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Jab's He-Builds: Man-at-Arms, Mantenna, Leech, Beast Man

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Re: Jab's Builds: Wendigo, The Punisher, Titania, Absorbing Man

Postby cassius335 » Wed Nov 10, 2010 10:30 am

As and when you do Avengers, could you do EMH versions along with the comic ones?
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Re: Jab's Builds: Wendigo, The Punisher, Titania, Absorbing Man

Postby Libra » Wed Nov 10, 2010 10:43 am

I thought I'd chip in with a vote for Squadron Supreme, Jabroniville - thought that might cut down your work-load on these builds a bit. :wink:

Keep up the jolly good work, by the way. :D
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Re: Jab's Builds: Wendigo, The Punisher, Titania, Absorbing Man

Postby Jabroniville » Wed Nov 10, 2010 11:09 am

EMH? You mean that current cartoon? I could see what I can do- but they really just seem like lesser-powered versions of the current batch (not a bad thing- I was practically planning on that anyways).
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Re: Jab's Builds: Wendigo, The Punisher, Titania, Absorbing Man

Postby Raws » Wed Nov 10, 2010 1:56 pm

I vote for the avengers! :D
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Re: Jab's Builds: Wendigo, The Punisher, Titania, Absorbing Man

Postby luketheduke86 » Wed Nov 10, 2010 2:12 pm

My vote is for the Acolytes.
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Re: Jab's Builds: Wendigo, The Punisher, Titania, Absorbing Man

Postby Yojimbo28 » Wed Nov 10, 2010 3:10 pm

I wouldn't mind seeing some Avengers.
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Re: Jab's Builds: Wendigo, The Punisher, Titania, Absorbing Man

Postby Jabroniville » Wed Nov 10, 2010 8:43 pm

Image

DRAGON MAN
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #35 (Feb. 1965)
Role: Powerhouse, Animalistic Monster, Occasional Ally
Group Affiliations: The Frightful Four, The X-Men
PL 11 (161)
STRENGTH
12 STAMINA -- AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS -1 PRESENCE -3

Skills:
Intimidation 13 (+10, +13 Size)
Perception 3 (+2)
Investigation 3 (+2)
Ranged Combat (Methane Blast) 9 (+9)

Advantages:
All-Out Attack, Crushing Pin, Diehard, Improved Critical (Unarmed), Fast Grab, Improved Grab, Improved Hold, Power Attack, Startle, Takedown 2

Powers:
"Android Design"
Immunity 30 (Fortitude Effects) [30]
Protection 7 (Extras: Impervious 13) [20]

"Groundstrike" (Based off of Strength Damage) [1]
AE: Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (12)

"Dragon Implements"
Flight 2 (Flaws: Winged) [2]
"Tail" Extra Limbs 1 [1]
"Methane Blast" Blast 13 (Extras: Penetrating) (39) -- [41]
    AE: "Methane Cone" Damage 11 (Extras: Penetrating, Area- 60ft. Cone) (33)
    AE: "Methane Breath" Damage 11 (Extras: Penetrating, Area- 60ft. Line) (33)
"Natural Size"
Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, +1 Speed) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Reach 1 [1]
Enhanced Skills 2: Close Combat (Unarmed) 2 (+10) [1]

Offense:
Unarmed +10 (+12 Damage, DC 27)
Methane Breath +11 Area (+11 Damage, DC 26)
Methan Blast +9 (+13 Ranged Damage, DC 28)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +13 (+7 Impervious), Fortitude --, Will +0

Complications:
Responsibility (Pretty Ladies)- Dragon Man has always had a thing for pretty ladies, and will generally fawn over and not attack the females of any super-team (since they're ALWAYS pretty ladies).
Reputation (Mindless Brute)- Always the pawn of other villains, Dragon Man has little mind of his own.
Weakness- Dragon Man's robotic nature leaves him vulnerable to cold-based attacks, and high-pitched sonics. Both will do extra damage or flat-out disable him at higher levels.

