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

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Postby Jabroniville » Thu Feb 14, 2008 3:11 pm

"This is where WE fight! This is where THEY... DIE!"


KING LEONIDAS OF SPARTA
PL 10 (165)
ST 20 (+5) DEX 16 (+3) CON 24 (+7) INT 14 (+2) WIS 16 (+3) CHA 24 (+7)

Skills:
Gather Information 4 (+7)
Intimidate 8 (+15)
Knowledge (Tactics) 14 (+16)
Notice 8 (+11)
Profession (Soldier) 8 (+10)
Sense Motive 5 (+8.)
Survival 5 (+8.)

Feats:
Accurate Attack, All-Out Attack, Attack Focus (Melee) 2, Benefit 3 (King of All Sparta), Defensive Attack, Diehard, Dodge Focus 2, Endurance, Equipment 4 (Spartan Equipment), Fearless, Improved Block, Improved Critical (Spear) 2, Improved Critical (Sword), Improved Disarm, Improved Grab, Improved Sunder, Inspire, Leadership, Minions 19 (298 Spartans, Rank 5, Fanatical, Progression 9), Power Attack, Prone Fighting, Startle, Takedown Attack, Teamwork 3, Ultimate Will Save

Equipment:
Spartan Short Sword (Strike 2; Mighty) (4)
Spartan Spear (Strike 3; Mighty) (7)
Spartan Shield (Shield 3) (7)

Saves:
Toughness +7, Fortitude +10, Reflex +8, Will +8

Combat:
Attack +10 (+12 Melee), Damage +5 (+7 Short Sword, +8 Spear), Defense +8 (+10 Dodge, +13 Shield), Initiative +3

Complications:
Enemy (Kind and Generous King Xerxes)
Responsibility (Sparta)
Honor ("With This [shield], Or On It")

Abilities: 54 / Skills: 52--13/ Feats: 53/ Saves: 13 /Combat: 32 (165)

SPARTAN WARRIOR
PL 8 (76)-- 5 Minion points, Fanatical at 10
ST 18 (+4) DEX 14 (+2) CON 18 (+4) INT 10 WIS 10 CHA 12 (+1)
Skills:
Intimidate 4 (+5)
Notice 4 (+4)
Profession (Soldier) 8 (+8.)
Survival 4 (+4)

Feats:
Accurate Attack, Attack Focus (Melee) 3, Defensive Attack, Dodge Focus 2, Equipment 4 (Spartan Equipment), Fearless, Improved Block, Improved Critical (Spear) 1, Improved Sunder, Power Attack, Startle, Takedown Attack, Teamwork 2

Equipment:
Spartan Short Sword (Strike 2; Mighty) (4)
Spartan Spear (Strike 3; Mighty) (7)
Spartan Shield (Shield 3) (7)

Saves:
Toughness +4, Fortitude +7, Reflex +6, Will +5

Combat:
Attack +5 (+8 Melee), Damage +4 (+6 Short Sword, +7 Spear), Defense +4 (+6 Dodge, +9 Shield), Initiative +2

Complications:
Enemy (Kind and Generous King Xerxes)
Responsibility (Sparta)

Abilities: 22 / Skills: 20--4/ Feats: 20 / Saves: 12 /Combat: 18 (76)



-Who better for Build # 300, than the star of "300" himself?
-Leonidas is a freaking BAD ASS in combat, possessing dozens of Feats related to just that, in addition to badass Leadership, Teamwork, etc. scores. Teamwork is a necessity for the Spartan Shield-Wall style of warfare, which is why even the regular guys have two ranks of it. He's got pretty much every "adjust the scores" type of combat modification feat available as well (Power Attack, Def. Attack, All-Out Attack, etc.), making him unbelievably versatile. And a maximized PL 10, too, with his brutally high Att/Def scores matching his high damage output and natural toughness. The Spartan warriors get their own build, because they, too, rock the house. They're Fanatical Minions, Progressed 9 times.
Last edited by Jabroniville on Thu Feb 14, 2008 4:12 pm, edited 1 time in total.
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Postby Jabroniville » Thu Feb 14, 2008 4:11 pm

KAREEM SAID
PL 4 (96)
ST 14 (+2) DEX 12 (+1) CON 16 (+3) INT 18 (+4) WIS 20 (+5) CHA 22 (+6)
Skills:
Bluff 4 (+10)
Computers 4 (+8.)
Diplomacy 8 (+14)
Gather Information 4 (+9)
Intimidate 6 (+12)
Knowledge (Behavioral Sciences) 4 (+8.)
Knowledge (Civics) 5 (+9)
Knowledge (Current Events) 5 (+9)
Knowledge (Streetwise) 5 (+9)
Knowledge (Theology and Philosophy) 10 (+14)
Language (English, Arabic) 1
Notice 4 (+9)
Perform (Oratory) 8 (+14)
Sense Motive 8 (+13)

