Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

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

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Postby Jabroniville » Mon May 19, 2008 10:07 pm

Image

This may be the most threatening picture ever taken of a loser character.

THE SHOCKER (Herman Schultz)
PL 9 (95)
ST 16 (+3) DEX 15 (+2) CON 14 (+2) INT 13 (+1) WIS 10 CHA 10

Skills:
Craft (Mechanical) 8 (+9)
Disable Device 9 (+10)
Intimidate 4 (+4)
Knowledge (Streetwise) 4 (+5)
Notice 3 (+3)
Stealth 4 (+6)

Feats:
All-Out Attack, Attack Specialization (Shocker Blasts), Dodge Focus 2, Improved Aim, Teamwork

Powers:
"Shocker Uniform" Device 6 (hard to lose) [24]
Vibration Control 9 (Feats: Power Attack, Improved Critical) (23)
AP: Stun 6
"Deflective Vibrations" Protection 4 (4)
Immunity 10 (Grappling) (Flaws: Half-Effect) (5)

Saves:
Toughness +2 (+6 Shocker Suit), Fortitude +5, Reflex +5, Will +3

Combat:
Attack +7 (+9 Melee), Damage +2 (+9 Shocker Blasts), Defense +8 (+10 Dodge), Initiative +2

Complications:
Enemy (Spider-Man)
Reputation (D-League Villain)

Abilities: 18 / Skills: 32--8/ Feats: 6 / Powers: 24 / Saves: 9 /Combat: 30 (95)

-The Shocker is one of Stan Lee's final creations, teaming with John Romita Sr. to bring us the quilted wonder, The Shocker! Wearing a costume that's gaudy even by super-villain standards, he's yet ANOTHER moderate inventor (but seriously, how many Spidey villains are brilliant inventors who made ONE gadget and then never touched inventing again? Lotsa one-sided guys here, with him, The Vulture, Kraven, etc.) who has a one-note gimmick. He actually housed Spider-Man pretty easily in their first encounter, since he was tough to get a hold of, and did a hell of a lot of damage with his vibrational pulses. But Spidey got the better of him (I've read this story) by webbing his thumbs so that he couldn't click the blasters. Every fight after that, Spidey didn't even have to be sneaky; Shocker got demoted to D-list villain almost right away, and is regularly seen in the modern era as a joke guy often shown in big groups of minor villains, complaining about his lack of respect. I had hopes for the Ultimate version of the character, since he could be reinvented as a bad-ass, but sadly, he was shown as an even BIGGER joke than his mainstream counterpart. His role as a jobber in the 90s and 00s Spidey TV cartoon series continues this as well. Poor guy.
-The Shocker stats out to be a limited, but decently-rounded, PL 9 offensive Blaster. He can dish out some serious damage with his Shocker blasts, and is pretty hard to hurt for a minor threat, so don't underestimate him.
Last edited by Jabroniville on Thu Feb 05, 2009 10:13 pm, edited 1 time in total.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Postby Kreuzritter » Tue May 20, 2008 5:02 am

on that note, the newest animated shocker is the first one of the bad guys thus far who thrashed spidey so bad he was left for dead
Kreuz Control Promotions: over 2250 builds served, and counting...
Crinoverse: Contributions
User avatar
Kreuzritter
Cosmic Entity
Cosmic Entity
 
Posts: 17796
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

Postby Jabroniville » Tue May 20, 2008 12:43 pm

Image

Bruce Timm? Drawing Marvel characters? *Jab's pants explode*


CLOAK (Tyrone "Ty" Johnson)
PL 10 (142)
ST 14 (+2) DEX 14 (+2) CON 14 (+2) INT 10 WIS 12 (+1) CHA 8 (-1)

Skills:
Intimidate 8 (+7)
Knowledge (Streetwise) 8 (+8.)
Notice 5 (+6)
Sense Motive 5 (+6)
Stealth 3 (+5)

