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

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Postby Jabroniville » Wed Jul 23, 2008 7:29 pm

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IMPULSE (Bart Allen)- circa 1990s Teen Titans
PL 8 (115)
ST 8 (-1) DEX 18 (+4) CON 12 (+1) INT 10 WIS 10 CHA 10

Skills:
Bluff 4 (+4)

Feats:
All-Out Attack, Attack Focus (Melee) 5, Defensive Roll 3, Dodge Focus 6, Evasion, Fast Overrun, Improved Disarm, Move-By Action, Set-Up 2, Takedown Attack 2

Powers:
Super-Speed 8 [48]
AP: Air Control 8
AP: Deflect 8
AP: Insubstantial 4
AP: Rapid Attack
AP: "Super Speed Punch" Strike 6 (Feats: Mighty)
AP: Suffocate 8
AP: Takeaway
AP: Whirlwind (Area-Burst Damage 8)
Super-Movement 3 (Water-Walking, Wall-Crawling 2) (Flaws: Limited- Only While Running) [3]

Saves:
Toughness +1 (+4 D.Roll), Fortitude +3, Reflex +10, Will +4

Combat:
Attack +4 (+10 Melee), Damage -1 (+6 "Super Speed Punch", +8 Air Control), Defense +6 (+12 Dodge), Initiative +36

Complications:
Responsibility (Barry Allen's Legacy)

Abilities: 8 /Skills: 4--1 / Feats: 23 / Powers: 51 / Saves: 12 /Combat: 20 (115)

-Bart Allen's first run on the Titans was on the "Arsenal Team" where he basically did nothing of note. His legacy as a Titan didn't start until recent years, where they hit on that whole "Kid Flash" thing that made him more responsible. Then they nuked the previously happy-fun character into something else, then killed him. I'll be honest, I'm no Impulse fan. I never really found slapstick hijinks amusing in comic book superheroics, much less when it's being written for kids, but read by adults. The character really just annoyed me, and I didn't read enough of the modern-day Johns Titans to change my opinion enough.
-A cheap Super-Speedster at last, this early-90s Impulse was barely starting out. He had most of the Feats, but wasn't fast enough or good enough a fighter to match the more elite Speedsters of the era.
Last edited by Jabroniville on Mon Aug 31, 2009 12:02 pm, edited 1 time in total.
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Postby Jabroniville » Wed Jul 23, 2008 7:47 pm

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ROBIN III (Jason Todd)- circa 1980s Teen Titans
PL 7 (92)
ST 10 DEX 20 (+5) CON 12 (+1) INT 12 (+1) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 5 (+10)
Bluff 6 (+8)
Disable Device 4 (+5)
Disguise 4 (+6)
Escape Artist 4 (+9)
Investigate 5 (+7)
Knowledge (Streetwise) 5 (+6)
Notice 5 (+7)
Search 3 (+5)
Sense Motive 5 (+7)
Stealth 6 (+11)

Feats:
Accurate Attack, Acrobatic Bluff, Attack Specialization (Unarmed) 2, Defensive Attack, Defensive Roll 2, Distract (Bluff), Dodge Focus 4, Equipment 3 (Utility Belt), Grappling Finesse, Improved Aim, Improved Defense, Improved Disarm, Improved Trip, Takedown Attack, Teamwork 2

Equipment:
Utility Belt (6- Assorted Equipment)
Batarangs (Strike 3- Thrown 3, Area-Shapeable) (9)

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

Combat:
Attack +7 (+9 Unarmed), Damage +0 (+3 Batarangs), Defense +7 (+11 Dodge), Initiative +5

Complications:
Responsibility (Batman)
Enemy (Batman's Rogues Gallery)

Abilities: 22 /Skills: 52--13 / Feats: 23 / Powers: 0 / Saves: 6 /Combat: 28 (92)

