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

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Re: Jab's Builds: Quasar, Cosmo, Rocket Raccoon, Nebula, Gamora

Postby Skavenger » Sat Aug 18, 2012 1:02 pm

Earth-Two_Kenn wrote:Personally, I want to see a DC /Marvel team-up where she teams with that Daxamite Green Lantern guy.
"Sodam & Gamora" has a certain ring to it.


*b-dum-bum*

The first book I picked up with Gamora in it was, I believe, part of the Thor "Thud and Blunder" storyline. It was a knockdown brawl between her and Thanos. I just remember her managing to deliver a blow to Thanos' throat that made him admit "had I been anybody else, that would have killed me."

I was younger then, so I was impressed.
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Re: Jab's Builds: Quasar, Cosmo, Rocket Raccoon, Nebula, Gamora

Postby Thorpacolypse » Sat Aug 18, 2012 8:19 pm

Earth-Two_Kenn wrote:Personally, I want to see a DC /Marvel team-up where she teams with that Daxamite Green Lantern guy.
"Sodam & Gamora" has a certain ring to it.


That was an epic pun, dude, kudos.

Gamora is a toughie to nail down, but from what I've seen, PL12, PL13 max is where she sits. She reminds me a lot of Zealot from WILDCATS. They always talk about her being the most dangerous thing ever, but all I've ever seen her do is goon sweep and knock down a possessed and weakened Terrax.
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Re: Jab's Builds: Quasar, Cosmo, Rocket Raccoon, Nebula, Gamora

Postby Jabroniville » Sat Aug 18, 2012 10:41 pm

Image

JACK FLAG (Jack Harrison)
Created By:
Mark Gruenwald & Dave Hoover
First Appearance: Captain America #434 (Dec. 1994)
Role: Forgotten Hero, Resurrected Concept
Group Affiliations: The Guardians of the Galaxy
PL 9 (115)
STRENGTH
7 STAMINA 7 AGILITY 5
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 5 (+10)
Athletics 4 (+11)
Deception 2 (+5)
Expertise (Streetwise) 2 (+4)
Insight 2 (+4)
Intimidation 2 (+5)
Perception 4 (+6)
Ranged Combat (Thrown Objects) 2 (+11)
Stealth 1 (+6)

Advantages:
Improved Critical (Unarmed), Improved Disarm, Ranged Attack 4, Takedown

Powers:
"Enhanced Physiology"
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]

Offense:
Unarmed +11 (+7 Damage, DC 22)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +7, Fortitude +7, Will +5

Complications:
Relationship (Lucy)- Jack had a girlfriend back on Earth, and he was captured & crippled by the hero-hunting Thunderbolts after telling her to run away.
Motivation (Justice)- Jack is devoted enough to being a hero that he risked his ass by saving a woman from some thugs, despite the threat of Registration and the Thunderbolts looming over his head.

Total: Abilities: 84 / Skills: 24--12 / Advantages: 7 / Powers: 3 / Defenses: 9 (115)

-Mark Gruenwald's "Captain America" run wasn't ALL great. Just look at THIS loser- a Boom-Box-wielding super-90s guy in Grifter's mask, trying to be a new Cap partner. He got super-powers from Mister Hyde, but he sucked out loud, they didn't use him for years, and they finally had Bullseye cripple him (in the great Warren Ellis-written Thunderbolts run "Caged Angels"- Flag actually did remarkably well against the T-Bolts). And then all of a sudden Dan Abnett & Andy Lanning brought him into the "Guardians of the Galaxy" book... for no apparent reason? He didn't really do much of anything other than comment about stuff, he doesn't have any cool feats, and he's altogether really bland. I have no idea why anyone would keep using this character, to be honest.

-Jack is PL 9-10 in modern times, despite having been absent from comics for over a decade before then. When he fought the Thunderbolts, he took a blast from several exploding cars, beat the ever-living crap out of the modern Swordsman with EASE (though Andreas Von Strucker is kind of a wussy, even here), held off Venom, then took out Songbird with a ricocheting manhole cover all Cap-style. So the dude knows what he's doing. Given that this was an example of the poor leadership of the T-Bolts (Moonstone had everyone getting in each other's way), and he normalized into a pretty generic "Background" guy in "Guardians of the Galaxy", I'll go with a solid PL 9 physical fighter with above-human stats. In his first stories, he used a Boom Box with some gadgets in it- basic crime-fighting stuff like rope, gas or a taser.
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Re: Jab's Builds: Quasar, Cosmo, Rocket Raccoon, Nebula, Gamora

Postby Jabroniville » Sat Aug 18, 2012 10:47 pm

Image

STAR-LORD (Peter Quill)
Created By:
Steve Englehart & Steve Gan
First Appearance: Marvel Preview #4 (Jan. 1976)
Role: Spacefaring Skillmonkey
Group Affiliations: The Guardians of the Galaxy
PL 10 (176)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+9)
Deception 6 (+9)
Insight 3 (+6)
Intimidation 4 (+7)
Investigation 5 (+8)
Expertise (History) 4 (+7)
Expertise (Space Soldier) 8 (+11)
Perception 4 (+7)
Persuasion 4 (+7)
Stealth 5 (+10)
Technology 5 (+8)
Vehicles 6 (+12)

