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

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Postby Bravo » Wed Aug 06, 2008 4:14 pm

WOW - Your Alpha Flight builds are bringing back some memories and then some. The DVD extra stuff you are throwning in with some of your builds is very helpful in my own (build some villains for a future game) tinkerings. Great work! Looking forward to seeing more.
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Postby Jabroniville » Wed Aug 06, 2008 4:17 pm

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PERSUASION (Kara Killgrave)- Beta Flight
PL 10 (95)

ST 8 (-1) DEX 14 (+2) CON 12 (+1) INT 10 WIS 10 CHA 14 (+2)

Skills:
Bluff 4 (+5)
Drive 4 (+6)
Notice 4 (+4)
Sense Motive 4 (+4)

Feats:
Dodge Focus 2, Set-Up, Teamwork

Powers:
Pheromones 10 (Feats: Mental Link, Progression 3) (Extras: Selective) (Drawbacks: Noticeable- Always Purple, Power Loss- Submerged) [53]
AP: Sleep 8 (Extras: Area-Burst)

Saves:
Toughness +1, Fortitude +3, Reflex +4, Will +2

Combat:
Attack +4, Damage -1 (+10 Pheromones), Defense +6 (+8 Dodge), Initiative +2

Complications:
Responsibility (Father, The Purple Man)

Abilities: 8 /Skills: 16--4 / Feats: 4 / Powers: 53 / Saves: 6 /Combat: 20 (95)

-Persuasion (originally given the HORRIBLE code-name "Purple Girl", which is even lamer than "Purple Man") is the daughter of Zebediah Killgrave, the result of what is essentially long-term rape, as Killgrave controlled Kara's mother for years. Kara ended up gaining her father's powers (thus making her less of a mutant and more a new species, as some biologists would note) at a massive level, and she joined Alpha Flight's junior league Beta Flight team. She wasn't much of a super-hero, but her power got the team out of quite a few scraps. She eventually retired, realizing she couldn't hold up to the ideals (which is the fate of 80% of the supporting charactes in the book, oddly enough).

-Hey, a PL 10 Beta Flighter! But that's mainly because her Save DC (I usually just put that in "Damage" so everyone can easily tell why these people are the level they are) is +10 for her Pheromones. She's remarkably effective at that one thing, but like most one-trick power types, she's got NOTHING else up her sleeve, with Skills, Feats, or anything. Hell, her Attack balances out to +2, and her Defense is +4, making her all but completely useless against something like a robot, super-willful type, or if her powers get de-activated. Her control is actually kind of interesting though, in that it has neat flaws- people will turn purple if controlled (making their teammates obviously see something is wrong), and her power is broken if the subjects are submerged in water.
Last edited by Jabroniville on Tue Mar 23, 2010 1:29 am, edited 2 times in total.
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Postby Jabroniville » Wed Aug 06, 2008 5:17 pm

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WINDSHEAR (Colin Ashworth Hume)- Alpha Flight
PL 9 (135)

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

Skills:
Craft (Artistic) 5 (+6)
Diplomacy 6 (+8)
Knowledge (Current Events) 3 (+4)
Notice 4 (+5)
Pilot 3 (+5)
Search 3 (+4)
Sense Motive 4 (+5)

Feats:
Attack Focus (Ranged) 2, Dodge Focus 2, Power Attack, Teamwork

Powers:
"Hard-Air Powers"
Create Object 9 (Feats: Subtle 2) (Extras: Duration- Continuous, Movable) [46]
AP: "High Pressure Punch" Strike 2 (Feats: Mighty)
AP: "Hard-Air Bullets" Blast 4 (Extras: Autofire)
AP: "Fill With Hard Air" Gravity Control 5
AP: "Hard-Air Blasts" Blast 9 (Extras: Area-Cone)
AP: "Hard-Air Battering Ram" Blast 9 (Extras: Area-Cylinder)
AP: "Hard-Air Explosion" Blast 7 (Extras: Area-Burst)
AP: "Hard-Air Respiratory Attack" Fatigue 5 (Feats: Reversible)
AP: "Hard-Air Screen" Force Field 4 (Feats: Progression 4) (Extras: Affects Others)

"Windshear Power Armour" Device 8 (hard to lose) (Feats: Restricted 2- Air Controllers) [34]
Enhanced Strength 12 (12)
Protection 6 (Extras: Impervious 5) (11)
Flight 6 (12)
Enhanced Feats: Attack Specialization ("Hard-Air" Attacks) (2)

Saves:
Toughness +2 (+8 Armour, +12 Force Field), Fortitude +4, Reflex +4, Will +5

Combat:
Attack +4 (+6 Ranged, +8 Armour), Damage +2 (+8 Armour, +9 Hard-Air, +10 Hard-Air Punch), Defense +4 (+6 Dodge), Initiative +2