Feats:
Attractive, Benefit (Famous Muslim Leader), Contacts, Dodge Focus, Fascinate (Oratory), Fearless, Leadership, Master Plan, Minions 6 (Muslims- Zahir Arif & 2 Thugs), Skill Mastery (Oratory, Intimidate, Theology, Current Events), Well-Informed

Saves:
Toughness +3, Fortitude +5, Reflex +4, Will +6

Combat:
Attack +3, Damage +2, Defense +4, Initiative +1

Complications:
Enemy (Vern Schillinger & The Aryan Brotherhood)
Enemy (Simon Adebisi & The Homeboys)
Rivalry (All White People)
Rivalry ("The System")
Rivalry (Governor Devlin)
Rivalry (Unit Manager Tim McManus)
Responsibility (All Muslims)
Guilt (Deaths of Jefferson Keane, Hamid Kahn)
Guilt (Loves White Women)
Guilt (Failure to Save Poet)

Drawbacks:
Illness (Hypertension, Requires Medication or Heart Attack Will Occure Under Stress) [-1]

Abilities: 42 / Skills: 76--19/ Feats: 16 / Saves: 6 /Combat: 14 /Drawbacks: -1 (96)

-Beyond a shadow of a doubt the most powerful prisoner in Oswald State, Kareem Said is a great orator, the ultimate wise master and most charismatic man around, able to not only lead his Muslim brothers, but take control of all of Em City during the riot and various other disturbances by sheer force of personality. Unfortunately, he's just as guilty as the rest of them. One of the themes with him is a hatred of violence, but willing to force someone else to commit it in order to get his own aims across (ie. the Riot, which he personally poured the gasoline, and was about to ignite the match when somebody else did it for him), which in effect makes him no better than many of the other men around him. But with such charisma, power, and friends on the outside (used as a MacGuffin or Hand-Wave to just get whatever the writers wanted across- ie. getting Poet published), comes many enemies. Schillinger & Adebisi (and their respective gangs) both despised him and wanted him dead, and then you've got his own Muslims, who jumped between being fanatically loyal (most of the time) to questioning him every time something bad happened (Hamid Kahn took them over when they found out he liked the white wimmens, and lieutenant Arif frequently openly questioned him). In all, he was probably doomed to be killed by SOMEONE in prison, but his ultimate death at the hands of some random reporter guy who was going crazy made for a dumb, idiotic death that typified what OZ had become in it's later years. ie. the "let's kill a major beloved character to shock the fans" (see Glynn, Leo).
-Costing by far the most of all the OZ boys for good reason, Said is physically powerful, but truly dominates in the mental game, having massive amounts of knowledge, and his own charisma (usually a stat dump for generic 'leader' characters) is specifically pointed out SO MANY TIMES that it's clearly in the ultimate levels for 'regular' people. Despite a hatred of violence, he's able to kick ass when he needs to, easily defeating Schillinger once, and fatally stabbing Adebisi in self-defense another time. But damn, check the Complications. You though BEECHER had it bad? Said has enemies from the Aryans AND the Homeboys, Governor Devlin wanted him out of his hair constantly, he was always fighting with McManus & Glynn, he hated the system, he distrusted white people, he was haunted by his own failures (His own charges dying under him, his own lust for Scott Ross' sister).
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Postby Jabroniville » Thu Feb 14, 2008 5:45 pm

Image

THE TIGRESS II (Paula Brooks)- 1940s
PL 6 (100
)
ST 14 (+2) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 12 (+1) CHA 14 (+2)

Skills:
Acrobatics 5 (+8.)
Bluff 5 (+7)
Climb 5 (+7)
Diplomacy 4 (+6)
Disguise 6 (+8.)
Escape Artist 8 (+11)
Handle Animal 12 (+14)
Intimidate 4 (+6)
Notice 6 (+7)
Profession (Big Game Hunter) 8 (+9)
Search 4 (+5)
Sense Motive 5 (+6)
Stealth 6 (+9)
Survival 10 (+11)

Feats:
Accurate Attack, Acrobatic Bluff, Attack Focus (Melee), Defensive Roll, Dodge Focus 2, Grappling Finesse, Improved Trip, Minions 6 (3 Jungle Cats), Sneak Attack, Track

Powers:
"Sharpened Nails"
Strike 1 (Feats: Mighty) [2]

Saves:
Toughness +2 (+3 D.Roll), Fortitude +6, Reflex +7, Will +4

Combat:
Attack +7 (+8 Melee), Damage +2 (+4 Sneak Attack, Nails), Defense +7 (+9 Dodge), Initiative +3

Abilities: 22 / Skills: 84--21/ Feats: 16 / Powers: 2 / Saves: 11 /Combat: 28 (100)

-The Tigress is weird, because she was a VILLAIN called The Huntress in the Golden Age stories (fighting Wildcat), but was retconned into starting out as a hero called Tigress in Young All-Stars, before switching sides later on and turning evil. Sort of an evil big-game hunter fighting superheroes. Oddly enough, SHE has a legacy, in that her & Sportsmaster bumped uglies as a married couple (of COURSE the super-villains would have a long-term marriage amongst their ranks SOMEWHERE), and had Tigress III (Artemis Crook), a member of the current Injustice Society.