Feats:
Blind-Fight, Startle, Teamwork 2

Powers:
"Darkforce Dimension Power"
Teleport 10 (Feats: Change Direction, Change Velocity, Easy, Progression 5) (Extras: Area-Burst, Affects Others, Attack) (Flaws: Touch Range) [58]
Dynamic AP: Super-Movement 1 (Dimensional Movement, Progression 5) (Extras: Attack, Affects Others, Area-Burst, Selective Attack) (Flaws: Touch Range)
Dynamic AP: Drain Constitution 5 (Feats: Affects Insubstantial, Slow Fade) (Extras: Ranged, Area-Burst) (Flaws: Touch Range)
Dynamic AP: Darkness Control 10
Dynamic AP: Emotion Control 10 (Flaws: Limited to Fear)
Dynamic AP: Snare 10 (Extras: Engulf +0, Area-Burst) (Flaws: Touch Range)
Insubstantial 4 [20]

Saves:
Toughness +2, Fortitude +6, Reflex +5, Will +4

Combat:
Attack +8, Damage +2 (+10 Cloak Powers), Defense +8, Initiative +2

Drawbacks:
Disability (Stutter- Has Difficulty Speaking if Not Cloak) [-1]

Complications:
Responisibility (Loves Tandy)
Secret (Has a Debilitating Stutter When Not Cloak)

Abilities: 12 / Skills: 28--7/ Feats: 4 / Powers: 78 / Saves: 10 /Combat: 32 /Drawbacks: -1 (142)

-----------------

DAGGER (Tandy Bowen)
PL 10 (118)
ST 10 DEX 16 (+3) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 14 (+2)

Skills:
Acrobatics 7 (+10)
Concentration 4 (+5)
Diplomacy 5 (+7)
Knowledge (Streetwise) 5 (+6)
Notice 5 (+6)
Perform (Dancing) 6 (+8.)
Sense Motive 4 (+5)

Feats:
Acrobatic Bluff, Attractive, Blind-Fight, Dodge Focus 2, Improved Aim, Improved Defense, Precise Shot, Set-Up, Teamwork 2

Powers:
"Light Daggers"
Stun 10 (Feats: Improved Critical) (Extras: Ranged) [35]
AP: Stun 6 (Extras: Ranged, Autofire)
AP: Features 2 (Cures Drug Addictions)
AP: Light Control 5
AP: Dazzle Visual Senses 5

Saves:
Toughness +1, Fortitude +4, Reflex +7, Will +5

Combat:
Attack +10, Damage +0 (+10 Light Daggers), Defense +8 (+10 Dodge), Initiative +3

Complications:
Responisibility (Partnership with Cloak)
Enemy (Father)

Abilities: 16 / Skills: 36--9/ Feats: 11 / Powers: 35 / Saves: 11 /Combat: 36 (118)


-Cloak & Dagger are one of Marvel's 1980s concepts, and one that never really managed to take off. They tried and tried, but no edition of their books ever made it far. It probably comes down to the two having a really depressing concept (runaways fighting drug dealers), weird powers (especially Cloak), fairly simplistic costumes, and no major link to most of the major heavy-sellers in comics (cross-overs with Spidey & New Mutants during their prime notwithstanding). There was a handful of interesting stuff out there featuring these two, but they've been demoted to Spider-Man occasional allies, and background faces for big cross-overs (Maximum Carnage, Civil War, etc.). Alot of their concept nowadays revolves around Cloak being retardedly in love with Dagger, in addition to needing her powers to keep him from draining regular people, so he's hyper-dependent and she occasionally runs off to do whatever. But until the day these two get a Moon Knight-like push out of Comics Limbo, they'll stay as supporters.
-Cloak & Dagger stat up kind of weird, which happens when one is WAY more powerful than the other. Cloak has a massive Teleportation-focused array of powers that also allows him Intangibility, Darkness Control, Fear powers, Draining effects, etc., while Dagger is stuck stunning people and healing. So Cloak ends up with 30 more pp to spend on his build as a result.
Last edited by Jabroniville on Mon Feb 01, 2010 2:08 am, edited 3 times in total.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Postby Jabroniville » Wed May 21, 2008 9:53 am

Image

THE GREEN GOBLIN II (Harry Osborn)
PL 10 (150)
ST 10/26 (+2/+8.) DEX 12/16 (+1/+3) CON 12/26 (+2/+8.) INT 12/18 (+1/+4) WIS 10 CHA 12 (+1)