Complications:
Responsibility (Alpha Flight & Beta Flight)

Drawbacks:
Power Loss (All Powers at Half Strength Without Armour) [-4]
Normal Identity (Power Armour) [-2]

Abilities: 20 /Skills: 28--7 / Feats: 6 / Powers: 84 / Saves: 8 /Combat: 16 / Drawbacks: -6 (135)

-Hey, an Alpha Flight character I actually like again! Actually, I've never read a comic featuring ol' Windshear, but I find him actually interesting, with a unique power. His "Hard Air" powers are similar to the Invisible Woman's, except he's ALSO a guy in power armor. See, his thing is that he lacks control of his powers without his armour, so he's kind of like two heroes in one, but nothing works that well if he's out of the armour. Of course, his run in Alpha Flight was REALLY short, with a 'mentor' role over Beta Flight and that's about it, as he sort of kicked around as most 'post-Byrne' members of the team did, never did anything important, and basically just vanished from the team. He now stands as "De-Powered" from M-Day.

-Not an easy guy to stat. Since he's never been a major player, but is fairly powerful, he sits at PL 9, but more like 8.5 Offense, 9 Defense. But he's got a TON of powers, most of which only work with his Power Armour on, but not totally so. I felt the best way to do that was to give him his powers, but make them half-strength, and without a rank of Attack Specialization without the armour. His defense was tough to figure out, as he somehow gets to add Force Field Guy onto Armour Guy, giving him a REALLY huge Toughness Save if you don't calm down on both of them. He's got a very versatile set-up with his Hard-Air attacks though, working in Melee and possessing SEVERAL Extra-worthy Area attacks, in Cones, Cylinders, Autofire, Burst, etc. With a lot of ingenuity, you could go VERY far with a charcter like this.
Last edited by Jabroniville on Tue Mar 23, 2010 1:31 am, edited 1 time in total.
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Postby Jabroniville » Thu Aug 07, 2008 6:30 pm

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SHAMAN (Michael Twoyoungmen)- Alpha Flight
PL 10 (130)

ST 12 (+1) DEX 14 (+2) CON 14 (+2) INT 16 (+3) WIS 17 (+3) CHA 10

Skills:
Bluff 6 (+6)
Concentration 8 (+11)
Diplomacy 4 (+4)
Handle Animal 6 (+6)
Knowledge (Arcane Lore) 6 (+9)
Language (Sarcee, English) 1
Medicine 8 (+11)
Notice 5 (+8)
Sense Motive 4 (+7)
Stealth 4 (+6)
Survival 8 (+11)

Feats:
Artificer, Attack Focus (Magic) 6, Dodge Focus 2, Equipment ("Magical Bracelets"- Quick Change), Luck 4, Ritualist, Set-Up, Track, Trance

Powers:
"Sarcee Mystical Pouch" Device 12 (easy to lose) (Feats: Restricted- Only Shaman) [38]
Magic 17 (50)
"Vaccuum into the Pouch" Super-Movement 2 (Dimensional Movement) (Extras: Affects Others 10, Attack 10, Area-Cone 10)
AP: "Powders" Illusion (Visual) 8
AP: Astral Projection 8
AP: Create Object 10 (Extras: Movement
AP: "Dull the Mind" Drain Intelligence 4, Wisdom 4
AP: "Deflection Wand" Absorption 8 (Energy to Energy Blast)
AP: "Dust of Dreams" Sleep 8
AP: "Eldritch Bolts" Blast 10
AP: Weather Control 8 (Hamper Movement, Distraction, Reduced Visibility, Cold)
AP: Healing 8
AP: Cold Control 8
AP: Invisibility 4 (Extras: Affects Others)
AP: Flight 2 (Flaws: Low Ceiling)
AP: Emotion Control 8 (Flaws: Fear Only)
AP: "Prison Bands" Snare 8 (Extras: Area-Cone)
AP: Telekinesis 8
AP: "Protective Shell" Force Field 10 (Feats: Progression 10) (Extras: Affects Others)
AP: Teleport 5 (Feats: Progression 2) (Extras: Affects Others)
"Lose Your Mind if You Look Within" Drain Intelligence 10, Wisdom 10 (Flaws: Must Look Inside the Pouch) (10)
Telepathy 5 [10]

Saves:
Toughness +2 (+12 Force Field), Fortitude +4, Reflex +3, Will +6

Combat:
Attack +4 (+10 Magic), Damage +1 (+8-10 Magic Attacks), Defense +6 (+8 Dodge), Initiative +2

Complications:
Responsibility (Alpha Flight)
Responsibility (Talisman, Daughter)

Abilities: 23 /Skills: 60--15 / Feats: 18 / Powers: 48 / Saves: 6 /Combat: 20 (130)