-Pretty easy to stat, she's a standard "Girl Hero" of the era (higher Dex, lower Strength & Toughness), but sneakier, with some of her later big game-hunting capabilities built in to make her slightly more effective.
Last edited by Jabroniville on Sat Nov 28, 2009 6:01 am, edited 1 time in total.
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Postby Thorpacolypse » Thu Feb 14, 2008 8:06 pm

Congrats on Build #300, Jabroni! If we join forces, we will be at HALF of Kreuzritter's inventory... :D

Keep those builds a'comin'!
Shop J-Mart!

Service with a smilie! :)
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Postby Libra » Sat Feb 16, 2008 3:50 am

You optimist. 8)
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.
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Postby Jabroniville » Sun Feb 17, 2008 12:39 pm

Image

THE RAY I (Lanford "Happy" Terril)- 1940s
PL 8 (120)

ST 14 (+2) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 13 (+1) CHA 14 (+2)

Skills:
Acrobatics 4 (+6)
Bluff 6 (+8.)
Diplomacy 4 (+6)
Disable Device 3 (+5)
Gather Information 6 (+7)
Investigate 7 (+8.)
Notice 6 (+7)
Profession (Reporter) 7 (+8.)
Sense Motive 5 (+6)

Feats:
Attack Specialization (Light Blast), Defensive Roll 2, Dodge Focus 2, Elusive Target, Improved Aim, Improved Defense, Move-By Action, Precise Shot, Set-Up, Teamwork

Powers:
"Light-Based Powers"
Flight 8 [16]
Light Control 8 [21]
AP: Light Blast 8
AP: Create Object 8
AP: Dazzle Sight 8
AP: Dazzle Sight 4 (Extras: Aura)
AP: Invisibility

Saves:
Toughness +2 (+4 D.Roll), Fortitude +5, Reflex +6, Will +6

Combat:
Attack +6 (+8 Light Blast), Damage +2 (+8 Light Blast), Defense +6 (+8 Dodge), Initiative +2

Abilities: 23 / Skills: 48--12/ Feats: 12 / Powers: 37 / Saves: 12 /Combat: 24 (120)

-The Ray is one of the more successful Quality Comics heroes, and got stuck onto the Freedom Fighters when he was brought back to the fold by DC years after his apperances stopped. With REALLY unique powers given the era (not many other 'light' themed heroes), he was destined for things much greater than the Black Condors and Miss Americas of his team, and of course got a legacy in his son, who became an off-and-on major character in the DCU (to the point of getting Big Seven JLA status in Kingdom Come, etc.), but fell victim to 'kewl 90s hero costume' syndrome and keeps going away. The costume's pretty neat, too.

-A solid all-around PL 8 offensively (PL 6 on Defense), Ray I is a very good Golden Age hero, fitting the JSA archetype point value easily. Though I'm not sure he could ever use an actual Light-based Blast effect (the 40s were not known for guys like that- Human Torch and a couple others), all the other powers are well-documented.
Last edited by Jabroniville on Sat Nov 28, 2009 6:06 am, edited 1 time in total.
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Postby Jabroniville » Sun Feb 17, 2008 1:13 pm

Image

The jacket ALONE dates this one...

THE RAY II (Ray Terril)- Modern-Day
PL 10 (180)

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

Skills:
Acrobatics 4 (+7)
Computers 12 (+13)
Concentration 7 (+8.)
Disguise 4 (+5)
Notice 5 (+6)
Sense Motive 4 (+5)

Feats:
Attack Specialization (Light Blasts) 2, Dodge Focus 4, Elusive Target, Fast Overrun, Favored Environment (Air), Improved Aim, Precise Shot, Teamwork

Powers:
"Light-Based Powers"
Flight 12 [24]
Light Control 12 [30]
AP: Light Blast 12
AP: Create Object 10
AP: Dazzle Sight 12
AP: Dazzle Sight 6 (Extras: Aura)
AP: Invisibility (Extras: Affects Others)
AP: Illusion (Visuals) 8

