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Jab's Builds: Cassidy, Herr Starr, The Saint of Killers

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Re: Jab's Builds: Splinter, Casey Jones, Tokka, Rahzar, Shredder

Postby Jabroniville » Mon May 23, 2011 11:00 pm

Image

JAGWAR
Created By:
Stephen Murphy & Michael Dooney (potential toy), Dean Clarrain & John Simpson (comics)
First Appearance: The Teenage Mutant Ninja Turtles Adventures #14 (Sept. 1990)
Role: Team Leader, Demigod
Group Affiliations: The Mighty Mutanimals
PL 8 (105)
STRENGTH
2 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+12)
Athletics 10 (+12)
Expertise (Survival) 8 (+11)
Expertise (Mysticism) 3 (+4)
Insight 2 (+5)
Intimidation 4 (+6)
Perception 7 (+10)
Stealth 2 (+8)
Treatment 2 (+3)

Advantages:
Chokehold, Fast Grab, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Hold, Improved Initiative, Prone Fighting, Seize Initiative, Uncanny Dodge

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 2 (8 mph) [2]
"Improved Musculature" Strength-Damage +1 [1]
"Natural Weapons- Claws & Teeth" Strength-Damage +1 [1]
"Cat Agility" Leaping 1 (15 feet) [1]

"Spotted Coat" Enhanced Skills 4: Stealth 4 (+12) (Flaws: Limited to Dense Undergrowth) [1]

Offense:
Unarmed +11 (+3 Damage, DC 18)
Claws +11 (+4 Damage, DC 19)
Initiative +10

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +7, Will +8

Complications:
Relationship (Juntarra)- Jagwar's mother is on a great quest, and though she abandoned him when he was young, Jagwar still searches for her.
Relationship (The Mighty Mutanimals)
Prejudice (Freak)

Total: Abilities: 58 / Skills: 44--22 / Advantages: 10 / Powers: 11 / Defenses: 14 (105)

-Jagwar is the de-facto leader of the Mighty Mutanimals, a spin-off attempt from the "TMNT Adventures" Archie Comics. Like I said earlier, they were short-lived (a three-issue mini-series followed by an ongoing that was cancelled after only 9 issues), and were killed after a six-part back-up storyline in the main "TMNT" book- a SHOCKING move at the time. The Archie comics were kind of messed-up in general... Jaggy here is the son of a BLAZING hot jungle-girl MILF named "Juntarra" (who is South American, and looks pretty much like the whitest-looking Brazilians), and the "Jaguar Spirit". She had Jagwar while on a massive spirit quest, but abandoned him after he turned twelve to continue her journey. She ended up captured by Death (?), and the Mutanimals had Jagwar's back as he fought to save her life. This was the opening portion of the "Mutanimals" series, and was interesting, but ultimately kind of faltered (that kind of "Uncle Scrooge/Barksian Ducks" kind of story really hasn't sold well in the States in a LONG time), and the book didn't last long. Notably, Jagwar got a "Pin-Up" in one issue where he looked CRAZY vicious, way outside of the cutesy art designs they used for the actual comics.

-Jagwar is a PL 8, low-pointed animal-type hero, using many of my Jaguar build's powers, combined with an excellent melee fighter. He's more like a PL 7.5 on offense, PL 8 on defense, and is enough to challenge any individual Ninja Turtle in a pretty even fight, though I think the more versatile & Advantage-heavy brothers in green would eventually win.
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Re: Jab's Builds: Splinter, Casey Jones, Tokka, Rahzar, Shredder

Postby Jabroniville » Mon May 23, 2011 11:02 pm

Image

MAN RAY (Jack Finney, aka Ray Fillet)
Created By:
Ryan Brown
First Appearance: The Teenage Mutant Ninja Turtles Adventures #5 (Oct. 1989)
Role: Team Scientist, The Aquaman
Group Affiliations: The Mighty Mutanimals
PL 8 (125)
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 1 (+4)
Athletics 2 (+8)
Close Combat (Unarmed) 2 (+9)
Deception 2 (+3)
Expertise (Science) 6 (+10)
Expertise (Science) 4 (+14) -- (Flaws: Limited to Biology)
Insight 2 (+5)
Intimidation 5 (+6)
Perception 3 (+6)
Persuasion 5 (+6)
Stealth 1 (+4)
Technology 7 (+11)
Vehicles 2 (+2)

