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Re: Jack of Spades' Iron Men: Unicorn, Melter, Mauler

Postby Thorpacolypse » Fri Jul 13, 2012 6:49 pm

Ah, the Melter. One of my favorite mooks. Nice Stark-verse stuff, jspade. I've had the Mandarin sitting half done for about 3-4 months and I can't bring myself to finish his ring array. I hope you have better fortitude in that aspect than I do. :wink:
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Re: Jack of Spades' Iron Men: Unicorn, Melter, Mauler

Postby jspade » Fri Jul 13, 2012 7:00 pm

Would you believe I forgot the Mandarin? I was so focused on this being mook-gallery... I'll try to get him posted this weekend.
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Jack of Spades' Iron Men: Mandarin

Postby jspade » Mon Jul 16, 2012 8:45 am

MandarinPL 13
    Abilities
    STR 3, STA 4, AGL 5, DEX 6, FGT 10, INT 7, AWE 6, PRE 5

    Powers
    Chi Powers: Immunity 3 (Environmental Heat & Cold, Starvation), Penetrating Strength Damage 3 • 6 points

    Ten Rings of Power: 60 point Array, Removable (−17), Only usable by the Mandarin or those he allows (+1) • 44 points
      AE Remaker: Ranged Transform 7 (Anything into anything of same mass & atomic composition), Limited (Not vs. Devices) [28]

      AE Influence: Ranged Affliction 9 (Fort; Dazed, Stunned, Transformed), Cumulative, Variable Descriptor • 1 point
        AE Self-Transformation: Morph 2, Healing 8 • 1 point
      AE Spin: Strength-based Damage 4, Enhanced Advantages (Close Attack 4, Improved Initiative 3, Move-By Action), Quickness 6, Speed 6 [24] • 1 point
        AE Telekinesis: Move Object 8, Damaging • 1 point
        DAE Flight: Flight 12 • 2 points
      AE Spectral: Concealment 5 (All Visual, Radio) [10] • 1 point

      AE Nightbringer: 250 ft³ Shapable Area Concealment 5 (All Visual, Radio) [30] • 1 point
        AE Energy Drain: Nullify 10, Broad (any energy), Simultaneous [30] • 1 point
      AE Daimonic: Ranged Affliction 10 (Will; Entranced, Compelled, Controlled), Cumulative [30] • 1 point
        AE Mind Trap: Affliction 9 (Will; Entranced, Compelled, Controlled), Progressive, Variable Trigger 2 [30] • 1 point
        AE Puppet: Mental Communication 4, Limited to people controlled, Perception (Visual, Auditory, Mental) [28] • 1 point
      AE Incandescence: Ranged Damage 13, Secondary Effect 4 [30] • 1 point
        AE Flame Blast: 120’ Cone Area Damage 8, Secondary Effect 6 [30] • 1 point
        AE Starburst: Visual Perception Area Affliction 13 (Dodge/Fort; Impaired, Disabled, Unaware), Limited to Sight [13] • 1 point
        AE Radiance: Environment 9 (1 mile; Sunlight, Intense Heat) [27] • 1 point
      AE Lightning: Ranged Damage 8, Linked Ranged Affliction 7 (Fort; Dazed, Stunned, Incapacitated) [30] • 1 point
        AE Lightning Storm: 30’ Burst Area Damage 10, Selective [30] • 1 point
      AE Liar: Ranged Illusion 10 (All Senses), Limited to one target, Resisted by Will [30] • 1 point

      AE Zero: Snare 10, Paralyzing [3] • 1 point
        AE Vacuum: 60’ Cone Area Affliction 10 (Fort; Fatigued, Exhausted, Incapacitated), Cumulative [30] • 1 point
        AE Wormhole: 60’ Cone Area Movement 1 (Space Travel) Attack [3] • 1 point

    Advantages
    Benefit (Diplomatic Immunity), Defensive Attack, Defensive Roll 4, Equipment 12, Improved Critical 2 (Unarmed), Improved Smash, Improved Trip, Instant Up, Jack of All Trades, Languages 2 (Cantonese, Farsi, Japanese, Mandarin, English), Power Attack, Startle

    Rings: Close Attack 4, Improved Initiative 3, Move-By Action

    Skills
    Acrobatics 4 (+9), Athletics 8 (+11), Close Combat: Unarmed 5 (+15/+19) [Rings], Deception 7 (+11), Expertise: Business 5 (+12), Expertise: History 7 (+14), Expertise: Tactics 5 (+12), Insight 0 (+6), Intimidation 10 (+12) [Startle], Investigation 2 (+9), Perception 0 (+6) Persuasion 0 (+4), Ranged Combat: Rings 6 (+13), Stealth 0 (+5), Technology 9 (+16)