Total: Abilities: 14 / Skills: 28--14 / Advantages: 11 / Powers: 110 / Defenses: 12 (161)

-Dragon Man's one of those crazy 60s Kirby designs that's held up rather well in a goofy sort of way, but the poor guy's never been much of a contender. He generally gets revived by some sort of villain, who then pushes him into an animalistic frenzy where he attacks the story's heroes (generally the FF, sometimes Hercules or The Hulk), and he eventually gets beaten down or shut down or something. Just a "Goon" type villain, but a rather effective one. He's more often used as a joke or as something sad to watch (because he goes all King Kong around the ladies), but has always been shown as a team-level threat or annoyance.

-Dragon Man is a curious mix of stupidity and extremely high power. His Methane Breath dishes out PL 11 Blasts or Area Effects, making him a pretty big threat, and he is strong enough to brawl it out with guys like The Thing and Hercules for a while. He's big, much more accurate than his size would imply (like most Growth-guys, I give him boosted accuracy beyond "clumsy ape" to showcase his ability to nail people because his hands are so big that they're hard to dodge). As an android built totally mechanically (and by magic), he's a no-Con creature, though with him you could argue for him being KO'd alot so it's tough to really say. With his hitting power and Blast he's a team-level threat who can be kind of handled by solo heroes, but they're hard-pressed to break down his Impervious Toughness.
Last edited by Jabroniville on Thu Sep 08, 2011 4:02 am, edited 2 times in total.
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Re: Jab's Builds: Wendigo, The Punisher, Titania, Absorbing Man

Postby Jabroniville » Wed Nov 10, 2010 8:46 pm

Image

STILT-MAN (Wilbur Day)
Created By:
Stan Lee & Wally Wood
First Appearance: Daredevil #8 (June 1965)
Role: Joke Villain
Group Affiliations: The Emissaries of Evil
PL 7 (93)
STRENGTH
1/5 STAMINA 1 AGILITY 1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 1 (+7)
Deception 4 (+4)
Expertise (Criminal) 3 (+6)
Expertise (Science) 4 (+7)
Perception 2 (+2)
Stealth 4 (+5)
Technology 4 (+7)

Advantages:
Equipment 5 (Arsenal), Move-By Action, Ranged Attack 6

Powers:
"Stilt-Man Power Armour" (Flaws: Removable) [36]
Enhanced Strength 4 (8)
Protection 7 (7)
Electrical Aura 5 (Flaws: Limited- Drains Quickly) (15)
Immunity 5 (Entrapment) (5)

"Stilt-Legs"
Elongation 5 (250 feet) (Flaws: Limited to Legs) (3)
"Seven-League Strides" Speed 4 (32 mph) (4)
"Hydraulic Leg Ram Attack" Strength-Damage +2 (2)
-- (44 points)

Equipment:
"Stun Gas Gun" Affliction 7 (Fort; Dazed/Stunned/Incapacitated) (Extras: Cumulative, Area- Cloud) (21) -- (23)
    AE: "Gas Grenades" Affliction 5 (Same as Above) (Extras: Ranged, Cumulative, Area- Cloud) (Diminished Range -1) (19)
    AE: "Particle Beam Blaster" Blast 7 (14)
Offense:
Unarmed +7 (+1 Damage, DC 16)
Suit Strength +7 (+5 Damage, DC 20)
Leg Ram +7 (+7 Damage, DC 22)
Aura +7 (+5 Damage, DC 20)
Blaster +6 (+7 Ranged Damage, DC 22)
Stun Gas +5/+7 Area (+5/+7 Affliction, DC 15-17)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +1 (+8 Armour), Fortitude +4, Will +2

Complications:
Reputation (Stilt-Man)- He's Stilt-Man. 'Nuff said.
Motivation (Greed)
Weakness (Metal Suit)- Wearing a suit of metal, he is vulnerable to electrical & magnetic attacks.

Total: Abilities: 24 / Skills: 22--11 / Advantages: 12 / Powers: 36 / Defenses: 10 (93)

-STILT-MAN! Y'know, guys like this are probably why so many fans think Stan Lee was kind of a hack who took credit for others' success. I mean, STILT-MAN? THAT's the kind of thing he came up with without Romita, Kirby or Ditko creating the art and the designs? Well, to be honest, even VERY pro-Kirby reports (the "Tales to Astonish" biography for one) admit that Stan was all-important to Marvel, being both it's public face (an under-rated role as far as importance goes- there's a reason that nearly every company either has a goofy mascot or a public head that does interviews), and head writer (he wrote dialogue for EVERYTHING, and if you think that's easy, take a look at the complete CRAP that Kirby spewed out without Stan behind him- the same "Tales" bio even admits that Jack couldn't write words worth beans, and it ruined his Fourth World stuff and got it all cancelled). So even if he wasn't the greatest Idea Guy, he was a necessary part of the puzzle. Still though, STILT-MAN?