Advantages:
Animal Empathy, Fast Grab, Favoured Environment (Underwater), Fearless, Great Endurance, Improved Critical (Unarmed), Improved Disarm, Improved Hold, Improved Smash, Power Attack

Powers:
"Animal Senses" Senses 1 (Low-Light Vision) [1]
Swimming 5 (16 mph) [5]
Immunity 2 (Drowning, Pressure) [2]
Movement 1 (Environmental Adaptation- Aquatic) [2]

"Communicate With Sea Life"
Communication (Mental) 2 (Extras: Area) (Flaws: Limited to Sea Life) [8]
Comprehend 2 (Animals) (Flaws: Limited to Sea Life) [2]

Offense:
Unarmed +9 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +6, Fortitude +9, Will +7

Complications:
Relationship (The Mighty Mutanimals)
Motivation (Perservation of Sea Life)- Man Ray is determined to save the world's oceanic life, and often flies into a rage if he sees the environment being destroyed.
Vulnerable (Aquatic)- Man Ray is amphibious in nature, but he still requires regular supplies of water. Without regular dousing, he will grow dehydrated, and eventually die.
Prejudice (Freak)

Total: Abilities: 60 / Skills: 40--20 / Advantages: 10 / Powers: 20 / Defenses: 15 (125)

-Man Ray (or "Ray Fillet" as the toys called him) is the sea-worthy ally to the Turtles, debuting REALLY quickly (issue 5), but then becoming an environmental-based superhero. He got some Aquaman powers later on, and is generally the team's Strongman, alongside Leatherhead. He's a bit pricey thanks to his ability to communicate with sea life. He's a PL 8 Powerhouse-type character, but isn't too far over the limits of human strength, lifting 3,200 lbs. He's strong enough to manhandle The Shredder underwater, help Leatherhead tie up a gigantic snake, and punch it out with large bug-aliens.
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Re: Jab's Builds: Splinter, Casey Jones, Tokka, Rahzar, Shredder

Postby Jabroniville » Mon May 23, 2011 11:07 pm

Image

I had this toy! ... I lost the head on the playground at school. Kind of a crappy toy, though.

LEATHERHEAD (Jess Harley in the Archie series)
Created By:
Ryan Brown
First Appearance: Tales of the Teenage Mutant Ninja Turtles Adventures #6 (Aug. 1987)
Role: Team Powerhouse
Group Affiliations: The Mighty Mutanimals
PL 8 (100)
STRENGTH
6 STAMINA 6 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+10)
Close Combat (Unarmed) 2 (+10)
Deception 2 (+3)
Expertise (Cajun) 7 (+7)
Insight 2 (+3)
Intimidation 7 (+8)
Perception 2 (+3)
Stealth 2 (+4)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed) 2, Improved Grab, Improved Hold, Improved Initiative, Power Attack, Startle

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
Swimming 4 (8 mph) [4]
"Aquatic Hunter" Enhanced Skills 4: Stealth 4 (+8) -- (Flaws: Limited to Water) [1]
Movement 1 (Environmental Adaptation- Aquatic) [2]
"Tail" Reach 1 [1]

Offense:
Unarmed +10 (+6 Damage, DC 21)
Initiative +6

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +6, Fortitude +9, Will +6

Complications:
Relationship (The Mighty Mutanimals)
Prejudice (Freak)

Total: Abilities: 48 / Skills: 28--14 / Advantages: 13 / Powers: 10 / Defenses: 15 (100)

-Leatherhead is one of the biggest recurring Turtles characters ever, showing up in virtually every continuity (save the movies), going way back to the mid-80s run of the Mirage comics. He was a tragic hero figure in the Mirage books, and was a hero in the Archie ones (being coerced into joining The Shredder), whereas the '80s cartoon portrayed him as a violent sociopath. Here, he was a hobo mutated by an evil witch into a Florida Gator-man, and after teaming with the Shred-head he ended up fighting in an Intergalactic Wrestling Federation match against the loser Ace Duck (the Archie books could get REALLY weird, okay?). He was popular enough to end up joining other TMNT co-stars in "The Might Mutanimals", where he stayed. I never really got an issue with lots of characterization from him (I was mostly curious why a guy I knew as a villain was suddenly a cheerful good guy), he just kinda said "Ut!" a lot when he was surprised or injured.

