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

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Postby Jabroniville » Thu Dec 27, 2007 9:10 pm

Image

AQUAMAN I (Arthur Curry)- 1940s
PL 8 (114)

ST 16/26 (+3/+8.) DEX 16 (+3) CON 20/24 (+5/+7) INT 14 (+2) WIS 16 (+3) CHA 14 (+2)

Skills:
Bluff 5 (+7)
Diplomacy 4 (+6)
Escape Artist 3 (+6)
Handle Animal 9 (+11)
Intimidate 6 (+8.)
Knowledge (Life Sciences) 4 (+6)
Notice 5 (+8.)
Sense Motive 3 (+6)
Stealth 5 (+8.)

Feats:
Animal Empathy, Benefit (Unofficial Ruler of the Sea), Defensive Attack, Dodge Focus 2, Endurance 2, Evasion, Fast Overrun, Favored Environment 2, Improved Defense

Powers:
Enhanced Strength 10 [10]
Enhanced Constitution 4 [4]
Swimming 6 (Feats: Environmental Adaptation- Aquatic) [7]
Immunity 3 (Drowning, Cold, Pressure) [2]
Super-Senses 1 (Low-Light Vision) [1]
Communication (Mental) 10 (Flaws: Limited- Undersea Creatures Only) [5]

Saves:
Toughness +7, Fortitude +7, Reflex +5, Will +5

Combat:
Attack +6 (+8 Underwater), Damage +8, Defense +5 (+9 Dodge, Underwater), Initiative +3

Abilities: 36 / Skills: 44--11/ Feats: 12 / Powers: 29 / Saves: 4 /Combat: 22 (114)

-Aquaman I is basically the same in most cases to his 'successor' (in that like Superman & Batman, he survived the post-Golden Age purge, and the shift to "Earth-1" Aquaman was basically just decided on one day), except for all the retcons, origin-changing, and Atlantis-based stuff. See, the original Aquaman was a creation of his father's science more than anything, and just became a generic hero, except he fought in the oceans. Basically, a Sub-Mariner rip-off. Shockingly, despite NEVER earning a cover credit in his ENTIRE CAREER, he survived the ENTIRETY of the Golden Age, the Dark Ages (the 50s), and into the Silver Age as a Justice League member. It wasn't till sometime in the 80s that Roy Thomas shoved his original version into the All-Star Squadron as Aquaman I, a different guy and everything. Ironically, no sooner did he do that than DC offed the 'multiple Earths', thus rendering Aquaman I a non-entity in need of replacing (see Neptune Perkins).

-This is basically a weaker version of modern Aquaman, not possessing true Mind Control over fish, less Feats, no Kingship of Atlantis (all his dialogue over ruling the seas is basically hearsay on his part, not a literal position), etc. He comes to the usual JSA level in points and PL.
Last edited by Jabroniville on Fri Nov 13, 2009 11:51 pm, edited 2 times in total.
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Postby Jabroniville » Thu Dec 27, 2007 9:53 pm

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JOHNNY QUICK (Johnny Chambers)- 1940s
PL 7 (128)

ST 14 (+2) DEX 16 (+3) CON 14 (+2) INT 16 (+3) WIS 10 CHA 15 (+2)

Skills:
Acrobatics 5 (+8.)
Bluff 4 (+6)
Disguise 4 (+6)
Knowledge (Physical Sciences) 4 (+7)
Notice 4 (+4)
Profession (Newsreel Photographer) 6 (+9)
Sense Motive 5 (+5)
Stealth 4 (+7)

Feats:
Attack Focus (Melee) 2, Defensive Roll 2, Dodge Focus 4, Fast Overrun, Improved Defense, Move-By Action, Set-Up, Takedown Attack, Teamwork

Powers:
Super-Speed 8 (Drawbacks: Power Loss- Must Recite Formula "3X2(9YZ)4A" -2) [41]
AP: Deflect (Slow & Fast Projectiles) 9
AP: Rapid Attack
AP: Flight 10
Super-Movement 2 (Water-Walking, Wall-Crawling) (Flaws: Limited- While Running) [2]
Immunity (Aging) [1]

