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

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Postby Mistwolf » Fri Nov 30, 2007 3:00 pm

Love the Marauders! The Mutant Massacre is still one of the best of the X-Book cross-overs. Looking forward to seeing the rest of them.
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Postby Libra » Sun Dec 02, 2007 12:27 pm

I always look forward to new builds. :wink:

Keep up the good work Jabron. :D
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Postby Jabroniville » Sun Dec 02, 2007 6:45 pm

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VERTIGO
PL 10 (121)
ST 10 DEX 14 (+2) CON 12 (+1) INT 10 WIS 12 (+1) CHA 12 (+1)

Skills:
Acrobatics 4 (+6)
Concentration 4 (+5)
Handle Animal 4 (+5)
Notice 6 (+7)
Sense Motive 4 (+5)
Stealth 4 (+6)
Survival 6 (+7)

Feats:
Improved Initiative, Set-Up 2, Teamwork

Powers:
"Vertigo"
Nauseate 10 (Extras: Alternate Save- Will, Area-Burst, Range-Ranged, Selective Attack) [60]

Saves:
Toughness +1, Fortitude +5, Reflex +5, Will +2

Combat:
Attack +8, Damage +0 (+10 Vertigo Effect), Defense +8, Initiative +6

Abilities: 10 / Skills: 32--8/ Feats: 3 / Powers: 60/ Saves: 8 /Combat: 32 (121)

-Woah, Vertigo has one HELL of an expensive power. But it's fitting, when you consider that she was one of the cornerstones of the team's offensive strategy. Think: What's the best way to get the drop on your enemies? By having some crazy chick with only one power come in and nail everyone with a mind-altering effect that leaves them dizzy and stunned. Nearly every strategy vs. the Marauders involves nailing Vertigo first, lest she mess up the entire rest of your team and leave you sitting ducks for the other Marauders. Being a Savage Land Mutate Clone, she's got some jungle-themed skills, and her Feats help make her an assister (she can never really score the final blow). Her powers are merely Nauseate with a Will alt-save (since that's pretty much explicitly outlined in UP on how to make vertigo-effects), plus some Range and an Area effect, so like most X-Men villains (Hell, nearly every one aside from the big dogs & Wolvie-enemies), she's a one-note wonder. But damn, what a note.
Last edited by Jabroniville on Fri Sep 25, 2009 9:04 pm, edited 2 times in total.
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Postby Jabroniville » Sun Dec 02, 2007 7:09 pm

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BLOCKBUSTER
PL 10 (99)
ST 20/32 (+5/11) DEX 10 CON 20/28 (+5/+9) INT 10 WIS 10 CHA 10

Skills:
Intimidate 8 (+8.)
Knowledge (Streetwise) 4 (+4)

Feats:
All-Out Attack, Attack Focus (Melee) 4, Chokehold, Improved Critical (Grapple), Improved Grab, Improved Grapple, Improved Pin, Power Attack

Powers:
Enhanced Strength 12 [12]
Enhanced Constitution 8 [8]
Impervious Toughness +5 [5]
Super-Strength 4 [8]

Saves:
Toughness +9 (+5 Impervious), Fortitude +9, Reflex +4, Will +2

Combat:
Attack +5 (+8 Melee), Damage +11, Defense +8, Initiative +0

Abilities: 20 / Skills: 12--3/ Feats: 11 / Powers: 33 / Saves: 6 /Combat: 26 (99)

-Blockbuster is one of MANY generic "I'm a big tough guy who's pretty stupid" guys running around the Marvel Universe. Seemingly created only to maim Angel and give Thor someone to kill in an inexplicable Mutant Massacre crossover, he did pretty good against the Thunder God, but only thanks to a spell from Hela that rendered Thor's bones brittle. With a devastating grapple, he's dangerous, but one full-on shot from the hammer killed him dead. So yeah, he's a big, dumb melee fighter in a world with thousands of them.
Last edited by Jabroniville on Fri Sep 25, 2009 9:04 pm, edited 1 time in total.
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Postby Jabroniville » Sun Dec 02, 2007 7:38 pm

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HARPOON
PL 10 (120)
ST 16 (+3) DEX 14 (+2) CON 18 (+4) INT 10 WIS 12 (+1) CHA 10

Skills:
Climb 6 (+9)
Craft (Structural) 4 (+4)
Handle Animal 3 (+3)
Intimidate 5 (+5)
Language (Inuit, English) 1
Notice 4 (+5)
Stealth 6 (+8.)
Survival 7 (+8.)