-Leatherhead is as strong as Man Ray, but packs a bit more Combat-related stuff (Power & All-Out Attack). He's got much less Skills & Advantages, however, rendering him a fairly cheap guy. He gains a few Alligator-related abilties (Enhanced Stealth, a long Tail to use his Unarmed Damage five-feet away), but nothing much. He IS a full PL 8 offensively, unlike Man Ray, so he might be able to take him in a fight.
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Re: Jab's Builds: TMNT, Shredder, Jagwar, Man Ray, Leatherhead

Postby Jabroniville » Tue May 24, 2011 1:31 pm

Image

WINGNUT
Created By:
Ryan Brown
First Appearance: Tales of the Teenage Mutant Ninja Turtles Adventures #6 (Aug. 1987)
Role: Flying Guy, Weird Alien
Group Affiliations: The Mighty Mutanimals
PL 8 (122)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Aerobatics 8 (+12)
Athletics 4 (+6)
Close Combat (Unarmed) 2 (+10)
Close Combat (Wing Slash) 2 (+10)
Deception 4 (+4)
Expertise (Alien) 4 (+4)
Insight 3 (+4)
Intimidation 4 (+4)
Perception 7 (+8)
Ranged Combat (Thrown Objects) 4 (+11)
Stealth 3 (+7)
Technology 4 (+4)
Vehicles 3 (+3)

Advantages:
Equipment 3 (Wing Harness), Favored Environment (Airborne), Improved Critical (Unarmed), Improvised Weaopns, Ranged Attack 7, Sidekick 20 (Screwloose), Startle

Powers:
"Animal Senses" Senses 3 (Low-Light Vision, Extended Hearing 2) [3]
Movement 1 (Environmental Adaptation- High Altitudes) [2]

"Enhanced Flight-Based Fighting" (All Have Flaws: Requires Wing Harness)
Enhanced Advantages 7: Agile Feint, Evasion 2, Improved Initiative, Move-By Action, Power Attack, Uncanny Dodge [3.5]
Enhanced Dodge 3 [1.5]
Enhanced Parry 2 [1]

Equipment:
"Artificial Wing Harness" (Flaws: Removable) [11]
Protection 1 (1)
Flight 5 (60 mph) (10)
"Wing Slash/Flight-Assisted Punches" Strength-Damage +2 (2)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Flight Assists +10 (+4 Damage, DC 19)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +3 (+4 Harness), Fortitude +7, Will +6

Complications:
Relationship (The Mighty Mutanimals)
Prejudice (Freak)
Responsibility (Last Survivors of Hanua)- Wingnut & Screwloose are the only living creatures from Hanua, which was wiped out by Krang's armies.
Responsibility (Flightless)- Unlike the rest of their races, Wingnut & Screwloose cannot fly under their own power- their wings are far too underdeveloped. This shamed them greatly on their homeworld, and so they bought a set of artificial wings. If they are broken, Wingnut will go into a temporary daze until he recovers mentally from the shock.

Total: Abilities: 36 / Skills: 52--26 / Advantages: 34 / Powers: 11 / Defenses: 15 (122)

SCREWLOOSE
Created By:
Ryan Brown
First Appearance: Tales of the Teenage Mutant Ninja Turtles Adventures #6 (Aug. 1987)
Role: Shrimpy Sidekick
Group Affiliations: The Mighty Mutanimals
PL 7 (98), Sidekick Rank 20
STRENGTH
-2 STAMINA -1 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Close Combat (Unarmed) 3 (+11)
Close Combat (Stick) 3 (+11)
Deception 5 (+5)
Expertise (Alien) 4 (+4)
Insight 3 (+4)
Perception 6 (+7)
Ranged Combat (Thrown Objects) 4 (+12)
Stealth 1 (+5, +13 Size)
Technology 4 (+4)
Vehicles 3 (+3)

Advantages:
Equipment (Throwing Rocks +2, Stick +2), Power Attack, Ranged Attack 8, Set-Up, Teamwork

Powers:
"Animal Senses" Senses 1 (Acute Scent) [1]
"Not THAT Slow" Speed 1 [1]
Movement 1 (Environmental Adaptation- High Altitudes) [2]

"Blood Drain" Affliction 4 (Fort; Fatigued/Exhausted/Asleep) (Extras: Cumulative) [8]