Advantages:
Assessment, Beginner's Luck, Defensive Attack, Daze (Deception), Eidetic Memory ("Memory Chip"), Equipment 6 (Translators, Guns), Improved Aim, Improved Critical (Blasters), Improved Smash, Leadership, Luck, Precise Attack 2 (Close/Concealment, Ranged/Cover), Quick Draw, Ranged Attack 7, Set-Up, Teamwork, Ultimate Aim

Powers:
"Star-Lord Uniform" (Flaws: Removable) [13]
Immunity 7 (Suffocation 2, Heat, Cold, Pressure, Vacuum, Radiation) (7)
Protection 3 (Extras: Impervious 3) (6)
Senses 1 (Infravision) (1)
Movement 1 (Environmental Adaptation- Outer Space) (2)
-- (16 points)

Equipment:
"Pair of Blasters" Blast 7 (Extras: Autofire) (21)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Blasters +13 (+7 Ranged Damage, DC 22)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +4 (+7 Uniform), Fortitude +5, Will +8

Complications:
Responsibility (The Guardians of the Galaxy)

Total: Abilities: 72 / Skills: 58--29 / Advantages: 29 / Powers: 34 / Defenses: 12 (176)

-Star-Lord kinda came out of nowhere. A character from Marvel's past, he was so forgotten that I'd never even heard of him (Keep in mind I've done builds of Ion, Pink Pearl and Quicksand), but then he showed up in the first part of "Annihilation" as a ground-leader amongst the resistance forces. By "Conquest", he was made a full-on lead character, forming a temporary group (that eventually became the full-time Guardians of the Galaxy) to fight the Phalanx. By this time, he's the regular leader of a good team book, AND he's getting a major role in an upcoming movie, which is quite the change in fortunes for the guy.

-Peter Quill's designed as a good marksman, using some high-powered Space Blasters as Equipment for such purposes. He's a terrific Skillmonkey, very good at everything involving aiming, and he's an excellent battlefield guy as well, having many Advantages: Luck, Smash, Leadership, Set-Up & Teamwork, etc. Focused a bit more to the accuracy side of things, he's still quite reliant on his Equipment to do any good (and Equipment is much more breakable/loseable than Devices are), but those are the hands we're dealt.
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Re: Jab's Builds: Rocket Raccoon, Nebula, Gamora, Star-Lord

Postby Devastation Bob » Sun Aug 19, 2012 6:46 pm

Gamora is really neat, but I can't help but notice you left out that she's full of turtle meat.
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Re: Jab's Builds: Rocket Raccoon, Nebula, Gamora, Star-Lord

Postby Jabroniville » Sun Aug 19, 2012 10:38 pm

Image
Image

DRAX THE DESTROYER (Arthur Douglas)
Created By:
Mike Friedrich & Jim Starlin
First Appearance: Iron Man #55 (Feb. 1973)
Role: Hulk Rip-Off Turned Kratos/Riddick Rip-Off
Group Affiliations: The Infinity Watch, The Guardians of the Galaxy
PL 12 (177), PL 15 (177) to Thanos
STRENGTH
9 STAMINA 9 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

Skills:
Acrobatics 3 (+7)
Deception 4 (+4)
Expertise (Survival) 5 (+7)
Insight 4 (+6)
Intimidation 13 (+13)
Investigation 4 (+6)
Perception 9 (+11)
Stealth 4 (+8)
Technology 4 (+5)
Vehicles 4 (+8)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Benefit (Ambidexterity), Close Attack, Defensive Attack, Diehard, Equipment (Translater), Great Endurance, Improved Critical (Knives) 2, Improved Disarm, Improved Grab, Improved Smash, Power Attack, Precise Attack (Close/Concealment), Ranged Attack 8, Startle, Takedown 2, Taunt, Tracking

Powers:
Leaping 1 (15 feet) [1]
Immunity 4 (Starvation & Thirst, Cold, Sleep) [4]
Senses 1 (Acute Scent) [1]
Regeneration 8 [8]

"Born to Kill Thanos"
Senses 3 (Detect Thanos- Ranged, Acute) [3]
Strength-Damage +6 (Flaws: Limited to Thanos) 6 [3]

"Badass Double-Knives" (Flaws: Easily Removable) [5]
Strike +2 (Feats: Split) (Extras: Penetrating 5) (8 points)

Offense:
Unarmed +12 (+9 Damage, DC 24)
Knives +12 (+11 Damage, DC 26)
Unarmed vs. Thanos +12 (+15 Damage, DC 30)
Knives vs. Thanos +12 (+17 Damage, DC 32)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +9, Fortitude +10, Will +8

Complications:
Responsibility (Cammi & Moondragon)- Drax's daughter is Moondragon, but he became attached to the young human girl who took possession of him when he was still in his resurrection-fuelled haze.
Obsession (Killing Thanos)

Total: Abilities: 82 / Skills: 54--27 / Advantages: 28 / Powers: 25 / Defenses: 15 (177)

-Drax the Destroyer has been through a lot, like most of the Cosmic Scene (note: It does NOT pay to be a small player in a small genre of Marvel Comics- crap just casually happens to you all the time). He showed up as a Starlin-creation to fight his Thanos creation, a resurrected human who was killed in a random act of evil by the Titanian Bad-Ass. Protecting his daughter (who grew up to be Moondragon), he became a recurring Thanos foe, then got killed & resurrected again, becoming a much more dopey Hulk rip-off who had some Cosmic Power & flight.