Saves:
Toughness +2 (+4 D.Roll), Fortitude +5, Reflex +9, Will +4

Combat:
Attack +5 (+7 Melee), Damage +2, Defense +6 (+10 Dodge), Initiative +43


Abilities: 25 / Skills: 36--9/ Feats: 15 / Powers: 44 / Saves: 13 /Combat: 22 (128)

-Johnny Quick is yet another guy single-handedly saved from the abyss of rip-offs and also-rans by Roy Thomas for the All-Star Squadron series. Reciting a formula taught to him by his mentor, he turns into a Flash rip-off (except he can fly). Retroactively inserted into the Squadron, and even marrying Liberty Belle, he got way more credit. Though he got a sad ending in spite of it all; forming QuickStart Enterprises, he ends up being dumped by his wife, and eventually dying fighting Savitar with the other speedsters, in the Great Speedster Killing Spree of the 90s (which also took out Max Mercury). I guess too many guys with the same powers was threatening the writers or something. It's also interesting to note that he was THAT CLOSE to getting 'modern day' JSA memebership in the early 90s series, but it was cancelled too soon for it to happen. He'd have to settle for daughter Jesse making the grade instead.

-Statting Johnny Quick is simply a matter of taking Golden Age Jay Garrick, reducing nearly everything, sticking Flight and Power Loss onto his Super-Speed, and there ya go. A PL 7 speedster, though still more expensive than most Golden Agers thanks to the Super-Speed power's effectiveness.
Last edited by Jabroniville on Fri Nov 13, 2009 11:52 pm, edited 1 time in total.
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Postby Libra » Fri Dec 28, 2007 11:56 am

Keep up the good work Jabron. :D
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Postby Jabroniville » Fri Dec 28, 2007 8:50 pm

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WILDCAT I (Ted Grant)- 1940s
PL 8 (117)

ST 18 (+4) DEX 16 (+3) CON 22 (+6) INT 10 WIS 12 (+1) CHA 14 (+2)

Skills:
Acrobatics 4 (+7)
Bluff 6 (+8.)
Disguise 5 (+7)
Drive 4 (+7)
Intimidate 8 (+10)
Notice 5 (+6)
Profession (Athlete) 8 (+8.)
Search 3 (+4)
Stealth 5 (+8.)

Feats:
Accurate Attack, Ambidexterity, Attack Focus (Melee) 4, Defensive Attack, Defensive Roll 1, Diehard, Dodge Focus, Elusive Target, Improved Block, Improved Critical 2 (Unarmed), Improved Disarm, Improved Grab, Improved Initiative, Improved Pin, Improved Trip, Power Attack, Set-Up, Teamwork

Powers:
"Nine Lives" Regeneration (Resurrection 8.) (Extras: True Resurrection) (Flaws: Limited- 9 Times Only) [8]
Immunity 1 (Aging) [1]

Saves:
Toughness +6 (+7 D.Roll), Fortitude +9, Reflex +8, Will +5

Combat:
Attack +7 (+11 Melee), Damage +4, Defense +8 (+9 Dodge), Initiative +7

Abilities: 32 / Skills: 48--12/ Feats: 22 / Powers: 9 / Saves: 12 /Combat: 30 (117)

-Ted Grant is yet another guy to get way more credit after the Golden Age than during it. Created as little more than a variation of Batman (which is why the JL episode where they went back in time had a "Catman" who looked just like Ted) with a boxer gimmick, he was a JSA member back in the day, and thus got brought back into modern times in the JSA's own stuff, and All-Star Squadron. Writers furthered his character to include traits such as his sometimes blatant sexism, his badass charm (he's romanced Catwoman AND Hippolyta), etc. Ted also seems to be a favourite "fall guy" character, getting brutally injured in nearly every big JSA story (he's gotta be one of the only heroes I've EVER seen wearing a cast; much less wearing one every cross-over...), and they even made an attempt to permanently replace him with a minority during the Crisis on Infinite Earths. But yet, here he is, surviving as one of the sole remaining JSA originals, and gaining a new legacy in his son.