-Annnnnd it's Jason Todd. His Titans run basically amounts to an issue or two when Dick Grayson had left the team for a bit, and he went right back to the Batman later, where his eventual fate awaited him. I think I went on this rant already, but I still find it hilarious that the big fat Jim Lee "Hush" storyline teased the HUGE Jason Todd Reveal as the secret identity of the new villain, only to go back and reveal the much lamer childhood doctor friend angle instead. This of course was stupid enough, but then they had to go that EXTRA MILE of stupid and bring back Jason ANYWAYS, just MONTHS after it was teased, thus taking the entire impact out of the REAL reveal too! Only in comics, my friends.... oh, and pro wrestling.
-Robin III (remember, Robin I was the Golden-Age version, cuz I'm OLD SCHOOL like that) is a pretty bare-bones, crap version of Dick Grayson's Robin, though he maintains some Streetwise talents and he's still pretty hard to hit. PL 6 offense, PL 7 defense. A tolerable sidekick (a 'mere' 19 points), and good to have watching your back, but he's not whupping anybody good.
Last edited by Jabroniville on Mon Aug 31, 2009 12:03 pm, edited 1 time in total.
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Postby Jabroniville » Thu Jul 24, 2008 6:01 pm

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THE PROTECTOR (Jason Hart)- circa 1980s Teen Titans
PL 5 (60)
ST 12 (+1) DEX 16 (+3) CON 12 (+1) INT 12 (+1) WIS 14 (+2) CHA 12 (+1)

Skills:
Acrobatics 3 (+6)
Bluff 4 (+5)
Diplomacy 4 (+5)
Disguise 4 (+5)
Drive 4 (+7)
Gather Information 2 (+4)
Investigate 2 (+4)
Knowledge (Streetwise) 2 (+3)
Notice 4 (+6)
Pilot 4 (+7)
Sense Motive 4 (+6)
Stealth 3 (+6)

Feats:
Accurate Attack, Attack Specialization (Unarmed), Defensive Attack, Dodge Focus 2, Improved Trip

Saves:
Toughness +1, Fortitude +4, Reflex +4, Will +4

Combat:
Attack +4 (+6 Unarmed), Damage +1, Defense +6 (+8 Dodge), Initiative +3

Complications:
Responsibility (The War on Drugs)

Abilities: 18 /Skills: 40--10 / Feats: 6 / Powers: 0 / Saves: 6 /Combat: 20 (60)

-Oh, Protector. All because of some copywrite snafu (Robin was linked via Batman to Nabisco, so when a rival company produced the Teen Titans Anti-Drugs issue, they couldn't use the already-drawn Robin in the story anymore), he was basically a recoloured Robin. Given a quickie origin (he pretended to be a superhero to save his cousin from drugs, but ended up having to play the role for real, and ended up becoming an 'honorary' Titan), he did nothing except for that one Anti-Drug issue. So this one-time joker is leading the tea, giving orders, flying the T-Jet, all of it... and he's only appeared in joke books afterwards (like at a Titans West recruiting party).
-A VERY weak character, he's just a PL 6 version of what Nightwing or Jason Todd would've been without the Batman to guide them. He's not THAT bad per se, but let's just say that The Enforcers would probably kick his ass.
Last edited by Jabroniville on Mon Aug 31, 2009 12:05 pm, edited 1 time in total.
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Postby Jabroniville » Thu Jul 24, 2008 6:18 pm

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JESSE QUICK (Jesse Belle Chambers)- circa 1990s Titans
PL 9 (150)
ST 13 (+1) DEX 16 (+3) CON 14 (+2) INT 16 (+3) WIS 12 (+1) CHA 15 (+2)

Skills:
Acrobatics 6 (+9)
Bluff 4 (+7)
Computers 6 (+9)
Diplomacy 3 (+6)
Intimidate 5 (+8)
Knowledge (Business) 12 (+15)
Notice 4 (+5)

Feats:
Acrobatic Bluff, Attack Focus (Melee), Attack Specialization (Unarmed), Benefit (Wealth), Dodge Focus 5, Fast Overrun, Improved Disarm, Move-By Action, Power Attack

Powers:
"Johnny Quick Inheritance"
Super-Speed 10 (Drawbacks: Power Loss- Must Recite Formula "3X2(9YZ)4A" -2) [52]
AP: Deflect (Slow & Fast Projectiles) 8
AP: Rapid Attack
AP: Rapid Attack Disarm
AP: Flight 9
AP: "Super-Speed Punch" Strike 6 (Feats: Mighty)
AP: "Superfast Punches" Strike +0 (Feats: Mighty) (Extras: Autofire 1)
Super-Movement 2 (Water-Walking, Wall-Crawling) (Flaws: Limited- While Running) [2]
Immunity 1 (Aging) [1]