    Equipment
    Mandarin City: Awesome, TOU 10. Features: Communications, Computer, Deathtraps 3, Grounds, Gym, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power System, Security System, Workshop • 26 points

    Equipment as required for his latest evil scheme • 34 points

    Offense
    Init +5/+17, Spin Strike +19 (Damage 7, Crit 18-20), Unarmed +15 (Damage 3, Crit 18-20)

    Defenses
    Parry 16, Dodge 15, Fort 9, Will 13, Toughness 8/4*

    Power Points
    Abilities 92 + Powers 72 + Advantages 26 + Skills 30 + Defenses 28 = Total 248 points

    Complications
    Motivation: The Mandarin sees himself as the heir to Genghis Khan, and wants to rule China and the world

    Enemy: Iron Man has consistently foiled the Mandarin’s plans
    Honor: The Mandarin keeps his word; he’s too egotistical to do otherwise.
    Delusional: The Mandarin is losing his grip on reality, perhaps inadvertently brainwashing himself with the Liar ring. He resists Deception attempts at −5 if they play to his megalomania.

    Notes
    The Mandarin’s quite a handfull to write up. I went with the more recent, Matt Fraction re-interpretation of his rings rather than the traditional one; the point is he has ten of them, and that’s enough to do most anything. Some have been incredibly poorly defined over the years (the impact beam does magentism?), so I don’t feel too bad about it.

    The Mandarin has moved increasingly in the direction of being a mind controller. Brainwashed minions, from the Unicorn and Psylocke to, most recently, Stark himself have become almost his trademark.

    The Mandarin is also a schemer; he never comes at anyone directly any more. It’s only when everything’s crumbling and you think you’ve had it that he comes out of the shadows to gloat.

    I wanted to make the Mandarin an unarmed threat to Iron Man, if not as big a one as he’d be with his rings, but I just couldn’t justify making him better than Cap or Iron Fist. The Spin ring gave me an excuse; martial arts & low level super speed is a hard combination to detect, but justifies the Mandarin fighting on-PL with his bare hands.
    Last edited by jspade on Thu Jul 26, 2012 3:02 pm, edited 3 times in total.
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    Jack of Spades' Iron Men: Iron Monger

    Postby jspade » Mon Jul 16, 2012 1:27 pm

    Iron MongerPL 10
      Obadiah Stane
    Abilities
    STR 12/1, STA 1, AGL 1, DEX 0, FGT 4, INT 3, AWE 3, PRE 2

    Powers
    Iron Monger Mk I: Growth 3, Density 2, Innate; Activation 2 (−2 points), Removable (−24) • 16 −8 points
      Armor: Protection 8, Impervious 3, Noticable • 20 points

      Boot Jets: Flight 8 (500 mph), Activation (Move), Distracting • 7 points
        AE Jump Jets: Enhanced Advantages (Evade, Improved Defense), Leaping 4 • 1 point
      Computer: Enhanced Advantage (Improved Aim), Enhanced Skills 12 (Close Combat: Unarmed 5, Ranged Combat: Armor 11) • 7 points

      Environmental Control: Immunity 11 (Chemical effects, Environmental Heat & Cold, Sensory effects, Suffocation) • 11 points

      Servos: Enhanced Strength 6 • 12 points

      Weapons Systems: Array
        23mm Gatling Gun: Ranged Multiattack Damage 8, Accurate +2 • 25 points
        AE Missiles: Ranged Damage 12, Burst Area 8, Inaccurate −2, Homing 5, Unreliable (4 uses) • 1 point
        AE Grenades: Ranged Damage 10, Burst Area 5 • 1 point
      Radio & Satellite Link: Radio Communication 2, Area 2, Rapid 2, Subtle 1 • 13 points

      Sensors: Senses 4 (Accurate Radio, Infravision, Low-Light Vision) • 4 points
    Advantages
    Assessment, Benefit 4 (Wealth), Contacts, Focus (Chess)†

    Skills
    Athletics 0 (+0/+12) [Armor], Deception 7 (+9), Expertise: Business 11 (+14), Insight 6 (+9), Intimidation 7 (+9/+11) [Armor], Investigation 8 (+11) [Contacts], Perception 3 (+6) Persuasion 0 (+2), Stealth 0 (+0/−2) [Armor], Technology 4 (+7)

    Equipment

    Offense
    Init +1; Gatling Gun +12 (Ranged Multiattack Damage 8), Grenades +10 (Ranged Damage 10, Burst 5), Missile +6 (Ranged Damage 12, Burst 8), Unarmed +8 (Damage 12)

    Defenses
    Parry 6, Dodge 6, Fort 5/10, Will 10, Toughness 14/1

    Power Points
    Abilities 30 + Powers 94 + Advantages 6 + Skills 23 + Defenses 18 = Total 171 points

    Complications
    Motivation: Stane wants to control the world’s arms trade.