Skills:
Bluff 8 (+11)
Craft (Chemical) 2 (+6)
Craft (Mechanical) 2 (+6)
Intimidate 4 (+5)
Knowledge (Life Sciences) 4 (+8.)
Notice 5 (+5)
Pilot 3 (+6)
Sense Motive 4 (+4)
Stealth 4 (+7)

Feats:
All-Out Attack, Benefit (Wealth), Dodge Focus 3, Equipment 2, Favored Environment (Air) 3

Powers:
"Goblin Physiology"
Enhanced Strength 16 [16]
Enhanced Dexterity 4 [4]
Enhanced Constitution 14 [14]
Enhanced Intelligence 4 [4]
Super-Strength 3 [6]
Regeneration 10 (Feats: Diehard) (Recovery +2, Injured 3, Unconscious 1, Disabled 2, Staggered 2) [11]

"Goblin Uniform" Device 2 (hard to lose) [8]
Protection 1 (Extras: Impervious 4) (5)
"Shock Gloves" Electric Strike 5 (5)

"Goblin Glider" Device 2 (easy to lose) [6]
Flight 6 (Feats: Maneuverability- Perfect 2) (Flaws: Platform) (8)
AP: "Piercing Blade/Slicing Wing" Strike 10 (Flaws: Must be Flying)

"Pumpkin Bombs" Device 6 (Easy to Lose) [18]
Blast 10 (Extras: Area- Explosion) (Flaws: Inverse Progression -2 of Explosion Distance) (30)
AP: Obscure 4 (Visual Senses)
AP: Sleep 4 (Extras: Ranged, Area-Cloud)

Saves:
Toughness +8 (+9 Uniform), Fortitude +9, Reflex +7, Will +5

Combat:
Attack +7 (+10 Air), Damage +8 (+10 Pumpkin Bomb, +10 Glider Strike), Defense +7 (+10 Dodge), Initiative +3

Complications:
Enemy (Spider-Man)
Secret (Identity of his family as the Green Goblins)
Responsibility (Liz Allan & Normie)
Responsibility (Best Friend Peter Parker)

Abilities: 8 / Skills: 36--9/ Feats: 10 / Powers: 87 / Saves: 8 /Combat: 28 (150)

-Harry Osborn is one of the more classic characters in the Spider-Man mythos, oweing to his status as Peter's best friend for over two decades, in addition to his placement as son to his greatest enemy, and focus of a huge-deal drug addiction storyline, one of comics' first. Though his place in comics gets kind of iffy around the 90s. He didn't appear in ANY of the Spidey toons till the 90s series, where he was really more of a supporting character compared to a major spot in the comics. Not to mention Marvel killing him off in the very early 90s (aka the super-boring Spidey years), since they'd sorta written him into a corner (doing the same "I'm crazy/no I'm not" thing that Norman did for years before HIS death) and couldn't think of anything else to do with him. But then the movies came out, and so did Ultimate Spidey, and everyone realized how important he was to the Spider-Man story in general, and now he's popped up again for this Brand New Day stuff Marvel's pulling. But the jury's still out on that one.
-Harry is a much smaller threat than his father, since he doesn't have hardly any of his science-Skills or combat-Feats, but he's still a pretty big challenge for Spidey. He's still an air-focused guy with some powerful weapons.
Last edited by Jabroniville on Thu Feb 05, 2009 10:17 pm, edited 1 time in total.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Postby Jabroniville » Wed May 21, 2008 9:58 am

Image

They can't all be winning concepts.

HAMMERHEAD (real name unknown)
PL 9 (110)
ST 18 (+4) DEX 12 (+1) CON 18 (+4) INT 14 (+2) WIS 16 (+3) CHA 18 (+4)

Skills:
Bluff 4 (+8.)
Diplomacy 3 (+7)
Gather Information 4 (+8.)
Intimidate 5 (+9)
Knowledge (Streetwise) 8 (+10)
Notice 5 (+8.)
Sense Motive 3 (+6)

Feats:
All-Out Attack, Benefit (Crimelord), Connected, Contacts, Equipment 2 (Tommy Gun), Fast Overrun, Improved Grab, Improved Pin, Minions 3 (Gangsters), Power Attack