-This guy is basically the poster-child for Lame Joke Villains, and like many of them, debuted in the 1960s Daredevil comic, back when it was the butt-monkey of the Marvel Line (Stan worked hard on many of the Silver Age books, but left without major artistic backing, he swiftly fell into terrible villains and joke-y storylines). As soon as comics became self-relevant and knew how silly some of their ideas were, Stilt-Man became a running gag and image of the goofiness of the '60s, and was given a sad-sack loser villain gimmick. Recently, he was killed by The Punisher, and given a big send-off in The Bar With No Name. Multiple successors have arisen, but all are one-shot guys even WORSE than Wilbur Day was.

-Stats-wise, he's a low-level Power Armour Guy, expensive only because he has some decent protection in the suit, and that Electrified Body trick he can use. He does some damage with the Hydraulic Ram, but he's nowhere near the physical combatant most heroes or villains are, and as such, he's only a minor threat- at PL 7, he's a notch above The Enforcers, and runs along guys like Boomslang and Frog-Man- just pathetic, and unable to defeat even New Mutants/Generation-X-class rookie heroes.
Last edited by Jabroniville on Thu Aug 04, 2011 3:00 am, edited 1 time in total.
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Re: Jab's Builds: Wendigo, The Punisher, Titania, Absorbing Man

Postby Jabroniville » Wed Nov 10, 2010 8:48 pm

Image

THE TRAPSTER (Peter Petruski)
Created By:
Stan Lee & Jack Kirby
First Appearance: Strange Tales #34 (June 1963)
Role: Joke Villain
Group Affiliations: The Frightful Four
PL 9 (121)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 1 (+4)
Athletics 3 (+5)
Close Combat (Unarmed) 2 (+8)
Deception 7 (+7)
Expertise (Science) 2 (+6)
Expertise (Science) 8 (+12) -- Flaws: Limited to Chemistry
Expertise (Science) 4 (+16) -- Flaws: Limited to Pastes
Expertise (Criminal) 1 (+5)
Perception 3 (+3)
Ranged Combat (Paste-Gun) 3 (+7)
Stealth 2 (+5)
Technology 3 (+7)

Advantages:
Equipment (Solvents for Glue), Improved Aim, Improved Critical (Paste), Teamwork, Ultimate Pastes Skill

Powers:
"Trapster Costume" (Flaws: Removable) [44]
Protection 1 (1)
"Sticky Hands" Movement 1 (Wall-Crawling) (2)
"Solvents" Immunity 5 (Entrapment Effects) (5)
"Paste Shot" Snare 11 (Feats: Split) (Extras: Contagious) (44) -- (47)
    AE: "Create Paste Objects" Create 5 (Extras: Continuous) (15)
    AE: "Constricting Paste" Affliction 8 (Dodge; Dazed, Hindered & Vulnerable/Stunned, Defenseless & Immobile/Incapacitated) (Extras: Ranged, Progressive +2, Extra Condition +2) (42)
    AE: "Glue Line" Movement 1 (Swinging) (2)
-- (55 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Paste Shot +7 (+11 Ranged Affliction, DC 21)
Constricting Paste +7 (+8 Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+4 Costume), Fortitude +5, Will +3

Complications:
Reputation (Joke Villain)- When reminded of his past as Paste-Pot Pete, The Trapster will go nuts.
Motivation (Greed)

Total: Abilities: 44 / Skills: 32--16 / Advantages: 5 / Powers: 44 / Defenses: 12 (121)

-aaaand in Stan's defense, here's a co-creation with Jack who sucks every bit as bad as Stilt-Man. Poor Trapster. Such a pedigree of creators, and such an era to be born in (full of Marvel`s most iconic characters)... but they gave him the name Paste-Pot Pete, and that was that. Even a later renaming couldn`t save him, and it became a running gag for guys to make fun of him for his old name, even while he was actively threatening them. A classic jobber, he`s proven dangerous enough times, and his Glue is NASTY, but he`s still a goof, and he`s at-best a team villain.