-Shaman's one my least favourite archetypes in comics: Guy Who Can Do Everything. Need a snowstorm? He's got it. Need a blast? Ditto. Stealth powers? Mind Reading? Snares? Teleportation? Moving Stuff? He's got it ALL! So much like Dr. Strange, he can basically do anything, making him the ultimate teammate, and so hard to write for that he often gets de-powered, KO'd, possessed, or loses his stupid pouch thingie. Basically, the walking Plot Device. Hell, I remember "The Crossing", an Avengers arc, where Shaman stuck an entire town full of people, plus all these superteams, a nuclear blast and a submarine, into his pouch (something like five square miles of space), basically just sitting there teleporting the teams all over the place. That's the sort of thing that happens when you create a guy just to counter Storm for a single storyline, then have to actually WRITE that character.

-So Shaman's had a bumpy ride, being a good teammate sometimes, but then losing all focus and ability. And of COURSE since he's a Native person, he's got to have the "I was using the white man's ways of science, but have turned back to the ways of our ancestors" gimmick, which is offensive to both white AND non-white people. They added some extra stuff to him by giving him a daughter, Talisman, but she's a footnote.

-Shaman comes up at WAAAYYY the frick cheaper than he should, all because he can't use 95% of his powers without the use of his magical pouch. I just statted as many of the Alphanex website's powers as I felt necessary. So yeah, his Restricted Device saves him about thirty points in this case, and I'd seriously reconsider letting a player do that. Perfectly legal, though. With that and four ranks of Luck, he can pretty much do almost anything. Note the Pouch's ability to mind-wipe people who look into it, and the fact that he can use Telepathy without the Pouch. On the plus side, unless he's using his Force Field (at which point he can't use his blasts or anything), Shaman's a real glass cannon, a pathetic PL 5 defensively.

-I could've used Gadgets on his Pouch and made the same amount of sense (since he's often pulling individual items out of the Pouch to use- little powders and wicker men and stuff like that), but I felt like actually pointing out what most of his powers actually were.
Last edited by Jabroniville on Tue Mar 23, 2010 1:38 am, edited 1 time in total.
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Postby Jabroniville » Thu Aug 07, 2008 10:25 pm

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BOX I (Roger Bochs)- Beta Flight, Gamma Flight
PL 8 (105)

ST 2 (-4) DEX 2/12 (-4/+1) CON 6 (-2) INT 18 (+4) WIS 12 (+1) CHA 6 (-2)

Skills:
Bluff 5 (+3)
Computers 4 (+8)
Craft (Mechanical) 8 (+12)
Disable Device 4 (+8)
Knowledge (Technology) 7 (+11)
Notice 4 (+5)
Sense Motive 4 (+5)

Feats:
Inventor

Powers:
"Box I Armour" Device 27 (hard to lose) (Feats: Restricted- Bochs or Jeffries Only) [108]
Enhanced Strength 18 (18)
Enhanced Agility 10 (10)
Protection 12 (Extras: Impervious 6) (18)
Super-Strength 6 (12)-- max load 100 tons

Energy Blast 10 (21)
AP: "Electric Current" Strike 10
Enhanced Feats- Interpose, Power Attack (2)
Enhanced Attack Bonus 6 (12)
Enhanced Defense Bonus 6 (12)
Features 8 (Buys off "No Hands & Crippled" Drawback) (8)

Flight 7 (14)
Super-Senses (UV Vision, Extended Vision, Infra-Vision, Radio) (4)
Nullify 2 (Radio Waves) (2)
Immunity 2 (Drowning, Pressure) (2)-- (133)

Saves:
Toughness -2 (+10 Box Armour), Fortitude +2, Reflex +0 (+3 Box), Will +4

Combat:
Attack +0 (+6 Box), Damage -4 (+10 Box), Defense +0 (+6 Box), Initiative +1

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

Complications:
Responsibility (James MacDonald Hudson)
Prejudice (Cripple)

Abilities: -14 /Skills: 36--9 / Feats: 1 / Powers: 108 / Saves: 9 /Combat: 0 / Drawbacks: -8 (105)

-Box strikes me as the kind of messed-up crap a writer thinks up when he's out of ideas for his series. "Hey, y'know what's new? A QUADRAPLEGIC super-hero!" So yeah, this inventor is on Gamma Flight, controlling a robot with a helmet he invented. And then he merges into the next robot he creates, becoming a minor-league hero, aiding Alpha Flight for a bit. Then they killed him when Lionel Jeffries took over his body, and we NEVER heard from or saw him ever again. Especially since his buddy Madison became the newer, cooler, Jim Lee-drawn Box.

