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

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
Setothes
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Postby Setothes » Tue Dec 04, 2007 2:22 pm

Awesome New Mutants, Hellions and Marauders builds.

Ironically, my favorite Hellions were the (popular) Catseye and the (loathsome) Empath. :)

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Postby Jabroniville » Tue Dec 04, 2007 2:27 pm

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SCALPHUNTER
PL 10 (150)
ST 18 (+4) DEX 16 (+3) CON 20 (+5) INT 14 (+2) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 4 (+7)
Bluff 4 (+6)
Climb 4 (+8.)
Craft (Mechanical) 8 (+10)
Disguise 3 (+5)
Escape Artist 5 (+8.)
Gather Information 4 (+6)
Intimidate 4 (+6)
Knowledge (Streetwise) 6 (+8.)
Knowledge (Tactics) 4 (+6)
Notice 8 (+10)
Pilot 2 (+5)
Profession (Soldier) 4 (+6)
Sense Motive 2 (+4)
Stealth 5 (+8.)
Survival 3 (+5)

Feats:
Accurate Attack, Assessment, Attack Specialization (Firearms) 1, Blind-Fight, Defensive Roll 1, Dodge Focus 1, Equipment 2, Improved Aim, Improved Critical (Firearms), Leadership, Precise Shot, Quick Draw, Teamwork 2, Track, Ultimate Aim

Powers:
Weapon Summoning 7 (Extras: Autofire, Affects Others) (Flaws: Limited- Must Have Components on Costume) [23]
Dynamic AP: Weapon Summoning 7 (Extras: Penetrating)
Regeneration 2 (Disabled 2) [2]
Immunity (Aging) [1]

Equipment:
Body Armour (Protection +3)
Gun Components

Saves:
Toughness +5 (+6 D.Roll, +9 Armour), Fortitude +8, Reflex +8, Will +5

Combat:
Attack +11 (+13 Firearms), Damage +4 (+7 Weapons), Defense +10 (+11 Dodge), Initiative +3

Abilities: 36 / Skills: 72--18/ Feats: 17 / Powers: 26 / Saves: 11 /Combat: 42 (150)

-Scalphunter is the leader of the Marauders, and pretty much a lethal combo of Skillmonkey and Shooter Guy, making him ideal to his role. Not an easy guy to stat either, until Kreuzritter gave me the idea to use Weapon Summoning (I was thinking Gadgets or something) to define his powers, which no source I've read has given a real true answer on. "Technomorphing", or a super-speed variation of weapon-building, is Wikipedia's answer, but other RPGs have statted him up as a tracker metahuman. Hell, reading Mutant Massacre, you could be totally forgiven for thinking he was a normal human leading the team. He also apparently has minor injury-healing powers, as evidenced by him being shot during World War II (no, really, they made him a Wolvie "I've been alive for years" -type retroactively) and surviving.
Last edited by Jabroniville on Fri Sep 25, 2009 9:10 pm, edited 1 time in total.

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Postby Jabroniville » Tue Dec 04, 2007 2:31 pm

Setothes wrote:Awesome New Mutants, Hellions and Marauders builds.

Ironically, my favorite Hellions were the (popular) Catseye and the (loathsome) Empath. :)


Yeah, I think Catseye was everybody's. Empath just makes you a weirdo, though :P.

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Postby Jabroniville » Tue Dec 04, 2007 2:42 pm

I'm gonna post some quickie Morlock builds, in little spurts of five, to get the minor ones out of the way. Don't worry, I won't be cheap and count each one towards my build total :).


TOMMY
PL 2 (32)
ST 10 DEX 14 (+2) CON 10 INT 10 WIS 10 CHA 8
Powers:
Alternate Form 2 (2-D Being) [10]
Concealment 4 (Visual) (Flaws: Only From One Side) (2)
Insubstantial 1 (5)
Super-Movement 1 (Slithering) (2)
Saves:
Toughness +0, Fortitude +2, Reflex +2, Will +2
Combat:
Attack +2, Damage +0, Defense +4, Initiative +2

Abilities: 2 / Skills: 16--4/ Feats: 0 / Powers: 10/ Saves: 4 /Combat: 12 (32)
-Tommy was the first victim of the Marauders, a weak-willed teenage girl who ran from her dying boyfriend, only to get killed anyways.