-How do I justifty giving a classic Joke Villain a relatively-high PL of 9? It's simple- that Snare is NASTY, among the best in the Marvel Universe, and even nastier than Spider-Man's. It can hold Benjamin J. Grimm himself trapped for a period of time AND is Contagious (affects everyone who touches the victim becomes ensnared as well). This makes it pricey, but since he's a One-Trick Pony, it's acceptable. And his PL 9 status belies his weaknesses elsewhere- the standard Paste Shot is his ONLY PL 9 aspect, and the entire rest of him is lesser-tricks, like Movement, Immunity to Entrapment, a Constricting Paste (Suffocation + Snare at a lower level), and low defenses. At only PL 6 defensively, ol' Paste-Pot Pete had better HOPE the enemy doesn't get the jump on him (with an Initiative of 3, it's not much of a hope), and strong Dexmonkeys are his worst nightmare.
Last edited by Jabroniville on Thu Aug 04, 2011 3:09 am, edited 1 time in total.
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Re: Jab's Builds: Absorbing Man, Dragon Man, Stilt Man, Trapster

Postby Jabroniville » Wed Nov 10, 2010 9:12 pm

Here's the standings for my next builds so far:

Squadron Supreme: Horsenhero (0.5), Libra (1.5)
Avengers: Kenseido, Cassius, Raws, Yojimbo (4)
Acolytes: Horsenhero (0.5), CD, Luke, Kreuz (3.5)

So it's pretty close. Kreuz chose his by random-rolling, though, so it it's tied, someone else'll have to win :).
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Re: Jab's Builds: Absorbing Man, Dragon Man, Stilt Man, Trapster

Postby catsi563 » Wed Nov 10, 2010 10:27 pm

Avengers
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Jab's Builds: Absorbing Man, Dragon Man, Stilt Man, Trapster

Postby Jabroniville » Thu Nov 11, 2010 8:01 pm

Image

You gotta try pretty hard to suck more than Mr. Talky Tawny, but wow, this pulls it off.

FLYING TIGER
Created By:
Chris Claremont & Steve Leialoha
First Appearance: Spider-Woman #40 (Oct. 1981)
Role: Joke Villain
Group Affiliations: The Masters of Evil
PL 8 (96)
STRENGTH
4/6 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 0 PRESENCE 0

Skills:
Aerobatics 6 (+10)
Athletics 4 (+8/+10)
Deception 4 (+4)
Expertise (Criminal) 3 (+6)
Expertise (Football Player) 4 (+8)
Intimidation 6 (+6)
Perception 4 (+4)
Stealth 3 (+7)

Advantages:
All-Out Attack, Fast Grab, Evasion, Improved Critical (Unarmed), Move-By Action, Power Attack

Powers:
"Flying Tiger Costume" (Flaws: Removable) [16]
Enhanced Strength 2 (4)
Protection 2 (2)
Flight 6 (120 mph) (12)
"Claws" Strength-Damage +1 (1)
-- (19 points)

Offense:
Unarmed +8 (+4 Damage, DC 19)
Costume Unarmed +8 (+6 Damage, DC 21)
Claws +8 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4 (+6 Costume), Fortitude +7, Will +3

Complications:
Motivation (Greed)

Total: Abilities: 46 / Skills: 36--18 / Advantages: 6 / Powers: 16 / Defenses: 10 (96)

-Flying Tiger... where do they come up with this crap? I mean, look at that costume- a Tiger's head on top of a Banshee-winged suit? THIS GUY shares my damn birthday? LAME. He's an ex-football player-turned-assassin (I'm saddened to admit he's not the only one... SuperPro foe Quick Kick has the same origin) who fought Spider-Woman a couple times, but ended up being one of those common mercenary villains who bounced around the Marvel U. He's only had about ten or so appearances, most of them involving Fabian Nicieza's Thunderbolts, where he was part of the Crimson Cowl's lame replacement Masters of Evil. He's dropped a few hints about his origins (we don't even know his real name, which is funny, because it would be a matter of public record, especially if he was a football pro), and implied he was a member of the ORIGINAL "Flying Tigers", a regiment of American fighter pilots during World War II, but nothing ever came of that.