-This build reflects Ted's Golden Age nature. Not as charismatic as he'd later be, but probably quicker on the draw. He was a harder decision in terms of his Attack Bonus, though. I tend to focus more on lower levels for the Golden Age because of generally youthful heroes who don't find Gorilla Grodd every week and usually end up fighting scientists and thugs with no formal training, but Ted's supposed to be a champion boxer. In the end, I stuck with +11, which is DAMN good, and nearly epic on the Golden Age. But that's his only trick; he lacks the science background or major super-powers of his compatriots. Hell, I wasn't even going to stat his "Nine Lives" until I remembered that he said (retroactively, of course), that he gained his powers in the 40s. So Ted's a good PL 8 fighter, but lacks the points or well-roundedness of his friends.
Last edited by Jabroniville on Fri Nov 13, 2009 11:53 pm, edited 1 time in total.
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Postby Jabroniville » Fri Dec 28, 2007 9:26 pm

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HUMAN BOMB (Roy Lincoln)- 1940s
PL 8 (122)

ST 12 (+1) DEX 12 (+1) CON 16 (+3) INT 14 (+2) WIS 12 (+1) CHA 10

Skills:
Bluff 5 (+5)
Craft (Chemical) 3 (+5)
Disguise 3 (+3)
Intimidate 4 (+4)
Knowledge (Physical Sciences) 4 (+6)
Notice 4 (+5)
Sense Motive 5 (+6)

Feats:
Equipment 2 (Containment Suit), Improved Critical (Explosions)

Powers:
"Chemical 27-QRX"
Blast 10 (Feats: Triggered- Skin to Skin Contact) (Extras: Action- Reaction to Touching 3, Area-Burst) (Drawbacks: Full Power, Requires Gloves or it's Constant) [61]

Equipment:
Containment Suit (Armour 2, Immunity 5- Radiation)

Saves:
Toughness +3 (+5 Suit), Fortitude +6, Reflex +5, Will +5

Combat:
Attack +6, Damage +1 (+10 Explosions), Defense +6, Initiative +1

Abilities: 16 / Skills: 28--7/ Feats: 3 / Powers: 61/ Saves: 11 /Combat: 24 (122)

-The Human Bomb debuted in the same book as Plastic Man and Phantom Lady, and he actually lasted a CONSIDERABLE length of time, considering that nobody today really remembers him. He, of course, got later added to the Freedom Fighters, and became one of the first big casualties of Infinite Crisis, though he managed to take out Doctor Polaris with him. Roy's one of those guys who's just TOO silly-looking for his own good these days; you'd think that he'd wear something other than a 1940s-style lead suit after all those years, but I guess no writer ever cared much about him enough to call for a redesign. That actually probably answers just why the Freedom Fighters kicked around DC limbo for so many years, and why they were so easy to casually off in the opening salvo of the latest big cross-over: they were DC's most old-fashioned, meaningless team, and look by far the silliest of the heroes.

-Human Bomb's a classic one-trick pony: dependent entirely upon his Blasting power. It's actually tough to stat a power that's technically 'always on', as the Permanent flaw doesn't quite fit (he's not always blasting off, he just does it on contact), and always radiated out from him no matter what. Anyone have any ideas on how to better reflect that?

EDIT-- Thanks to Wayfarer's recommendation, he's got Action 3 as an Extra. If he gets touched, he goes off, unless he has his gloves. REALLY expensive, but thankfully, Roy's a pretty cheap build otherwise.
Last edited by Jabroniville on Fri Nov 13, 2009 11:54 pm, edited 3 times in total.
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Postby Jabroniville » Sat Dec 29, 2007 11:47 pm

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WILDCAT II (Yolanda Montez)- Infinity, Inc.
PL 8 (93)

ST 16 (+3) DEX 26 (+8.) CON 18 (+4) INT 14 (+2) WIS 12 (+1) CHA 12 (+1)

Skills:
Acrobatics 6 (+14)
Bluff 3 (+4)
Climb 5 (+7)
Disguise 6 (+7)
Gather Information 6 (+7)
Investigate 4 (+5)
Knowledge (Pop Culture) 4 (+5)
Notice 5 (+6)
Profession (Journalist) 8 (+9)
Sense Motive 4 (+5)
Stealth 1 (+7)

Feats:
Accurate Attack, Attack Focus (Melee) 4, Defensive Attack, Defensive Roll 1, Dodge Focus 3, Improved Grab

Powers:
"Claws"
Strike 2 (Feats: Mighty) [3]
Super-Movement 1 (Wall-Crawling) [2]

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

Combat:
Attack +6 (+10 Melee), Damage +3 (+5 Claws), Defense +7 (+10 Dodge), Initiative +8

