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

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Postby Jabroniville » Sun Nov 25, 2007 5:37 pm

BLANKA
PL 10 (142)
ST 22 (+6) DEX 22 (+6) CON 24 (+7) INT 6 (-2) WIS 12 (+1) CHA 6 (-2)

Skills:
Acrobatics 8 (+14)
Climb 8 (+14)
Handle Animal 10 (+8.)
Intimidate 12 (+10)
Notice 8 (+9)
Search 4 (+5)
Stealth 4 (+10)
Survival 12 (+13)
Swim 6 (+12)

Feats:
Animal Empathy, Endurance 2, Fearless, Fearsome Presence 3, Track, Fighting Style: Capoeria/Jungle Fighting 23 (All-Out Attack, Attack Focus (Melee) 5, Blind-Fight, Defensive Roll 2, Improved Block, Improved Critical (Punch) 2, Improved Grab, Improved Initiative, Improved Overrun, Improved Pin, Improved Trip, Instant Up, Move-By Action, Power Attack, Prone Fighting, Rage, Startle)

Powers:
"Beast Roll" Bouncing 3 (Feats: Ricochet) (Flaws: Distracting, Tiring) (Drawbacks: Inaccurate) [9]
AP: Leaping 3
Strike 2 (Feats: Mighty 2, Improved Critical 2) (Flaws: Distracting, Tiring) [2] --Linked to Bouncing/Leaping
"Electrical Attack" Energy Aura 5 (Flaws: Distracting, Fades, Tiring) [5]
Super-Movement 1 (Wall-Crawling) [2]

Saves:
Toughness +7 (+9 Def. Roll), Fortitude +10, Reflex +9, Will +4

Combat:
Attack +7 (+12 Melee, +10 Cannonball), Damage +6 (+8 Rage/Beast Roll, +10 Beast Roll Raging), Defense +11, Initiative +10

Drawbacks:
Poor Speech [-2]

Complications:
Obsession (His Origin)

Abilities: 32 / Skills: 72--18/ Feats: 31 / Powers: 16 / Saves: 9 /Combat: 36 /Drawbacks: -2 (142)

Blanka got a pretty meagre roll in the movie, but hey, at least he WON his fight. Poor Zangief couldn't say the same, as Blanka basically no sold the freaking SPINNING PILEDRIVER of all things (seriously, WTF?), got up, hit a Beast Roll on him, and finished him off with a bite/Electrical attack. Blanka's more fun that most SF guys, since his power seemingly revolves around Bouncing instead of moving in a straight line, so I linked a Strike to his bouncing attack, with Ricochet allowing him to go around corners and stuff. The Electrical attack was pretty easy, and since SF guys are so much more limited than normal heroes, he even gets THAT for cheap, since the obvious SF fighter Flaws (Tiring, Distracting), hold equally true for Fades, since Blanka can't keep it going for very long.
Last edited by Jabroniville on Sun Nov 25, 2007 11:58 pm, edited 1 time in total.
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Postby Jabroniville » Sun Nov 25, 2007 6:33 pm

KARMA, circa New Mutants #50
PL 8 (101)
ST 12 (+1) DEX 14 (+2) CON 12 (+1) INT 14 (+2) WIS 16 (+3) CHA 10

Skills:
Acrobatics 5 (+7)
Bluff 4 (+4)
Computers 4 (+6)
Concentration 6 (+9)
Diplomacy 4 (+4)
Escape Artist 3 (+5)
Gather Information 2 (+2)
Knowledge (Streetwise) 4 (+6)
Language (French, Vietnamese, English) 2
Medicine 6 (+8.)
Notice 4 (+7)
Sense Motive 4 (+7)
Stealth 4 (+6)

Feats:
Defensive Attack, Defensive Roll 2, Dodge Focus 2, Improved Defense

Powers:
"Possession"
Mind Control 8 (Feats: Mental Link) (Extras: Area, Conscious, Instant Command) (Flaws: Distracting, Feedback) [27]
Dynamic AP: Mental Shield 5
Mind Reading 8 (Flaws: Must Be Possessed to Work) [4]-- Linked to Mind Control

Saves:
Toughness +1 (+3 D.Roll), Fortitude +4, Reflex +5, Will +6

Combat:
Attack +7, Damage +0 (+8 Mind Control), Defense +6 (Dodge +8.), Initiative +2