    Chessmaster: Stane is obsessed with chess. Treat chess games as a challenge sequence of opposed INT checks; Stane gets +5 from his Focus advantage. Defeating him gives a +5 to Intimidation checks for the remainder of the adventure. He also uses chess themes where possible, such as in his mercenaries' equipment.
    Power Loss: Stane doesn’t always have the Iron Monger armor with him.
    Power Loss: Failing a damage save by 3 or more degrees will cause a system failure, neutralizing one of Iron Monger's weapons or other powers, or leaving him Hindered or Vulnerable due to lost mobility. Advanced repairs (DC 30) are possible. The same may happen on a critical hit (as the usual benefit of the crit); Iron Monger gets no hero point in that case.

    Notes
    The basic armor design here is the movie’s, but Stane is the comic version of himself, a ruthless corporate raider with a chess fetish.

    Stane attacks Stark not as a fighter or a technologist, but as a businessman. In that arena, he’s Stark’s equal, and he’s more willing to play dirty.

    Stane generally does his wet work through proxies, like the Mandarin; the Iron Monger was a last ditch attempt to overcome Iron Man, not Stane's weapon of choice.
    Last edited by jspade on Sat Nov 17, 2012 7:11 pm, edited 1 time in total.
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    Jack of Spades' Asgardians

    Postby jspade » Fri Jul 20, 2012 8:38 am

    On to Asgard! I’ve never been a huge Thor fan, but when I have enjoyed him I’ve enjoyed him as the movie presented him, existing in his own slice of the Marvel universe that’s mostly concerned with mythology via Jack Kirby. While you can’t pull the rest of the world completely out of things (he is a founding Avenger after all), this set of builds will be my attempt to update the key Thor characters with a bit more mythological flavor.

    One of the problems with Marvel's take on the Asgardians is that they're all super-strong and yet highly skilled warriors. This makes them ridiculously powerful on the face of it. Looking at things closely though, it looks to me as if they're mostly only super-strong when it comes to lifting stuff, except that they can hurt people they shouldn't be able to otherwise.

    Typical Asgardian WarriorPL 6
      Minion Rank 4 • Sidekick Rank 11
    Abilities: STR 4, STA 4, AGL 0, DEX 0, FGT 3, INT 0, AWE 0, PRE 0

    Powers: Density 2, Permanent; Enhanced Strength 6, Limited to Lifting; Immunity 7 (Aging, disease, all environmental conditions); Penetrating Strength Damage 4

    Advantages: Equipment 4

    Skills Athletics 4 (+9), Close Combat: Asgardian Weapons 2 (+5), Expertise: Warrior 4 (+4), Intimidation 2 (+2), Perception 4 (+4).

    Equipment: Sword, Spear, or Battleaxe; Medium Shield; Asgardian Armor (Impervious Toughness 4)

    Offense: Initiative +0; Sword +5 (Damage 7, Crit 19-20), Spear +5 (Damage 7, Reach 1), or Battleaxe +5 (Damage 7), Unarmed +3 (Damage 4).

    Defenses: Parry 8/6*, Dodge 8/6*, Will 5, Fortitude 5, Toughness 4 (Impervious 4)
    * Without shield

    Power Points: Abilities 14 + Advantages 4 + Powers 26 + Skills 8 + Defenses 15 = 52 points

    All Asgardians have a Complication that they lose their Immunity (Aging) if they go long enough without eating Idun's apples.
    Last edited by jspade on Mon Aug 20, 2012 3:13 pm, edited 1 time in total.
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    Jack of Spades' Asgardians: Thor

    Postby jspade » Fri Jul 20, 2012 9:10 am

    ThorPL 13
      Abilities
      STR 14, STA 14, AGL 2, DEX 2, FGT 10, INT 1, AWE 5, PRE 4

      Powers
      Asgardian: Density 2, Permanent; Enhanced Strength 5 (12 ktons; Limited to Lifting); Immunity 7 (Aging, disease, all environmental conditions) • 20 points

      Belt of Strength: Penetrating 14 on Strength, Fades, Side Effect (automatically Fatigued when he stops using it), Removable (−1) • 4 points

      God of Thunder: Immunity 7 (Weather and weather effects), Movement 1 (Environmental Adaptation: Weather) • 9 points

      Mjolnir
      Hammer of the Gods: Strength-based Damage 2, Affects Insubstantial 2; Linked Weaken Toughness 14 (Fort), Affects Objects, Limited to Sustained Toughness on characters • 18 points
        AE Hammer Throw: Ranged Strength-based Damage 2 • 1 point
        AE Hammer Flight: Enhanced Flight 9 (2,000 mph) • 1 point
      Hovering: Flight 1 • 2 points