Feats:
All-Out Attack, Attack Specialization (Harpoons) 1, Environmental Adaptation (Arctic), Equipment 2 (Several Harpoons), Improved Aim, Improved Critical (Harpoon Attack) 2, Precise Shot, Ranged Pin

Powers:
"Energy Harpoon"
Corrosion 10 (Feats: Thrown 3) (Feats: Affects Insubstantial) (Extras: Penetrating) (Flaws: Requires Metal Object) [37]
AP: Energy Strike 10 (Feats: Thrown 3, Affects Insubstantial) (Extras: Penetrating)
AP: Electrical Strike 10 (Feats: Thrown 3)
AP: Stun 10 (Feats: Thrown 3)

Equipment:
Harpoon (+3 Mighty, Thrown 3) (9)

Saves:
Toughness +4, Fortitude +7, Reflex +6, Will +2

Combat:
Attack +8 (+10 Harpoons), Damage +3 (+6 Harpoon, +10 Energy Harpoon), Defense +10, Initiative +2

Abilities: 20 / Skills: 36--9/ Feats: 10 / Powers: 37 / Saves: 8 /Combat: 36 (120)

-Harpoon is basically a generic thug (nothing except his race is known in pretty much all canon) with a nifty power; a devastating thrown energy weapon that requires the use of his harpoons (conveniently, his race's culture uses just such a thing! Who'd've thunk it?). He messed up both Shadowcat AND Angel pretty bad with those things, however, so don't underestimate them. There seems to be some question as to just what his power does with those harpoons though, so he gets both generic Energy and Electricity as effects from it, plus Stun for a weaker variety, and Corrosion, for his ultimate death version, known for turning Morlock girls into piles of ash.
Last edited by Jabroniville on Fri Sep 25, 2009 9:01 pm, edited 1 time in total.
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Postby Libra » Mon Dec 03, 2007 8:54 am

Keep up the good work Jabron. :D
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Postby Jabroniville » Mon Dec 03, 2007 11:06 am

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RIPTIDE
PL 10 (119)
ST 13 (+1) DEX 16 (+3) CON 14 (+2) INT 10 WIS 10 CHA 14 (+2)

Skills:
Bluff 5 (+7)
Gather Information 4 (+6)
Intimidate 6 (+8.)
Knowledge (Streetwise) 5 (+5)
Notice 4 (+4)

Feats:
All-Out Attack, Attack Specialization (Blades) 2

Powers:
"Spinning Blades"
Spinning 8 [16]
"Blades" Blast 10 (Feats: Selective, Improved Critical 2) (Extras: Area-Burst, Autofire, Penetrating) (Limited: Only when Spinning) [41]

Saves:
Toughness +2 (+10 Spinning), Fortitude +5, Reflex +8, Will +2

Combat:
Attack +6 (+10 Spinning Blades), Damage +1 (+10 Blades), Defense +10, Initiative +2

Abilities: 21 / Skills: 24--6/ Feats: 3 / Powers: 59 / Saves: 10 /Combat: 32 (120)

-Riptide is probably one of the most visually interesting Marauders, so he gets shown more often than half the team, despite him being the 'big death' during the Massacre. In fact, Riptide got one of the biggest deaths in X-comics, as even COLOSSUS was turned into a killer, snapping Rippie's neck in a bout of rage after seeing him cut down a dozen Morlocks, and crippling Nightcrawler. As such, he'd be brought back as part of Mr. Sinister's clone army (a concept I always hated; it made the team basically generic and killable in EVERY adventure, ruining any fun or characterization in seeing them) quite often. His powers were pretty easy to come up with, seeing as how it's one of the ones EXPLICITLY outlined in Ultimate Power (Spinning-- oh hey there's this 'bladestorm' alt-effect that's a damage burst effect and it specifically mentions his "straw through oak" quote to give it another Extra...).
Last edited by Jabroniville on Fri Sep 25, 2009 9:03 pm, edited 1 time in total.
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Postby Jabroniville » Mon Dec 03, 2007 11:13 am

KAMACURAS (Showa series, 55-75)
PL 10 (126)
ST 6/46 (-2/+18.) DEX 12 (+1) CON 16/36 (+3/+13) INT 2 (-4) WIS 2 (-4) CHA 2 (-4)

Skills:
Intimidation 8 (+4)
Survival 12 (+8.)