"Small Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) [17]
(-2 Strength & Speed, +4 Defenses, +8 Stealth, -4 Intimidation)

Offense:
Unarmed +12 (-2 Damage, DC 13)
Stick +12 (+0 Damage, DC 15)
Throwing Rocks +12 (+2 Ranged Damage, DC 17)
Initiative +4

Defenses:
Dodge +14 (DC 24), Parry +13 (DC 23), Toughness -1, Fortitude +2, Will +6

Complications:
Relationship (The Mighty Mutanimals)
Prejudice (Freak)
Responsibility (Last Survivors of Hanua)- Wingnut & Screwloose are the only living creatures from Hanua, which was wiped out by Krang's armies.
Responsibility (Flightless)- Unlike the rest of their races, Wingnut & Screwloose cannot fly under their own power- their wings are far too underdeveloped. This shamed them greatly on their homeworld, and so they bought a set of artificial wings.

Total: Abilities: 24 / Skills: 36--18 / Advantages: 12 / Powers: 29 / Defenses: 15 (98)


-Wingnut was a world-conqueror-type supervillain in the cartoon, but his Mutanimals version is a happy-go-lucky flying type. He avoided the rest of the team at first (he & Screwloose had their own partnership, and neither liked to talk about the past), but one issue dealt with his backstory. He & Screwloose (a talking mosquito that was a foot high and rode on Wingnut's back) where crippled, unable to fly, on an alien homeworld full of aerial characters. The two conspired to buy Wingnut a pair of artificial wings, and they became the best of friends, only to watch as Krang's armies wiped out their planet.

-Wingnut is very Advantage-heavy, packing most of the Agility-based stuff, Favoured Environment, the best Initiative of his team, and a Device that allows him to fly and use some enhanced Striking abilities (he never actually DID THIS that I can see, but I can't figure out how he'd come close to the PLs of his buddies otherwise). He's PL 7 on offense, and PL 8 on defense, because he's the hardest member of his team to hit. Screwloose is tiny and not much of a power-player, but his small size makes him REALLY hard to hit, as well as really accurate (he's so small he passes through most people's defenses). He's much better than you'd expect a 25-lb. skeeter to be, that's for sure.
Last edited by Jabroniville on Wed May 25, 2011 4:39 am, edited 1 time in total.
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Re: Jab's Builds: Shredder, Jagwar, ManRay, Leatherhead, Wingnut

Postby Patriarch » Tue May 24, 2011 3:09 pm

I saw artist's work today and thought of you.

http://daverapoza.blogspot.com/

Here's his wingnut...

Image
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Re: Jab's Builds: Shredder, Jagwar, ManRay, Leatherhead, Wingnut

Postby Speed Monkey » Tue May 24, 2011 6:56 pm

Jab, it doesn't say so in your house rules, but it seems you're allowing the Expertise skill to replace existing skils when it make sense. For example, in your Black Cat build there's "Expertise: Cat Burglar" which I'm guessing incorporates the Security subskill from the Technology skill. Is this correct? Also, what other benefits do you see Expertise: Cat Burglar granting (streetwise knowledge, etc.)?
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Re: Jab's Builds: Shredder, Jagwar, ManRay, Leatherhead, Wingnut

Postby Jabroniville » Wed May 25, 2011 1:03 am

Patriarch: Hahah, that's awesome. I would totally never read that comic book, because I would be too busy RUNNING AWAY IN PANTS-CRAPPING TERROR. That Metalhead is awesome, and Baxter makes me pee my pants.

Speed Monkey: Hey, good catch. I think I've mentioned it once or twice, but yeah, I put lots of things under one heading if I need to. I've actually got one slowly building up, and I was gonna post it as a Design Diary at some point. I agree with Taliesin in that if they're gonna charge you 1 point/2 ranks of Skills, then the Skills need to encompass a bit more. Cat Burglar would, in fact, allow you a bit of Streetwise (particularly regarding fencing stuff, maybe not so much with the drug dealers or whatever).