      Only the Worthy: Feature 1 (Cannot be moved by the unworthy) • 1 point

      Weather Control: Environment 14 (Impede Movement −2, Visibility −2) • 42 points
        AE Call Lightning: Ranged Damage 13, Indirect 2 (Overhead) • 1 point
        AE Lightning Storm: Selective 60' Burst Area Damage 10 • 1 point
        AE Tornado: 250' Cylinder Move Object 8, Concentration • 1 point
      Advantages
      Accurate Attack, All-Out Attack, Benefit 2 (Avenger, Prince of Asgard), Equipment 10, Improved Critical (Hammer), Improved Initiative, Interpose, Languages (English, German, Norse), Power Attack, Startle, Takedown (close)

      Skills
      Athletics 5 (+19), Close Combat: Unarmed 2 (+12), Deception 0 (+4), Insight 3 (+8), Intimidation 8 (+12) [Startle], Perception 0 (+5) Persuasion 0 (+4), Ranged Combat: Mjolnir 8 (+10), Stealth 0 (+2), Vehicles 2 (+4).

      Equipment
      Avengers Communicard: Comlink • 1 point
      Asgardian Armor: Impervious Toughness 5 • 10 points
      Chariot, Toothgrinder, & Toothgnasher: Large, Strength 8, Flight 11, Toughness 12, Defense 9. Features: Movement 1 (Space Travel), Life Support 3 (Suffocation, Starvation) • 38 points

      Offense
      Init +6; Call Lightning +10 (Ranged Damage 13), Hammer Throw +10 (Ranged Damage 16), Lightning Storm (Area Damage 10), Mjolnir +10 (Close Damage 16, Crit 19-20, Weaken 14), Unarmed +12 (Close Damage 14)

      Defenses
      Parry 12, Dodge 8, Fort 14, Will 8, Toughness 14 (Impervious 7)

      Power Points
      Abilities 96 + Powers 101 + Advantages 21 + Skills 14 + Defenses 13 = Total 245 points

      Complications
      Motivation: Thor believes in standing up for those weaker than himself.

      Arrogance: Thor is prone to overestimating himself and spouting off about it, making enemies he need not make, getting himself in problems he could’ve avoided, and not realizing how much trouble he’s in until it’s too late.
      Enemy: Most notably Loki.
      Mjolnir: Mjolnir is not Removable; Thor can call it to his hand whenever he wishes, from apparently any distance. Occasions where he's lost it are best treated as Complications.
      Relationships: With Jane Foster, Odin, the Warriors Three, Sif, Balder, and Loki.
      Responsibility: As prince of Asgard, Thor must often devote time to the needs of the realm eternal.

      Notes
      Thor is Asgard’s greatest warrior, but not necessarily its most skilled. He uses Accurate Attack and All-Out Attack a lot to boost his ability to hit agile opponents, but what he’s best known for is the absolutely irresistible force of Mjolnir, backed by the strongest arm in Asgard (and his Belt of Strength).

      One thing I have noticed from seeing Thor with the Avengers is that he seemed to be particularly good at collapsing force fields. I rolled that into Mjolnir’s strike. The Thing and Iron Man won’t find their Toughness degraded, but Magneto and Graviton will get their force fields battered down. I also felt like the gods’ ultimate weapon shouldn’t be foiled by a little thing like being a ghost or an energy form, so it affects Insubstantial targets too.

      I wanted to include Thor’s chariot, drawn by regenerating goats (eat them for dinner and they’re back in the morning as long as you leave the skin and bones), but not take away his ability to fly under his own power. Toothgrinder and Toothgnasher give Thor space travel capability. This doesn’t including going back and forth to Asgard though; for that, he needs Dimension Travel, for which he uses Bifrost.

      In both Thor and The Avengers (the movies), Thor uses the trick of setting Mjolnir on a downed opponent to keep them there. This trick only works, IMO, if the foe is already Incapacitated; to use Mjolnir in this way against someone he hadn’t already defeated would be, in Odin’s view, unworthy, and it therefore won’t work. If you need a mechanic for this trick, treat it as an Alternate Effect of the whole Mjolnir package, giving something like Move Object 132, Close, Limited to keeping people pinned under the hammer, Limited to defeated foes, Sustained.

      Thor’s fairly fond of power stunts on both his Hammer of the Gods and Weather Control powers. Use the former for things involving hitting things with the hammer, like spinning it to kick up chunks of debris for a Ranged Multiattack Damage effect; use the later for stuff involving the weather, which is generally a bigger deal for him.
      Last edited by jspade on Fri Jul 20, 2012 2:52 pm, edited 1 time in total.
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      Re: Jack of Spades' Asgardians: Thor

      Postby JoshuaDunlow » Fri Jul 20, 2012 9:50 am

      Cool thor, i noticed the math on your environment control is off. Should be 52, but thats the only thingI noticed at a cursory glance. I had done a mythologyical thor build a long time ago, on my old 2E thread, here's the link if your interested. viewtopic.php?p=409462#p409462
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      Re: Jack of Spades' Asgardians: Thor

      Postby jspade » Fri Jul 20, 2012 10:28 am

      Cool myth-based build, JD. This is intended to be a hybrid comics/myth version, more mythological than Stan Lee's but not totally faithful to legend. I have trouble reading 2e builds never having been very conversant with it, but it looks like you hit all the elements, even the ones I skipped over like his gauntlets.