Abilities: 34 / Skills: 52--13/ Feats: 11 / Powers: 5/ Saves: 4 /Combat: 26 (93)

-The Yolanda Montez version of Wildcat actually has an interesting history, sadly more interesting than the character ever turned out to be. Going through TWO different designs before they finally settled on something, the husband/wife team of Roy & Dann Thomas repeatedly tried to make a cat-based female character for the All-Stars/Infinity Inc. First step was The Lynx, who quickly became El Garro, a cat-dressed chick riding a motorcycle. Eventually, they settled on Yolanda Montez, a mutant-borne girl with cat's claws and god-daughter of Ted Grant, taking on Ted's legacy after he was 'crippled' by the Red Tornado in Crisis on Infinite Earths. She was less than successful, essentially jumping onto Infinity Inc. right at the end of the era of Earth-2, which basically rendered any Golden Age-based comics dead for over a decade. Thus, Infinity Inc. saw itself cancelled, and Yolanda entered comics limbo, where she resided until she and a bunch of other throwaway heroes were murdered by Eclipso in his own series (yeah, they really gave him one). Thus, she joined Dr. Midnight II in the "Minority girls replacing male heroes, but were then casually offed because no one gave a crap" club. She actually got a tiny bit of a legacy in her cousin Alex, who used connections to contain Eclipso within his own body, but he was killed when they overwhelmed him.

-Yolanda is a scaled-down version of Ted's Golden Age Wildcat, with lower stats just about everywhere, but she's got some super-powers he doesn't. She's roughly in Beth Chapel's league as far as unsuccessful, forgotten heroes of lower power level are concerned, but is one PL higher thanks to her natural strength. A solid PL 8, but nothing to write home about.
Last edited by Jabroniville on Sat Nov 14, 2009 12:06 am, edited 2 times in total.
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Postby Jabroniville » Sun Dec 30, 2007 12:41 am

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FIREBRAND I (Rod Reilly)- 1940s
PL 6 (62)

ST 14 (+2) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)

Skills:
Acrobatics 5 (+7)
Bluff 4 (+5)
Disguise 5 (+6)
Drive 4 (+6)
Notice 4 (+5)
Stealth 6 (+8.)

Feats:
Accurate Attack, Attack Focus (Melee) 2, Benefit (Wealth), Defensive Roll, Dodge Focus 2, Elusive Target, Improved Trip, Sidekick 5 ("Slugger" Dunn- As Thug), Teamwork

Saves:
Toughness +2 (+3 D.Roll), Fortitude +5, Reflex +6, Will +4

Combat:
Attack +5 (+7 Melee), Damage +2, Defense +6 (+8 Dodge), Initiative +2

Abilities: 18 / Skills: 28--7/ Feats: 15 / Powers: 0 / Saves: 10 /Combat: 22 (62)

-Firebrand is one of the worst heroes ever. A guy in a pink see-through shirt, he produces one of the gayest designs ever, even for the 40s (it even resulted in a gag in the All-Stars series). He's so lame, he basically got casually offed via the Silver Ghost, and replaced by his sister, who actually had super-powers. She remains his biggest legacy, as he was retired during the "Pearl Harbor" Freedom Fighters storyline, and killed sometime later. Surprisingly though, there's been FOUR Firebrands in total, though the third isn't really a linked/legacy hero, and he was casually offed in a JSA Secret Files story.
-Low-end super-hero (he was a random casualty, after all), only makes PL 6 defensively. Slight defensive build with a glorified thug sidekick.
Last edited by Jabroniville on Sat Nov 14, 2009 12:08 am, edited 1 time in total.
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Postby The Wayfarer » Sun Dec 30, 2007 3:38 am

Jabroniville wrote:-Human Bomb's a classic one-trick pony: dependent entirely upon his Blasting power. It's actually tough to stat a power that's technically 'always on', as the Permanent flaw doesn't quite fit (he's not always blasting off, he just does it on contact), and always radiated out from him no matter what. Anyone have any ideas on how to better reflect that?