-Circa "Annihilation", he got ANOTHER comeback/re-do. The "Dumb Drax" was laughably easily killed off by Paibok the Power-Skrull, then regenerated into his current form. Looking pretty much like Kratos from "God of War" (seriously, he's a green xerox- a big bald red-tattooed two-weapon fighter who loves to fight and kill and maim), he's a Double-Blade-Wielding cynical ass-kicker, lipping people off and being a nasty bastard in combat, dropping most of his Hulk act along the way. I like his current form better (mainly because I HATED the old, lame Drax), but I'm still not that huge a fan. He's honestly a little too "1990s EXTREEEEEEEME! COMIX" for me. Plus, that scene where he killed Thanos was just WAY too anticlimactic for me. He runs in, beats down some goons, then casually rips out THANOS' heart while the purple one's back is turned? Then he just does the thing that Thanos was gonna do anyways (ie. free Galactus)? VERY weird to read, and just felt disjointed.

-Drax is tough. He's a nasty-ass mix of Scrapper, Super-Strong Guy and Martial Artist, adding a ton of Advantages, a bunch of Skills (mostly Stealth & Recon-related), really high physical Stats, Regeneration AND his Knives all together, to make a very dangerous PL 11. For his "Thanos Killing" Feats, just boost his hitting power with a separate power thingie. I had some difficulty figuring out exactly HOW strong he was supposed to be (like A LOT of these Cosmic Guys), but since he's also packing Knives, and he's not a "Head Punch-Off" type of guy, it'll be a notch above Spider-Man's and that's it. He can modify nearly all his Caps with his various Combat Feats, allowing him to do stuff like stab an Annihilation Wave Hive Queen's head and kill it easily.

Image

DRAX THE DESTROYER (Arthur Douglas)
Created By:
Mike Friedrich & Jim Starlin
First Appearance: Iron Man #55 (Feb. 1973)
Role: Hulk Rip-Off Turned Kratos/Riddick Rip-Off
Group Affiliations: The Infinity Watch, The Guardians of the Galaxy
PL 12 (175), PL 15 (175) to Thanos
STRENGTH
16 STAMINA 16 AGILITY 1
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -1 PRESENCE -2

Skills:
Expertise (Survival) 4 (+3)
Intimidation 15 (+13)
Perception 3 (+2)
Ranged Combat (Cosmic Blasts) 2 (+7)

Advantages:
All-Out Attack, Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Grab, Power Attack, Ranged Attack 5, Startle, Takedown

Powers:
Immunity 10 (Life Support) [10]
Regeneration 2 [2]

"Born to Kill Thanos"
Senses 3 (Detect Thanos- Ranged, Acute) [3]

Flight 10 (2,000 mph) [20]
Movement 1 (Space Travel 1) [2]
Cosmic Blast 14 (Feats: Split) [29]

Offense:
Unarmed +7 (+16 Damage, DC 31)
Cosmic Blast +7 (+14 Damage, DC 29)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +16, Fortitude +16, Will +6

Complications:
Responsibility (Moondragon)- Drax's daughter is Moondragon, though he often doesn't remember this part of his life.
Obsession (Killing Thanos)

Total: Abilities: 70 / Skills: 24--12 / Advantages: 14 / Powers: 66 / Defenses: 13 (175)

-Hulk Knock-Off Drax is basically a mentally retarded character who speaks in the third person, flies around, and shoots Energy Blasts- he's still remarkably powerful- a bit moreso than his Kratos Version in fact, because of his Hulk-level physical might. He's not an elite fighter, and all his stuff is based around hitting or blasting stuff, and that's it.
Last edited by Jabroniville on Mon Aug 20, 2012 2:31 pm, edited 1 time in total.
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Re: Jab's Builds: R. Raccoon, Nebula, Gamora, Star-Lord, Drax

Postby Jabroniville » Mon Aug 20, 2012 2:27 pm

Image
Image

I could use pictures that more prominently feature the character I'm building...

... but WHY??


PIP THE TROLL
Created By:
Jim Starlin
First Appearance: Strange Tales #179 (April 1975)
Role: Dirty Rotten Coward
Group Affiliations: The Infinity Watch
PL 10 (206)
STRENGTH
8 STAMINA 7 AGILITY 3
FIGHTING 4 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Deception 5 (+6)
Expertise (Drinking & Wenching) 7 (+8)
Expertise (Space Traveller) 4 (+5)
Expertise (Art) 4 (+5)
Insight 2 (+4)
Perception 2 (+4)
Stealth 2 (+5)

Advantages:
Daze (Deception), Luck

Powers:
"Spider-Man-Level Strength" Power-Lifting 1 (12 tons) [1]