-The Flying Tiger is a classic sucky villain, being PL 7 defensively, PL 7.5 offensively thanks to his claws. This means he can challenge some rookies or solo guys at low enough level for a short time, but unless he gets lucky, he's going to lose to absolutely everyone alive.
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Re: Jab's Builds: Absorbing Man, Dragon Man, Stilt Man, Trapster

Postby Jabroniville » Thu Nov 11, 2010 8:03 pm

Image

I swear to God that Marvel generally has much better villains than DC does. Ignore the "H" on his belt-buckle and the ballpeen hammers attached to his gauntlets and move on.

JACKHAMMER (Matthew Banham)
Created By:
Tony Isabella & Bob Brown
First Appearance: Daredevil #123 (July 1975)
Role: Joke Villain
Group Affiliations: The Power Tools, The Masters of Evil, HYDRA
PL 7 (102)
STRENGTH
7 STAMINA 6 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 2 (+5)
Athletics 3 (+10)
Deception 4 (+6)
Expertise (HYDRA Leader) 4 (+5)
Expertise (Science) 3 (+6)
Insight 2 (+4)
Intimidation 3 (+5)
Technology 3 (+6)

Advantages:
All-Out Attack, Improved Critical (Jackhammer), Improved Smash, Power Attack

Powers:
"Power-Broker's Enhancements"
Power Lifting 1 (6 tons) [1]
Speed 1 (4 mph) [1]
Leaping 1 (15 feet) [1]

"Jackhammer Costume" (Flaws: Removable) [17]
"Jackhammers" Strength-Damage +2 (Extras: Multiattack 9, Penetrating 9) (20) -- (21)
    AE: Burrowing 5 (2 mph) (5)
Offense:
Unarmed +5 (+7 Damage, DC 22)
Jackhammers +5 (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +6, Fortitude +9, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 56 / Skills: 24--12 / Advantages: 4 / Powers: 20 / Defenses: 10 (102)

-I couldn't make this stuff up if I tried- a team of guys using costumes with POWER TOOLS on them as weapons. Oh yeah, and every one of them has super-human strength via the Power-Broker (seriously, it's THAT EASY to get Class 10-ish strength in the Marvel U? Why even BOTHER replicating the Super-Soldier Serum?). Jackhammer debuted first, as a HYDRA engineering boss subservient to Silvermane, and he fought (and lost to) Daredevil. Gaining super-strength later on, he fought BattleStar and U.S.Agent, then joined the Masters of Evil, leaving his poor team of jobbers behind, becoming one of those super-background guys who's amazingly lucky he didn't end up killed by the Scourge of the Underworld, like so many generic crap E-League villains before him.

-Jackhammer is the toughest of his team, and the hardest one to place. He's tougher than most goons, being in the U.S.Agent class of strength, but he's bad enough at fighting that he needs an entire squad of dudes of similar power to handle BattleStar- and BattleStar WON that match, beating on all three of them despite their teamwork, and only got captured because they threatened another guy. To have that hard a time fighting one minor-league super-hero (who has powers, but isn't remotely a big name- probably PL 9), I think he deserves to be PL 7. This isn't to say he's not a threat- his Jackhammers do a LOT of damage, especially with Multiattack & Penetrating on top of them, he can burrow (presumably- he never did it in a book I read, but they're jackhammers so I figured it'd be cool), use All-Out & Power Attack to play with his caps, and he's pretty tough. Not SO tough, though- Asp of the Serpent Society KO'd him with one Venom Blast during the great "Cap & Diamondback's First Date" storyline.