Feats:
Fearsome Presence 3, Improved Grab, Improved Grapple, Improved Pin

Powers:
Growth 20 (Feats: Innate) (Flaws: Permanent) [41]
Super-Senses 1 (Low-light Vision) [1]
Super-Strength 6 (Total Strength: 8,000 tons) [13]
AP: Groundstrike (Flaws: Intensity 6, Happens every time he steps)
Immunity 2 (Heat, Cold) [2]
Impervious Toughness +8 [8]
Leaping 5 [5]

Saves:
Toughness +13, Fortitude +13, Reflex +3, Will +1

Combat:
Attack +14 (+2 with size), Damage +18, Defense +15 (+3 with size), Initiative +1

Drawbacks:
Mute [-4]
No Hands [-4]

Abilities: -20/ Skills: 20--5/ Feats: 6 / Powers: 70 / Saves: 7 /Combat: 58 /Drawbacks: -8 (126)

A whole species of giant praying mantis, Kamacuras isn't much of a threat to the other monsters. Hell, there were THREE of them and they were still little more than an annoyance to the big dogs of the Tohoverse. But still, watch out for anything that does +18 damage, no matter how terrible they are in combat.
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Postby Dreaming Psion » Mon Dec 03, 2007 12:41 pm

Jabroniville wrote:VERTIGO
PL 10 (112)

Powers:
"Vertigo"
Nauseate 10 (Feats: Selective) (Extras: Alternate Save- Will, Area-Burst, Range-Ranged) [51]



This power requires the Selective Attack extra, not the feat, since it requires a saving throw.
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Postby Jabroniville » Mon Dec 03, 2007 12:54 pm

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MALICE
PL 10 (127)
ST -- DEX 12 (+1) CON 10 INT 14 (+2) WIS 14 (+2) CHA 14 (+2)

Skills:
Bluff 5 (+7)
Gather Information 7 (+9)
Investigate 4 (+6)
Knowledge (Streetwise) 4 (+6)
Notice 6 (+8.)
Sense Motive 6 (+8.)

Feats:
Leadership, Teamwork

Powers:
Insubstantial 4 (Feats: Innate) (Flaws: Permanent) [17]
Invisibility 4 (Flaws: Permanent) [2]

Possession 12 (Extras: Duration-Continuous) (Drawbacks: Noticeable- Choker) [47]

Saves:
Toughness +0, Fortitude +4, Reflex +6, Will +5

Combat:
Attack +8, Damage +0 (+12 Possession), Defense +10, Initiative +2

Abilities: 4 / Skills: 32--8/ Feats: 2 / Powers: 66 / Saves: 11 /Combat: 36 (127)

-Malice barely counts as a Marauder in the initial Massacre storyline, but pops up later as field leader of the team when she possesses Polaris. Surprisingly, she's never been visually seen in comics, which is a sign that a) she's really invisible all the time, and b) nobody cares enough about her to showcase her at all. So she's a perma-ghost all the time, meaning she can't actually attack anyone, but she has a REALLY powerful Possession effect, that you don't get to break out of once she snares you. So yet another Marauder gets a devastating one-note power. The team is really shaping up to be a hardcore threat in battle, solely off of that. They're like a Mutant Liberation Front with talent.
Last edited by Jabroniville on Fri Sep 25, 2009 9:07 pm, edited 3 times in total.
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Postby Jabroniville » Mon Dec 03, 2007 12:56 pm

Dreaming Psion wrote:This power requires the Selective Attack extra, not the feat, since it requires a saving throw.


Whoops. Missed that bit. Thanks. And hey, now most of the team fits either a 100 pp or a 120 pp build!
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Postby Mistwolf » Mon Dec 03, 2007 1:29 pm

Jabroniville wrote:Riptide is probably one of the most visually interesting Marauders...


Agreed! And arguably the coolest one of the bunch!