Powers:
"Super-Hard Head"
Strike 4 (Feats: Mighty, Improved Critical 2) (Extras: Penetrating) (Drawbacks: Power Loss- Strike 2 Unless a Running Start is Given -2) [11]
AP: Shield 3

Equipment:
Tommy Gun (Blast 4- Extras: Autofire) (8)

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

Combat:
Attack +10, Damage +4 (+8 Head Smash), Defense +7 (+10 Dodge), Initiative +1

Complications:
Rivalry (Other Criminal Organizations)

Abilities: 36 / Skills: 32--8/ Feats: 13 / Powers: 11 / Saves: 8 /Combat: 34 (110)

-Hammerhead is a REALLY goofy Lee/Romita concept, a 1920s-themed gangster with a big, flat head thanks to some crazy doctor working on him while he was dying. He ended up being pushed into the role of 'rival gangster' to guys like Doc Ock, Kingpin & Silvermane. He gave Spidey some initial trouble thanks to the classic 'unexpected villain' syndrome (ie. like Shocker, he was an unknown quantity who Spidey didn't know the attacks of), but the ol' Web-Slinger picked up on his tactics pretty quickly, and was able to beat the snot out of him regularly. He eventually ended up being a background villain most of the time.
-Hammerhead's not bad in combat, possessing a massive Head Smash (but he needs a running start to get most of it, making him limited) and a decent Shield power from his head. The rest is all combat skills and street smarts.
Last edited by Jabroniville on Thu Feb 05, 2009 10:14 pm, edited 1 time in total.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Postby Jabroniville » Wed May 21, 2008 12:56 pm

Image

"DAMN IT! Kevin Smith actually made me cool! And then you damn writers had to go and mess it up WHILE THOSE ISSUES WERE STILL COMING OUT!!!"


MYSTERIO (Quentin Beck)
PL 10 (150)
ST 12 (+1) DEX 12 (+1) CON 14 (+2) INT 20 (+5) WIS 12 (+1) CHA 18 (+4)

Skills:
Bluff 8 (+12)
Craft (Mechanical) 8 (+13)
Craft (Chemical) 8 (+13)
Disable Device 6 (+8)
Disguise 15 (+19)
Drive 5 (+6)
Escape Artist 8 (+10)
Notice 4 (+5)
Profession (Special Effects Expert) 15 (+20)
Sleight of Hand 15 (+17)
Stealth 8 (+10)

Feats:
Distract (Bluff), Equipment 5, Fascinate (Bluff), Improved Defense, Inventor, Luck, Master Plan, Skill Mastery (Craft-Chemical, Disguise, Sleight of Hand, Stealth), Ultimate Effort (Disguise)

Powers:
Mysterio Costume- Device 12 (Hard to Lose) [48]
Illusion 10 (All Senses) (Feats: Progression 6- 1000 Feet, Selective) (Extras: Action- Free Action)
AP: Nauseate 5 (Extras: Area Cloud), Invisibility, Obscure
AP: Nullify Spider-Man's Webbing 10 (60)

Equipment: Smoke Bombs, Assorted Prepared Illusions

Saves:
Toughness +2, Fortitude +3, Reflex +5, Will +4

Combat:
Attack +6, Damage +2, Defense +8, Initiative +3

Complications:
Enemy (Spider-Man)

Abilities: 28 / Skills: 100--25/ Feats: 13 / Powers: 48 / Saves: 7 /Combat: 28 (150)

-Mysterio is one of Spidey's B-listers, in that he can be dangerous, but often got the short end of the stick once comics moved almost entirely to a "Solve with your fists" era, where things like trickery and sneaking about weren't so important. So he vanished into groupings of the Sinister Six or something like that, instead of troubling Spider-Man solo. Kevin Smith's run on Daredevil came ridiculously close to making him like Kraven or Elektra, a character death that makes them huge forever, but Marvel did one of the all-time biggest editorial blunders of ALL TIME, and actually brought him into a Sinister Six roster THE SAME MONTH he was supposed to die in another book. This led to "oh, maybe it's not Quentin Beck" and the assorted reasoning, but the damage had been done nonetheless, and this potentially classic death was basically forgotten and the character of Mysterio was distilled amongst possible imposters and the like.
-Mysterio is a dangerous threat in a team environment, but must utilize other means to dish out damage, as his forte is trickery and escape. He's extremely hard to get a good bead on, fooling people into doing whatever he wants, but he lacks that "Oomph!" to his tactics that usually does people in.
Last edited by Jabroniville on Thu Feb 05, 2009 10:22 pm, edited 1 time in total.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Postby Libra » Thu May 22, 2008 7:12 am