-He has some scientific know-how from his early appearances as a HYDRA engineer, but eventually they forgot that aspect of his character (even Mark Gruenwald, master of obscure villains & continuity). I stuck some of it on because... well, he's a 100-point guy. He needs the help.
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Re: Jab's Builds: Absorbing Man, Dragon Man, Stilt Man, Trapster

Postby Kreuzritter » Thu Nov 11, 2010 8:09 pm

well, power broker's stuff unfortunately has a tendency to produce side effects, such as liefeldian muscular deformities, recurring bouts of psychotic rage, brains fried, organ failure, etc. for every ten guys who hear about getting their powers from the power broker, about twice as many are tossed in a ditch and soaked in quicklime
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Re: Jab's Builds: Absorbing Man, Dragon Man, Stilt Man, Trapster

Postby Jabroniville » Thu Nov 11, 2010 8:11 pm

Image

TRIPHAMMER (Real Name Unrevealed)
Created By:
Howard Mackie & James Brock
First Appearance: Avengers Spotlight #29 (Feb. 1990)
Role: Joke Villain, Nameless Goon
Group Affiliations: The Power Tools
PL 6 (54)
STRENGTH
4 STAMINA 4 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+7)
Expertise (Criminal) 3 (+3)
Intimidation 4 (+5)

Advantages:
Improved Critical (Hammer), Improved Smash

Powers:
"Bionic Hammer" Strength-Damage +3 Linked to Affliction 5 (Fort; Dazed/Stunned/Incapacitated) (Feats: Subtle) [9]

Offense:
Unarmed +4 (+4 Damage, DC 19)
Hammer +4 (+7 Damage & +5 Affliction, DC 22 & 15)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +4, Fortitude +5, Will +1

Complications:
Motivation (Greed)

Total: Abilities: 30 / Skills: 10--5 / Advantages: 2 / Powers: 9 / Defenses: 8 (54)

-Triphammer's a pretty well-built guy, and I chose to reflect the fact that a giant hammer's as likely to leave you stunned through the vibrations as KO'd. He's a PL 5.5 Mook with a power, giving him little accuracy, but quite a lot more of a punch than any HYDRA or AIM goon you're likely to encounter.

Image

PICK AXE (Real Name Unrevealed)
Created By:
Howard Mackie & James Brock
First Appearance: Avengers Spotlight #29 (Feb. 1990)
Role: Joke Villain, Nameless Goon
Group Affiliations: The Power Tools
PL 6 (53)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+7)
Expertise (Criminal) 3 (+3)
Intimidation 4 (+5)

Advantages:
Improved Critical (Pick Axe), Improved Smash, Startle

Powers:
"Bionic Pick Axe" Strength-Damage +3 (Feats: Reach, Subtle) (Extras: Penetrating 4) [8]

Offense:
Unarmed +5 (+3 Damage, DC 18)
Pick Axe +5 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +4, Fortitude +5, Will +1

Complications:
Motivation (Greed)

Total: Abilities: 30 / Skills: 10--5 / Advantages: 3 / Powers: 8 / Defenses: 7 (53)

-Pick Axe uses a very long Pick Axe as a weapon, and he's pretty much the same as Triphammer otherwise, substituting a notch of power with speed & accuracy.

VICE (Real Name Unrevealed)
Created By:
Howard Mackie & James Brock
First Appearance: Avengers Spotlight #29 (Feb. 1990)
Role: Joke Villain, Nameless Goon
Group Affiliations: The Power Tools
PL 6 (52)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+7)
Expertise (Criminal) 3 (+3)
Intimidation 4 (+5)

Advantages:
Benefits (Ambidexterity), Fast Grab, Improved Critical (Vice), Improved Hold, Improved Grab

Powers:
"Bionic Vice" Strength-Damage +2 (Feats: Subtle) [3]
Enhanced Strength 4 (Flaws: Limited to Grapple Checks) [2]

Offense:
Unarmed +5 (+3 Damage, DC 18)
Vice +5 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3, Fortitude +5, Will +1

Complications:
Motivation (Greed)

Total: Abilities: 30 / Skills: 10--5 / Advantages: 5 / Powers: 5 / Defenses: 7 (52)

-Vice is basically Pick Axe with a different weapon- a Vice able to hold guys much more effectively than someone of his strength should normally be capable of. It enhances his damage and his Strength, but the latter is only for grappling. His PL only applies to his Grappling ability- the rest of him is PL 5 or 4.5 (his defenses).