Saves:
Toughness +2, Fortitude +4, Reflex +11, Will +4

Combat:
Attack +8 (+11 Unarmed), Damage +1 (+7 Super Speed Punch), Defense +8 (+13 Dodge), Initiative +43

Abilities: 24 / Skills: 40--10/ Feats: 13 / Powers: 57 / Saves: 13 /Combat: 32 (150)

-Jesse Quick is currently known as Liberty Belle II in the JSA series, but under her original codename (taking after her father power-wise), she was in the 1990s Titans reboot under Devin Grayson. She was actually a really good character there, actually being built-up as a second-in-command under Nightwing, and nearly hooked up with him in my estimation were it not for his own book and love interests there. But then Jay Faerber flushed that ALL down the toilet with some GOD-AWFUL storytelling involving the first Libby's new fiancee and Jesse SLEEPING WITH HIM, that ended up poisoning both characters for years, until Geoff Johns brought them both back in the JSA series and promptly ignored that entire thing (ie. they mention 'difficulties', but nobody says what they were)- a brilliant move that allowed him to use Jesse as the new Liberty Belle in his revamp of the series, hooking up with Hourman II in their version of the "Annoying Way-Too-Into-Each Other Couple".
-My Liberty Belle II build is an over-costed PL 10 (158), but she stats up as an over-costed PL 9 here. She's much faster in this form, hitting sonic speeds and having more feats from it available to her (as well as a higher attack bonus), but loses all the fancy strengths she gets from her mom's side of the family.
Last edited by Jabroniville on Mon Aug 31, 2009 12:06 pm, edited 1 time in total.
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Postby Jabroniville » Thu Jul 24, 2008 6:23 pm

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THE FLASH III (Wally West)- circa 1990s Titans
PL 12 (240)
ST 14 (+2) DEX 20 (+5) CON 16 (+3) INT 12 (+1) WIS 16 (+3) CHA 14 (+2)

Skills:
Bluff 6 (+8)
Computers 4 (+5)
Concentration 6 (+10)
Diplomacy 6 (+8)
Disable Device 5 (+5)
Disguise 3 (+5)
Escape Artist 4 (+9)
Intimidate 4 (+6)
Investigate 4 (+7)
Knowledge (Current Events) 6 (+7)
Knowledge (Pop Culture) 2 (+3)
Notice 6 (+9)
Search 4 (+7)
Sense Motive 4 (+7)
Stealth 4 (+9)

Feats:
Accurate Attack, All-Out Attack, Attack Focus (Melee) 5, Defensive Roll 4, Dodge Focus 6, Elusive Target, Equipment 1 (Flash Ring- Quick Change Feat, Protection 1), Evasion, Fast Overrun, Improved Critical (Unarmed), Improved Defense, Improved Disarm, Move-By Action, Power Attack, Set-Up, Takedown Attack 2, Teamwork 2

Powers:
Super-Speed 20 [110]
AP: Air Control 10
AP: Deflect 14
AP: Insubstantial 4
AP: Invisibility
AP: Rapid Attack
AP: "Superfast Punches" Strike +0 (Feats: Mighty, Autofire 2)
AP: "Super Speed Punch" Strike 7 (Feats: Mighty)
AP: Suffocate 10
AP: Takeaway 12
AP: Whirlwind (Area-Burst Damage 10)
AP: "Sonic Boom" Dazzle Audio 10 (Extras: Area-Burst)
Super-Movement 3 (Water-Walking, Wall-Crawling 2) (Flaws: Limited- Only While Running) [3]

Saves:
Toughness +3 (+7 D.Roll, +8 Flash Suit), Fortitude +6, Reflex +14, Will +8

Combat:
Attack +7 (+12 Melee), Damage +2 (+9 "Super Speed Punch", +10 Area Damage Effects), Defense +9 (+15 Dodge), Initiative +85

