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

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Postby Jabroniville » Sat Nov 17, 2007 11:00 pm

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PUFF ADDER
PL 8 (112)

ST 18/28 (+4/+9) DEX 10 CON 18/23 (+4/+6) INT 8 (-1) WIS 10 CHA 10

Skills:
Intimidate 8 (+8.)
Knowledge (Streetwise) 6 (+5)
Notice 3 (+3)
Stealth 3 (+3)

Feats:
Attack Focus (Melee) 3, Improved Grapple, Improved Pin, Power Attack, Takedown Attack

Powers:
Growth 5 [15]
Protection 2 [2]
Super-Strength 3 [6]
Drain Constitution 5 (Extras: Ranged, Area-Cloud, Poison) [20]
Immunity (Poison) [1]

Saves:
Toughness +4 (+6 Protection, +8 Growth), Fortitude +8, Reflex +4, Will +2

Combat:
Attack +8 (+7 Growth), Damage +0 (+8 Paralyze), Defense +8 (+7 Growth), Initiative +0

Complications:
Responsibility (Serpent Society)

Abilities: 14 / Skills: 20--5/ Feats: 7/ Powers: 44/ Saves: 10 /Combat: 32 (112)

-Puff Adder's gimmick is both breathing noxious fumes, as well as growing to over 10 feet tall. This makes him a pretty sub-average Brick, with a tiny extra gimmick to keep him in a fight just a little longer. Not that much longer, though. His poison breath would actually be VERY expensive, and lethally powerful, if it wasn't at such a low-level. As it is, it wasn't even his main gimmick, so it's barely tougher than a regular viper's poison.
Last edited by Jabroniville on Wed Apr 07, 2010 1:39 am, edited 1 time in total.
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Postby Libra » Sun Nov 18, 2007 5:21 am

Honestly Jabronville, if you keep up this rate of statting you'll be challenging Kreuz for sheer number of builds. :wink:
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Postby Jabroniville » Mon Nov 19, 2007 11:45 am

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ANACONDA
PL 10 (113)

ST 18/30 (+4/+9) DEX 14 (+2) CON 18/26 (+4/+8.) INT 10 WIS 10 CHA 12 (+1)

Skills:
Acrobatics 4 (+6)
Bluff 5 (+6)
Intimidate 8 (+9)
Knowledge (Streetwise) 6 (+6)
Notice 6 (+6)
Pilot 3 (+5)
Stealth 4 (+6)
Survival 8 (+8.)

Feats:
All-Out Attack, Attack Focus (Melee) 3, Chokehold, Connected, Diehard, Endurance 2, Improved Critical (Grapple), Improved Grab, Improved Grapple, Improved Pin, Power Attack, Takedown Attack

Powers:
Enhanced Strength 12 [12]
Enhanced Constitution 8 [8]
Super-Strength 2 [4]

Elongation 3 (Flaws: Arms Only) [2]
Immunity 1 (Drowning) [1]
Protection 2 [2]
Regeneration 7 (Recovery Bonus +2, Bruised 2, Injured 3) [7]

Saves:
Toughness +8 (+10 Protection), Fortitude +8, Reflex +3, Will +2

Combat:
Attack +7 (+10 Melee), Damage +9, Defense +7, Initiative +2

Complications:
Responsibility (Serpent Society)

Abilities: 22 / Skills: 44--11/ Feats: 15/ Powers: 34/ Saves: 3 /Combat: 28 (113)

-Anaconda's one of the most-used Serpent Society villains, thanks to her unique appearance (an UGLY super-powered person? That's FEMALE?). Her entire gimmick revolves around her having good range and ensnaring people with a visious grappling attack. No need for a Snare here; she IS the snare, and she does all the damage with raw power. She's a pretty dependable Tank, and breaking her grip is INCREDIBLY hard. Still, she's an underskilled, underfeated PL 10.
Last edited by Jabroniville on Wed Apr 07, 2010 2:21 am, edited 1 time in total.
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Postby Jabroniville » Mon Nov 19, 2007 2:11 pm

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SIDEWINDER
PL 9 (139)

ST 14 (+4) DEX 14 (+2) CON 16 (+4) INT 14 (+2) WIS 12 (+1) CHA 16 (+3)

Skills:
Bluff 8 (+11)
Concentration 5 (+6)
Craft (Mechanical) 6 (+8)
Escape Artist 8 (+10)
Gather Information 4 (+7)
Intimidate 6 (+9)
Notice 6 (+7)
Stealth 5 (+7)

Feats:
Improved Grab, Leadership, Master Plan

Powers:
"Sidewinder Costume" Device 5 (hard to lose) [20]
Protection 4 (4)
"Side Effects" Energy Blast 7 (Extras: Autofire) (21)