"Mutant Powers: Interstellar Teleportation"
Teleport 20 (Feats: Change Direction & Velocity, Increased Mass 7- 3 tons) (Extras: Attack Only +0, Ranged Attack 10, Accurate, Easy, Extended) (119) -- [122]
    AE: Teleport 20 (Feats: Change Direction & Velocity, Increased Mass 7- 3 tons) (Extras: Accurate, Easy, Extended) (109)
    AE: Movement 3 (Space Travel 3) (Feats: Easy, Increased Mass 7- 3 tons) (Extras: Portal +2, Instantaneous- Instantly Appears) (22)
    AE: Movement 3 (Space Travel 3) (Feats: Easy, Increased Mass 7- 3 tons, Ranged 10) (Extras: Attack Only +0, Instantaneous) (28)
Offense:
Unarmed +4 (+8 Damage, DC 23)
Teleport Attack +5 (+10 Ranged Movement Attack, DC 20)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +7, Fortitude +7, Will +5

Complications:
Motivation (Booze & Boobs)
Reputation (Coward)- Pip will shrink from any fight, regardless of his power.
Relationship (Adam Warlock)- Pip's closest pal is the stoic Adam Warlock.

Total: Abilities: 62 / Skills: 26--13 / Advantages: 2 / Powers: 123 / Defenses: 6 (206)

-Pip the Troll is pretty much the "Wacky Sidekick" type of guy, a boozing lecher who ended up palling around with Adam Warlock almost accidentally in Jim Starlin's super-opus "Warlock". He was weak, and cowardly, and altogether pretty useless, but that's what makes him the Comic Relief, I guess. His loyalty to Adam (when Pip was mind-wiped by Thanos, Warlock tossed the two of them, plus Gamora, into the Soul Gem) ensured that he would be entrusted to the Space Gem... yep, mister "I have a plan for everything, and that's why I'm so super-smug all the goddamned time" Warlock put a UNIVERSALLY POWERFUL WEAPON in the hands of the fat, useless Comic Relief. I thought Pip was REALLY stupid as a kid, as I generally found his appearance and attitude annoying, but I guess now that I'm a hairy-chested pervert too, I might find a bit more comraderie with the guy :).

-Pip isn't much of a fighter, but upon his resurrection by Warlock, he ended up in a super-strong body. He just doesn't do a lot of fighting, being a big coward. He did his pre-Infinity Gauntlet adventuring in a Strength 0, Toughness 1-2-ish body. He isn't exactly a powerhouse in either case. With the Space Gem, he used a lot of sneak attacks, and threw stuff on people's heads... a Super-Teleportation Weapon and that's all he did with it. And he apparently retained said powers, using them to work for X-Factor Investigations and help out She-Hulk, amongst other things. Apparently the Space Gem has residual effects.
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Re: Jab's Builds: R. Raccoon, Gamora, Star-Lord, Drax, Pip

Postby Jabroniville » Mon Aug 20, 2012 10:14 pm

Image
Image

GROOT
Created By:
Stan Lee, Jack Kirby & Dick Ayers
First Appearance: Tales To Astonish #13 (Nov. 1960)
Role: Alien Monster, The One Who Is Groot
Group Affiliations: The Guardians of the Galaxy, S.H.I.E.L.D. Paranormal Investigations Unit
PL 11 (175), PL 12 (175) Colossal Size
STRENGTH
13/17 STAMINA 13/17 AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 5 AWARENESS 0 PRESENCE -1

Skills:
Intimidation 10 (+9, +12 Size, +17 Colossal)
Expertise (Science) 6 (+11)
Expertise (Space Traveller) 2 (+7)
Technology 2 (+7)
Perception 4 (+4)
Insight 4 (+4)

Advantages:
Beginner's Luck, Diehard, Great Endurance, Equipment (Translator), Fast Grab, Improved Critical (Unarmed), Improved Grab, Improved Initiative, Improved Hold, Interpose, Jack-of-All-Trades, Power Attack, Ranged Attack 2, Startle, Takedown

Powers:
"Giant Tree-Man"
Growth 7 (Str & Sta +7, +7 Mass, +3 Intimidation, -3 Dodge/Parry, -7 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [15]
Power-Lifting 1 (400 tons) [1]
Impervious Toughness 7 [7]
Immunity 1 (Hot Environments, Suffocation 2, Sleep, Vacuum) [5]

"Plant Control" Move Object 10 (Extras: Perception Range) (Flaws: Limited to Plants) (20) -- [22]
    AE: Summon 4 (Flaws: Source- Requiers Trees & Plants)
    AE: Growth 10 (Extras: Affects Others Only +0) (Flaws: Limited to Plants) (10)
"Colossal Growth"
Growth +4 (Str & Sta +4) (Flaws: Source- Requires Plants/Water) [4]
Growth +6 (+10 Mass, +8 Intimidation, -8 Dodge/Parry, +2 Speed, -17 Stealth) -- (120 feet) (Flaws: Limited to Non-STR & STA Boosts, Source- Requires Plants/Water) [3]
Linked to Damage +0 (Extras: Area- 30ft. Burst 11) [11]
Reduced Close Combat -1 [-1]

"Regrowth from Scraps"
Regeneration 6 (Feats: Regrowth) (Flaws: Source- Requires Plants/Water) [4]

Offense:
Unarmed +8 (+13 Damage, DC 28)
Colossal Size +7 (+17 Damage, DC 32)
Area Attack at Colossal Size +11 (+11 Damage, DC 26)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +13 (+17 Growth), Fortitude +13 (+17 Growth), Will +8

Complications:
Responsibility (He is Groot)
Power Loss (Size)- While Regenerating, Groot is reduced to tiny stature, and can take a while to "grow" back to his ordinary, 21-foot height.
Vulnerable (Pesticides & Plant-Killers)
Disabled (Can Only Say "I am GROOT!")- Groot does not converse that much with his teammates.