Here's what I got so far:
Skills under certain headings:
Expertise (Criminal)- You know the local gangs, symbols, slang, and the various bosses, and possibly ones in other cities (it wouldn't take you too long to find out). You know where drugs are made, distributed and sold. You know how to disable an alarm system, break into a car, hotwire something (normally a Tech-skill), and probably how to recognize the signs of an easy "mark". Most super-villains with this Skill are the thuggish types who know where the money is in the bank, and knows how to safe-crack a little bit.
Expertise (Streetwise)- You know crime from an outsider's point of view, which lets you step back and view things as a whole better than someone "in the mix". You know most of the above stuff, or at least the signs of it. Criminologists and the like are up here.
Expertise (Ninja)- You speak Japanese, and are familiar with Japanese culture, customs and morals. You know the history of the ninja clans, who the masters are and were, and you know how to break and enter places. Many other Skills are associated.
Expertise (Samuari)- You speak Japanese, and are familiar with Japanese culture, customs and morals. You have a basic understanding of the arts, calligraphy, horseback riding, and military tactics. You know the code of Bushi-Do (whether or not you actually subscribe to it is a matter of personal preference), and you can immediately recognize someone's place in Japanese society by their body language and how they speak (normally an Insight Check).
Expertise (Knight)- You speak one or more European languages, and are familiar with various tribes, clans, kingdoms and the morals of each one. You know the movers and shakers of the political world, how to make armour and weaponry (or at least who makes the best ones), how to ride horses, and you know a lot about religion (you may not subscribe to all of it, however). You also have tactical know-how.
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Re: Jab's Builds: Shredder, Jagwar, ManRay, Leatherhead, Wingnut

Postby Jabroniville » Wed May 25, 2011 1:36 am

Image

See, if he'd looked more like this in the comics, I'd have liked him more.

DREADMON
Created By:
Ryan Brown
First Appearance: The Teenage Mutant Ninja Turtles Adventures #14 (Sept. 1990)
Role: Speedster, Ethnic Stereotype
Group Affiliations: The Mighty Mutanimals
PL 8 (109)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 4 (+8)
Athletics 6 (+8)
Close Combat (Unarmed) 3 (+11)
Deception 4 (+5)
Expertise (Thief) 6 (+6)
Insight 3 (+5)
Intimidation 3 (+4)
Sleight of Hand 5 (+5)
Stealth 4 (+8)

Advantages:
Agile Feint, Defensive Roll, Evasion 2, Improved Critical (Unarmed), Improved Trip, Power Attack, Takedown 2

Powers:
"Animal Senses" Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]
Speed 6 (120 mph) [6]

"Super-Speed Feats"
"Hit Everyone in Range" Strength-Damage +2 (Extras: Area- 30ft. Burst 4, Selective 4) (10) -- [11]
    AE: "Rapid-Punches" Strength-Damage +2 (Extras: Multiattack 4) (6)
Offense:
Unarmed +11 (+2 Damage, DC 17)
Super-Speed Punches +11 (+4 Damage, DC 19)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +7, Will +7

Complications:
Relationship (The Mighty Mutanimals)
Prejudice (Freak)

Total: Abilities: 40 / Skills: 38--19 / Advantages: 9 / Powers: 20 / Defenses: 21 (109)

-Dreadmon was kind of annoying in the issues I have. He never did much of note beyond running at super-speed, punching guys, and saying "Mon!" at the end of every sentence. Apparently he's a street rat thief who stole a magical talisman that turned him into a Jamaican Wolf-man. He's a PL 7.5 offensive, PL 8 defensive Speedster, but not of much merit. He's got some low-key Quicksilver-type Speed Feats, though.
Last edited by Jabroniville on Wed Jul 06, 2011 1:38 am, edited 1 time in total.
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Re: Jab's Builds: Shredder, Jagwar, ManRay, Leatherhead, Wingnut

Postby Jabroniville » Wed May 25, 2011 1:38 am

Image

This guy is totally radical to the max, dudes.