"Light Form"
Alternate Form (Light) 11 [55]
Flight Boost 8 (17)
AP: Space Travel 5
Insubstantial (Coherent Energy) (15)
Immunity 9 (Life Support) (9)
Regeneration (Feats: Diehard, Regrowth) (Injured 5, Disabled 7) (14)-- 55 pp

Saves:
Toughness +3, Fortitude +6, Reflex +8, Will +5

Combat:
Attack +3 (+4 Air, +8 Light Blast), Damage +2 (+12 Light Blast), Defense +5 (+9 Dodge, +10 Air), Initiative +3

Abilities: 22 / Skills: 36--9/ Feats: 12 / Powers: 109 / Saves: 12 /Combat: 16 (180)

-The Ray II was brought about in the 90s. That should be obvious just by looking at the guy; he's got a jacket AND tights on. That's not to say DC relegated him to 'kewl 90s hero' and left him there; he's got a pretty strong following within the ranks of DC editors compared to most of the JSA legacy guys who never got around to doing anything cool (see pretty much everyone who didn't make the JSA cut, especially the Freedom Casualties... I mean Fighters). He got to join the pre-Morrison JLA, shows up as a powerhouse in nearly every "Crap, get every hero out here to help" battle, and has TONS and tons of powers. Plus, he got to nail Black Canary. But for the most part, he was deemed not interesting enough to stick on any major teams for extended runs, which is kinda sad for a guy who was a big part of the Kingdom Come JLA, and has a very iconic superhero-type power.

-Ray II is a defeninitely elite Blaster archetype, though he lacks any cool Area-effecting blasts. He's brutally expensive for a standard PL 10 guy, but there's just no way to shrink most of his powers into a noticeably smaller build. He's got his "Light" array of APs (Light is one of the better 'energy guy' powers in terms of attached Alternate Powers- allowing for Dazzles, Heat, Illusions, etc.). He's got great Flight powers, added to by being in Light Form (seriously, they make Light Speed VERY expensive to get, a full 40 pp!!). Then you get his Light Form itself, which pulls in Life Support, Space Travel, the Level 3 Insubstantial (Energy Form), AND Regeneration enough to let him heal devastating injuries like they were nothing (bullets to the head-level stuff here). It's a good thing he's kind of bad in combat, being a still 'amateur' hero, requiring not only using his one good attack nearly all the time (2 ranks of Attack Specialization, a ridiculously cheapening tactic, but leaves him useless anywhere else), in addition to 4 ranks of Dodge Focus (ie. he's good on defense, but if you fool his low Wisdom score....) and Favored Environment (Airborne) to make all his caps. All that adds up to make Ray II PL 10, but costing as much as a standard PL 12 guy would. Which seems about right, given that he's a powerhouse, but kind of ineffective compared to the elites.
Last edited by Jabroniville on Sat Nov 28, 2009 6:07 am, edited 1 time in total.
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Postby Jabroniville » Mon Feb 18, 2008 12:01 pm

Image

He's the man of a million talents... well, 999,999 anyways. Clearly "tailoring" wasn't one of them.

MR. TERRIFIC I (Terry Sloane)- 1940s
PL 8 (135)

ST 18 (+4) DEX 20 (+5) CON 20 (+5) INT 20 (+5) WIS 16 (+3) CHA 12 (+1)

Skills:
Acrobatics 3 (+8)
Bluff 8 (+9)
Concentration 5 (+8.)
Craft (Chemical) 4 (+9)
Diplomacy 5 (+8.)
Disable Device 8 (+13)
Disguise 5 (+8.)
Drive 4 (+9)
Escape Artist 5 (+10)
Gather Information 6 (+9)
Investigate 5 (+8.)
Languages (Several) 3
Notice 6 (+9)
Search 6 (+9)
Sense Motive 6 (+9)
Stealth 5 (+10)

Feats:
Accurate Attack, Acrobatic Bluff, Attack Focus (Melee), Beginner's Luck, Benefit (Wealth), Defensive Attack, Defensive Roll, Dodge Focus 3, Eidetic Memory, Elusive Target, Evasion, Fascinate (Bluff), Improved Defense 2, Improved Disarm, Improved Grab, Jack-of-All-Trades, Luck 4, Move-By Action, Set-Up

Saves:
Toughness +5 (+6 D.Roll), Fortitude +8, Reflex +8, Will +7

Combat:
Attack +9 (+10 Melee), Damage +4, Defense +7 (+10 Dodge), Initiative +5

Abilities: 46 / Skills: 84--22/ Feats: 25 / Powers: 0 / Saves: 10 /Combat: 32 (135)

-Mr. Terrific I is one of those guys that got a legacy on the whim of a modern-day writer. Terry Sloane was a big-time failed hero; between the ridiculous costume, silly name, lame catch-phrases, and more, it was a miracle he lasted as long on the JSA as he did (he was their shortest-running member at only a handful of issues) before getting tossed into Comics Limbo before it was even known as that. He was so inherently goofy that rather than tell modern stories about him with the rest of the JSA, Terry was murdered during a JLA/JSA meeting by the Spirit King, so we never saw him again. It wasn't until a Spectre story in the late 90s that the concept was revived in Michael Holt, thus FINALLY earning the character some respect. Now there's a lot of retroactive stuff about Terry Sloane being this super-awesome hero that everyone loved (ah, retroactive storytelling).