Jabroniville, keep up the good work. :D
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.
User avatar
Libra
Cosmic Entity
Cosmic Entity
 
Posts: 19411
Joined: Tue Mar 22, 2005 1:46 pm
Location: The Green and Pleasent Isle

Postby Jabroniville » Thu May 22, 2008 12:18 pm

Image

THE KANGAROO (Brian Hibbs)
PL 7 (84)
ST 14/24 (+2/+7) DEX 16 (+3) CON 16 (+3) INT 10 WIS 8 (-1) CHA 8 (-1)

Skills:
Handle Animal 4 (+3)
Intimidate 4 (+3)
Knowledge (Streetwise) 4 (+4)
Notice 4 (+3)
Stealth 4 (+6)

Feats:
All-Out Attack, Attack Focus (Melee) 4, Dodge Focus 2, Power Attack

Powers:
"Kangaroo Costume" Device 9 (hard to lose) [36]
Enhanced Strength 10 (10)
Super-Strength 3 (6)
Protection 4 (4)
Leaping 6 (6)
Additional Limbs (Tail) (1)
"Pouch Cannon" Blast 8 (16)

Saves:
Toughness +3 (+7 Protection), Fortitude +5, Reflex +6, Will +1

Combat:
Attack +3 (+7 Melee), Damage +2 (+7 Costume), Defense +5 (+7 Dodge), Initiative +3

Complications:
Enemy (Spider-Man)

Abilities: 12 / Skills: 20--5/ Feats: 8 / Powers: 36 / Saves: 8 /Combat: 16 (84)

THE GIBBON (Martin Blank)
PL 7 (73)
ST 14/24 (+2/+7) DEX 16/26 (+3/+8.) CON 16/20 (+3/+5) INT 10 WIS 8 (-1) CHA 8 (-1)

Skills:
Intimidate 4 (+3)
Knowledge (Streetwise) 4 (+4)
Notice 4 (+3)
Stealth 4 (+6)

Feats:
Attack Focus (Melee) 4, Dodge Focus 2, Improved Grab, Improved Pin, Power Attack

Powers:
"Gibbon Physiology"
Enhanced Strength 10 [10]
Enhanced Dexterity 10 [10]
Enhanced Constitution 4 [4]
Super-Strength 3 [6]

Saves:
Toughness +5, Fortitude +5, Reflex +8, Will +1

Combat:
Attack +3 (+7 Melee), Damage +2 (+7 Strength), Defense +5 (+7 Dodge), Initiative +8

Complications:
Enemy (Spider-Man)

Abilities: 12 / Skills: 16--4/ Feats: 9 / Powers: 30 / Saves: 2 /Combat: 16 (73)

THE GRIZZLY (Maxwell Markham)
PL 7 (62)
ST 14/24 (+2/+7) DEX 14 (+2) CON 16 (+3) INT 10 WIS 8 (-1) CHA 8 (-1)

Skills:
Intimidate 4 (+3)
Knowledge (Streetwise) 4 (+4)
Notice 4 (+3)
Perform (Pro Wrestling) 4 (+3)
Stealth 4 (+6)

Feats:
Attack Focus (Melee) 4, Dodge Focus 2, Improved Grab, Improved Pin, Power Attack

Powers:
"Grizzly Costume" Device 4 (hard to lose) [16]
Enhanced Strength 10 (10)
Protection 4 (4)
Super-Strength 3 (6)

Saves:
Toughness +3 (+7 Costume), Fortitude +6, Reflex +3, Will +1

Combat:
Attack +3 (+7 Melee), Damage +2 (+7 Strength), Defense +5 (+7 Dodge), Initiative +8

Complications:
Enemy (Spider-Man)

Abilities: 10 / Skills: 20--5/ Feats: 9 / Powers: 16 / Saves: 6 /Combat: 16 (62)