MONDO GECKO
Created By:
Ryan Brown
First Appearance: The Teenage Mutant Ninja Turtles Adventures #18 (Jan. 1991)
Role: Totally Radical Teen
Group Affiliations: The Mighty Mutanimals
PL 8 (102)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 6 (+11)
Athletics 6 (+7)
Close Combat (Unarmed) 2 (+10)
Deception 3 (+5)
Expertise (Music) 6 (+6)
Expertise (Skateboarder) 7 (+12) -- Uses Agility
Insight 3 (+3)
Perception 4 (+4)
Stealth 3 (+8)

Advantages:
Agile Feint, Benefit (Ambidexterity), Daze (Skateboarder), Defensive Roll 2, Equipment (Skateboard), Evasion 2, Favoured Environment (While Skateboarding), Follow-Up Strike, Improved Critical (Skateboard), Improved Defense, Improved Disarm, Improved Trip, Ranged Attack 4, Takedown, Teamwork

Powers:
Leaping 1 (15 feet) [1]
"Tongue & Tail" Extra Limbs 2 [2]
Movement 1 (Wall-Crawling) [1]

"Skateboard-Boosted Kick" Strength-Damage +2 (Flaws: Limited to While Wielding Skateboard" [2]

Offense:
Unarmed +10 (+1 Damage, DC 16)
Skateboard Boost +10 (+3 Damage, DC 18)
Initiative +6

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3 (+5 D.Roll), Fortitude +6, Will +7

Complications:
Relationship (The Mighty Mutanimals)
Prejudice (Freak)
Relationship (Candy Fine)- Candy split with Mondo when he became a mutant, but eventually the two got back together.

Total: Abilities: 38 / Skills: 40--20 / Advantages: 20 / Powers: 5 / Defenses: 19 (102)

-Mondo Gecko was one of my favourites as a kid- I thought he was the virtual embodiment of what being cool was all about. Remember what I said about recognizing that Michelangelo was pandering to kids? Totally didn't pick up on it here. In the comics, he was a metalhead punker who got doused with mutagen and... I dunno, merged with his pet gecko, or something (did it ever get seen again?). In the cartoon he was raised by gangsters, but turned good with the Turtles' help, which I'm pretty sure is the origin story of about twenty OTHER mutant characters in that series... it was REALLY, REALLY bad for using a token collection of Plot Templates that they would just switch out several times a season.

-Mondo stats up as a pretty defensively-minded character with some neat tricks and a pair of Extra Limbs. He's also got a boost that he only gets while using a Skateboard, which makes him PL 6.5 on offense. Regarding his other powers: I never SAW him do any Wall-Crawling, but I figured it might be cool. For some odd reason, all the TMNT continuities out there threw out tons of mutated animal-people, yet never did a lick of research into what these animals actually were ABOUT, leaving them all basically generic dudes with their animalistic traits as little more than their appearances. Mondo could theoretically have TONS of gecko/lizard-related abilities like Regeneration, Scent, Wall-Crawling, etc., but instead he's just a scrawny teenager with a skateboard. Similar things about with his teammates- I'm just ASSUMING that some could use Scent or Low-Light Vision.
Last edited by Jabroniville on Fri May 27, 2011 1:12 am, edited 2 times in total.
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Re: Jab's Builds: Leatherhead, Wingnut, Dreadmon, Mondo Gecko

Postby Jabroniville » Wed May 25, 2011 10:32 pm

Image

BAXTER STOCKMAN
Created By:
Kevin Eastman & Peter Laird
First Appearance: The Teenage Mutant Ninja Turtles #4 (Oct. 1984)
Role: Mad Scientist, Useless Villain, The Universe's Butt-Monkey
Group Affiliations: The Foot Clan (employee)
PL 8 (113)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 0 PRESENCE 0

Skills:
Aerobatics 3 (+7)
Close Combat (Unarmed) 2 (+8)
Deception 4 (+4)
Expertise (Science) 9 (+15)
Perception 6 (+6)
Stealth 3 (+7)
Technology 9 (+15)
Vehicles 4 (+6)

Advantages:
Equipment 5 (Sci-Fi Gear- Ray Blaster +6), Ranged Attack 8

Powers:
"Fly Wings" Flight 5 (60 mph) (Flaws: Winged) [5]
"Animal Senses" Senses 1 (Acute Scent) [1]

"Insect Control" Mind Control 4 (Extras: Area- 500ft. Burst +5) (Flaws: Touch Range -2, Limited to Flies -2) [12]

Offense:
Unarmed +8 (+1 Damage, DC 17)
Ray Blaster +10 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +4

Complications:
Prejudice (Freak)
Responsibility (Going Insane)- Baxter slowly grows more mad the longer he is trapped in bug form. Eventually, he will lose all of his genius.
Addiction (Sugar)- Flies love sugar, and Baxter is no exception.
Weakness (Cold)- As a Fly, Baxter cannot survive for long in very cold locations.