-Terry is really expensive points-wise for a PL 8 'fisticuffs' type hero with no sidekicks or anything. Stupid Skillmonkeys. What's worse is that you can't shirk him on his Abilities because that's the defining factor of hand-to-hand regular joes like him. Since his Renaissance Man abilities are basically like 50 pp if you did them all via Skills, I gave him the good basics, and then threw the Beginner's Luck/Jack of all Trades/Luck 4 mix on him, which allows him at least four instances of brand-new skills per game. His Intelligence is high enough to make up for any deficiencies, and he becomes a good Skillmonkey in JSA adventures. Note he's PL 7 offensively, PL 8 defensively, as well.
Last edited by Jabroniville on Sat Nov 28, 2009 6:09 am, edited 1 time in total.
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Postby Jabroniville » Mon Feb 18, 2008 2:19 pm

Image

MR. TERRIFIC II (Michael Holt)- Modern-Day
PL 10 (180)

ST 20 (+5) DEX 22 (+6) CON 22 (+6) INT 26 (+8.) WIS 14 (+2) CHA 12 (+1)

Skills:
Acrobatics 3 (+9)
Bluff 6 (+7)
Computers 8 (+16)
Concentration 4 (+6)
Craft (Mechanical) 2 (+10)
Craft (Electronic) 7 (+15)
Disable Device 5 (+13)
Disguise 4 (+5)
Escape Artist 6 (+12)
Investigate 5 (+7)
Knowledge (Technology) 5 (+13)
Knowledge (Physical Sciences) 6 (+14)
Knowledge (Business) 2 (+10)
Knowledge (History) 2 (+10)
Knowledge (Life Sciences) 2 (+10)
Knowledge (Tactics) 2 (+10)
Languages (Several) 4
Medicine 3 (+11)
Notice 6 (+8.)
Pilot 6 (+12)
Search 5 (+7)
Stealth 6 (+12)

Feats:
Accurate Attack, Acrobatic Bluff, Attack Focus (Melee) 3, Beginner's Luck, Benefit (Wealth), Blind-Fight, Defensive Attack, Dodge Focus 3, Eidetic Memory, Elusive Target, Endurance, Evasion, Improved Defense 2, Jack-of-All-Trades, Leadership, Luck 4, Minions 8 (5 T-Spheres, Rank 5 Minions), Power Attack, Skill Mastery (Technology, Craft Electronics, Disable Device, Computers), Uncanny Dodge (Sight), Well-Informed

Powers:
"T-Mask"
Enhanced Feats (Quick Change) [1]
Concealment 10 (Visual, Audio) (Feats: Innate) (Extras: Continuous) (Flaws: Limited to Machines) [10]
Communication (Radio) 6 [6]
Super-Senses 1 (Infravision, Darkvision 2, Communication Link- T-Spheres) [4]

"Mr. Terrific Costume" Protection 2 [2]

Saves:
Toughness +6 (+8 Costume), Fortitude +7, Reflex +9, Will +6

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

Abilities: 56 / Skills: 100--25/ Feats: 36 / Powers: 23 / Saves: 8 /Combat: 32 (180)

T-SPHERES
PL 6 (75)
ST 20/8 (-1) DEX 14 (+2) CON -- INT -- WIS 10 (+0) CHA --

Skills:
None

Feats:
None

Powers:
Immunity 30 (Fortitude Effects) [30]
Super-Senses 1 (Analytical Sight 2, Radius 1, Infravision, Darkvision 2, Direction Sense, Communication Link- Mr. Terrific) [8]
Flight 3 [6]
Nullify Darkness 1 [1]
Features 1 (Can Speak for Mr. Terrific while he is Unconscious) [1]
Enhanced Feats (Equipment 2- Holographic Displays, etc.) [2]
Datalink 6 [6]
Illusion 4 [8]
Electrical Control 8 (Flaws: One Shot Only) [9]
AP: Blast 10 (Extras: Explosion) (Flaws: Side Effect 2- Destroys T-Sphere, -2 Range)
Protection 8 [8]
Shrinking 12 (Feats: Innate) (Flaws: Permanent) [7]

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

Combat:
Attack +1 (+5 Shrinking), Damage -1 (+7 Electrical Control, +10 Blast), Defense +1 (+5 Shrinking), Initiative +2