CYBELLE
PL 5 (43)
ST 10 DEX 12 (+1) CON 12 (+1) INT 10 WIS 10 CHA 8
Powers:
"Acid Secretion"
Acid 5 (Extras: Aura) [21]
AP: Burrowing 2
Saves:
Toughness +1, Fortitude +2, Reflex +2, Will +2
Combat:
Attack +3, Damage +0 (+5 Acid), Defense +3, Initiative +1

Abilities: 2 / Skills: 16--4/ Feats: 0 / Powers: 21/ Saves: 4 /Combat: 12 (43)
-Cybelle was a Tunneller, and got vaporized by Harpoon. Her powers would be awesome if she wasn't a generic victim and instead an actual super-hero or villain.


ERG
PL 5 (42)
ST 12 (+1) DEX 10 CON 12 (+1) INT 10 WIS 10 CHA 8
Powers:
"Electric Eye"
Electrical Blast 6 (Flaws: From Left Eye Only) [6]
Saves:
Toughness +1, Fortitude +2, Reflex +1, Will +2
Combat:
Attack +2 (+4 Electric Eye), Damage +0 (+6 Electric Eye), Defense +3, Initiative +0

Abilities: 2 / Skills: 16--4/ Feats: 1 / Powers: 21/ Saves: 4 /Combat: 10 (42)
-Don't think I've ever seen Erg, but this build seems about right given descriptions I've read.


TAR BABY
PL 4 (30)
ST 10 DEX 12 (+1) CON 12 (+1) INT 10 WIS 10 CHA 8
Powers:
"Tar Skin"
Snare 5 (Extras: Duration- Continuous, Contagious) (Flaws: Permanent, Range- Touch) [10]
Saves:
Toughness +1, Fortitude +2, Reflex +2, Will +1
Combat:
Attack +2, Damage +0 (+5 Snare), Defense +3, Initiative +0

Abilities: 2 / Skills: 16--4/ Feats: 0 / Powers: 10/ Saves: 4 /Combat: 10 (30)
-Yeah, that's really his name. He sticks to stuff. That's about it.


APE
PL 4 (30)
ST 14 (+2) DEX 10 CON 12 (+1) INT 10 WIS 10 CHA 8
Powers:
Morph 1 (Objects) [2]
Saves:
Toughness +1, Fortitude +3, Reflex +2, Will +1
Combat:
Attack +2, Damage +0 (+5 Snare), Defense +2, Initiative +0

Abilities: 4 / Skills: 16--4/ Feats: 0 / Powers: 2/ Saves: 5 /Combat: 8 (23)
-Ape can turn into stuff like beds and things, but lacks any kind of disguise application.

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Postby Jabroniville » Wed Dec 05, 2007 1:44 pm

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SABRETOOTH
PL 12 (173)
ST 26 (+8.) DEX 16 (+3) CON 26 (+8.) INT 10 WIS 12 (+1) CHA 14 (+2)

Skills:
Acrobatics 5 (+8.)
Climb 6 (+14)
Disguise 3 (+5)
Escape Artist 4 (+7)
Gather Information 6 (+8.)
Intimidate 11 (+13)
Knowledge (Streetwise) 6 (+6)
Notice 9 (+10)
Search 5 (+6)
Stealth 8 (+11)
Survival 5 (+6)

Feats:
All-Out Attack, Attack Focus (Melee) 3, Attack Specialization (Claws) 1, Blind-Fight, Defensive Roll 1, Diehard, Distract (Intimidate), Dodge Focus 2, Endurance, Fascinate (Intimidate), Fast Overrun, Fearless, Fearsome Presence 2, Improved Block, Improved Critical (Claws) 3, Improved Grab, Improved Overrun, Improved Sunder, Power Attack, Startle, Takedown Attack, Ultimate Fortitude Save

Powers:
Regeneration 18 (Recovery Bonus +8, Bruised 3, Injured 4, Disabled 3) [18]
Super-Strength 1 [2]
Immunity 3 (Aging, Poison, Disease) [3]
Super-Senses 9 (Accurate Scent 2, Analytical Scent 1, Extended Scent 2, Tracking, Ultra-Hearing, Low-Light Vision, Scent) [9]

