack, Teamwork

Powers:
Enhanced Strength 20 [20]
Enhanced Constitution 12 [12]
Super-Strength 3 (Feats: Grounstrike) [7]
Impervious Toughness +6 [6]
Super-Senses (Extended Scent 2) [2]
Leaping 5 [5]
Speed 2 [2]

Saves:
Toughness +10, Fortitude +10, Reflex +4, Will +3

Combat:
Attack +2 (Melee +8.), Damage +15, Defense +6, Initiative +1

Trade-Offs:
-3 Attack Bonus/+3 Damage Save

Complications:
Responsibility (Dino Crew)
Reputation (B-League Villain Group)

Abilities: 23 / Skills: 20--5/ Feats: 23 / Powers: 54 / Saves: 6 /Combat: 16 (127)


T-Rex is the first of the Dino Crew, a group of villains I made up as a kid (guess what their unifying concept is?), and I think hold up pretty well as a standard supervillain thug group (think Wrecking Crew in terms of general placement). T-Rex is team leader (despite having very few Leader-based traits, since the entire Crew is pretty much idiots and bricks), and the most powerful member of the team by quite a ways.


Edit: Modified because I realized my character bio called for some extra 'big tough guy' powers, hence Leaping and Speed (for animal-like land speed).
Last edited by Jabroniville on Sat Feb 24, 2007 1:48 am, edited 2 times in total.
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Postby Servitor_2152 » Mon Feb 19, 2007 11:51 am

Hey Jab,

I did a couple of practice combats with a friend of mine on Saturday using your builds, and while I won't take the time to do a full battle report, I thought you'd want to know that your Tuxedo Mask laid the smackdown on Kreuzritter's Ultimate Spider-Man (PL10/150PP), but Sailors Uranus and Neptune were defeated by MDSnowman's Wolverine (PL11/180PP) and Colossus (PL10/150PP).

There was also a third fight that never got finished, and during it I noticed something: in your Gimli build, you give everyone's favorite dwarf Attack Focus (Melee) 2 and Attack Focus (Ranged) 2. Why?
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Postby Jabroniville » Mon Feb 19, 2007 1:08 pm

wow, cool, I like hearing about my builds getting involved in actual fights (I never really get to actually playing). Not sure how the Sailor Senshi could handle most other builds, since their combat powers have the "Full Round Action" flaw. The Gimli build isn't mine, however.
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Postby Servitor_2152 » Mon Feb 19, 2007 1:27 pm

. . . .

. . . .

. . . .

. . . okay, I've somehow managed to confuse you with Beleriphon.

D'oh.

Anyway, great builds, man, and I'm looking forward to seeing more from you.

I'm gonna go find the right thread to post in, now. Grumble grumble.
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