Total: Abilities: 52 / Skills: 28--14 / Advantages: 16 / Powers: 71 / Defenses: 22 (175)

-He is Groot. That's all you need to know.

-Groot is one of those weird old 1960s monsters created by Lee & Kirby, reused because Abnett & Lanning pretty much started using EVERYBODY, and thus there he was during Conquest & the Guardians reboot, only saying his name and being comedic relief because of it. He does have a few awesome moments- namely sacrificing his life to save the day a couple times. But for the most part, he hangs back and deals damage, leaving the characterization to the others.

-Groot is one of those guys that ends up spending points all over the place because of a few random snippets. Oh, it turns out his "I AM GROOT!" dialogue is actually translateable to a various bunch of subjects, and he's a super-genius? Well, that one paragraph of dialogue means he's INT 20 and has Beginner's Luck/Jack-of-All-Trades! And also he can control plants like Minions! Stuff like that increases the cost of what is essentially a Super-Brick, a slightly advanced Powerhouse who's a bit inaccurate, but hits harder than most. Groot's only PL 9.5 really, because I don't really believe he can go one-on-one with Ben Grimm or Colossus or anyone like that- he's just a Meat Shield/Back-up for a relatively vulnerable-to-damage crew of human-level guys in the Guardians of the Galaxy.

-Note some of the funny stats- he's mostly inaudible to sentient beings, as they can't understand his words, and when he Resurrects, he ends up as just a little snippet of himself for a week or so while he grows. I figure that's a decent Drawback to an already-Flawed Regeneration set-up. He's got another unique trick in that he can grow SUPER-sized, enough to fill up an entire building, but if he does so, he's essentially hobbled and near-useless, being even easier to hit than MOST ultra-tall guys, so it's quite weak, and not very good in combat. He's not normally vulnerable to fire (it took Mantis altering his body-chemistry to make him thus), but I figure, as a giant Tree-Man, he WOULD be vulnerable to plant-killing substances that most humans could just brush off.
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Re: Jab's Builds: Gamora, Star-Lord, Drax, Pip the Troll, Groot

Postby Kreuzritter » Tue Aug 21, 2012 6:50 am

in defense of groot's skills, he DID try to take over the earth single branched.

he's also understandable to someone who is both hyperintelligent and completely insane (IE: maximus the mad)
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Re: Jab's Builds: Gamora, Star-Lord, Drax, Pip the Troll, Groot

Postby Jabroniville » Tue Aug 21, 2012 2:28 pm

Image

THE DRAGON OF THE MOON
Created By:
Peter B. Gillis & Don Perlin
First Appearance: The Defenders #143 (May 1985)
Role: Cosmic Manipulator
Group Affiliations: The Guardians of the Galaxy
PL 15 (419)
STRENGTH
17 STAMINA 19 AGILITY 2
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 7 AWARENESS 6 PRESENCE 6

Skills:
Deception 10 (+16)
Expertise (Cosmic Lore) 5 (+12)
Expertise (Space Traveller) 5 (+12)
Insight 9 (+15)
Intimidation 7 (+13, +23 Size)
Perception 8 (+14)
Persuasion 10 (+16)

Advantages:
Daze (Deception), Improved Critical (Magic Blast), Ranged Attack 12, Startle

Powers:
"Can Never Be Killed; Only Contained" Immortality 1 (1 month) [2]
Immunity 12 (Life Support, Aging, Sleep) [12]
Movement 2 (Space Travel 2) [4]
"Wings" Flight 9 (1,000 mph) [18]
"Amorphous Nature" Shapeshift 6 [48]
Protection 4 (Extras: Impervious 21) [25]

"Enormous Size"
Growth 15 (Str & Sta +15, +15 Mass, +7 Intimidation, -7 Dodge/Parry, +1 Speed, -15 Stealth) -- (84 feet) [30]
Growth +5 (+20 Mass, +10 Intimidation, +2 Speed, -20 Stealth) -- (192 feet) (Flaws: Limited to Non-STR & STA Growths) [5]
Elongation 3 [3]
"Tail/Centipede Limbs" Extra Limbs 6 [6]

"Restructure Reality" Transform (Anything to Anything) 12 (Feats: Dynamic) (Extras: Continuous) (73) -- [89]
    Dynamic AE: "Telepathy" Communication (Mental) (Feats: Subtle 2, Dynamic) 5 Linked to Mind Reading 14 (51)
    Dynamic AE: Remote Sensing 23 (Visual, Hearing) (32,000 miles) (Feats: Dynamic, Dimensional, Subtle) (72)
    Dynamic AE: Magical Blast 18 (Feats: Dynamic) (37)
    Dynamic AE: Create 14 (Feats: Innate, Precise, Dynamic) (Extras: Movable) (44)
    Dynamic AE: "Giant Body" Damage 15 (Feats: Dynamic) (Extras: Area- 60ft. Burst) (46)
    Dynamic AE: "Magic Wave" Damage 15 (Feats: Dynamic) (Extras: Area- 120ft. Cone +2) (46)
    Dynamic AE: "Possession" Mind Control 15 (60)
    Dynamic AE: "Group Possession" Mind Control 8 (Feats: Dynamic) (Extras: 500ft. Burst +5, Selective) (Flaws: Touch Range -2) (65)
"Empower a Chosen One" Variable 7 (Extras: Affects Others Only +0) (Flaws: Limited to Own Powers, Limited to One Subject) [35]