Expensive as hell and a little counter-intuitive, but I'd say use the Action Extra to reduce the action needed to use the Blast to Reaction - Physical Contact. Anytime he touches something (or something touches him) the Blast is triggered.
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Postby Libra » Sun Dec 30, 2007 10:23 am

Jolly good work Jabronville.
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Postby Jabroniville » Sun Dec 30, 2007 12:29 pm

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WILDCAT III (Tom Bronson)- Modern-Day
PL 6 (68)

ST 10/18 (+0/+4) DEX 12/20 (+1/+5) CON 12/20 (+1/+5) INT 10 WIS 10 CHA 10

Skills:
Intimidate 4 (+4)
Knowledge (Pop Culture) 4 (+4)

Feats:
All-Out Attack, Attack Focus (Melee) 4, Diehard

Powers:
Enhanced Strength 8 [8]
Enhanced Dexterity 8 [8]
Enhanced Constitution 8 [8]
"Claws"
Strike 2 (Feats: Mighty) [3]
Super-Senses 2 (Low-light Vision, Scent) [2]
Leaping 2 [2]

Saves:
Toughness +5, Fortitude +8, Reflex +8, Will +3

Combat:
Attack +2 (+6 Melee), Damage +4 (+6 Claws), Defense +7, Initiative +5

Drawbacks:
Normal Identity (Tom Bronson) [-2]

Abilities: 4 / Skills: 8--2/ Feats: 6 / Powers: 32 / Saves: 9 /Combat: 18 /Drawbacks: -2 (68)

-Another "Alex Ross sorta created him, so let's make him be born now" character (joining Cyclone & Starman VIII), Wildcat III is based off of the appearance of the black panther guy in Kingdom Come, produced here as a 'long-lost son' kind of guy, a cynical young adult who appears sarcastic towards superheroics, but nonetheless reveals his identity during the fight against Vandal Savage. A purely 'newbie' hero, he doesn't even really know how to fight or anything like that. We'll see where he goes.

-Statting brand-new characters like this is always tough, as he's been shown as having some impressive physical powers, but REALLY lacks combat skill, as Wildcat points out in their battle with Savage. So he fits a PL 6 build, a guy with good powers, but low Attack Bonus. Hell, I might even be giving him too much here as well, but let's just say his 'cat genes' tend to give him a bit of a boost.
Last edited by Jabroniville on Sat Nov 14, 2009 12:10 am, edited 2 times in total.
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Postby Jabroniville » Mon Dec 31, 2007 7:27 pm

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FIREBRAND II (Dannette Reilly)- 1940s
PL 8 (101)

ST 12 (+1) DEX 16 (+3) CON 14 (+2) INT 14 (+2) WIS 12 (+1) CHA 12 (+1)

Skills:
Bluff 5 (+6)
Diplomacy 5 (+6)
Disguise 4 (+5)
Knowledge (Earth Sciences) 6 (+8.)
Notice 5 (+6)
Sense Motive 4 (+5)
Stealth 3 (+6)

Feats:
Attack Specialization (Plasma), Benefit (Wealth), Defensive Roll, Dodge Focus 2, Improved Aim, Inspire, Set-Up, Teamwork

Powers:
Plasma Control 9 [22]
AP: Melt (Ranged Drain Toughness- Objects Only) 9
AP: Fire Blast
Dynamic AP: Plasma Aura 4
Flight 4 [8]
Immunity 2 (Hot & Cold) [2]

Saves:
Toughness +2 (+3 D.Roll), Fortitude +5, Reflex +6, Will +5

Combat:
Attack +5 (+7 Plasma), Damage +1 (+9 Plasma), Defense +6 (+8 Dodge), Initiative +2

Abilities: 20 / Skills: 32--8/ Feats: 9 / Powers: 32 / Saves: 10 /Combat: 22 (101)

-Dannette has a weird origin, both in and out of the storylines. Her comic origin is that she was hit by lightning AND fell into magic lava, which is about the weirdest reason for super-powers I've heard in a long time. The behind-the-scenes story is that she was created solely because DC rejected the Quality Comics character Wildfire on account of the Legion member of the same name, so Roy Thomas named a new character after his wife and the original Firebrand (who sucked anyways), and stuck some new powers in. This Firebrand actually had a great deal of success in the 80s: as a "new" Golden Age retroactive character, she got more play than a lot of the original gang (especially her predecessor), showed up in the Crisis, etc. Sadly, her lineage ended with the 80s; upon the Golden Age purge, she ended up being killed retroactively, her final link being the godmothership of Atom Smasher.