      I'm not seeing the math error though... 3 points per rank (Impede Movement 2/rank, Visibility 1/rank) × 14 ranks = 42 points.
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      Re: Jack of Spades' Asgardians: Thor

      Postby JoshuaDunlow » Fri Jul 20, 2012 11:14 am

      jspade wrote:Cool myth-based build, JD. This is intended to be a hybrid comics/myth version, more mythological than Stan Lee's but not totally faithful to legend. I have trouble reading 2e builds never having been very conversant with it, but it looks like you hit all the elements, even the ones I skipped over like his gauntlets.

      I'm not seeing the math error though... 3 points per rank (Impede Movement 2/rank, Visibility 1/rank) × 14 ranks = 42 points.


      Oh okay, your format confused me then. Cause in one instance your giving rank, and the other your giving a modifier. My bad.
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      Jack of Spades' Asgardians: Loki

      Postby jspade » Fri Jul 20, 2012 9:25 pm

      LokiPL 13
        Abilities
        STR 9, STA 9, AGL 2, DEX 3, FGT 8, INT 6, AWE 6, PRE 10

        Powers
        Jotun (short): Density 2, Permanent; Immunity 16 (Aging, disease, cold effects, heat, radiation, pressure, and vacuum) • 24 points

        Hallucination: Illusion 10 (All Senses), Limited to One Subject • 40 points
          AE Glamour: Illusion 13 (Visual, Auditory) • 1 point
          AE Illusions: Illusion 10 (Visual, Auditory), Independent • 1 point
          AE Icing: Snare 13, Paralyzing • 1 point
          AE Ice Creation: Create 13, Continuous, Innate • 1 point
        Advantages
        Artificer, Benefit 2 (Prince of Asgard, Prince of Jotunheim), Equipment 3, Daze (Deception), Fascinate (Deception), Favored Foe 2 (Asgardians & Frost Giants), Languages (English, German, Norse), Ranged Combat 8, Redirect, Ritualist, Skill Mastery (Deception), Taunt, Ultimate Skill (Deception)

        Skills
        Athletics 0 (+0), Deception 13 (+23) [Daze, Fascinate, Redirect, Skill Mastery, Ultimate Skill], Expertise: Magic 12 (+18) [Artificer, Ritualist], Insight 8 (+14), Intimidation 0 (+10), Perception 0 (+6) Persuasion 1 (+11), Sleight of Hand 6 (+9), Stealth 0 (+2).

        Equipment
        Asgardian Armor: Impervious Toughness 4 • 8 points
        Spear: Piercing Damage 3, Improved Critical, Reach 1 • 5 points
          AE Knives: Piercing Damage 1, Improved Critical • 2 points
        Offense
        Init +2; Icing +10 (Ranged Snare 13), Knife +8 (Damage 10, Crit 19-20), Spear +8 (Damage 12, Reach 1, Crit 19-20), Unarmed +8 (Damage 9)

        Defenses
        Parry 13, Dodge 13, Fort 9, Will 13, Toughness 9 (Impervious 6)

        Power Points
        Abilities 110 + Powers 68 + Advantages 24 + Skills 20 + Defenses 23 = Total 245 points

        Complications
        Motivation: Loki wants to be respected and escape from Thor’s shadow

        Agent of Chaos: Loki can't resist stirring the pot.
        Duplicitous: Loki has a hard time being totally straight with anyone, even when it would serve his interests.
        Rivalry: Loki wants to outshine Thor and win Odin’s respect.
        Reputation: Loki is seen as the weaker, scheming prince of Asgard, or simply as someone not to be trusted.

        Notes
        My take on Loki is much more influenced by the movies than the comics. Loki has never worked for me as a faux-Satanic God of Evil; the movie, and lately Journey Into Mystery, have made him an interesting personality rather than a cypher of evil for Thor to occasionally punch in the nose.

        Some of the mythological frost giants’ greatest hits involved illusions, so I didn’t find it a stretch that Loki’s powers of illusion are actually from his giant heritage rather than a study of sorcery. It’d be like him to lie about it too.

        Loki’s a much more physical fighter in this writeup than he’s usually presented in the comics, but even so he’s not up to PL on that front – after all, he’s no Thor. His best bet is to try to Fascinate an attacker before things get that bad and talk his way out; failing that, using illusions and his unmatched Deception to either set his enemy up or make good his escape would be his best move.