Drawbacks:
No Arms or Legs [-4]

Abilities: -16 / Skills: 0--0/ Feats: 0 / Powers: 86 / Saves: 2 /Combat: 4 /Drawbacks: -4 (75)


-Mr. Terrific II is one of comics' biggest success stories in creating a great new hero in recent memory. Based off of the lame forgotten first hero, Michael Holt quickly became a major JSA member, using his "I know everything" abilities to pretty much take control of the whole team, becoming their most valuable member, even AFTER they got Black Adam, Captain Marvel AND Power Girl on the same squad. Pretty much the Batman of his team, this resulted in Terrific getting top billing as their main hero, important roles on JLU as well as the Checkmate series, and now he's officially DC's secondary "skill guy" every time a big event happens (after Batman). Not bad, Geoff Johns. Not bad at all.

-Terrific's been built very well by Taliesin, and most of the same stuff goes here. The T-Spheres are excellent Minions, though I added some extra stuff onto them. They're not there for offense (they can bonk a villain on the head or do some zapping with electricity, but they never really focus much on the story), but they let him Datalink, cast illusions, communicate while he's unconscious (something so weird that Features is the only way to really do it), some fancy stuff for their Equipment which allows Terrific to gut them to make new things, etc. Holt himself is the ultimate Skillmonkey, with super-high Intelligence to max out his many low-ranked skills (and the same set-up Mr. Terrific I has to allow him to add ranks basically at will). The T-Mask isn't a device, since even Roulette couldn't remove it from him when he was out cold (which is the limit set on Devices), and it's basically a part of him. He's only PL 8 offensively (PL 10's on the Defense), but then, he's never been the JSA's heavy hitter. I've only seen him take out maybe a couple villains hand-to-hand. He's best as the Skill Guy and Leader Guy sets.
Last edited by Jabroniville on Thu Feb 03, 2011 11:25 pm, edited 3 times in total.
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Postby JackGiantkiller » Mon Feb 18, 2008 3:21 pm

Great Rays, and Terrific Terrifics, Jab.
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Postby Jabroniville » Tue Feb 19, 2008 2:41 am

Image

SARGON THE SORCEROR (Jon Sargent)- 1940s
PL 8 (96)

ST 10 DEX 12 (+1) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 16 (+3)

Skills:
Bluff 8 (+11)
Concentration 5 (+8.)
Disguise 5 (+8.)
Escape Artist 9 (+10)
Gather Information 4 (+7)
Investigate 5 (+8.)
Knowledge (Arcane Lore) 6 (+9)
Notice 5 (+8.)
Perform (Acting/Magic) 6 (+9)
Sense Motive 6 (+9)
Sleight of Hand 12 (+13)

Feats:
Artificer, Attack Specialization (Magic), Attractive, Elusive Target, Fascinate (Perform), Luck, Ritualist, Skill Mastery (Perform, Arcane Lore, Sleight of Hand, Escape Artist)

Powers:
"Ruby of Life" Device 4 (hard to lose) [16]
Magic 7 (20)
AP: Animate Objects 7 (Flaws: Touch Range)
AP: Move Object 7 (Flaws: Touch Range)
AP: Transform Objects into Different Shaped Objects 7 (Flaws: Touch Range)
AP: Flight 4 (Extras: Affects Others)
AP: Earth Control 7 (Feats: Earth to Mud) (Flaws: Touch Range)
AP: Plant Control 7 (Flaws: Touch Range)

Saves:
Toughness +2, Fortitude +5, Reflex +6, Will +5

Combat:
Attack +6 (+8 Magic), Damage +0 (+10 Magic), Defense +6, Initiative +1

Abilities: 20 / Skills: 72--18/ Feats: 8 / Powers: 16 / Saves: 10 /Combat: 24 (96)

-Another blatant Mandrake rip-off, Sargon also wore a turban (with a special ruby in it), but had the fairly unique ability to control things by touching them. He disappeared fairly quickly (a few years) in his own era, and when he came back in the 60s, it was as a villain, under the control of the Ruby of Life. This didn't last, and he was cured of his condition, and even got the old 'honorary' membership in the JLA thing going, but that didn't save him from being offed during Alan Moore's run on Swamp Thing, where he & Zatara bit it while fighting the effects of the Crisis on Infinite Earths. A modern version appeared in a one-shot about the Helmet of Fate, but it's unlikely to last, given the nature of magic heroes in DC.