-These three jokers make up the Legion of Losers, a brief gag story in Spider-Man issues circa the late 90s that featured some of his big joke villains (including The Spot, already statted) joining forces. Eventually, Grizzly & Gibbon turned on the other two for their obsession with crime (Griz & Gib wanted to go straight). Most of them showed up for Stilt-Man's funeral (Gibbon actually marrying Princess Python, who's now been given the gag of "marries loser super-villains"), and Kangaroo was in The Cage comic series for a bit, as an attempted power-player.
-Jokey PL 7s, the Legion of Losers are scarcely threats to someone like Spidey in solo combat, but might give him a bit of a pain when they team up. They're standard Bricks at a lower PL, balancing out pretty well. Kangaroo costs more thanks to his more in-depth costume and a "pouch cannon", and Grizzly costs the least because he has a Device outfit with less tricks that Kangaroo's, and Gibbon gets all his powers naturally, and thus pays more for them. But they're all about equal in threat.
Last edited by Jabroniville on Thu Feb 05, 2009 10:23 pm, edited 1 time in total.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Postby Jabroniville » Fri May 23, 2008 9:53 pm

Image

THE SANDMAN (William Baker)
PL 10 (150)
ST 16/32 (+3/11) DEX 12 (+1) CON 17 (+3) INT 10 WIS 10 CHA 12 (+1)

Skills:
Drive 4 (+5)
Gather Information 4 (+4)
Intimidate 8 (+9)
Knowledge (Streetwise) 4 (+4)
Notice 4 (+4)

Feats:
All-Out Attack, Attack Focus (Melee) 4, Fast Overrun, Improved Grab, Improved Overrun, Power Attack

Powers:
"Body of Sand"
Sand Blast 8 (Extras: Area- Cone) [24]
Elongation 4 [4]
"Spiked Balls & Stuff" Strike 2 (Feats: Mighty) [3]
Super-Movement 2 (Slithering, Permeate) (Flaws: Limited- Permeate Through Stone Only) [3]
Density 8 (+16 St, +8 Impervious Toughness, Immovable 2, Super-Strength 2) [25]
AP: Insubstantial 2
AP: Snare 8 (Extras: Constricting, Engulf)
Regeneration (Injured 4, Disabled 5)

Saves:
Toughness +3 (+11 Density), Fortitude +8, Reflex +3, Will +3

Combat:
Attack +3 (+7 Melee), Damage +3 (+11 Density, +13 Spiked Ball), Defense +8, Initiative +1

Drawbacks:
Involuntary Transformation (Unpowered Mud When Doused with Water, Very Common, Major) [-5]
Vulnerable (Heat or Fire powers, Uncommon, Moderate) [-2]
Vulnerable (Wind Powers, Uncommon, Moderate) [-2]

Complications:
Enemy (Sinister Six)
Responsibility (Reformed villain-turned-hero)

Abilities: 17 / Skills: 24--6/ Feats: 9 / Powers: 95 / Saves: 10 /Combat: 22/ Drawbacks: -9 (150)

-The Sandman is either a C-league or B-league Spidey villain, depending on the era and the mood of the writer. Defeated in his first appearance by a 1960s-era VACCUUM CLEANER, he's been powered up over the years into someone who's nearly impossible to hurt, and can only be beaten by Spider-Man with cheating. He was a "Team Guy" in the 60s, joining up with the Sinister Six & the Frightful Four (The Wizard's anti-FF team). The past 15-20 years have taken great pains to make a hero out of Sandman. Having reformed, he's constantly on a prickly precipise, dangerously close to re-offending. This often leads to him & Spidey having various heart-to-hearts, and Sandman coming to blows with his old allies in the Sinister Six.
-My old Sandman build had him with Alternate Form, given Continuous & Permanent to balance it out- but then, that's really just HOW HE IS then, isn't it, and doesn't require any Alternate Form to stat it up. And yeah, he's massively dangerous, super-strong, nearly impossible to truly hurt (he'll either go Dense or Sand-mode on you), etc, and held back only by his various weaknesses that happen when you're made of the same stuff the ground is.
Last edited by Jabroniville on Thu Feb 05, 2009 10:24 pm, edited 1 time in total.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Postby Jabroniville » Fri May 23, 2008 10:18 pm