"Claws" Strike 3 (Feats: Mighty, Penetrating 8.) [12]

Saves:
Toughness +9 (+11 D.Roll), Fortitude +10, Reflex +8, Will +7

Combat:
Attack +7 (+10 Melee, +12 Claws), Damage +8 (+11 Claws), Defense +8 (+10 Dodge), Initiative +3

Abilities: 44 / Skills: 68--17 / Feats: 28 / Powers: 46 / Saves: 10 /Combat: 30 (173)

-Sabretooth got added to the Marauders seemingly as an afterthought, not taking part in the main festivities, but showing up to menace Power Pack (yeah, them again) and Wolverine, then stalking towards the X-Mansion and nearly ripping Rogue & Psylocke apart as well. Created by Claremont & Byrne for Iron Fist, Sabes was retroactively put it as Wolverine's arch-nemesis and they've been at each other ever since. So he only barely counts as a member of the team (I think he was solo the entire cross-over as well, if I'm not mistaken), but gets statted nontheless. Statting him is easy, since I already did Wolverine; up the strength, take off any feats that resemble using finesse, and lower the power of the claws (but not by much) and you're done. The end result? A guy with 35 points less than Wolverine (making him less versatile), but nonetheless one greater a PL thanks to his immense power. Which is about right, when you think about it. Wolverine's the skill-monkey, but Sabretooth is the guy who used to regularly whup Logan 9 times out of 10. The 90s were pretty much the "Sabretooth Overexposure Decade", and kinda ruined the character, but he's still a menace to everyone around him.

And thus concludes the Marauder builds. It's a team of one-note limited guys, yet all of whom hit PL 10 easily, and they're LETHAL when they're together. Scrambler & Vertigo play set-up, while Harpoon, Scalphunter & Sabretooth are deadly finishing guys.
Last edited by Jabroniville on Fri Sep 25, 2009 9:11 pm, edited 2 times in total.

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Postby Jabroniville » Wed Dec 05, 2007 3:29 pm

BLOWHARD
PL 7 (34)
ST 12 (+1) DEX 10 CON 12 (+1) INT 10 WIS 10 CHA 8
Powers:
"Wind Pipe"
Air Control 7 (Flaws: Power Loss- Requires Pipe) [8]
AP: Air Blast 7
Saves:
Toughness +1, Fortitude +3, Reflex +1, Will +1
Combat:
Attack +4, Damage +1 (+7 Air Control), Defense +3, Initiative +0

Abilities: 4 / Skills: 16--4/ Feats: 0 / Powers: 8/ Saves: 4 /Combat: 14 (34)
-Blowhard was a Tunneller. He had a really powerful Wind attack, but he got shot and killed by a couple regular cops, so don't think his PL 7 is actually worth anything against a real threat or anything.


SCALEFACE
PL 5 (55)
ST 10/26 (+0/+8.) DEX 12 (+1) CON 12/18 (+1/+4) INT 10 WIS 10 CHA 8
Powers:
"Giant Lizard Form"
Enhanced Strength 16 [16]
Enhanced Constitution 6 [6]
Growth 8 (Feats: Innate) (Flaws: Permanent) [17]
Additional Limb (Tail) [1]
Saves:
Toughness +1 (+4 Scaleface), Fortitude +2, Reflex +2, Will +1
Combat:
Attack +4 (+2 Scaleface), Damage +0 (+8 Scaleface), Defense +3 (+1 Scaleface), Initiative +1
Drawbacks:
No Hands [-4]
Normal Identity (Regular Girl) [-3]

Abilities: 4 / Skills: 16--4/ Feats: 0 / Powers: 40/ Saves: 4 /Combat: 10 /Drawbacks: -7 (55)
-Scaleface probably has the record for the potentially coolest power done the most lamely. She could turn into a freaking giant DINOSAUR thing, but she was still weak enough to die from multiple gunshot wounds.