Complications:
Responsibility (New Mutants)
Responsibility (Leong & Nga)

Abilities: 16 / Skills: 52--13 / Feats: 6 / Powers: 31 / Saves: 9 /Combat: 26 (101)

-Karma's a weird one on the New Mutants. TWICE she was basically summarilly removed from the roster to parts unknown, to the point where Karma Leaves the New Mutants was that books version of Banshee Loses His Powers. It got to where I was convinced Claremont simply didn't like the character or want to write her, though he DID put her in some Wolverine stories. Perhaps he just felt her power was a) too difficult to write properly into stories; I mean, she either solves the problem in two seconds by beating the main villain's psychic defenses, or she doesn't; or b) too useless/annoying to write in major team battles. As such, Karma was easily the least-seen New Mutant, and the least-developed in her powers.
-Karma rarely showing up of course makes her easy to stat, since her appearances' concentration means you tend to remember them better. She's bright and willful, a good organizer, and has helped out (unwillingly) her evil brother's Madripoorian criminal operations, giving her a variety of skills, and mostly defensive combat powers. Oddly enough, her "Possession" power is more like the Mind Control power than actual M&M Possession (which is suited to the Jericho "disappear into the guy" style possession), with THREE Extras added on, but thankfully two Flaws to even it out more, resulting in a fairly cheap, somewhat effective power. She can Possess a group of people at range, who can all fight with regular ferocity and skill (and she can read them at the same time), AND she doesn't have to verbally command them to do stuff, she can just make them do it. However, she lacks the ability to do most other things at the same time, and she can feel the pain of her subjects (like when she tried to prevent Sunder from fighting the team as they tried to amputate his leg). This makes her a VERY one-trick pony (though time is Asgard has made her a somewhat passable physical combatant), with her Possession power being the only thing close to bringing her to PL 8.
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Postby Servitor_2152 » Sun Nov 25, 2007 7:14 pm

My dad introduced me to Captain Scarlet, and seeing him here warms my heart. Props, Jab. :D
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Postby Jabroniville » Sun Nov 25, 2007 11:23 pm

CYPHER, circa New Mutants #50
PL 6 (72)
ST 10 DEX 14 (+2) CON 12 (+1) INT 16 (+3) WIS 14 (+2) CHA 12 (+1)

Skills:
Acrobatics 4 (+6)
Bluff 3 (+4)
Computers 10 (+13)
Concentration 5 (+7)
Craft (Electronic) 4 (+7)
Disable Device 5 (+7)
Knowledge (Pop Culture) 3 (+6)
Notice 4 (+6)
Sense Motive 3 (+5)
Stealth 3 (+5)

Feats:
Defensive Roll 2, Dodge Focus 2, Improved Defense, Ultimate Skill (Computers)

Powers:
Comprehend 3 (Codes, Languages- Speak & Read) [6]

Saves:
Toughness +1 (+3 D.Roll), Fortitude +4, Reflex +4, Will +6

Combat:
Attack +5, Damage +0, Defense +6 (Dodge +8), Initiative +2

Complications:
Responsibility (New Mutants)

Abilities: 18 / Skills: 44--11 / Feats: 6 / Powers: 6 / Saves: 9 /Combat: 22 (72)

-Poor old Doug. Not only did he officially win the "Weakest Mutant Power EVER" award, but he came up short in the "Sacrificial Teammate" pool that all teen hero teams seem to be a part of for some reason. Which is too bad, because Doug was one of the more interesting New Mutants, in that he knew he was the team's weak link, and so he focused on his skills and working with his teammates, making him a not-bad guy (and of course, he's a part of Marvel Comics, which means the caviat rule of Weakest Guy On The Team Always Scores the Biggest Hit On The Villain works for him) to have in a fight.
-Since Doug's powers are retardedly weak, coming up to 6 pp total (he can't do the "Everyone can understand me at once" trick, something reserved for D&D monsters I think), he requires some advanced Defense to make any kind of Power Level at all. So I made him very mobile and limber, coming to PL 6 that way. However, he's PL 3 offensively, so I don't recommend ever playing him. In fact, since most of the New Mutants come to a balanced PL 8 (anyone higher has weaknesses, anyone lower has a super-useful one-note power), I'd advice anyone playing "New Mutants" to play Doug AND Warlock at once.
-I had half a mind to stat Doug & Warlock as a Gestalt Douglock character, but ultimately felt that plot devices were better suited to that. It's full capabilites only got used a couple times, and it was more special-type stuff. The rest of the time was just Warlock using himself as Doug's battle armor. Plus, Warlock could TECHNICALLY do that with everybody, he just trusted Doug more.
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Postby Jabroniville » Sun Nov 25, 2007 11:30 pm