Teleport 6 (Feats: Change Direction, Change Velocity, Progression 5, Selective, Triggered- If Disabled)
(Extras: Accurate, Affects Others, Area) (Flaws: Distracting, Tiring) [27]

Saves:
Toughness +4 (+8 Protection), Fortitude +7, Reflex +5, Will +5

Combat:
Attack +10, Damage +4 (+7 Side Effects), Defense +10, Initiative +2

Complications:
Responsibility (Serpent Society)

Abilities: 26 / Skills: 48--12/ Feats: 3/ Powers: 47/ Saves: 11 /Combat: 40 (139)

-At only PL 9, Sidewinder doesn't seem like much of a leader for the Serpent Society, and he really wasn't. Playing the 'stealing for sick child' card, he was eventually voted out by Viper, and went his own way as kind of a sad-sack super-villain. That's not to say he was useless, however. His powerful teleporting ability would allow him to sneak most of his teammates to wherever he wanted them to go, and gave them a powerful escape route.
Last edited by Jabroniville on Wed Apr 07, 2010 2:22 am, edited 1 time in total.
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Postby Jabroniville » Mon Nov 19, 2007 3:08 pm

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DIAMONDBACK
PL 8 (115)

ST 12 (+1) DEX 18 (+4) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 16 (+3)

Skills:
Acrobatics 8 (+11)
Bluff 6 (+9)
Craft (Mechanical) 2 (+3)
Diplomacy 3 (+6)
Disable Device 5 (+6)
Escape Artist 5 (+8.)
Knowledge (Streetwise) 6 (+7)
Notice 4 (+5)
Sense Motive 4 (+5)
Sleight of Hand 8 (+11)
Stealth 5 (+8.)

Feats:
Acrobatic Bluff, Attack Specialization (Throwing Diamonds), Attractive, Connected, Defensive Attack, Defensive Roll 4, Grappling Finesse, Improved Aim, Improved Defense, Improved Sunder, Improved Trip, Precise Shot, Sneak Attack, Taunt

Powers:
"Throwing Diamonds" Device 4 (easy to lose) [12]
"Sleep Diamond" Sleep 5 (Feats: Sedation, Thrown 4) (Flaws: Touch Range) (18.)
AP: "Exploding Diamond" Strike 5 (Feats: Thrown 4) (Extras: Explosion)
AP: "Sharp Diamond" Strike 3 (Feats: Thrown 4, Mighty 1, Penetrating 2)
AP: Drain Constitution 4 (Feats: Thrown) (Extras: Poison)

Saves:
Toughness +1 (+5 D.Roll), Fortitude +5, Reflex +8, Will +5

Combat:
Attack +9 (+11 Diamonds), Damage +1 (+4 Sharp, +5 Sleep), Defense +10, Initiative +4

Complications:
Responsibility (Serpent Society)

Abilities: 22 / Skills: 56--14/ Feats: 17/ Powers: 12/ Saves: 12 /Combat: 38 (115)

-Wow, Diamondback got up there in points pretty quickly for a girl who's always been sorta... bush league, as far as street level-types go. I guess that's what happens when you're a close-combat/thrown weapons specialist with lots of Feats & Skills for generally being an avoider type. I always liked Diamondback as a character, though. She had that 'bad girl' thing going for her where she wasn't all that bad, and made a funny couple with the straight-laced boy-scout Cap.
Last edited by Jabroniville on Wed Apr 07, 2010 2:23 am, edited 3 times in total.
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Postby Jabroniville » Mon Nov 19, 2007 3:30 pm

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TITANOSAURUS (Showa series, 55-75)
PL 13 (219)
ST 10/54 (+0/+22) DEX 12 (+1) CON 16/38 (+3/+14) INT 2 (-4) WIS 2 (-4) CHA 10

Skills:
Intimidation 12 (+12)
Survival 12 (+8.)

Feats:
Attack Focus (Melee) 2, Fearsome Presence 4, Improved Grab, Power Attack

Powers:
Growth 22 (Feats: Innate) (Flaws: Permanent) [45]
Swimming 7 (Feats: Environmental Adaptation) [8]
"Tail Fan" Air Control 20 (Extras: Area-Cone) [62]
AP: Water Tornado Blast 16 (Extras: Area-Burst)
AP: Nauseate 18 (Extras: Area-Cone)
Super-Senses 2 (Low-light Vision, Extended Scent) [2]
Super-Strength 7 (Total Strength: 32,000 tons) [15]
AP: Groundstrike (Flaws: Intensity 10, Happens every time he steps)
Protection 4 [4]
Immunity (Heat, Cold, Pressure, Drowning) [4]
Impervious Toughness +10 [10]