Offense:
Unarmed +12 (+17 Damage, DC 32)
Giant Body Attacks & Magic Wave +15 Area (+15 Damage, DC 30)
Magical Blast +12 (+18 Ranged Damage, DC 28)
Possession -- (+15 Affliction, DC 25)
Group Possession +15 Area (+8 Affliction, DC 18)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +23 (+11 Impervious), Fortitude +19, Will +14

Complications:
Motivation (Power)
Weakness (Host's Manipulation)- The Dragon of the Moon requires power drawn from it's Host- without it, it is much smaller and less powerful.
Vulnerable (Talismans)- As an otherworldly being not of this Earth, The Dragon can be cast out or drained by sufficient magical talismans.

Total: Abilities: 78 / Skills: 54--27 / Advantages: 15 / Powers: 277 / Defenses: 24 (419)

-The Dragon of the Moon is a complex manipulator, present through my of Don Perlin's "Defenders" run, manipulating Moondragon behind the scenes, tempting her with power while discreetly (ie. Subtle 2) egging on the worst parts of her nature. He eventually coalesced into a mighty beast, unable to be defeated by common means, and his only weaknesses over the years tend to be Magical Warding, Talismans and such things, as well as the people he's manipulating rejecting him. Skavenger says that The Dragon of the Moon is to him what The Demon Bear is to me, so he's apparently pretty scary when you read about him.

-Statting otherworldly Cosmic Monsters I haven't actually read about can be tough, but PL 15 oughta do it- his high toughness and sheer amount of powers (over 400 points' worth!) means he can beat pretty much any hero rather handily, but he's not invincible, and tends to be one of those guys you can beat by going "I WILL NOT GIVE IN!" and forcibly casting him out. Otherwise, he's a powerful Reality Manipulator who can probably Stunt many other powers. That, PLUS he can Empower People as a basic ability, and change his own shape. He's effectively The Midgard Serpent, but smart instead of stupid.
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Re: Jab's Builds: Gamora, StarLord, Drax, Groot, Dragon o/t Moon

Postby Skavenger » Tue Aug 21, 2012 3:52 pm

I wasn't that big a fan of the startling revelation they gave Groot in the Annihilators storyline, until I realized it meant there were bigger, meaner "Groots" in the universe.

Also, man, the Dragon build is just as scary as I imagined it would be. The only drawback to how much I like the Dragon of the Moon is the fact that it only shows up in stories with Moondragon. A monster in comics I love to read about is so intrinsically tied to a character I hate. Bah. Someone out there needs to get this great cosmic beast away from her and let it terrorize someone else. Anyone else. I'd even settle for a Power Pack miniseries.
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Re: Jab's Builds: Gamora, StarLord, Drax, Groot, Dragon o/t Moon

Postby Jabroniville » Tue Aug 21, 2012 10:25 pm

Image
Image

All the Asgardians combine into The Destroyer to face off against The Celestials: Guess who won?

THE CELESTIALS
Created By:
Jack Kirby
First Appearance: The Eternals #2 (Aug. 1976)
Role: Cosmic Manipulators
Group Affiliations: The Celestials
PL 20 (608)
STRENGTH
22 STAMINA -- AGILITY -1
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 19 AWARENESS 8 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Science) 11 (+30)
Expertise (Cosmic Lore) 6 (+25)
Expertise (Space Traveller) 11 (+30)
Insight 6 (+14)
Intimidation 10 (+12, +22 Size)
Investigation 6 (+14)
Perception 12 (+20)
Technology 11 (+30)
Treatment 3 (+22)
Vehicles 4 (+4)

Advantages:
Assessment, Beginner's Luck, Benefit (Reputation- Celestials), Daze (Intimidation), Diehard, Equipment 2 (Scanning Gear, Equipment), Follow-Up Strike, Grab Finesse, Great Endurance, Hide in Plain Sight, Improved Critical (Blasts) 3, Inventor, Jack-of-All-Trades, Last Stand, Power Attack, Ranged Attack 12, Skill Mastery 2 (Science, Technology), Startle, Tracking, Ultimate Technology Skill, Ultimate Science Skill, Well-Informed, Withstand Damage

Powers:
"Cosmic Being"
"Living Energy" Immunity 30 (Fortitude Effects) [30]
Regeneration 8 (Feats: Regrow Limbs) [17]
Flight 14 (32,000 mph) [28]
Movement 1 (Space Travel 1) [2]
Protection 6 (Extras: Impervious 29) [35]
Features 1: May Spend 2 Hero Points and get to Double Area Effects (ie. 500ft. Bursts) [1]
Immortality 13 (15 minutes) [26]
"Immune to the Ravages of Space" Immunity 2 (Proximity to Stars & Suns) [2]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
Movement 1 (Environmental Adaptation- Space) [2]
Quickness 18 (Flaws: Limited to Mental Tasks) [9]
Immunity 20 (Mental Effects) (Flaws: Limited to Half-Effect) [10]
"Celestial Senses" Senses 7 (Darkvision, Analytical Vision 2, Extended 3) [7]