Total: Abilities: 44 / Skills: 40--20 / Advantages: 20 / Powers: 18 / Defenses: 15 (113)

-Baxter Stockman was a recurring foe for the Turtles in the cartoon, starting out as a goofy, nerdy scientist under The Shredder's employ. This low-rent Jeff Goldblum (all of the nerd, but none of the sexy)
got doused with some mutagen and became an even BIGGER example of such by turning into a Human Fly. Pretty much the series' Butt-Monkey by this point (a tragic origin story, since he was actually a fairly mild-mannered dude), he had a bunch of science-based weird stories about transformations and new inventions and junk, but he eventually just turned into a joke. The 2000s cartoon & original Mirage comics got more play out of him as an elite scientist, but he eventually went nuts in both anyhow. He's a PL 8 Blaster thanks to his sci-fi gear, but he's pretty low-level. And yeah, he could control flies at one point.
Last edited by Jabroniville on Wed May 25, 2011 10:49 pm, edited 1 time in total.
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Re: Jab's Builds: Leatherhead, Wingnut, Dreadmon, Mondo Gecko

Postby Jabroniville » Wed May 25, 2011 10:35 pm

Image
Image
Image

Art by Jason Heuser.

ROCKSTEADY & BEBOP
Created By:
David Wise
First Appearance: Teenage Mutant Ninja Turtles (tv series) (1987)
Role: Dumb Mooks, Increasingly-Bumbling Joke Characters
Group Affiliations: The Foot Clan
PL 7 (75)
STRENGTH
6 STAMINA 6 AGILITY 1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Athletics 2 (+7)
Close Combat (Unarmed) 2 (+8)
Deception 2 (+0)
Expertise (Punk Thug) 6 (+4)
Intimidation 8 (+6)
Ranged Combat (Blasters) 2 (+8)
Stealth 2 (+3)
Vehicles 4 (+4)

Advantages:
All-Out Attack, Equipment 4 (Blasters +6 Multiattack, Grenades +6), Improved Critical (Unarmed), Improvised Weapons, Ranged Attack 6, Startle, Withstand Damage

Powers:
"Break Everything in Range" Damage 8 (Extras: Area- 30ft. Burst) (Flaws: Limited to Valuable Objects, Uncontrolled) [4]

Offense:
Unarmed +8 (+6 Damage, DC 20)
Blasters +8 (+6 Ranged Damage, DC 21)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude +8, Will +3

Complications:
Responsibility (Da Shredder)
Prejudice (Freak)

Total: Abilities: 26 / Skills: 28--14 / Advantages: 15 / Powers: 4 / Defenses: 16 (75)

-Ah, Rocksteady and Bebop. Easily the Most Triumphant Example of that most popular of 1980s cartoon tropes- the Useless Villains. Initially a pair of street thugs mutated by Shredder into a Rhinoceros and a Warthog, they were actually THREATS... for an episode or two. They were stronger than the Turtles, MUCH tougher, and they gave them a pretty good beating if I recall. A couple episodes later, and they couldn't get their asses kicked FAST enough, and would get housed in a matter of seconds. They were so stupid that they earn NEGATIVES to all their Mental Stats here, and they very nearly earned an Archie Andrews-style "Break Everything Valuable In Range" power.... actually, y'know what, they deserve it. Through all the stuff they did, you had to wonder why Shred-Head didn't just off the pair of them, but I guess he'd become lonely sitting in the Technodrome all the time talking to Krang. They're a pair of dumb, borderline-retarded (maybe full-on retarded) thugs who are strong but fairly inaccurate for this world, making them PL 7 mini-Powerhouses. Enough to maybe bother the Turtles, but certainly not take on all four of them for any length of time.
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Re: Jab's Builds: Leatherhead, Wingnut, Dreadmon, Mondo Gecko

Postby Jabroniville » Wed May 25, 2011 10:37 pm

Image

"Alright, finished my build of Slash! Now I just need a good image for him! I'll type "ninja turtles slash" into Google Image Search to see what comes uOOOOOHHHHHHHH MMMYYYYYYY GOOOOOOOOODDDDDDDDDDDD!!!!"