Servitor_2152 wrote:My dad introduced me to Captain Scarlet, and seeing him here warms my heart. Props, Jab. :D


Thanks. It was always a favourite of mine from when YTV showed repeats of it when I was a kid; and I'm surprised how many people on the net are aware of it.
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Postby Jabroniville » Sun Nov 25, 2007 11:49 pm

THUNDERBIRD II, circa New Mutants #50
PL 8 (97)
ST 16/24 (+3/+7) DEX 14 (+2) CON 16/24 (+3/+7) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)

Skills:
Bluff 4 (+4)
Intimidate 4 (+5)
Language (Apache, English) 1
Notice 4 (+5)
Sense Motive 2 (+3)
Survival 5 (+6)
Swim 4 (+11)

Feats:
All-Out Attack, Attack Focus (Melee) 2, Improved Grab, Improved Pin, Power Attack, Takedown Attack, Track

Powers:
Enhanced Strength 8 [8]
Enhanced Constitution 8 [8]
Immunity (Cold, Heat) [2]
Super-Strength 1 [2]

Saves:
Toughness +7, Fortitude +10, Reflex +7, Will +6

Combat:
Attack +6 (+8 Melee), Damage +7, Defense +8, Initiative +2

Complications:
Responsibility (Hellions)
Responsibility (John Proudstar's Memory)
Rivalry (Hellions)

Abilities: 22 / Skills: 24--6/ Feats: 8/ Powers: 20/ Saves: 13 /Combat: 28 (97)

-James here is a weaker version of my earlier Warpath build; it's missing Protection, Impervious Toughness, alot of Strength, and about half of his Ability scores. What he is right now is the most statistically balanced Hellion, and one of the only physical fighters of the team.
-Curiously, James in the Hellions is COMPLETELY different from James in X-Force and later, thanks almost entirely to Rob Liefeld. See, Robbie wanted a team 'strong guy', and either on insistence from someone at Marvel or his own weird desire, James got thrown into that role. Suddenly, the 'strong and tough' T-Bird was turned into the giant-size behemoth Warpath, never being portrayed as any kind of leader like he was with Frost's team. Further writers messed him up even more, as Warren Ellis gave him the ability to FLY for some retarded reason. Though Claremont seems to have turned him into one of his token Pet Characters (the one time I actually agree with Claremont on his choices regarding those...) recently, making him a knife-wielding badass.
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Postby Jabroniville » Mon Nov 26, 2007 1:03 am

GABARA (Showa series, 55-75)
PL 10 (150)
ST 8/52 (-1/+21) DEX 14 (+2) CON 16/38 (+3/+14) INT 2 (-4) WIS 2 (-4) CHA 6 (-2)

Skills:
Intimidation 12 (+10)
Survival 12 (+8.)

Feats:
Fearsome Presence 4, Improved Grab, Improved Grapple, Improved Pin, Startle

Powers:
Growth 22 (Feats: Innate) (Flaws: Permanent) [45]
Super-Senses 1 (Low-light Vision) [1]
Super-Strength 7 (Total Strength: 16,000 tons) [15]
AP: Groundstrike (Flaws: Intensity 8, Happens every time he steps)
Immunity 2 (Heat, Cold) [2]
Impervious Toughness +9 [9]
Electrical Strike 20 (Flaws: Requires Grapple) [10]

Saves:
Toughness +14, Fortitude +14, Reflex +2, Will +1

Combat:
Attack +17 (+3 with size), Damage +21 (+20 Shock), Defense +17 (+3 with size), Initiative +2

Drawbacks:
Mute [-4]

Abilities: -12/ Skills: 24--6/ Feats: 8 / Powers: 82 / Saves: 5 /Combat: 68 /Drawbacks: -7 (150)