Image

THE RHINO (Aleksei Sytsevich)
PL 10 (116)
ST 18/32 (+4/+11) DEX 10 CON 18 (+4) INT 8 (-1) WIS 8 (-1) CHA 10

Skills:
Intimidate 8 (+9)
Knowledge (Streetwise) 4 (+4)
Notice 4 (+4)

Feats:
All-Out Attack, Attack Focus (Melee) 4, Endurance, Fast Overrun, Improved Grab, Improved Overrun, Improved Pin, Power Attack, Withstand Damage (trade Def for Tough)

Powers:
Enhanced Strength 14 [14]
Super-Strength 4 [8]
Immovable 2 [2]
Speed 2 [2]
"Rhino Charge" Strike 2 (Feats: Mighty, Improved Critical 4) (Extras: Penetrating 10) (Flaws: Requires Running Charge) [16]
"Rhino Skin" Protection 7 (Extras: Impervious) [14]
Immunity 3 (Hot, Cold, Pressure) [3]

Saves:
Toughness +4 (+11 Rhino Skin), Fortitude +8, Reflex +3, Will +1

Combat:
Attack +3 (+7 Melee), Damage +11 (+13 Rhino Charge), Defense +7, Initiative +1

Complications:
Enemy (Spider-Man)

Abilities: 12 / Skills: 16--4/ Feats: 12 / Powers: 59 / Saves: 9 /Combat: 20 (116)

-The Rhino (who's apparently Russian- who knew?) is the behemoth of the Spider-Man rogue's gallery, though often gets loaned out to more villain-starved heroes like The Hulk or The Punisher for an issue or so. Though he's basically a big retard, he gets a ton of good-natured jabs tossed his way by the writers, and has some degree of respect as a for-hire powerhouse villain. Certainly near the top of the heap in that regard. And he has one of my favourite quotes tossed his way, as the super-villains teaming up to beat the Black Panther in the Hudlin/Romita Jr BP series talk about him. One says (after Rhino talks): "Geez! Why are the super-strong ones always the hugest idiots!?" The other replies: "He fought the Hulk and walked away. God help us if he was smart." And then there was that Flowers for Rhino (a "Flowers for Algernon" parody) storyline where he got super-smart, which was just awesome.
-Rhino stats up like a near-perfect Brick, though his only PL 10-quality attack is a running charge. That's what makes it easy for guys like Spidey or Hulk to beat him. That and his really low mental saves and general unsubtleness in his tactics.
Last edited by Jabroniville on Thu Dec 03, 2009 4:36 pm, edited 3 times in total.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Postby Shinobi » Sat May 24, 2008 2:50 am

Jab, these are great - regarding Electro, didn't he recently develop teleporting powers?
User avatar
Shinobi
Firebrand
Firebrand
 
Posts: 816
Joined: Fri Nov 19, 2004 4:42 pm
Location: Centerpoint City

Postby Jabroniville » Sat May 24, 2008 12:53 pm

I suppose. But Electro's the kind of guy who got like 900 power-ups during the late-90s early-00s period, and so I ignored most of that and went with a 'classic' Electro from the mid-90s, which is when I was most familiar with the character. In fact, pretty much all these builds are synonymous with that era of time, since everything after that tended to be filled with new powers that got ignored by the next appearance of the character.

Thanks for the compliment, though! I was going a while without one, and Libra alone can't sustain my fragile ego :)!
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Postby Jabroniville » Sat May 24, 2008 1:35 pm

Image

A Nazi made of bees. I love comics.