BERZERKER
PL 8 (51)
ST 14 (+2) DEX 14 (+2) CON 14 (+2) INT 10 WIS 10 CHA 10
Powers:
Electrical Control 10 (Flaws: Side-Effect, Blast on self if immersed in water while active) [10]
Saves:
Toughness +1 (+4 Scaleface), Fortitude +2, Reflex +2, Will +1
Combat:
Attack +4 (+6 Electricity), Damage +2 (+10 Electricity), Defense +6, Initiative +1

Abilities: 12 / Skills: 16--4/ Feats: 1 / Powers: 10/ Saves: 4 /Combat: 20 (51)
-Berzerker has more raw power than almost any Morlock, but that didn't stop Cyclops from knocking him into the water and accidentally killing him, his powers going out of control and ripping his body apart. What's really bizarre about Berzerker is that the X-Men: Evolution writers brought him in out of nowhere onto their New Mutants roster, making him easily the most obscure character on the show. All this for a guy who I'm pretty sure didn't make it out of the issue he debuted in alive.


HEALER
PL 8 (25)
ST 10 DEX 10 CON 10 INT 10 WIS 10 CHA 8
Powers:
Healing 8 (Feats: Persistent, Regrowth) (Flaws: Limited to Others, Tiring) [6]
Saves:
Toughness +0, Fortitude +1, Reflex +1, Will +3
Combat:
Attack +2, Damage +0, Defense +2, Initiative +0

Abilities: -2 / Skills: 16--4/ Feats: 0 / Powers: 10/ Saves: 5 /Combat: 8 (21)
-Healer (obvious name, no?) was pretty much one of those characters Chris Claremont invented solely to have a way out of things. A walking deux et machina, I can recall at least three times Healer was responsible for stopping a forever plot-altering death from occuring. He saved Professor X from certain death at the hands of a beating. He healed Danielle Moonstar when the Demon Bear (*shudder*) crippled her forever. He also saved Storm from certain death at some point, though that one finally killed him. Every time, it was a "wow, he won't be able to heal anyone for a long time now" kind of moment. He gets Tiring as a flaw because of that, but really, he's just a GM caviat character anyways. They probably killed him out of necessity; it would've gotten very old seeing him revert any kind of damage with ease every time someone got injured.


PIPER
PL 5 (28.)
ST 10 DEX 8 (-1) CON 12 INT 10 WIS 10 CHA 8
Skills: Handle Animal 10 (+9) Feats: Animal Empathy
Powers:
Animal Control 5 (Extras: Area) (Flaws: Power Loss- Must be Playing Pipes) [10]
Saves:
Toughness +0, Fortitude +1, Reflex +1, Will +3
Combat:
Attack +2, Damage +0, Defense +2, Initiative +0

Abilities: -2 / Skills: 24--6/ Feats: 1 / Powers: 10 / Saves: 5 /Combat: 8 (28.)
-I can't recall how Piper died, but his general schtick was getting hordes of animals to attack stuff for him. The Marauders made short work of the alligators, of course.

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Postby Jabroniville » Wed Dec 05, 2007 4:51 pm

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SHOCKWAVE
PL 10 (133)
ST 16/26 (+8.) DEX 14 (+2) CON 16/26 (+8.) INT 9 (-1) WIS 8 (-1) CHA 16 (+3)

Skills:
Bluff 5 (+7)
Climb 2 (+4)
Drive 2 (+5)
Perform (Dance) 4 (+7)
Sense Motive 3 (+1)

Feats:
All-Out Attack, Attack Specialization (Electricity) 1, Attractive 2, Benefit (Government Agent) 1, Distract (Bluff), Power Attack, Taunt

Powers:
Enhanced Strength 10 [10]
Enhanced Constitution 10 [10]
Electrical Control 9 (Feats: Improved Range) (Extras: Area Burst) [31]
AP: Electrical Control 9 (Extras: Area Line)
AP: Electrical Aura 5
AP: Stun 9
Super-Strength 2 [4]
Immunity 10 (Electricity) (Flaws: Limited- Half Effect) [5]
Costume: Protection 2 [2]

Saves:
Toughness +8 (+10 Costume), Fortitude +10, Reflex +6, Will +4

Combat:
Attack +8 (+10 Electrical Control), Damage +8 (+10 Electrical Control), Defense +8, Initiative +2