"2000 Feet Tall"
Growth 20 (Str & Toughness +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (192 feet) (Feats: Innate) [41]
Elongation 7 (900 feet) [7]

"Wields The Power Cosmic"
"Variety of Powers" Variable 15 (Cosmic Powers) (Extras: Move Action) (120) -- [146]
    Dynamic AE: "Cosmic Wave" Damage 20 (Feats: Dynamic, Penetrating 10, Variable 2) (Extras: Area- 500ft. Cone +4) (113)
    Dynamic AE: "Cosmic Stream" Damage 20 (Feats: Dynamic, Penetrating 10, Variable 2) (Extras: Area- 250ft. Line +4) (113)
    Dynamic AE: "Cosmic Burst" Damage 20 (Feats: Dynamic, Penetrating 10, Variable 2) (Extras: Area- 250ft. Burst +4) (113)
    Dynamic AE: Cosmic Blast 28 (Feats: Dynamic, Accurate, Affects Insubstantial, Penetrating 14, Extended Range 7- x12,800 ft., Split, Variable Descriptor 2) (83)
    Dynamic AE: Healing 16 (Feats: Dynamic) (Extras: Ranged, Restorative, Resurrection, Area- 30ft. Burst) (Flaws: Limited to Others, Distracting) (47)
    Dynamic AE: Mind-Reading 18 (Feats: Dynamic, Subtle) (Extras: Sensory Link) (56)
    Dynamic AE: Communication (Mental) 5 (Feats: Dynamic, Subtle, Dimensional) (Extras: Area, Selective) (33)
    Dynamic AE: "Remove Powers" Affliction 16 (Fort; Impaired/Disabled/Transformed to Powerless) (Feats: Dynamic) (Extras: Perception Range +2) (47)
    Dynamic AE: Move Object 20 (Feats: Dynamic, Subtle, Precise) (Extras: Perception Range) (63)
    Dynamic AE: "Giant Hands & Feet" Strength-Damage +0 (Extras: Area- 60ft. Burst)
    AE: Teleport 20 (Feats: Increased Mass 10- 25 tons) (Extras: Extended, Accurate) (90)
    AE: "Restructure Matter" Transform 15 (Anything to Anything) (Feats: Increased Mass 4- 200 tons) (Extras: Continuous) (Flaws: Distracting) (79)
    AE: "Sense Energy" Senses 22 (Detect Energy- Ranged 17- 1,600 trillion miles, Acute & Analytical, Tracking) (22)
    AE: "Sense Life" Senses 22 (Detect Life- Ranged 17- 1,600 trillion miles, Tracking) (22)
    AE: Movement 7 (Dimensional Travel 3, Space Travel +2, Time Travel 2) (Extras: Portal +2) (28)
    AE: Concealment 10 (All Senses) (Feats: Dynamic) (Extras: Affects Others, Ranged) (41)
Offense:
Unarmed +12 (+22 Damage, DC 37)
Giant Hands +20 Area (+20 Damage, DC 35)
Cosmic Blast +12 (+28 Ranged Damage, DC 43)
Area Effects +20 (+20 Damage, DC 35)
Mind-Reading -- (+18 Mind-Reading, DC 28)
Remove Powers -- (+16 Perception Affliction, DC 26)
Initiative -1

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +26 (+15 Impervious), Fortitude --, Will +18

Complications:
Motivation (Investigation & Growth of Other Races)- The Celestials are vague with others as to their mission, but they seem to be focused on gathering information about all the sentient races in the universe, and casting judgement on them one at a time.

Total: Abilities: 114 / Skills: 84--42 / Advantages: 38 / Powers: 371 / Defenses: 43 (608)

-Say what you will about Jack Kirby's actual writing and dialogue, but when you need an Idea Guy, there is none better. Kirby's big Marvel meta-series on the nature and origin or human myth "The Eternals" contains the origin story of three races: Throughout the Cosmos, The Celestials (a race of nigh-omnipotent, unknowable cosmic beings) experiment upon sentient beings, creating a Deviant Race (often malformed and super-powered) and Eternal Race (idealized, awesome and Flying Brick-ish) out of the baseline race. Now, "The Eternals" didn't fare too well, and few of it's characters really went anywhere, but The Celestials have stuck around. They fit very well as an unknowable, super-powerful race of beings with cool names and vague motivations.

-Celestials generally don't talk to beings lesser than themselves (which is just about everybody), and seem to be experimenting to create idealized, awesome races of beings. Their modifications have created the baseline Skrulls (as the Deviant population of shapeshifters rose up and killed all their baseline brethren, and all but one of their Eternals, who grew into the Skrull God Kl'rt), Avengers members Sersi & Gilgamesh, and Earth & Titanian Eternals all over the place. They've come to Earth a few times, each time threatening to wipe out the entire race- it's been saved by Gaea, who gathered some ideal humans to impress the Celestials, and a whole ton of Earth heroes managing to blow off a Celestials' finger (I guess that made them think these guys had some potential).