SWARM (Fritz von Meyer)
PL 6 (145)
ST 12 (+1) DEX 16 (+3) CON 14 (+2) INT 14 (+2) WIS 12 (+1) CHA 14 (+2)

Skills:
Bluff 5 (+7)
Diplomacy 5 (+7)
Gather Information 3 (+5)
Handle Animal 4 (+6)
Intimidate 6 (+8.)
Knowledge (History) 5 (+7)
Language (German, English) 1
Notice 5 (+7)
Profession (Military Advisor) 8 (+10)
Search 2 (+3)
Sense Motive 5 (+6)
Survival 4 (+6)

Feats:
Blind-Fight, Endurance, Seize Initiative, Uncanny Dodge (Sight)

Powers:
"Body Made of Bees"
"Cloud of Bees" Insubstantial 2 (Feats: Innate, Selective) (Extras: Duration- Continuous) [17]
"Sending Bees From Body" Summon Minions 1 (Horde of Bees) (Feats: Mental Link, Progression 3, Sacrifice) (Extras: Fanatical, Horde) [9]
"Stingers" Paralyze 2 (Extras: Duration- Continuous 2, Aura, Autofire, Area- Shapeable) [24]
Flight 2 [5]
AP: Super-Movement 1 (Wall-Crawling)
Super-Senses 2 (Radius- Visual 2) [2]
Elongation 2 [2]

Saves:
Toughness +2, Fortitude +5, Reflex +5, Will +3

Combat:
Attack +10, Damage +1 (+2 Stingers), Defense +10, Initiative +3

Complications:
Enemy (Spider-Man)

Abilities: 22 / Skills: 52--13/ Feats: 4 / Powers: 59 / Saves: 7 /Combat: 40 (145)

BEE SWARM
PL 3 (3)
ST 2 (-4) DEX 14 (+2) CON 10 INT 1 (-4) WIS 8 (-1) CHA 2 (-4)

Skills:
None

Feats:
None

Powers:
Insubstantial 1 [5]
Flight 1 [2]
Paralyze 1 (Extras: Autofire) [2]
Drain Strength 1 (Extras: Poison, Autofire) [4] --Linked to Strike
Super-Movement 2 (Slithering, Wall-Crawling) [4]
Shrinking 4 (Feats: Innate) (Flaws: Permanent) [3]

Saves:
Toughness +0 (-1 Size), Fortitude +4, Reflex +2, Will +0

Combat:
Attack +3 (+4 Size), Damage -4 (+1 Bee Sting), Defense +5 (+6 Size), Initiative +2

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

Abilities: -30 / Skills: 0--0/ Feats: 0 / Powers: 20 / Saves: 5 /Combat: 16 /Drawbacks: -8 (3)


-Swarm started out as a Champions villain, but since that book died after only 20 or so issues, he got segued in the Spidey rogue's gallery. He's a Nazi made of Bees. Yeah, really. A minor character if there ever was one, he usually shows up in giant groups of low-ranking Spidey villains, in order to get his arse properly kicked.
-He's not a cheap build at all, though, seeing as how he's hard to actually damage (Insubstantial) and has a ton of tiny attacks to throw at you (most are only PL 6-level Paralyze attacks, but still). He's not gonna bring down many heavy hitters like that, but the sheer number of attacks can bog you down. He's actually kinda fun to build, since you don't usually get stuff like Radius Sight and Summon Minions/Autofire Shapeable Aura Paralyze attacks on anyone.
Last edited by Jabroniville on Thu Feb 05, 2009 10:32 pm, edited 1 time in total.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Postby Thorpacolypse » Sun May 25, 2008 11:51 am

Swarm...Man, he sucks. I think I actually have the comic where he was introduced as a Champions villain. I liked that comic when I was a kid, but apparently I was about the only one. :D

I was trying to work him up a while back when I was on a villains run, but I was struggling. I think you did a great job capturing his lameness. I might add Regeneration (Regrowth, Flaw: Requires Bees) if I decide to take him on, though. :lol:
Shop J-Mart!

Service with a smilie! :)
User avatar
Thorpacolypse
Cosmic Entity
Cosmic Entity
 
Posts: 7167
Joined: Tue Aug 15, 2006 8:19 pm
Location: Bloomington, IL (Summer home in the dark recesses of the human psyche...)

Postby Libra » Sun May 25, 2008 1:10 pm

Seeing these builds of Spidey villians has really been an eye-opener. Batman's villains may be nastier, but Spidey's tend to be more surreal. . .
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.
User avatar
Libra
Cosmic Entity
Cosmic Entity
 
Posts: 19411
Joined: Tue Mar 22, 2005 1:46 pm
Location: The Green and Pleasent Isle

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Balam_br and 6 guests