        I put the granting of powers to others, opening dimensional portals, etc. under Loki's Ritualist and Artificer abilities.
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        Jack of Spades' Asgardians: Valkyrie

        Postby jspade » Mon Jul 23, 2012 9:38 am

        ValkyriePL 10
          Brunnhilde
        Abilities
        STR 9, STA 9, AGL 2, DEX 0, FGT 8, INT 0, AWE 1, PRE 1

        Powers
        Asgardian: Density 2, Permanent; Enhanced Strength 2 (50 tons), Limited to Lifting; Immunity 7 (Aging, Disease, all environmental conditions) • 17 points

        Bifrost: Movement 1 (Dimension Travel to Asgard/Midgard), Increased Mass 9 • 11 points

        Dragonfang: Strength-based Damage 3, Improved Critical, Feature: Invisible when sheathed, Variable Descriptor (Bludgeoning, Piercing, or Slashing), Easily removable • 4 points

        Invisibility: Concealment 5 (Visual, Auditory), Passive, Quirk: Not vs. the Dying • 4 points

        Soul-Harvest: Healing 10, Limited: Subject must be Dying, Limited: Subject must complete recovery in Valhalla, Resurrection, Stabilize • 6 points

        Valkyrie Senses: Senses 7 (Mental Death Awareness & Ranged Detect Fearlessness, Precognition (Limited to Death)) • 5 points

        Advantages
        Accurate Attack, All-Out Attack, Diehard, Equipment 2, Improved Initiative, Improved Smash, Minion 5 (Aragorn), Quick-Draw, Takedown (Close)

        Skills
        Athletics 8 (+17), Deception 0 (+1), Insight 2 (+3), Intimidation 8 (+9), Perception 8 (+9) Persuasion 0 (+1), Stealth 0 (+2)

        Equipment
        Asgardian Armor: Impervious Toughness 3 • 6 points
        Spear: Strength-based Damage 3, Reach 1 • 4 points

        Aragorn • PL7, MR5
        Abilities: Str 6, Sta 6, Agl 2, Dex 0, Fgt 6, Int −4, Awe 3, Pre −2

        Advantages: Attractive, Great Endurance

        Skills: Athletics 2 (+8), Insight 3 (+6), Intimidation 6 (+5) [Growth], Perception 5 (+8)

        Powers: Concealment 5 (Visual, Auditory; Passive, Not vs. the Dying), Strength-based Damage 1 (Reach 1), Flight 8 (500 mph, Winged), Growth 3 (Permanent), Protection 2, Senses 2 (Acute Scent, Radius Sight), Speed 3 (8 mph)

        Offense: Initiative +2, Hooves +6 (Damage 7), Unarmed +6 (Damage 6)

        Defense: Dodge 6, Parry 6, Fort 10, Will 6, Tou 8

        Totals: Attributes 22 + Powers 30 + Advantages 2 + Skills 8 + Defenses 13 = 75 points

        Offense
        Init +6; Dragonfang +8 (Damage 12, Crit 19-20), Spear (Damage 12, Reach 1), Unarmed +8 (Damage 9)

        Defenses
        Parry 11, Dodge 10, Fort 9, Will 8, Toughness 9 (Impervious 5)

        Power Points
        Abilities 52 + Powers 47 + Advantages 14 + Skills 13 + Defenses 18 = Total 144 points

        Complications
        Motivation: While genuinely concerned about the innocent, the Valkyrie is, like most Norse gods, a warrior first, and she loves the clash of arms.

        Responsibility: Valkyrie’s duties to Odin come first.
        Reputation: Valkyrie takes feminism into the territory of female supremacy sometimes. She's also pretty open about preferring women to men in the bedchamber.

        Notes
        After Thor and Loki, Valkyrie’s probably the best known Asgardian in the superhero community. She also has a history almost as messed up as Hawkman’s. I didn’t try to sort it out. This is Brunnhilde, one of Odin’s Valkyries, chooser of the slain.

        As far as I know, Valkyrie’s never actually done her job in the Marvel Universe, but I felt like she should have the ability to do it. She can call down the Bifrost as her duties require. She can roam the battlefield, unseen except to the dying. And when she finds a dying warrior she determines to be worthy to join the einherjar, she can extract their soul and carry it back to Valhalla, where they join Odin’s warriors.
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        Re: Jack of Spades' Asgardians: Thor, Loki

        Postby JoshuaDunlow » Mon Jul 23, 2012 9:41 am

        Thats because Odin forbade her from collecting the dead, after the gods agreed with the celestials to stop interfering with humans. But I really like her unique healing power you gave her. Everything you did on this build, makes her feel that much more Mythical.. I had to twitch a little when I did my build, and included the flying horse named after a LOTR character. Which wasn't even very "Norse" like. lol. If anything, I think a valkyrie might have cloaks that allow them to shift into a swan, if I remember my norse right..
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        Re: Jack of Spades' Asgardians: Thor, Loki, Valkyrie

        Postby jspade » Mon Jul 23, 2012 9:48 am

        Ah, I did not realize he'd done that. Glad you like it! I didn't make the Aragorn connection until I was writing her up. Since the Black Knight supposedly named the horse in continuity, it doesn't bother me so much there, but for my version (whose horse is supposed to be the one she rides down from Asgard), it does make one a bit twitchy.