Great Marauder builds all around!
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Postby Jabroniville » Mon Dec 03, 2007 1:48 pm

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ARCLIGHT
PL 10 (141)
ST 18/30 (+2/+10) DEX 14 (+2) CON 16/26 (+3/+8.) INT 10 WIS 10 CHA 14 (+2)

Skills:
Bluff 5 (+7)
Gather Information 3 (+5)
Intimidate 6 (+8.)
Knowledge (Streetwise) 6 (+8.)
Knowledge (Tactics) 4 (+4)
Notice 5 (+5)
Sense Motive 3 (+3)

Feats:
All-Out Attack, Attack Specialization (Unarmed) 1, Blind-Fight, Chokehold, Improved Grab, Power Attack, Set-Up, Startle, Teamwork

Powers:
Enhanced Strength 12 [12]
Enhanced Constitution 10 [10]
Super-Strength 3 (Feats: Shockwave) [7]

Trip 10 (Feats: Improved Trip) (Extras: Area-Burst, Knockback) [33]
AP: Trip 10 (Feats: Improved Trip) (Extras: Area-Cone, Knockback)
AP: Trip 10 (Feats: Improved Trip) (Extras: Area-Line, Knockback)
Strike 4 (Feats: Mighty 4) (Flaws: Limited- Objects Only) --- Linked to Trip [6]

Saves:
Toughness +8, Fortitude +8, Reflex +6, Will +2

Combat:
Attack +8 (+10 Unarmed), Damage +10 (+14 Objects), Defense +10, Initiative +2

Abilities: 14 / Skills: 32--8/ Feats: 9 / Powers: 68 / Saves: 6 /Combat: 36 (141)

-Arclight is second-in-command after Scalphunter, and essentially her entire gimmick is knocking everything over by smashing the ground and walls and stuff with shockwaves from her attacks. She also has the distinct honour of getting his ass handed to her by Power Pack, during their happy-fun adventure into the Morlock tunnels, in the most inexplicable Mutant Massacre cross-over (yes, even moreso than THOR, who came in because a frog told him to- no seriously). Of course, even THEY got depressed when they found Annalee's dead body and had to tell Leech. But anyways, Arclight is set up as a generic bruiser with generic bruiser stats, but gets an extra push thanks to her Trip power. I was trying to make a Groundstrike variant off of her Super-Strength, but ultimately realized that it would just be adding expensiveness to that, and suited itself better as it's own power (since Groundstrike is essentially a trip with an Area anyways). This way, she gets an uber-variable Trip with either Burst, Line or Cone Area effects, a super-knockback, the whole shebang. Careful though, she lacks the Impervious Toughness of other Bruiser-archetypes, so she's not invulnerable.
Last edited by Jabroniville on Fri Sep 25, 2009 9:08 pm, edited 1 time in total.
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Postby Libra » Tue Dec 04, 2007 7:36 am

Keep up the good work Jabronville. :D
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Postby Jabroniville » Tue Dec 04, 2007 1:05 pm

I figured while I was doing the Marauders, I'd do quick stat-ups of most of their victims, the Morlocks.

Basic Morlock Template:
MORLOCK
PL 4-5 (32-44)
ST 10/12 DEX 10/12 CON 10/12 INT 10 WIS 10 CHA 8 (4 points to spend on any of the physical skills, -2 Charisma)

Skills:
Bluff 4
Knowledge (Streetwise) 4
Notice 4
Stealth 4

Feats:
Either none, or possibly Blind-Fight and Attack Specialization (Power).

Powers:
At least one, usually weak and non-physically dominant (10-20 pp)

Saves:
Toughness +0-1, Fortitude +1-3, Reflex +1-3, Will +2 (4 points to boost Saves)

Combat:
Attack +2 (+4 Power), Damage +0-1 (+4-5 Power), Defense +4, Initiative +0-1

Abilities: 2 / Skills: 16--4/ Feats: 0-2 / Powers: 10-20 / Saves: 4 /Combat: 12 (32-44)

-This is the base template for a Morlock. Pretty much all of the rarely-seen or barely-seen Morlocks fit the bill here, as they tend to have no more skills than these, few feats, and a very weak power that isn't much use against anyone. Dangerous for maybe a couple people to fight, but watch how a mere street gang can cut down The Tunnellers faction, cops can bring down monstrous Scaleface, or how a gang of PL 10 killers like the Marauders can cut down dozens of them at once.
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