Complications:
Enemy (Suntrion)
Responsibility (School)
Rivalry (Deep Freeze)

Abilities: 18 / Skills: 12--3/ Feats: 8 / Powers: 62 / Saves: 10 /Combat: 32 (133)

Shockwave, a member of the Young Guns team I created, is a minor twist on the generic "Blaster" persona; he has super strength and durability. Not a huge change, but it sure defeats the common notion of the weak-ass energy wielder who folds in melee combat. He's unfortunately rather dumb and ill-witted, which makes for some humorous stories, but it's what keeps him from being a better hero.
Last edited by Jabroniville on Wed Dec 05, 2007 5:31 pm, edited 1 time in total.

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Postby Jabroniville » Wed Dec 05, 2007 5:28 pm

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CONTACT
PL 13 (145)
ST 12 (+1) DEX 18 (+4) CON 14 (+2) INT 12 (+2) WIS 10 CHA 18 (+4)

Skills:
Acrobatics 8 (+12)
Bluff 6 (+10)
Notice 4 (+4)
Perform (Dancing) 6 (+10)
Sense Motive 6 (+6)

Feats:
Accurate Attack, Attack Focus (Melee) 4, Attack Specialization (Mace) 1, Attractive 2, Benefit (Wealth) 3, Defensive Roll, Dodge Focus 1, Fascinate (Bluff), Equipment 2, Grappling Finesse, Improved Critical (Mace), Improved Disarm, Improved Sunder, Taunt, Ultimate Effort (Bluff), Weapon Bind

Powers:
Possession 13 (Extras: Alternate Save- Reflex, Range- Ranged) (Flaw: Eye Contact Only For Three Full Seconds) (Drawbacks: Noticeable- Violet Eyes) [51]
Costume: Protection 2 [2]

Equipment: Mace (+2 Mighty Damage, Snare 5, 10 feet Range)

Saves:
Toughness +2 (+4 Costume,+5 D.Roll), Fortitude +6, Reflex +8, Will +5

Combat:
Attack +6 (+10 Melee, +12 Mace), Damage +1 (+3 Mace), Defense +10, Initiative +1

Complications:
Enemy (Young Guns)
Rivalry (Psi-Lash)

Abilities: 21 / Skills: 16--4/ Feats: 22 / Powers: 51 / Saves: 14 /Combat: 32 (145)

Contact , a member of the Hostile Youth rival team to the Young Guns, is a terrifying opponent on a few levels, thanks to her nearly impossible-to-save-against power, alongside on unusually high level of melee combat skill from someone who's got a mental power. Though PL 13, she's more around the PL 7-8 level in everything BUT her power, and it's Flaw is big enough (particularly against those who know her powers) that anyone fighting her can avoid it. Her power has the ability to force a Reflex save to showcase her true ability (you're not actually supposed to be able to resist it-- if she connects, you're done. Simple as that).

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Postby Thorpacolypse » Wed Dec 05, 2007 6:50 pm

Nice builds, Jabroni.

I find it intriguing that you have pictures for your original builds and not for your conversions. Nice reversal from what we normally see.
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Postby Jabroniville » Wed Dec 05, 2007 7:38 pm

Thanks! I'm an artist at heart, and have most of my created characters drawn up. As for the regular builds, I'm just too damn lazy (and stat such obscure characters sometimes) to get pictures of EVERYONE, and I really don't want my Photobucket account getting crowded with hundreds upon hundreds of pictures. I figure I'll save images for the big builds, or my favorite characters, stuff like that.