-As a modern idea of a Golden Age character, Firebrand II actually has some rather modern powers compared to the usual "atomic punch" type things you saw back in the day; as a result, she fights much more like a modern hero of the 80s than any DC GA guy, though I guess the Human Torch was around in those days. You could make a claim that she's PL 9 (or even PL 10!), but I felt a weaker PL 8 is more suiting to the Golden Era of comics. She's much cheaper than her JSA buddies, but would be pretty easy to boost up to PL 10 if you prefer (just add Attack Bonus and damage).
Last edited by Jabroniville on Sat Nov 14, 2009 12:12 am, edited 1 time in total.
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Postby Jabroniville » Tue Jan 01, 2008 6:57 pm

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WILDCAT I (Ted Grant)- Modern-Day
PL 9 (130)

ST 22 (+6) DEX 16 (+3) CON 22 (+6) INT 10 WIS 12 (+1) CHA 18 (+4)

Skills:
Acrobatics 4 (+7)
Bluff 6 (+10)
Disguise 5 (+9)
Drive 4 (+7)
Intimidate 8 (+12)
Notice 5 (+6)
Profession (Athlete) 8 (+8.)
Search 3 (+4)
Stealth 5 (+8.)

Feats:
Accurate Attack, All-Out Attack, Ambidexterity, Artificer, Attack Focus (Melee) 4, Defensive Attack, Defensive Roll 1, Diehard, Dodge Focus, Elusive Target, Improved Block, Improved Critical 2 (Unarmed), Improved Disarm, Improved Grab, Improved Initiative, Improved Pin, Improved Trip, Power Attack, Set-Up, Teamwork

Powers:
Immunity 1 (Aging) [1]

Saves:
Toughness +6 (+7 D.Roll), Fortitude +9, Reflex +8, Will +8

Combat:
Attack +9 (+13 Melee), Damage +6, Defense +10 (+11 Dodge), Initiative +7

Abilities: 40 / Skills: 48--12/ Feats: 24 / Powers: 1 / Saves: 15 /Combat: 38 (130)

-So this is Ted as an old man- a JSA stalwart and all-around bad-ass, and still the biggest curmudgeon of the group. I always got the sense that Ted was around more because they casually offed the rest of the team and thus when doing retrospective stuff, they needed at least four guys to still be alive. But I'll be damned if they haven't made him a great hero to make up for that unfortunate shortcoming. Making him a NOT-so-nice guy, in addition to giving him a training background over some of the elite fighters in DC (Bats, Canary, Selina), and his whole womanizing nature and hard-nosed attitude, ended up turning him into a very successful hero. Hell, they write him well enough that even when he's blatantly out of his league in almost every major fight (the Doc can at least HEAL PEOPLE, and Terrific leads), he doesn't stick out as a loser.

-Ted is weird in that he gets WAY better as he gets older, not just slightly boosted like most of the JSA. Since his GA self is kinda weaker and less of a fighter given experience, Modern Ted gets a massive boost in Strength, Attack & Defense. Though still only PL 9, he has +13 Attack, and tons of combat feats. He's lost his Nine Lives by this point, but has the Immunity to Aging still left in presumably (not sure if he was in the Karkull shadow-deus ex machina story or not), but he's mainly there to punch guys in the face, not use his skills or powers.
Last edited by Jabroniville on Sat Nov 14, 2009 12:13 am, edited 1 time in total.
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Postby Jabroniville » Tue Jan 01, 2008 8:19 pm

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AMAZING MAN I (Will Everett)- 1940s
PL 8 (124)

ST 20 (+5) DEX 22 (+6) CON 20 (+5) INT 12 (+1) WIS 12 (+1) CHA 10

Skills:
Acrobatics 10 (+16)
Bluff 3 (+3)
Intimidate 4 (+4)
Notice 3 (+4)
Profession (Athlete) 12 (+13)
Swim 8 (+13)

Feats:
Acrobatic Bluff, Defensive Attack, Defensive Roll 2, Dodge Focus 3, Improved Block, Interpose

Powers:
Object Mimicry 6 [36]

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

Combat:
Attack +7, Damage +5, Defense +7, Initiative +2

Abilities: 36 / Skills: 40--10/ Feats: 9 / Powers: 36 / Saves: 5 /Combat: 28 (124)