-Statting a guy with no arms and non-working legs who goes into a power-suit that lets him move around is usually no easy task, and Box I is more of the same. He ends up being very powerful on some levels, but is so horrifically limited by his deformities that he ends up costing LESS overall than his own freakin' Device. That'll happen when you have no natural strength or dexterity, and even your Attack & Defense Bonuses are wrapped up in your technology making you better. Note that his Flaws (-8 pp) are made up for by his Device, which only costs 6 pp. There you see the kind of bonuses that being a guy who's useless without his device can be. With some time and effort, you could stat up a major-league powerhouse with this kind of set-up, VERY cheaply.

-Note that Madison Jeffries can ALSO don this armour. At which point, it actually gets cheaper, since his natural strength, dex & con, along with Attack & Defense, are high enough that the suit doesn't have to add to it. I figure that most armours have a default strength, and merely build their wearer's strength up to that level. I mean, a midget wearing Iron Man's armour would probably have the same raw strength Tony would in it, since it's SOLELY the machine doing the lifting (and if it's not, Tony himself is only providing like 400 lbs of lift onto 100 tons- not much of a difference), y'know?
Last edited by Jabroniville on Tue Mar 23, 2010 1:45 am, edited 1 time in total.
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Postby Setothes » Fri Aug 08, 2008 5:42 am

Awesome Alpha/Beta/Gamma Flight builds!

That's a real blast from the past. I imagine Snowbird and Aurora will be coming up soon?

I had never heard of this Feedback dude. That's a kinda funky-cool powerset. Windshear, as you note, is pretty awesome. Radius is yet another force-field-mutant who doesn't control his force field (see Blevins, Skids). Le sigh.

Any plans on getting the one-shot dudes like St. Elmo or Groundhog?
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Postby Jabroniville » Fri Aug 08, 2008 10:46 am

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TALISMAN II (Elizabeth Twoyoungmen)- Alpha Flight
PL 10 (110)

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

Skills:
Bluff 4 (+5)
Concentration 5 (+6)
Knowledge (Arcane Lore) 6 (+7)
Language (Sarcee, English) 1
Notice 4 (+5)
Sense Motive 4 (+5)
Stealth 4 (+6)
Survival 4 (+5)

Feats:
Attack Focus (Magic) 2, Ritualist, Power Attack

Powers:
"Talisman- Mortal Channel Through Which Gods May Fight"
Magic 15 [45]
AP: Nullify All Magical Effects 10 (Extras: Area-Burst)
AP: Astral Projection
AP: Healing 5
AP: "Amber Casting" Snare 10
AP: Absorption (Magical Energy to Magic) 5
AP: "Compulsion" Mind Control 5 (Extras: Area-Burst)
AP: Super-Senses (Detect Dimensional Planes, Postcognition, Precognition)
AP: "Exorcism" Ward Demons 10
AP: "Light Shield" Force Field 9
AP: "Living Light" Blast 10 (Extras: Area-Cone) (Flaws: Limited- Demons Only)
AP: Magical Blast 10 (Feats: Split Attack 2)
AP: "Summon Magnetic Spirit/Spirit Animals/Wind Spirits/Undead Army" Summon Minion 5 (Progression: 2) (Extras: Type +2)
AP: Invisibility (Extras: Affects Others)
AP: Teleport 8 (Feats: Progression 10) (Extras: Affects Others)
AP: Telepathy 10
AP: "Wind Blasts" Air Control 10
Mind Shield 5 [5]
Enhanced Skills- Arcane Lore 4 [1]
Immunity (Aging) [1]

Saves:
Toughness +1 (+10 Force Field), Fortitude +3, Reflex +5, Will +4

Combat:
Attack +5 (+7 Magic), Damage +0 (+10 Magical Attacks), Defense +8 (+10 Dodge), Initiative +2

Complications:
Responsibility (The Talisman)

Abilities: 12 /Skills: 32--8 / Feats: 4 / Powers: 52 / Saves: 8 /Combat: 26 (110)

-Talisman was, as best as I can tell, an attempt to make a younger, hotter, more interesting Shaman. She's a classic 'introduced child' character, coming in as the adult daughter of Shaman, gaining some super-powered Talisman-gem on her forehead, giving her magical powers. She was used for more "one true deus ex machina saves the universe" stories than even Shaman was, and swiftly outlived her usefulness to the team, leaving the series long ago, only to reappear in the new Omega Flight books, as the team's resident mage.