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Postby Jabroniville » Wed Dec 05, 2007 7:44 pm

NIGHTCRAWLER, circa Mutant Massacre
PL 10 (148)
ST 14 (+2) DEX 30 (+10) CON 16 (+3) INT 12 (+2) WIS 16 (+3) CHA 14 (+2)

Skills:
Acrobatics 11 (+21)
Bluff 5 (+7)
Concentration 3 (+6)
Diplomacy 4 (+6)
Knowledge (Theology & Philosophy) 4 (+6)
Language (German, English) 1
Notice 5 (+8.)
Perform (Acrobatics) 10 (+12)
Sense Motive 5 (+8.)
Stealth 4 (+14)

Feats:
Acrobatic Bluff, Ambidexterity, Attack Focus (Melee) 3, Defensive Roll 4, Dodge Focus 3, Equipment 2 (Rapiers, Image Inducer), Evasion, Grappling Finesse, Improved Defense 2, Improved Disarm 1, Improved Trip, Second Chance (Falling), Set-Up, Teamwork 2, Ultimate Acrobatics Skill, Uncanny Dodge

Powers:
Blending (Flaws: Darkness Only) [1]
Additional Limb 1 (Tail) (Feats: Split Attack) [2]
Super-Movement 3 (Slow Fall, Wall-Crawling 2) [6]
Super-Senses 1 (Low-light Vision) [1]
Teleport 4 (Feats: Change Direction, Change Velocity, Easy, Progression 2, Turnabout) (Extras: Attack) (Flaws: Range-Touch on Attack, Tiring at Range) [14]
Nauseate 6 (Flaws: Limited- Teleporting Only, Tiring) (Linked to Teleport) [3]

Saves:
Toughness +3 (+7 D.Roll), Fortitude +6, Reflex +11, Will +7

Combat:
Attack +7 (+10 Melee), Damage +2 (+4 Rapiers), Defense +9 (+12 Dodge), Initiative +10

Complications:
Responsibility (Xavier's Dream)
Prejudice (Demonic Appearance)

Abilities: 42 / Skills: 52--13 / Feats: 26 / Powers: 27 / Saves: 8 /Combat: 32 (148)

-Figured I'd toss in some Massacre-centric X-Men to face the Marauders builds I'm doing. Colossus, Rogue & Wolverine are more or less the same as that era (plus/minus some Attack/Def in the first two's case), but Nightcrawler's a new build to do. Note that despite his points cost, Nightcrawler isn't actually fully PL 10 balanced, only making it defensively. This is because of a lack of striking power, mixed with his skill levels at this stage of the game being much less than they'd eventually get with Excalibur & company. His Teleport is the toughest thing to stat; he gets tired at long range (-2 pp), he has to grab someone to teleport them (-2 pp), and he has a ton of Feats attached to it, but it's at a relatively low level itself, so you get a multi-feated low-range Teleport.
-My Nightcrawler build differs from every other one I've seen here in a few ways, actually. Most don't add his Nauseate trick (though he doesn't use it THAT often, he does it enough that I felt like giving it to him, with some Flaws to keep it a minor thing), he doesn't often get Slow Fall or Blending, and most stat him at less than PL 10 (150).

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Postby SilentMan » Thu Dec 06, 2007 7:25 am

Nightcrawler has a teleport-a-part-of-it-away attack.

Against Magus in Uncanny X-Men #192

Against Nimrod in Uncanny X-Men #194 (though it was Rogue who possessed that power then)

Teleported Deadpool´s head off in AOA storyline.

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Postby Kreuzritter » Thu Dec 06, 2007 7:29 am

extra effort/power stunt, man
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Postby Jabroniville » Thu Dec 06, 2007 10:56 am

Yeah, I tend to agree. If it doesn't get used hardly often, then I'd just use it as a power-stunt.

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Postby Jabroniville » Thu Dec 06, 2007 10:58 am

MANDA (Showa series, 55-75)
PL 10 (149)
ST 8/52 (-1/+21) DEX 14 (+2) CON 16/38 (+3/+14) INT 2 (-4) WIS 10 CHA 6 (-2)

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

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

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)
Super-Movement 1 (Slithering) [2]
Immunity 2 (Heat, Cold, Drowning) [3]
Impervious Toughness +9 [9]

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

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

Drawbacks:
Mute [-4]
No Hands [-4]

Abilities: -4 / Skills: 24--6/ Feats: 7 / Powers: 75 / Saves: 5 /Combat: 68 /Drawbacks: -8 (149)

Manda's a giant snake who appeared in an unrelated Toho movie, but was brought back from death for the big stuff in Destroy All Monsters, where he did jack squat. Nonetheless, he's an interesing 'no fancy crap' Kaiju, essentially a giant Chinese dragon that fights like a snake.


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