-Sargon isn't terribly powerful, but has some effective powers for a PL 8 guy, essentially being able to turn everything around him into a weapon, just so long as he touches it. The Ruby could be hard or easy to lose depending, but I chose to make it Hard to Lose, since it's in his Turban, and he's got to have SOME kind of way of keeping that thing on. Unless it was a 'oh crap I've lost my turban' situation in every story or something. His control powers aren't the easiest things to stat, though, requiring some guesswork and covering the bases of a few "Control" powers and animating stuff.
Last edited by Jabroniville on Sat Nov 28, 2009 6:12 am, edited 1 time in total.
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Postby Libra » Tue Feb 19, 2008 10:47 am

Keep up the good work Jab. :D
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Postby Jabroniville » Wed Feb 20, 2008 12:43 pm

"Listen, Buffalo or whatever you're called; you're fulla' CRAP!"

KEN MASTERS
PL 10 (150)
ST 20 (+5) DEX 18 (+4) CON 20 (+5) INT 10 WIS 13 (+1) CHA 18 (+4)

Skills:
Acrobatics 6 (+10)
Bluff 5 (+9)
Concentration 8 (+9)
Drive 8 (+12)
Language (English, Japanese) 1
Notice 6 (+7)
Sense Motive 6 (+7)

Feats:
Attractive, Benefit (Wealth), Equipment 2 (Car), Luck, Fighting Style: Shotokan Karate 19 (Accurate Attack, All-Out Attack, Assessment, Attack Focus (Melee), Defensive Attack, Defensive Roll 2, Diehard, Dodge Focus 2, Improved Block, Improved Critical (Unarmed), Improved Defense, Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Power Attack, Taunt)

Powers:
"Flaming Dragon Punch" Strike 3 (Feats: Mighty, Improved Critical 3, Knockback) (Flaws: Tiring) (Drawbacks: Inaccurate) [7]
AP: "Dragon Punch" Strike 3 (Feats: Mighty, Improved Critical 2) (Flaws: Tiring) (Drawbacks: Inaccurate)
"Hurricane Kick" Strike 2 (Feats: Mighty) (Extras: Autofire) (Flaws: Tiring) [3]
"Fireball" Blast 10 (Feats: Improved Critical) (Extras: Penetrating) (Flaws: Distracting, Tiring) (Drawbacks: Inaccurate) [10]

Saves:
Toughness +5 (+7 D.Roll), Fortitude +8, Reflex +9, Will +7

Combat:
Attack +11 (+13 Melee, +11 Specials, +9 Fireball), Damage +5 (+6 Hurricane Kick, +8 Dragon Punch, +10 Fireball), Defense +11 (+13 Dodge), Initiative +8

Complications:
Responsibility (Eliza)
Rivalry (Ryu)
Obsession (Ryu)
Enemy (Bison)

Abilities: 39 / Skills: 40--10/ Feats: 25/ Powers: 19 / Saves: 14 /Combat: 44 (150)

Ken was a mix of asskicker and jobber in the SF Movie, demolishing T.Hawk with no difficulty whatsoever, and handing Ryu his ass for a good while, but Bison made an embarassing mess of him in their first battle, and Ryu was really only losing because he didn't want to fight back. But Ken was cleary a heavy-hitter, teaming up to take out Bison in the end. His stats are more-or-less a variant of Guile & Dee Jay's, being a 'regular' type build in a game with lots of extremes. Am I the only one who found it weird that KEN was the one who ended up using the super version of the Dragon Punch, whereas Ryu (the guy with the famous move that burned Sagat's chest) got the improved Fireball?
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Postby Jabroniville » Wed Feb 20, 2008 2:58 pm

Image

LIBERTY BELLE I (Libby Lawrence)- 1940s
PL 8 (120)

ST 12/26 (+1/+8) DEX 16 (+3) CON 14/24 (+2/+7) INT 14 (+2) WIS 16 (+3) CHA 14 (+2)

Skills:
Acrobatics 6 (+9)
Bluff 5 (+7)
Diplomacy 4 (+6)
Disguise 7 (+9)
Escape Artist 4 (+7)
Investigate 6 (+9)
Language (English, French) 1
Notice 6 (+9)
Profession (Radio Reporter) 6 (+8)
Sense Motive 5 (+8)
Stealth 5 (+8)
Survival 2 (+5)
Swim 7 (+8)

Feats:
Attack Specialization (Unarmed), Attractive, Beginner's Luck, Connected (Ringer of Liberty Bell), Defensive Attack, Dodge Focus 3, Endurance, Inspire, Leadership, Power Attack, Teamwork 2

Powers:
Enhanced Strength 14 [14]
Enhanced Constitution 10 [10]
Impervious Toughness 4 [4]
Super-Strength 4 [8]

Saves:
Toughness +7, Fortitude +9, Reflex +6, Will +7

Combat:
Attack +6 (+8 Unarmed), Damage +8, Defense +5 (+8 Dodge), Initiative +3

Drawbacks:
Power Loss (Contact Not Ringing the Liberty Bell) [-3]

Abilities: 26 / Skills: 64--16/ Feats: 14 / Powers: 36 / Saves: 9 /Combat: 22 /Drawbacks: -3 (120)

-Liberty Belle I was a do-nothing short-lived hero of the Golden Age, personally torn from the abyss by Roy Thomas and made into the breakout star of the All-Star Squadron comics. Made the leader of the team, Libby was given tons of backstory, a relationship with Johnny Quick, and even a legacy in her daughter Jesse. She was even going to be an authentic JSA member during the early-90s run, until the book was cancelled because the editor didn't like the idea. Liberty Belle was actually a pretty cool 80s character; not a slutty dresser, she was just a standard 'good leader' character, with decent super-powers, but nothing extreme.