Saves:
Toughness +14 (+18 Protection), Fortitude +14, Reflex +1, Will +1

Combat:
Attack +15 (+17 Melee, +3 with size), Damage +22 (+16 Water Blast, +20 Air Trip), Defense +17 (+3 with size), Initiative +1

Drawbacks:
Mute [-4]
Vulnerable (Sonic Attacks) [-3]

Abilities: -8/ Skills: 24--6/ Feats: 8 / Powers: 150 / Saves: 5 /Combat: 64 /Drawbacks: -7 (219)

Titanosaurus is one of my favourites, which is odd, because he's only showed up once, as a second-stringer monster in a Mechagodzilla feature, and he didn't do much. I just thought he looked cool (a giant, long-necked finned dinosaur), and had awesome powers. Note his massive Air Control, capable of knocking buildings over (he still needs to target it, though, and his aim sucks. Good thing all the monsters are like 50 metres tall at this point).
Last edited by Jabroniville on Mon Nov 19, 2007 4:34 pm, edited 1 time in total.
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Postby Mistwolf » Mon Nov 19, 2007 4:04 pm

Ever since you started doing the Serpent Society builds, I've been waiting to see your build of my personal favorite: Diamondback. It didn't disappoint at all. Very nice job on the Serpent Society all around!
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Postby Jabroniville » Mon Nov 19, 2007 4:35 pm

Yeah, Diamondback was probably the best overall character of the team, a fact made readily obvious by the fact that most of the others are dime-a-dozen thugs :).
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Postby Jabroniville » Tue Nov 20, 2007 2:50 am

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BUSHMASTER
PL 10 (122)

ST 15/15 (+2/+7) DEX 16 (+3) CON 14/20 (+2/+5) INT 10 WIS 10 CHA 10

Skills:
Intimidate 10 (+10)
Knowledge (Streetwise) 7 (+7)
Notice 5 (+5)
Search 4 (+4)
Stealth 6 (+9)

Feats:
All-Out Attack, Attack Focus (Melee) 3, Power Attack, Startle, Takedown Attack

Powers:
"Cybernetic Body"
Enhanced Strength 10 [10]
Enhanced Constitution 6 [6]
Protection 4 [4]
Additional Limb (Tail) 1 (Feats: Improved Grapple, Improved Grab, Improved Pin, Improved Trip) [5]
Super-Movement 1 (Slithering) [2]

"Arm Claws" Strike 3 (Feats: Improved Critical) (Extras: Mighty, Penetrating) [10]

Saves:
Toughness +5 (+9 Protection), Fortitude +9, Reflex +7, Will +2

Combat:
Attack +6 (+9 Melee), Damage +7 (+10 Claws), Defense +8, Initiative +3

Drawbacks:
No Arms or Legs (Reveresed by cybernetics) [-1]

Complications:
Responsibility (Serpent Society)

Abilities: 23 / Skills: 32--8/ Feats: 7/ Powers: 37/ Saves: 10 /Combat: 38 /Drawbacks: -1 (122)

-Bushmaster is probably the most recognizable member of the Serpent Society, if only because of his very distinctive appearance; a legless snake-bodied black guy with sharp hand-claws. He's a very limited PL 10 in combat, not maxed out in accuracy or defense, but very dangerous on the grapple, as he can still use his claw attacks while tying someone up.
Last edited by Jabroniville on Wed Apr 07, 2010 2:24 am, edited 1 time in total.
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Postby Libra » Tue Nov 20, 2007 10:29 am

Yeah, Diamondback was probably the best overall character of the team, a fact made readily obvious by the fact that most of the others are dime-a-dozen thugs :) .


All the better to kick them around then. 8)

Keep up the good work Jabronville. :D
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Postby Mistwolf » Tue Nov 20, 2007 10:44 am

Jabroniville wrote:Yeah, Diamondback was probably the best overall character of the team, a fact made readily obvious by the fact that most of the others are dime-a-dozen thugs :).


Not only that, but the romance between her and Captain America was definitely one of the high points of Gruenwald's (long!) run on Cap's title. Sure, Gruenwald had some stinkers (Cap-Wolf anyone?), but the DB-Cap match-up was very appealing.
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Postby TroyXavier » Tue Nov 20, 2007 8:35 pm

Fun to see the Serpent Society in all their "glory". A perfect team for a group of 4 PL 10 characters to practice on before they hit some stronger teams to fight. :D
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Postby Jabroniville » Wed Nov 21, 2007 1:35 pm

KUMONGA (Showa series, 55-75)
PL 13 (225)
ST 8/48 (-1/+19) DEX 14 (+2) CON 16/36 (+3/+13) INT 2 (-4) WIS 2 (-4) CHA 6 (-2)

Skills:
Intimidation 12 (+10)
Stealth 8 (+10)
Survival 12 (+8.)