-Will Everett is a tribute to Sub-Mariner creator Bill Everett and his own "Amazing Man" Golden Age character, only altered from a generic Mr. Terrific-type rennaissance man to a black Olympian with object mimicking (aka "Absorbing Man") powers. Roy Thomas got a double-whammy out of this one in his retroactively inserted All-Star Squadron member: He got an "Amazing Man" onto the team, fulfilling yet ANOTHER obscure GA character (though in different form), and he got to show a black hero in the 1940s, certainly a rare thing given the era, and how the world and the team would've dealt with it. I never personally read any of his appearances, but I'm guessing alot of "boy-howdy, we heroes are way above the morality of the age and don't mind one bit" with the exception of a few heroes, who of course learn better as the story goes on. But hey, there's nothing wrong with that- it's the Golden Age, after all. Amazing Man here actually has powers that are remarkably 'modern' in that aside from the generic tough guys & fire-blasters of the era, he's got stuff that wouldn't be seen for twenty years in real comics time. Unfortunately, his sole legacy is an Amazing Man II, a grandson that got offed REALLY quickly and with little fanfare in Robinson's "Starman" series.

-Amazing Man comes to a pretty high points total, having one of the more expensive powers in M&M. I was unsure of his total power levels, but I'll stick to him having decent Attack & Defense, with a PL 8 to make up for boosts via mimicking Steel (Density) or something.
Last edited by Jabroniville on Sat Nov 14, 2009 12:15 am, edited 1 time in total.
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Postby Jabroniville » Tue Jan 01, 2008 9:20 pm

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BULLETMAN (Jim Barr)- 1940s
PL 8 (120)

ST 8/22 (-1/+6) DEX 10/16 (+0/+3) CON 8/20 (-1/+5) INT 17/21 (+3/+5) WIS 14 (+2) CHA 14 (+2)

Skills:
Bluff 5 (+7)
Craft (Chemical) 8 (+11)
Diplomacy 5 (+7)
Disable Device 4 (+7)
Disguise 4 (+6)
Escape Artist 6 (+9)
Investigate 5 (+7)
Knowledge (Behavioral Sciences) 8 (+13)
Knowledge (Life Sciences) 6 (+11)
Knowledge (Physical Sciences) 8 (+13)
Notice 6 (+8.)
Profession (Police Scientist) 5 (+10)
Sense Motive 5 (+7)

Feats:
All-Out Attack, Evasion, Fast Overrun, Improved Critical (Flying Smash), Luck, Power Attack, Move-by Action

Powers:
"Chemical Enhancements"
Enhanced Strength 14 [14]
Enhanced Dexterity 6 [6]
Enhanced Constitution 12 [12]
Enhanced Intelligence 4 [4]

"Gravity Regulator Helmet" Device 3 (easy to lose) [9]
Flight 6 (12)
Shield 3 (3)

Saves:
Toughness +5 (+8 Helmet), Fortitude +7, Reflex +7, Will +6

Combat:
Attack +7, Damage +6, Defense +8, Initiative +3

Abilities: 11 / Skills: 68--17/ Feats: 7 / Powers: 45 / Saves: 10 /Combat: 30 (120)

-Bulletman is one of the dorkier-looking heroes of the Golden Age, so of course it's only fitting that he gets offered a fair amount of respect by modern-day heroes. Like the other Fawcett City guys, he was stuck onto the Squadron retroactively alongside Bulletgirl. One of Fawcett's most popular acts (after, of course, the Marvel Family), they were mostly forgotten (save reactions to their dorkiness) until successors like Winshear and Bulleteer started popping up, inspired by them.

-Not a bad hero, making a decent PL 8 (120) build like most JSA guys. It helps that he has quite a few powers and skills; he's supposed to be a nerdy criminologist who makes a potion (what else?) to get smarter, stronger, et al, in addition to creating his little bullet hat that lets him deflect bullets (rather than go with Deflect, I just gave him Shield). He doesn't have much in the way of Feats, but as a dedicated Flyer, he'd be an excellent team player.
Last edited by Jabroniville on Sat Nov 14, 2009 12:16 am, edited 1 time in total.
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Postby Thorpacolypse » Tue Jan 01, 2008 10:02 pm

Lovin' the JSA/All-Star Squadron builds, Jab!
Shop J-Mart!

Service with a smilie! :)
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