-LB's a standard brick on a lot of levels, but not to extreme power, and actually perfectly balanced with her offense and defense, a true rarity for my builds. This makes her very much a jack-of-all-trades in combat, as she could tank OR dish out the offense for the team, in addition to improving everyone else's bonuses with her Leadership-based Feats. Her Power Loss Drawback is a weird one, but that's what it really was- some guy in Philadelphia would ring the Liberty Bell, thus giving her powers.
Last edited by Jabroniville on Sat Nov 28, 2009 6:14 am, edited 2 times in total.
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Postby Jabroniville » Wed Feb 20, 2008 10:40 pm

Image

LIBERTY BELLE II (Jesse Belle Chambers)- Modern Day
PL 10 (158)

ST 12/26 (+1/+8) DEX 16 (+3) CON 14/24 (+2/+7) INT 16 (+3) WIS 12 (+1) CHA 16 (+3)

Skills:
Acrobatics 6 (+9)
Bluff 4 (+7)
Computers 6 (+9)
Diplomacy 3 (+6)
Intimidate 5 (+8)
Knowledge (Business) 12 (+15)
Notice 4 (+5)

Feats:
Acrobatic Bluff, Attack Focus (Melee), Attack Specialization (Unarmed), Benefit (Wealth), Dodge Focus 5, Fast Overrun, Improved Disarm, Move-By Action, Power Attack

Powers:
"Liberty Belle Inheritance"
Enhanced Strength 14 [14]
Enhanced Constitution 10 [10]
Impervious Toughness 4 [4]
Super-Strength 4 [8]

"Johnny Quick Inheritance"
Super-Speed 6 (Drawbacks: Power Loss- Must Recite Formula "3X2(9YZ)4A" -2) [31]
AP: Deflect (Slow & Fast Projectiles) 6
AP: Rapid Attack
AP: Rapid Attack Disarm
AP: Flight 9
Super-Movement 2 (Water-Walking, Wall-Crawling) (Flaws: Limited- While Running) [2]
Immunity 1 (Aging) [1]

Saves:
Toughness +7, Fortitude +7, Reflex +11, Will +4

Combat:
Attack +6 (+9 Unarmed), Damage +8, Defense +8 (+13 Dodge), Initiative +15

Abilities: 26 / Skills: 40--10/ Feats: 13 / Powers: 70 / Saves: 11 /Combat: 28 (158)

-Liberty Belle II is the new name for the former Jesse Quick, who was a superhero with the whole "I don't like doing this, but my dad expected it of me" thing going on. The daughter of the dead Johnny Quick and the bitter Liberty Belle I, Jesse was a great businesswoman whose main play came in the Flash series, and in the Titans mid-90s run. She was actually a really good character there, actually being built-up as a second-in-command under Nightwing, and nearly hooked up with him in my estimation were it not for his own book and love interests there. But then the new writer flushed that ALL down the toilet with some GOD-AWFUL storytelling involving Libby's new fiancee and Jesse SLEEPING WITH HIM, that ended up poisoning both characters for years, until Geoff Johns brought them both back in the JSA series and promptly ignored that entire thing (ie. they mention 'difficulties', but nobody says what they were)- a brilliant move that allowed him to use Jesse as the new Liberty Belle in his revamp of the series, hooking up with Hourman II in their version of the "Annoying Way-Too-Into-Each Other Couple".

-Statting LB II isn't that easy, since she's got her mother's AND father's power-sets, though Johns has been vague on exactly how much of her dad's powers she still has. See, her old self was basically just a speedster who could sometimes fly, but Geoff Johns recreated her as a brick powerhouse, with SOME glimpses of her old power-set. So right now she's kinda hovering, carrying a weakened version of her dad's powers, which I'll change if I see anything different come about. As it stands, she's still a very amateur hero, being mainly a good fighter thanks to her speed, but lacking in other categories. PL 10 defense, PL 9 offense, and even that might change depending on her level of speed remaining.
Last edited by Jabroniville on Sat Nov 28, 2009 6:15 am, edited 1 time in total.
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