        Making her somewhat more mythical without doing too much violence to the Marvel concept was what I was after. Glad you think it works. Though I could see people getting very worried when she joins a team...
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        Jack of Spades' Asgardians: Sif

        Postby jspade » Thu Jul 26, 2012 10:07 am

        SifPL 11
          Abilities
          STR 5, STA 6, AGL 4, DEX 2, FGT 13, INT 1, AWE 2, PRE 4

          Powers
          Asgardian: Density 2, Permanent; Enhanced Strength 5 (25 tons), Limited to Lifting; Immunity 7 (Aging, disease, all environmental conditions); Penetrating Strength Damage 5 • 26 points

          Advantages
          Accurate Attack, Agile Feint, All-Out Attack, Defensive Attack, Close Combat 1, Equipment 3, Improved Defense, Improved Disarm, Improved Initiative, Languages (English, German, Norse), Power Attack, Ranged Attack 6, Takedown (Close)

          Skills
          Acrobatics 4 (+8) [Agile Feint], Athletics 5 (+10), Deception 0 (+4), Expertise: Tactics 4 (+5), Insight 0 (+2), Intimidation 0 (+4), Perception 0 (+2) Persuasion 0 (+4), Stealth 3 (+7).

          Equipment
          Asgardian Armor: Impervious Toughness 3 • 6 points
          Shield: Improved Defenses 4 (Dodge +2, Parry +2) • 4 points
          Pike: Strength-based Damage 3, Improved Critical 1, Reach 1 • 5 points
            AE Sword: Strength-based Damage 3, Improved Critical 1 • 1 point
          Offense
          Init +8; Pike +14 (Damage 8, Crit 19-20, Reach 1), Sword +14 (Damage 8, Crit 19-20), Unarmed +14 (Damage 5)

          Defenses
          Parry 15/13, Dodge 12/10, Fort 6, Will 8, Toughness 6 (Impervious 5)

          Power Points
          Abilities 66 + Powers 26 + Advantages 20 + Skills 8 + Defenses 12 = Total 132 points

          Complications
          Motivation: Sif wants to prove that a woman can be every bit the warrior of Asgard a man can; she loves battle and adventure and the honor of serving her kingdom.
          Relationships: Sif loves Thor (which he appears not to notice); she is a close friend of the Warriors Three and Balder.

          Notes
          Again, very much going off the cinematic Sif here. Her style contrasted more with the Warriors Three and Thor, and differentiated from Valkyrie as well.

          I prefer to think that this is a younger Sif, who has not yet won Thor’s heart or had her hair shorn by Loki. Though Odin seems to be a shadow of his greatest self, the other gods all seem to be earlier in their lives.

          I omitted Sif's dimension-cleaving sword; she can use Bifrost like everyone else.
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          Re: Jack of Spades' Iron Men: Mandarin

          Postby JoshuaDunlow » Thu Jul 26, 2012 10:44 am

          I was trying to understand your build here, are you using Alternate Effects on Alternate Effects? If so, that wont work . If I am reading this wrong, just ignore me then :)

          jspade wrote:MandarinPL 13
            Abilities
            STR 3, STA 4, AGL 5, DEX 6, FGT 10, INT 7, AWE 6, PRE 5

            Powers
            Chi Powers: Immunity 3 (Environmental Heat & Cold, Starvation), Penetrating Strength Damage 3 • 6 points

            Ten Rings of Power: 60 point Array, Removable (−17), Only usable by the Mandarin or those he allows (+1) • 44 points
              AE Remaker: Ranged Transform 7 (Anything into anything of same mass & atomic composition), Limited (Not vs. Devices) [28]

              AE Influence: Ranged Affliction 9 (Fort; Dazed, Stunned, Transformed), Cumulative, Variable Descriptor • 1 point
                AE Self-Transformation: Morph 2, Healing 8 • 1 point
              AE Spin: Strength-based Damage 4, Enhanced Advantages (Close Attack 4, Improved Initiative 3, Move-By Action), Quickness 6, Speed 6 [24] • 1 point
                AE Telekinesis: Move Object 8, Damaging • 1 point
                DAE Flight: Flight 12 • 2 points
              AE Spectral: Concealment 5 (All Visual, Radio) [10] • 1 point