Feats:
Fearsome Presence 4, Improved Grab, Improved Grapple, Improved Pin, Sneak Attack

Powers:
Growth 20 (Feats: Innate) (Flaws: Permanent) [41]
Snare 22 (Feats: Tether) [45]
Drain Strength 20 (Extras: Poison) [40]
Super-Movement 1 (Wall-Crawling) [2]
Super-Senses 5 (Darkvision, Tremorsense) [5]
Super-Strength 7 (Total Strength: 16,000 tons) [15]
AP: Groundstrike (Flaws: Intensity 8, Happens every time he steps)
Protection 4 [4]
Immunity 2 (Heat, Cold) [2]
Impervious Toughness +9 [9]

Saves:
Toughness +13 (+17 Protection), Fortitude +13, Reflex +2, Will +1

Combat:
Attack +15 (+3 with size), Damage +19 (+20 Drain, +22 Snare, +21 Sneak Attack), Defense +15 (+3 with size), Initiative +2

Drawbacks:
Mute [-4]
No Hands (Mandibles for Grasping) [-3]

Abilities: -12/ Skills: 32--8/ Feats: 8 / Powers: 163 / Saves: 5 /Combat: 60 /Drawbacks: -7 (225)

Kumonga is one of the more terrifying-looking, but less-effective, Kaiju of the Godzillaverse. He's got a nasty Snare, a deadly poisonous bite, and alot of size, but is generally weaker than the other monsters (though he did do some damage to Godzilla in their first fight, but the big G's always been weak against webbing for some reason).
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Postby Jabroniville » Wed Nov 21, 2007 2:05 pm

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KING COBRA
PL 10 (175)

ST 12/26 (+1/+8) DEX 12/26 (+1/+8) CON 12/26 (+2/+8) INT 16 (+3) WIS 12 (+1) CHA 16 (+3)

Skills:
Acrobatics 6 (+14)
Bluff 6 (+9)
Climb 10 (+18)
Craft (Mechanical) 5 (+8)
Craft (Chemical) 5 (+8)
Disable Device 5 (+8)
Escape Artist 9 (+17)
Handle Animal 4 (+7)
Intimidate 4 (+7)
Knowledge (Technology) 4 (+7)
Knowledge (Life Sciences) 8 (+11)
Medicine 5 (+8)
Notice 5 (+6)
Sense Motive 6 (+7)
Sleight of Hand 6 (+14)

Feats:
Acrobatic Bluff, Chokehold, Elusive Target, Evasion, Improved Defense 2, Improved Grab, Improved Grapple, Improved Pin, Instant Up, Prone Fighting

Powers:
Enhanced Strength 14 [14]
Enhanced Dexterity 14 [14]
Enhanced Constitution 14 [14]
Super-Strength 2 [4]

Super-Movement 1 (Wall-Crawling) [2]
"Contortionist" Immunity 5 (Entrapment) [5]

"Cobra Armour" Device 5 (hard to lose) [20]
"Cobra Cord" Snare 10 (Feats: Tether, Reversible, Chokehold) (25)
AP: "Cobra Darts" Drain Strength 4 (Extras: Ranged, Poison)
AP: "Toxic Gas" Drain Constitution 5 (Extras: Area-Cloud)

Saves:
Toughness +8, Fortitude +10, Reflex +10, Will +6

Combat:
Attack +10, Damage +8 (+10 Snare), Defense +11, Initiative +8

Complications:
Responsibility (Serpent Society)

Abilities: 18 / Skills: 88--22/ Feats: 11/ Powers: 73/ Saves: 9 /Combat: 42 (175)

-King Cobra, a former Thor foe turned into the Serpent Society leader when Sidewinder's 'regular guy with bad luck' act allowed for his retirement, is actually pretty tough to beat. He's got no leadership feats or abilities (or even Master Plan), but he's no easy threat on his own. Deadly in close combat with all his grappling Feats, and an Immunity to grappling himself, he's either gonna close quickly, or nail you with his multiple poisonous gadgets.

-And that does it for the Serpent Society. Not the toughest bunch of guys (in fact, I'm probably doing most of them a FAVOR by statting most of them up at PL 8; you could make an easy argument for lots of them to be PL 6 and 7, however I figured these would be a slightly better challenge, and I don't like making villains TOO weak), but when you've got four or five of them on a single mission against one hero, they're pretty dangerous specialists. Fighting the entire group would be a big challenge for a whole party of PL 10 guys as well.
Last edited by Jabroniville on Wed Apr 07, 2010 2:26 am, edited 2 times in total.
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Postby Jabroniville » Wed Nov 21, 2007 2:43 pm

Now that I'm done with the Serpent Society, I think I'm gonna go on and do the New Mutants and Hellions, circa Chris Claremont's final issues of the series (basically, before it jumps the shark with Louise Simonson's crappy writing and Cypher dies).
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