Yeah, you've seen it right here: a PL 10 Kaiju. Gabara's one of the weaker ones for sure, having been a vision in a young boy's dream, picking on Minilla (Godzilla's son), only to lose BADLY against the big man himself. Essentially a giant version of what the Japanese use for Trolls/Oni, he's kind of a giant cat/reptile thing with a horn on his head that lets him shock stuff. You could actually throw this guy at your super-team and not feel too bad about it, though they may crap their pants at the prospect of fighting someone with a +21 damage shot in close combat (which for him is like ranged for everyone else).
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Postby Kreuzritter » Mon Nov 26, 2007 6:18 am

no, warpath's new badassitude is the work f ed "cap's still dead" brubraker

at this time, claremonnt was beginning to ruin exiles with his psylocke fetish
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Postby Jabroniville » Mon Nov 26, 2007 2:56 pm

ZANGIEF
PL 10 (127)
ST 25 (+7) DEX 14 (+2) CON 25 (+7) INT 8 (-1) WIS 10 CHA 8 (-1)

Skills:
Acrobatics 4 (+6)
Climb 5 (+12)
Intimidate 13 (+12)
Language (Russian, English) 1
Notice 3 (+3)
Survival 10 (+10)
Swim 4 (+11)

Feats:
Endurance 2, Fighting Style: Professional Wrestling 21 (All-Out Attack, Attack Focus (Melee) 4, Blind-Fight, Chokehold, Dodge Focus 3, Improved Block 2, Improved Critical- Unarmed, Improved Grab, Improved Grapple, Improved Pin, Improved Throw, Power Attack, Startle, Takedown Attack, Ultimate Fortitude Save)

Powers:
"Spinning Clothesline" Strike +0 (Feats: Mighty, Knockback 3, Improved Critical 2) [6]
"Spinning Piledriver/Siberian Bear Crusher" Strike 4 (Feats: Mighty, Improved Critical 2) (Flaws: Tiring, Requires Grapple) (Drawbacks: Inaccurate 2) [2]
"Energy Fist" Super-Strength 1 (Feats: Countering Punch) [3]
Protection 2 [2]

Saves:
Toughness +7 (+9 Protection), Fortitude +13, Reflex +7, Will +4

Combat:
Attack +7 (+11 Melee, +9 Piledriver), Damage +7 (+11 Spinning Piledriver), Defense +11, Initiative +2

Complications:
Responsibility (Mother Russia)

Abilities: 30 / Skills: 40--10/ Feats: 23 / Powers: 13 / Saves: 15 /Combat: 36 (127)

Zangief got a pretty sad job in the movie; all his best shots were taken with almost NO damage by Blanka, and then he got bit and shocked. Pretty sad considering Comrade Zangief wrote the freaking BOOK on how to be a Powerhouse Guy in a fighting game. Since I did T.Hawk first, Zangief is pretty much a carbon copy in many ways, though the opposite was true for the SF series. Tons of raw power, some fair accuracy (except for his big moves, the most notoriously difficult in fighting games), and strong defense to make him team tough guy. His Energy Fist was the hardest thing to pull off, since Force Field or Shield or Nullify (Projectiles) all seem to not fit the bill, as most make him broken for PL 10 (since he'd hardly be penalized for Toughness without it), and Nullify removes a POWER, not deflect it. Deflect might be OK, but is notoriously overpriced (and his Defense is high anyways), and really more worth it just to spend a Hero Point and just hit the damn projectiles out of your way. If only because it looks cool.
Last edited by Jabroniville on Sun Jan 06, 2008 9:59 pm, edited 3 times in total.
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Postby Jabroniville » Mon Nov 26, 2007 2:58 pm

Kreuzritter wrote:no, warpath's new badassitude is the work of ed "cap's still dead" brubraker

at this time, claremonnt was beginning to ruin exiles with his psylocke fetish


Really? I was under the impression Claremont was still writing the title when they went to fight Vulcan. And as John Byrne once said, Chris never quite got over the forced killing of the first Thunderbird.
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Postby Kreuzritter » Mon Nov 26, 2007 4:42 pm

nope. "rise and fall of the sjhiar empire" was all brubraker. note the lack of "OMBG storm/psylocke/sage is greatest mutant sex goddess evar" and other staples of the man's later work

besides which, one learns to take the word of byrne with a swiss salt mine
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Postby Jabroniville » Tue Nov 27, 2007 2:14 am

"My beautiful face is ruined! You bitch I'll make you SUFFFEEERRRRRRRR!!!!"