              AE Nightbringer: 250 ft³ Shapable Area Concealment 5 (All Visual, Radio) [30] • 1 point
                AE Energy Drain: Nullify 10, Broad (any energy), Simultaneous • 1 point
              AE Daimonic: Ranged Affliction 10 (Will; Entranced, Compelled, Controlled), Cumulative [30] • 1 point
                AE Mind Trap: Affliction 9 (Will; Entranced, Compelled, Controlled), Progressive, Variable Trigger 2 • 1 point
                AE Puppet: Mental Communication 4, Limited to people controlled, Perception (Visual, Auditory, Mental) • 1 point
              AE Incandescence: Ranged Damage 13, Secondary Effect 4 [1] • 1 point
                AE Flame Blast: 120’ Cone Area Damage 8, Secondary Effect 6 • 1 point
                AE Starburst: Visual Perception Area Affliction 13 (Dodge/Fort; Impaired, Disabled, Unaware), Limited to Sight • 1 point
                AE Radiance: Environment 9 (1 mile; Sunlight, Intense Heat) • 1 point
              AE Lightning: Ranged Damage 8, Linked Ranged Affliction 7 (Fort; Dazed, Stunned, Incapacitated) [30] • 1 point
                AE Lightning Storm: 30’ Burst Area Damage 10, Selective • 1 point
              AE Liar: Ranged Illusion 10 (All Senses), Limited to one target, Resisted by Will [30] • 1 point

              AE Zero: Snare 10, Paralyzing [3] • 1 point
                AE Vacuum: 60’ Cone Area Affliction 10 (Fort; Fatigued, Exhausted, Incapacitated), Cumulative • 1 point
                AE Wormhole: 60’ Cone Area Movement 1 (Space Travel) Attack • 1 point

            Advantages
            Benefit (Diplomatic Immunity), Defensive Attack, Defensive Roll 4, Equipment 12, Improved Critical 2 (Unarmed), Improved Smash, Improved Trip, Instant Up, Jack of All Trades, Languages 2 (Cantonese, Farsi, Japanese, Mandarin, English), Power Attack, Startle

            Rings: Close Attack 4, Improved Initiative 3, Move-By Action

            Skills
            Acrobatics 4 (+9), Athletics 8 (+11), Close Combat: Unarmed 5 (+15/+19) [Rings], Deception 7 (+11), Expertise: Business 5 (+12), Expertise: History 7 (+14), Expertise: Tactics 5 (+12), Insight 0 (+6), Intimidation 10 (+12) [Startle], Investigation 2 (+9), Perception 0 (+6) Persuasion 0 (+4), Ranged Combat: Rings 6 (+13), Stealth 0 (+5), Technology 9 (+16)

            Equipment
            Mandarin City: Awesome, TOU 10. Features: Communications, Computer, Deathtraps 3, Grounds, Gym, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power System, Security System, Workshop • 26 points

            Equipment as required for his latest evil scheme • 34 points

            Offense
            Init +5/+17, Spin Strike +19 (Damage 7, Crit 18-20), Unarmed +15 (Damage 3, Crit 18-20)

            Defenses
            Parry 16, Dodge 15, Fort 9, Will 13, Toughness 8/4*

            Power Points
            Abilities 30 + Powers 32 + Advantages 6 + Skills 13 + Defenses 22 = Total 103 points

            Complications
            Motivation: The Mandarin sees himself as the heir to Genghis Khan, and wants to rule China and the world

            Enemy: Iron Man has consistently foiled the Mandarin’s plans
            Honor: The Mandarin keeps his word; he’s too egotistical to do otherwise.
            Delusional: The Mandarin is losing his grip on reality, perhaps inadvertently brainwashing himself with the Liar ring. He resists Deception attempts at −5 if they play to his megalomania.

            Notes
            The Mandarin’s quite a handfull to write up. I went with the more recent, Matt Fraction re-interpretation of his rings rather than the traditional one; the point is he has ten of them, and that’s enough to do most anything. Some have been incredibly poorly defined over the years (the impact beam does magentism?), so I don’t feel too bad about it.

            The Mandarin has moved increasingly in the direction of being a mind controller. Brainwashed minions, from the Unicorn and Psylocke to, most recently, Stark himself have become almost his trademark.

            The Mandarin is also a schemer; he never comes at anyone directly any more. It’s only when everything’s crumbling and you think you’ve had it that he comes out of the shadows to gloat.

            I wanted to make the Mandarin an unarmed threat to Iron Man, if not as big a one as he’d be with his rings, but I just couldn’t justify making him better than Cap or Iron Fist. The Spin ring gave me an excuse; martial arts & low level super speed is a hard combination to detect, but justifies the Mandarin fighting on-PL with his bare hands.
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