-Talisman has most of the same powers Shaman does, but specializes in fighting Demons and the like, having a powerful Ward effect and a blast that hurts only them. She's PL 10 because of her Nullify Magic and a few other powers (including Defense with her Force Field), but is otherwise a weak PL 9 offensively. That's about right for a girl with tons of raw power (said to be one of the greatest mystics alive, eventually to be the equal of Stephen Strange), but an unskilled combatant with them.
Last edited by Jabroniville on Tue Mar 23, 2010 1:49 am, edited 1 time in total.
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Postby Jabroniville » Fri Aug 08, 2008 10:50 am

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MURMUR (Arlette Truffaut)- Alpha Flight
PL 10 (78)

ST 8 (-1) DEX 14 (+2) CON 10 INT 12 (+1) WIS 12 (+1) CHA 16 (+3)

Skills:
Acrobatics 4 (+6)
Bluff 5 (+8)
Diplomacy 4 (+7)
Knowledge (Current Events) 4 (+5)
Knowledge (Pop Culture) 4 (+5)
Language (French, English) 1
Notice 4 (+5)
Sense Motive 4 (+5)
Stealth 4 (+6)

Feats:
Attack Focus (Melee) 4, Defensive Roll, Dodge Focus 2, Improved Defense, Set-Up

Powers:
Mind Control 10 (Extras: Conscious, Effortless) (Flaws: Range-Touch -2) (Drawbacks: Power Loss- Unable to Speak -2) [20]
AP: Death Touch 10 (Drawbacks: Power Loss- Unable to Speak -2)
AP: Sleep 10 (Flaws: Range-Touch) ((Drawbacks: Power Loss- Unable to Speak -2)

Saves:
Toughness +0 (+1 D.Roll), Fortitude +3, Reflex +5, Will +3

Combat:
Attack +4 (+8 Melee), Damage -1 (+10 Mind Control), Defense +6 (+8 Dodge), Initiative +2

Abilities: 12 /Skills: 36--9 / Feats: 9 / Powers: 20 / Saves: 8 /Combat: 20 (78)

-Murmur's probably the weakest of the 2nd Generation Alpha Flight members. She could command people by touching them, and was mostly scene flirting with people or desperately avoiding physical combat. She's currenly de-powered thanks to M-Day.

-Murmur's pretty cheap, for obvious reasons. Not much in the way of skills or feats, and she's mostly dependant on keeping the hell away from fights. She's about as weak as a Power Level 10 hero can actually get, since her Mind Control only works at Touch range (a -2 modifier), despite it's relatively hard-to-overcome effects.
Last edited by Jabroniville on Tue Mar 23, 2010 1:50 am, edited 1 time in total.
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Postby Jabroniville » Fri Aug 08, 2008 10:50 am

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Great, now I have "Saint Elmo's Fire" stuck in my head....

SAINT ELMO (Elmo/Erasmus)- The Flight (precursor to Alpha Flight)
PL 7 (112)

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

Skills:
Diplomacy 4 (+5)
Notice 4 (+6)
Sense Motive 4 (+6)

Feats:
Dodge Focus 2, Teamwork

Powers:
Immunity 1 (Aging) [1]

"Light Body" Alternate Form 12 [60]
Insubstantial 3 (15)
Flight 4 (8)
"Turn Things Into Light" Corrosion 8 (24)
Dazzle Visuals 6 (12)-- (59)

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

Combat:
Attack +6, Damage +2 (+8 Corrosion), Defense +4 (+6 Dodge), Initiative +2

Abilities: 20 /Skills: 12--3 / Feats: 3 / Powers: 61 / Saves: 5 /Combat: 20 (112)

-Saint Elmo's a one shot character from "The Flight", which is the precursor to Alpha Flight. He claimed to be some kind of immortal god and was generally pretty goofy, then sacrificed himself to save the team from a nuclear explosion. And that was the last of him.

-Powerful but lacked the accuracy of full-blown heroes; he could turn objects into light and absorb them (which I chose to stat as Corrosion, since that's an identical effect, really-- Transform into Light is quibbly and isn't a permanent effect like Corrosion is), pass through solid objects (but note- not both at once), and can fly. Nothing I can find says he can Dazzle people, but since he's made out of light, I figured I'd add that in as a logical feat.
Last edited by Jabroniville on Tue Mar 23, 2010 1:51 am, edited 1 time in total.
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Postby Jabroniville » Sat Aug 09, 2008 10:21 pm

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MARRINA- Alpha Flight
PL 10 (135)

ST 26 (+8) DEX 16 (+3) CON 20 (+5) INT 10 WIS 11 CHA 11

Skills:
Acrobatics 4 (+7)
Diplomacy 4 (+4)
Handle Animal 6 (+6)
Notice 4 (+4)
Sense Motive 2 (+2)
Stealth 4 (+7)

Feats:
All-Out Attack, Attack Focus (Melee) 4, Dodge Focus 4, Endurance, Fearsome Presence, Improved Critical (Unarmed), Improved Grab, Power Attack