VEGA
PL 10 (155)
ST 18 (+4) DEX 24 (+7) CON 18 (+4) INT 12 (+1) WIS 10 CHA 20 (+5)

Skills:
Acrobatics 12 (+19)
Bluff 5 (+10)
Climb 7 (+11)
Gather Information 5 (+10)
Intimidate 5 (+10)
Language (Spanish, English) 1
Notice 6 (+6)
Perform (Bullfighting/Dancing) 8 (+13)
Search 4 (+4)
Sense Motive 6 (+6)
Sleight of Hand 6 (+13)
Stealth 9 (+16)

Feats:
Attractive 2, Benefit (Wealth, Shadoloo Operative) 1, Equipment 1, Fighting Style: Bullfighting/Ninjitsu 28 (Accurate Attack, Acrobatic Bluff, All-Out Attack, Assessment, Attack Focus (Melee) 4, Attack Specialization (Claw) 1, Blind-Fight, Defensive Roll 2, Dodge Focus 2, Grappling Finesse, Improved Critical- Claw 2, Improved Defense 2, Improved Grab, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Move-By Action, Quick Draw, Ultimate Reflex Save, Uncanny Dodge)

Powers:
"Rolling Attack" Strike 2 (Feats: Mighty, Improved Critical 2) (Extras: Area-Line) (Flaws: Distracting, Tiring) (Drawbacks: Inaccurate) [4]
"Diving Attack" Strike 1 (Feats: Mighty, Improved Critical 2, Ricochet 2) (Extras: Area-Line) (Flaws: Distracting, Tiring) [7]
AP: "Diving German Suplex" Strike 2 (Feats: Mighty, Improved Critical 2, Ricochet 2) (Extras: Area-Line) (Flaws: Distracting, Tiring, Limited- Grapple)

Equipment:
Three-Pronged Claw (Strike 2, Mighty 2) (4)

Saves:
Toughness +4 (+6 D.Roll), Fortitude +7, Reflex +11, Will +4

Combat:
Attack +7 (+11 Melee/Rolling Attack, +13 Claw), Damage +4 (+6 Claw/Diving German, +7 Diving Attack, +8 Rolling Attack), Defense +12 (+14 Dodge), Initiative +11

Complications:
Obsession (Appearance)

Abilities: 42 / Skills: 84--21/ Feats: 32 / Powers: 11 / Saves: 11 /Combat: 38 (155)

Vega and Chun-Li had what is no doubt the single-best fight scene in the entire movie, thanks in no part to the massive bloodshed, the flying maneuvers, the screaming, and the boobage of the heroine. Between that appearance and his in-game moves, Vega becomes obvious as a pretty strong and tough guy who nonetheless specializes in near-impossible acts of dexterity, flying around and slashing people while staying easily out of harm's way. This Feat set-up, as well as his moves and high Attack/Defense Bonuses, make him the first character to break 150 so far, but seeing as how he was once a boss character, it's fitting. His moves were a little tough to do, but ultimately, he gets some distance and some damage, at the usual Tiring/Distracting expense, with some nifty Ricochet feats thrown in, as anyone who's played the games will tell you. Vega's the freaking annoying Dex-monkey of the series (even WORSE than Chun-Li & Cammy ever were), and can bounce right off the edge of the screen and nail you (despite the fact that there'd be nothing but air there...).
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Postby Jabroniville » Tue Nov 27, 2007 3:11 am

MAGIK, circa New Mutants #50
PL 9 (131)
ST 10 DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 4 (+6)
Bluff 4 (+6)
Concentration 9 (+11)
Intimidate 8 (+10)
Knowledge (Arcane Lore) 8 (+9)
Language (Russian, English) 1
Notice 6 (+8.)
Sense Motive 5 (+7)
Stealth 3 (+5)

Feats:
All-Out Attack, Attractive, Benefit (Queen of Limbo) 1, Favored Opponent (Demons) 2, Fearless, Improved Defense, Luck 3, Ritualist, Startle

Powers:
"Soulsword"
Weapon Summoning 8 (Extras: Affects Others, Limited to Soulsword) [24]
Strike 8 (Flaws: Limited-Magical Creatures Only) (4)
Nullify Magic 12 (Flaws: Range-Touch) (12)