SLASH
Created By:
David Wise
First Appearance: Teenage Mutant Ninja Turtles (tv series) (1988)
Role: Evil Counterpart
Group Affiliations: The Foot Clan
PL 9 (102)
STRENGTH
5 STAMINA 5 AGILITY 3
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Acrobatics 7 (+10)
Athletics 3 (+8)
Close Combat (Unarmed) 2 (+11)
Close Combat (Sword) 1 (+10)
Expertise (Palm Trees) 8 (+6)
Insight 1 (-1)
Intimidation 10 (+8)
Perception 8 (+6)
Sleight of Hand 5 (+5)
Stealth 5 (+8)

Advantages:
All-Out Attack, Equipment 2 (Multiple Blades), Follow-Up Strike, Hide in Plain Sight, Improved Critical (Blades) 2, Improved Critical (Unarmed) 2, Improved Initiative 2, Improved Smash, Power Attack, Precise Attack (Close/Concealment), Quick Draw, Ranged Attack 5, Startle, Takedown 2

Equipment:
"Multiple Blades" Strength-Damage +3 (Feats: Split) (Extras: Penetrating 5) (9)

Powers:
"Turtle Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 2 (2 mph) [2]

"Half-Shell"
Protection 1 [1]
Enhanced Dodge & Parry 1 [2]

Offense:
Unarmed +11 (+5 Damage, DC 20)
Blades +10 (+8 Damage, DC 23)
Initiative +11

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6, Fortitude +8, Will +4

Complications:
Prejudice (Freak)
Obsession (Palm Trees)- All Slash cares about are palm trees (his favourite is his "Binky"). If you can promise him one, he will do whatever you want. If you destroy one, he will hunt you to the ends of the Earth.

Total: Abilities: 32 / Skills: 50--25 / Advantages: 23 / Powers: 7 / Defenses: 15 (102)

-Slash was a GREAT idea in the TMNT-verse, but sadly was done as kind of a dopey, dumb villain with an odd obsession (Palm trees? Really?). In the cartoon, he was the adorably-cute pet turtle of Bebop or Rocksteady, and then they mutated him into a big 'ol evil Turtle. And of course, following the rule of "Evil Counterparts", he needed to have the same outfit as the heroes, but black. And of course, it works EVERY SINGLE TIME. Slash was bad-ass, had weapons all over the place (fist-spikes, sharp kneepads, jagged blades everywhere), and kicked some shell, but he didn't really recur that often. In the Archie series, he was just an alien turtle, who by some strange coincidence was dressed just like the Fearsome Foursome, and he was duped by Krang into fighting for him. In the end, he just wandered off. He did a face turn and apparently died once the Archie series went TOTALLY nuts.

-Slash is a fearsome enemy, packing Tokka & Rahzar-level power, and he's a PL 9 ass-kicker, though his mental stats hold back his points cost by quite a ways. He's certainly no Skillmonkey, but he's dangerous.
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Re: Jab's Builds: Mondo Gecko, Baxter, Rocksteady, Bebop, Slash

Postby Angry Police Chief » Wed May 25, 2011 10:59 pm

Haha oh my god, I forgot all about Mondo Gecko. He encapsulates the '90s as well as Gordon Gekko does the '80s.

And Baxter Stockman predates the '86 Cronenberg version of the Fly!? :shock:
I once worked with a guy for three years and never learned his name. Best friend I ever had. We still never talk sometimes - Ron Swanson
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Re: Jab's Builds: Mondo Gecko, Baxter, Rocksteady, Bebop, Slash

Postby doc chaos » Wed May 25, 2011 11:17 pm

Hello jab, i'm a long time lurker and fan of your builds. Extraordinary work. I'm currently useing your x-men vs. talisen's soundwave and sentinels, along with thorp's transformers. After seeing your g.i. joe buids which will be folded into shield, I was wondering if you are familiar with G1 Transformers? By the way, love your commentary. :D
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Re: Jab's Builds: Leatherhead, Wingnut, Dreadmon, Mondo Gecko

Postby Flying Cobra » Wed May 25, 2011 11:55 pm

Jabroniville wrote:
"Alright, finished my build of Slash! Now I just need a good image for him! I'll type "ninja turtles slash" into Google Image Search to see what comes uOOOOOHHHHHHHH MMMYYYYYYY GOOOOOOOOODDDDDDDDDDDD!!!!"



BWAHAHAHAHAHAHAHAHA!!!!!!!
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