Powers:
"Underwater Being"
Immunity 2 (Drowning, Pressure) [2]
Protection 3 [3]
Swimming 7 (Feats: Environmental Adaptation- Aquatic) [9]
AP: Speed 2
Super-Senses 1 (Low-Light Vision) [1]
Super-Strength 2 [4]-- maximum two tons

"Oil Secretion" Obscure Visuals 10 (Flaws: Touch Range) [5]

"Water Spouts" Water Blast 10 (Feats: Knockback 5) (Extras: Perception) (Flaws: Requires Large Water Body) [26]
AP: Water Control 10

Saves:
Toughness +5 (+8 Protection), Fortitude +8, Reflex +6, Will +4

Combat:
Attack +6 (+10 Melee), Damage +8 (+10 Water Spout), Defense +6 (+10 Dodge), Initiative +3

Drawbacks:
Involuntary Transformation (Monsters if in Proximity to Plodex) [-3]

Complications:
Responsibility (Husband, Namor)
Secret (Turns into Monsters)

Abilities: 34 /Skills: 24--6 / Feats: 14 / Powers: 50 / Saves: 10 /Combat: 24 /Drawbacks: -3 (135)

-Marrina's an odd fit in Alpha Flight history, as she came in as an alien egg that attached itself to humans, and made her way as an Aquatic archetype hero for the Alphans, eventually hooking up with Namor (who I believe John Byrne was also writing at that time). Her story gets weird from there, though, as she ends up turning into a monster half a dozen times (as the Plodex want her to mate with another of her species), eventually needing to be killed by her husband in her final form. And after that, we pretty much never saw Marrina again. Really weird, in that she married a semi-major hero (but a B-league seller) and then disappeared so easily, but that's what happens when new writers take over a series, or the current writer runs out of stuff for you to do. I still say that the lack of sadness over her death is based more off the fact that she wasn't Comic Book Gorgeous (she had a nice body, but big black googly eyes) than anything else.

-A PL 10 who's more of a PL 9 when water's not close by, Marrina's a good hand-to-hand scrapper, but needs water to create her dangerous Water Spouts.
Last edited by Jabroniville on Tue Mar 23, 2010 1:54 am, edited 1 time in total.
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Postby Jabroniville » Sat Aug 09, 2008 10:23 pm

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YUKON JACK (Yukotujakzurjimozoata)- Alpha Flight
PL 10 (150)

ST 24 (+7) DEX 24 (+7) CON 24 (+7) INT 10 WIS 10 CHA 12 (+1)

Skills:
Acrobatics 4 (+11)
Climb 4 (+11)
Handle Animal 4 (+4)
Intimidate 8 (+9)
Notice 8 (+8)
Ride 4 (+11)
Stealth 4 (+11)
Survival 8 (+8)

Feats:
All-Out Attack, Attack Focus (Melee) 2, Diehard, Dodge Focus 2, Improved Aim, Improved Critical (Bone Knife), Power Attack, Takedown Attack

Powers:
"Bone Knife" Device 2 (easy to lose) [6]
Strike 3 (Feats: Mighty, Thrown) (Extras: Penetrating 5) (9)

Super-Strength 2 [4]
"Bone Claws" Blast 10 (Feats: Improved Critical, Split Attack) (Extras: Penetrating) [34]
AP: Blast 10 (Extras: Autofire)
AP: "Flare" Dazzle Visuals 5
Immunity 1 (Aging) [1]
Protection 1 [1]

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

Combat:
Attack +8 (+10 Melee), Damage +7 (+10 Bone Claws), Defense +8 (+10 Dodge), Initiative +7

Complications:
Responsibility (Tribe)

Abilities: 44 /Skills: 44--11 / Feats: 10 / Powers: 46 / Saves: 8 /Combat: 32 (150)

-Another Lobdell creation, Yukon Jack mixes a stupid name with actually decent powers, though they're a COMPLETE rip-off of Marrow's, to the point of being silly (I mean, why not just bring in Marrow?). Sasquatch recruited him for the new Alpha Flight from a mystical tribe that had never appeared before or since, and he stuck around for a bit, disappearing by the series' cancellation.

-Think of Yukon Jack as part Wolverine/part Blaster, as he can cut guys up pretty good, but his most lethal attack is a long-range "Bone Claw" attack that fires his bone spikes out from his chest. He's been shown damaging some very durable characters (Box, Diamond Lil), so he gets +10 to Damage, plus Power Attack.
Last edited by Jabroniville on Tue Mar 23, 2010 1:55 am, edited 1 time in total.
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Postby Jabroniville » Sat Aug 09, 2008 10:58 pm

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AURORA (Jeanne-Marie Beaubier)- Alpha Flight
PL 9 (150)

ST 10 DEX 20 (+5) CON 12 (+1) INT 14 (+2) WIS 12 (+1) CHA 12 (+1)