"Stepping Discs"
Teleport 9 (Feats: Change Velocity, Progression 5) (Extras: Attack, Portal- Progression 2) (Flaws: Long-Range, Unreliable, Side-Effect) (Drawbacks: Must Hit Limbo First) [25]
AP: Super-Movement 1 (Dimensional Movement 1, Temporal Movement 2, Progression 5) (Flaws: Unreliable)
AP: Summon Minions 5 (Feats: Progression 2) (Extras: Horde)

Super-Senses 1 (Magical Awareness) [1]
Mind Shield 5 [5]

Magic 10-- Base Spell: Full ESP 5 (Flaws: Limited- Only in Limbo) [14]
AP: Mystic Blast
AP: Earth Control
AP: Fire Control
AP: Mystic Shield

Saves:
Toughness +2, Fortitude +5, Reflex +5, Will +8

Combat:
Attack +6 (+8 Demons), Damage +0 (+8 Soulsword), Defense +7 (+9 Demons), Initiative +2

Complications:
Responsibility (New Mutants)
Responsibility (Queen of Limbo)
Enemy (N'astirh)

Abilities: 18 / Skills: 48--12/ Feats: 12/ Powers: 51/ Saves: 12 /Combat: 26 (131)

-Holy mother of God Magik is a pain in the ass to stat. Mostly because she's supposed to fit into PL 8-9 limits, yet has been shown with SEVERAL powers over the years, tons of skill, and a general 'know it all' attitude that typifies Chris Claremont's favorite heroines. So I made a kind of trade-off: She's only hitting full caps when she fights the Demons of limbo, otherwise, she's not nearly as good in a fight, dependant mostly on moving the team from place-to-place (and even then she's not in the clear- she's got Unreliable Teleportation powers, that also have Side-Effect. Basically, a GM caviat that lets you put her in whatever time zone you want, which happens more often than not in the early stages of the book). That more or less matches her showings in Marvel, since she couldn't really do much other than teleport away the bad guys if they didn't have any magic powers. Had to read Taliesin's build to even have a hope of remembering everything about her, though. While a fascinating comic character to read, I wouldn't recommend playing or GMing her; she's got too many weird powers (magic that only works in Limbo, etc.) and lacks hitting power against non-magic foes.
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Postby Libra » Tue Nov 27, 2007 7:30 am

It was always a favourite of mine from when YTV showed repeats of it when I was a kid; and I'm surprised how many people on the net are aware of it.


Awesomeness has a way of making itself known. :wink: :mrgreen:
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Postby Jabroniville » Tue Nov 27, 2007 12:55 pm

JETSTREAM, circa New Mutants #50
PL 7 (84)
ST 12 (+1) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)

Skills:
Bluff 5 (+6)
Language (Moroccan, English) 1
Notice 5 (+6)
Sense Motive 5 (+6)

Feats:
All-Out Attack, Attack Focus (Melee) 1, Defensive Roll 3, Fast Overrun, Favored Environment (Air), Improved Overrun, Move-By Action, Sneak Attack, Takedown Attack, Teamwork

Powers:
Flight 4 (Feats: Strike 4) [9]
Super-Senses 4 (Direction Sense, Sonar) [4]

Saves:
Toughness +2 (+5 D.Roll), Fortitude +6, Reflex +7, Will +4

Combat:
Attack +6 (+7 Melee, +8 Air), Damage +1 (+4 Flying Strike, +6 Sneak Attack), Defense +8 (+9 Air), Initiative +2

Complications:
Responsibility (Hellions)
Rivalry (New Mutants/Cannonball)

Abilities: 16 / Skills: 16--4/ Feats: 11/ Powers: 13/ Saves: 12 /Combat: 28 (84)

-Jetstream is a pretty classic example of 'mid-80s unpowerful mutants', which Claremont did a lot of back in the day. He allowed us to see through the New Mutants that not everyone had a purely awesome physical X-Men power. Cypher, and then this guy, who was basically just a kid who could fly, nothing more. His gimmick was that he lacked Cannonball's raw speed, but his maneuverability was much better, making them rivals. He had a bionic system implanted into him that could track things via sonar and stuff, so I added in some powers for that as well. He's pretty good defensively, but lacks alot of raw power. He does his best work as a team player, buzzing around and knocking heads while guys are paying attention elsewhere.
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