-Celestials are EXTREMELY tough- among the only beings to even damage them at all were The Invisible Woman (because her powers are derived from the Hyperspace energy that Celestials are made of), Jean Grey (channeling some Phoenix power she had left behind), The Destroyer throwing the Odinsword, and Thanos using various Cosmic Macguffins. This means that they have a staggering +28 Toughness Save, and you have to do over +15 damage to even have a HOPE of scratching them. +28 Toughness means that a Power Attacking hero on their best day MIGHT do some damage. But keep in mind that Celestials can ALSO Regenerate AND come back from complete destruction in mere minutes... in other words, don't try to fight them.

-The worst part? THERE ARE DOZENS OF THEM. Celestials almost never appear solo, and this makes these PL 20 monsters even MORE dangerous, as in entire groups, they can destroy an entire galaxy, or create them. Combined into a group, they took on The Destroyer armour (said to be Adamantium-level invincible), which was also containing the life forces of the entire Asgardian race (minus Thor), which of course includes the Skyfather Odin. Actually, the Celestials didn't so much "take it on"- they just brushed it aside and reduced it to slag in moments, killing the entire Asgardian race (necessitating Thor gathering energy from the other Pantheons to gather them back together). THAT is real power. Altogether, any one Celestial would EASILY defeat Odin, Zeus or even freaking Surtur single-handedly. A group of them could handily take out Galactus, Devourer of Worlds.

Identified Celestials:
Arishem the Judge
Gammemnon the Gatherer (he collects samples of all life forms present on a planet)
Jemiah the Analyzer (he checks out and analyzes Gammemnon's samples)
Hargen the Measurer (vague things only- he measures the planets' worthiness or something)
Eson the Searcher
Scathan the Approver (approves or disapproves situations)
Nezarrr the Calculator (he can project illusions as part of his array)
The One Above All (the leader of The Celestials)
Oneg the Prober (he experiments and implements)
Tefral the Surveyor (maps geography)
Ziran the Tester (tests the stability of genetic life that the Celestials alter)
The Dreaming Celestial (a renegade Celestial named Tiamut who was imprisoned on Earth, as Celestials cannot be killed)
Exitar the Exterminator (he's the one that destroys all life on worlds that fail The Celestials' tests)
Ashema the Listener (pops down to Earth in human form to test Franklin Richards' validity as a Celestial)
The Blue Celestial (he was shown being "born")
The Red Celestial (helped birth the Blue Celestial)
The Red/Blue Judge (decided whether or not to allow Kosmos & Kubik to live)
Devron the Experimenter & Gamiel the Manipulator (a pair of young Celestials that are charged with watching over the Earth)
Ea the Wise (possibly a figment of the crazy Machine Man's imagination. It's action-figure sized)
Last edited by Jabroniville on Sat Sep 08, 2012 2:42 am, edited 2 times in total.
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Re: Jab's Builds: Drax, Groot, Dragon o/t Moon, The Celestials

Postby Earth-Two_Kenn » Wed Aug 22, 2012 1:29 am

Interesting....

I have a question about those Cosmic blasts. If an attack is doing 28 Damage, what does the 14 Penetrating do? As I understand the rules, the target would need a minimum of 55 Impervious Defense in order to ignore an attack doing 28 Damage. With 54 Impervious, or less, the target couldn't ignore the attack, so they'd have to save vs the full 28 Damage. 55 Impervious or higher, they'd have to save vs the 14 Penetrating. But, well 55 Impervious Toughness is high enough that I'm not sure what would have it. But short of facing this whatever it is, does the 14 Penetrating have an effect? I'm wondering if I missed something in the rules.
"There's only one God, ma'am, and I don't think he dresses like THAT" - Captain America, "the Avengers"
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Re: Jab's Builds: Drax, Groot, Dragon o/t Moon, The Celestials

Postby Jabroniville » Wed Aug 22, 2012 4:37 am

I dunno- I just kinda throw it on super-powerful guys as a "no save for you!" type of thing. It probably has almost no effect if I really looked into the rules (honestly, the whole Penetrating/Impervious thing tends to confuse me and I don't look at the rules for it that often) now that you mention it.
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Re: Jab's Builds: Drax, Groot, Dragon o/t Moon, The Celestials

Postby JoshuaDunlow » Wed Aug 22, 2012 9:57 am

Earth-Two_Kenn wrote:Interesting....

I have a question about those Cosmic blasts. If an attack is doing 28 Damage, what does the 14 Penetrating do? As I understand the rules, the target would need a minimum of 55 Impervious Defense in order to ignore an attack doing 28 Damage. With 54 Impervious, or less, the target couldn't ignore the attack, so they'd have to save vs the full 28 Damage. 55 Impervious or higher, they'd have to save vs the 14 Penetrating. But, well 55 Impervious Toughness is high enough that I'm not sure what would have it. But short of facing this whatever it is, does the 14 Penetrating have an effect? I'm wondering if I missed something in the rules.



54 Impervious Ignores's up to 27 pts of damage.
Penetrating forces a save regardless. But at a reduced effect. Penetrating 14, means the person in question makes a save but at the rank of the penetrating (until you reach the 1/2 mark, where the full rank for save is applied).
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