Skills:
Acrobatics 5 (+10)
Bluff 5 (+6)
Diplomacy 6 (+7)
Language (French, English) 1
Notice 4 (+5)
Profession (Teacher) 7 (+9)
Sense Motive 4 (+5)
Stealth 4 (+9)

Feats:
Attack Focus (Melee) 4, Dodge Focus 4, Elusive Target, Evasion, Fast Overrun, Favored Environment (Airborne) 3, Move-By Action, Seize Initiative, Takedown Attack 2, Teamwork

Powers:
Flight 12 (Feats: Manueverability- Perfect 2) [32]
Dynamic AP: Quickness 6
Dynamic AP: "Super-Speed Punches" Strike 5 (Feats: Mighty) (Extras: Autofire 2)
Dynamic AP: "Full Speed Slam" Strike 8 (Feats: Mighty, Improved Critical) (Flaws: Limited- Only While Flying) (Drawbacks: Inaccurate)
Enhanced Feats 2 : Improved Initiative 2 [2]

"Flight Force Shield" Protection 6 (Flaws: Limited- Only While Flying) [3]
Immunity 1 (Pressure) [1]
Mind Shield 10 [10]

Blast 8 (Extras: Area-Burst) [27]
AP: "Calming Light" Emotion Control 8 (Extras: Area-Burst) (Flaws: Limited- Calm Only)
AP: "Illumination" Dazzle Visual Senses 10 (Extras: Area-Burst) (Flaws: Limited- Must Contact Northstar -2)
AP: "Lightning Blast" 8 (Feats: Improved Critical)

Saves:
Toughness +0 (+6 Protection), Fortitude +3, Reflex +10, Will +4

Combat:
Attack +5 (+9 Melee, +12 Airborne, +10 Slam), Damage +0 (+5 Speed, +8 Slam), Defense +6 (+10 Dodge, +13 Airborne), Initiative +13

Drawbacks:
Involuntary Transformation (Jeanne-Marie Beaubier, unpowered) [-4]

Complications:
Responsibility (Brother, Northstar)
Secret (Split Personality)

Abilities: 20 /Skills: 36--9 / Feats: 20 / Powers: 73 / Saves: 10 /Combat: 22 / Drawbacks: -4 (150)

-Aurora was part of the 'twin duo' with her brother Northstar, which is always a nifty thing for one-shot teams, but not much of a good one for writers attempting to flesh out the whole squad. See, the identical costumes, cutesy names, sibling relationship always serves to make the characters just less special to the squad (Shaman has magic, Sasquatch is strong, Box is the tech guy... but they have two speedsters). Byrne made up for this somewhat by making Aurora a crazy psycho with split personalities thanks to a religious upbringing, which would get used over and over again across the years. Poor girl never really got a break. Currently, she's been modified by The Hand for purposes of jobbing to more important super-heroes, since most of Alpha Flight is dead now.

-Aurora, unlike her brother, actually makes full 150 pp, but is actually a PL lower, thanks to her lower strength and power levels in general. She's as fast as he is, and has a Blast that's better than anything Jean-Pierre has going for him, but her raw power is lacking. Writers kept adding to her powers over the years, giving her a blast, lightning, and leaving her almost impossible to mentally scan (what with her split personalities) making her a bit more versatile than Northstar, but less powerful overall.
Last edited by Jabroniville on Tue Mar 23, 2010 1:57 am, edited 2 times in total.
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Postby Jabroniville » Mon Aug 11, 2008 10:34 am

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GOBLYN (Goblyn Dean)- Beta Flight
PL 7 (68)

ST 18/14 (+2) DEX 24 (+7) CON 18/16 (+3) INT 2 (-4) WIS 10 CHA 6 (-2)

Skills:
Intimidate 8 (+6)
Notice 6 (+6)
Sense Motive 8 (+8)
Stealth 2 (+9)
Survival 8 (+8)

Feats:
All-Out Attack, Attack Specialization 3 (Unarmed), Dodge Focus 2, Power Attack, Startle

Powers:
"Claws" Strike 2 (Feats: Mighty, Split Attack) [4]
Super-Senses 4 (Acute Scent, Extended Scent, Detect Magic, Acute) [4]

Shrinking 4 (Feats: Innate) (Flaws: Permanent) [3]

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

Combat:
Attack +3 (+9 Unarmed, +10 Size), Damage +2 (+4 Claws), Defense +7 (+9 Dodge, +10 Size), Initiative +7

Drawbacks:
Mute [-4]

Complications:
Responsibility (Sister, Laura Dean)

Abilities: 18 /Skills: 32--8 / Feats: 8 / Powers: 11 / Saves: 7 /Combat: 20 / Drawbacks: -4 (68)

-Goblyn and her sister, Laura, have the interesting origin of having been twins, when Goblyn was discovered in the whom as a mutant. Attempting to destroy the mutant twin, the doctors firing radiation into the womb stopped when they saw the other twin, Laura, protect her. In actuality, Laura used her own mutant power to teleport her twin to the Dreamworld. This resulted in a big story-arc in the Bill Mantlo/Jim Lee era of Alpha Flight, as Laura & Goblyn could only switch places between Dreamworld and Earth, and all of Alpha Flight had to combat the dream-realms and the Dreamqueen. The sisters actually stuck around for a while on Beta Flight, but eventually quietly disappeared from the book except for some sporadic appearances, and they've been in Marvel Limbo for over a decade now.