Image

HANDSAW (Real Name Unrevealed)
Created By:
Howard Mackie & James Brock
First Appearance: Avengers Spotlight #29 (Feb. 1990)
Role: Joke Villain, Nameless Goon
Group Affiliations: The Power Tools
PL 6 (52)
STRENGTH
2 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+7)
Expertise (Criminal) 3 (+4)
Intimidation 4 (+5)

Advantages:
Benefits (Ambidexterity), Improved Critical (Saw), Improved Initiative, Teamwork

Powers:
"Bionic Handsaw" Strength-Damage +3 (Feats: Subtle) [4]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Handsaw +6 (+5 Damage, DC 20)
Initiative +7

Defenses:
Dodge +7 (DC 16), Parry +7 (DC 17), Toughness +2, Fortitude +5, Will +1

Complications:
Motivation (Greed)

Total: Abilities: 30 / Skills: 10--5 / Advantages: 4 / Powers: 4 / Defenses: 9 (52)

-Handsaw is the quickest and most accurate member of her crew, but also does the least damage, being the only female member. She's as big a goon as the rest of them, though, and her Handsaw is more like a big serrated sword.

Image

Are you fisting me? The hammers I can accept, and the buzz-saws would actually be terrifying to face (if totally dangerous to the user in a real fight), but FREAKING SCREWDRIVERS? Who's his arch-nemesis? IKEA Man?

BUZZ-SAW (Real Name Unrevealed)
Created By:
Mark Gruenwald & Mark Bagley
First Appearance: Captain America #373 (July 1990)
Role: Joke Villain, Nameless Goon
Group Affiliations: The Power Tools
PL 7 (78)
STRENGTH
7 STAMINA 6 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 2 (+4)
Athletics 2 (+9)
Close Combat (Unarmed) 2 (+6)
Expertise (Criminal) 3 (+3)
Intimidation 5 (+5)

Advantages:
All-Out Attack, Improved Smash, Power Attack

Powers:
"Power-Broker's Enhancements"
Power Lifting 1 (6 tons) [1]
Speed 1 (4 mph) [1]
Leaping 1 (15 feet) [1]

"Buzz-Saw Costume" (Flaws: Removable) [16]
"Buzz-Saws" Strength-Damage +2 (Feats: Split, Improved Critical) Extras: Multiattack 9, Penetrating 6) (19)

Offense:
Unarmed +6 (+7 Damage, DC 22)
Buzz-Saws +4 (+9 Damage, DC 24)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +6, Fortitude +8, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 38 / Skills: 14--7 / Advantages: 4 / Powers: 19 / Defenses: 10 (78)

DRILL (Real Name Unrevealed)
Created By:
Mark Gruenwald & Mark Bagley
First Appearance: Captain America #373 (July 1990)
Role: Joke Villain, Nameless Goon
Group Affiliations: The Power Tools
PL 7 (75)
STRENGTH
7 STAMINA 6 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 2 (+4)
Athletics 2 (+9)
Expertise (Criminal) 3 (+3)
Intimidation 5 (+5)

Advantages:
All-Out Attack, Improved Critical (Drills), Improved Smash, Power Attack

Powers:
"Power-Broker's Enhancements"
Power Lifting 1 (6 tons) [1]
Speed 1 (4 mph) [1]
Leaping 1 (15 feet) [1]

"Drill Costume" (Flaws: Removable) [13]
"Drills" Strength-Damage +1 (Feats: Split) (Extras: Multiattack 8, Penetrating 6) (16)

Offense:
Unarmed +6 (+7 Damage, DC 22)
Buzz-Saws +5 (+9 Damage, DC 24)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +6, Fortitude +8, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 40 / Skills: 12--6 / Advantages: 4 / Powers: 16 / Defenses: 9 (75)

-Within a handful of months after the Power Tools' debut, a NEW group of them emerged under old leader Jackhammer. Both augmented with the Power Broker's enhancements, Buzz-Saw & Drill were highly-strong, but even more useless than Jackhammer, falling into each other and being unable to hit BattleStar. Buzz-Saw is a PL 6.5 thanks to his extremely-dangerous spinning blades, but Drill is only a PL 6 because really, what are Drills gonna do compared to Jackhammers & Buzz-Saws?
Last edited by Jabroniville on Thu Aug 04, 2011 3:11 am, edited 1 time in total.
Jabroniville
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