-Goblyn's a little spitfire, being a PL 7 scrapper, but isn't much danger to any elite crowd. She's little and pretty accurate and hard to hit, but her damage just can't keep up with her skill. She also lacks a large portion of the other things that make animalistic-scrapper types, like Regeneration. I didn't bother statting the "Switch with sister" thing, since that was only there for a single arc. For Laura, aka "Pathway", just take a Kid build archetype from the main book, and throw Teleport 10 & Dimensional Movement 3 onto it, with Affects Others and Progression.
Last edited by Jabroniville on Tue Mar 23, 2010 1:58 am, edited 1 time in total.
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Postby Jabroniville » Mon Aug 11, 2008 1:58 pm

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SNOWBIRD (Narya)- Alpha Flight
PL 10 (150)

ST 24 (+7) DEX 16 (+3) CON 18 (+4) INT 12 (+1) WIS 14 (+2) CHA 14 (+2)

Skills:
Diplomacy 4 (+6)
Handle Animal 8 (+10)
Knowledge (Arcane Lore) 4 (+5)
Notice 4 (+6)
Stealth 4 (+7)
Survival 8 (+10)

Feats:
All-Out Attack, Animal Empathy, Attack Focus (Melee) 4, Dodge Focus 2, Improved Critical (Unarmed), Power Attack, Teamwork

Powers:
Flight 4 [8]
Immunity 3 (Aging, Cold, Teleport Power) [3]
Regeneration 3 (Injured 1, Disabled 1, Resurrection) [3]
Super-Senses 3 (Detect Magic, Postcognition) [3]
Super-Strength 1 [2]
Enhanced Feats: Environmental Adapation (Cold) [1]

Shapeshift 8 (Flaws: Limited- Arctic Creatures Only -2) (Drawbacks: Noticeable- Always White) [47]
(Usual Powers Include: Protection, Growth, Swimming, Strike, Enhanced Strength & Dexterity, Super-Senses, Super-Strength)

Saves:
Toughness +4 (+11 Protection), Fortitude +6, Reflex +5, Will +6

Combat:
Attack +5 (+9 Melee), Damage +7 (+11 Animal Forms), Defense +7 (+9 Dodge), Initiative +3

Drawbacks:
Weakness (Leaving Canada, Fatal) [-4]
Involuntary Transformation (Animal's Personality, Too Much Time in Animal Form [-2]

Complications:
Responsibility (Northern Gods)

Abilities: 38 /Skills: 32--8 / Feats: 11 / Powers: 67 / Saves: 8 /Combat: 24 / Drawbacks: -6 (150)

-Snowbird was one of the big identifying members of Alpha Flight in it's initial form, but she was written out of the series early on, after the big major battle against the Great Beasts took place. A demi-goddess, she was a shapeshifter of fairly high power, but was killed after some complicated stuff that ended up with Sasquatch in her body, and not resurrected until fairly recent times, which is a span of almost ten years. As a result, she doesn't have the kind of respect or legitimacy that a lot of other 'long-time' super-heroes do, and is kind of a forgotten character.

-Snowbird went way over cost at first, until I downgraded her Shapeshifting. Since she didn't turn into Sasquatch in EVERY FIGHT, I'm going to assume all those ranks were basically a one-time thing. So far, she gets 40 ranks of powers to put wherever she likes (a -2 variable to account for the limitations of them being only arctic creatures), usually being super-powered versions of regular animals (it's implied they're only the regular animals, but that doesn't account for her turning into a REGULAR wolverine, which then tore the hell out of a Wendigo after it had beat Wolverine and Nightcrawler with ease). She's got a handful of immunities, healing powers and the like for being an Arctic-based demi-goddess.
Last edited by Jabroniville on Tue Mar 23, 2010 2:01 am, edited 2 times in total.
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Postby Thorpacolypse » Mon Aug 11, 2008 7:41 pm

Wow, the littany of sucking just keeps mounting. Snowbird and Aurora are pretty cool, though. But Saint Elmo? Really? A character named after a weak Brat Pack movie? That makes Mellencamp look like a genius name for a character! :oops:
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