Complications:
Responsibility (Teen Titans)
Responsibility (Justice League)
Responsibility (Barry Allen's Memory)
Responsibility (Keystone City)
Responsibility (Linda Park-West)

Abilities: 32 /Skills: 68--17 / Feats: 31 / Powers: 113 / Saves: 15 /Combat: 32 (240)

-By the time the late 90s rolled around, and Devin Grayson wanted to reboot the Titans with the adult members of the original grouping (plus some additions from the 80s prime team), Wally "Kid Flash" West had gone through a HELL of a boost as a character and as a hero, taking over The Flash mantle from Uncle Barry, running in his solo title for over ten years, and had basically outgrown the more simple 'family' team (especially since he was off the team before most of the REALLY good stuff got rocking). However, he ended up pulling double-duty for a couple years on Titans and Morrison's UBER-powerful JLA team, creating a pseudo-uncomfortable situation. Times keep on bringing him back to that team, however, every time people remember he's the one ex-sidekick that replaced his mentor whole-heartedly.
-Yikes. 240 points for a PL 12 Speedster who only hits that defensively. But really, that sounds about right for what Wally was doing on the JLA around this time. Freakin' guy could do things in 2 seconds that most guys would take years to do, grab bullets out of the air, outrace his own After-Images (yes, you read that right), and all sorts of other crap. I figure 100-points Powers are hard to come by in M&M, and Super-Speed is one of the few worthy of it, as it opens up SO much for a character, option-wise. Flash can nail dozens of guys at once with his fists, do a Super-Punch (since he only used it a couple times to major effect, I'd count it as a Power Attack- especially on that "Infinite Mass" trick he used against the Martian racer guy in that first Morrison arc- see kids? That's why you don't do ludicrous power feats early on in an arc. You can't one-up it later), and all sorts of other stuff.
Last edited by Jabroniville on Mon Aug 31, 2009 12:07 pm, edited 1 time in total.
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Postby Libra » Thu Jul 24, 2008 8:13 pm

Once again Jabroniville, keep up the good work. :D
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Postby Jabroniville » Thu Jul 24, 2008 10:30 pm

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KOLE (Kole Weathers)- circa 1980s Titans
PL 9 (80)
ST 10 DEX 14 (+2) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)

Skills:
Diplomacy 5 (+6)
Notice 4 (+5)
Sense Motive 3 (+4)

Feats:
Attack Specialization (Crystals) 3, Dodge Focus 2

Powers:
"Crystal Spinning"
Snare 10 (Feats: Reversible) (Extras: Area-Shapeable) [34]
AP: Create Object 10 (Crystals) (Feats: Innate)
AP: Force Field 8 (Feats: Progression 3) (Extras: Affects Others, Duration) (Flaws: Ablative)
AP: Flight 2 (Extras: Affects Others) (Flaws: Platform)
Flight 2 [4]

Saves:
Toughness +1 (+9 Force Field), Fortitude +3, Reflex +4, Will +4

Combat:
Attack +2 (+8 Crystal Snare), Damage +0 (+10 Snare), Defense +6 (+8 Dodge), Initiative +2

Complications:
Responsibility (Loves Jericho)

Abilities: 12 / Skills: 12--3 / Feats: 4 / Powers: 38 / Saves: 7 /Combat: 16 (80)

-Kole was created just to die. Since other writers were getting bitchy about all having to 'offer up' fatalities of their books' characters to the Crisis on Infinite Earths, Marv Wolfman said "Fine, I'll kill one of mine, too!", and invented Kole for the sole purpose of dying. He (and the fans) kind of ended up liking her before she was offed, as she had kind of a thing going with Jericho at the time, and was portrayed as generally nice, but she stands today as a kind of 'joke Titan', since her run was so short. Her final fate: Covering herself, Huntress I and Robin I with her crystal field, only to have the Shadow Demons put their hands on it, turning it black and making it blow up, killing all three of them while leaving no bodies.
-Poor Kole didn't get the characterization or focus to get many combat Feats or Skills, so she comes up as brutally under-costed. Her powers were depicted as fairly effective, but weren't devastating. So she gets a good Snare effect that she can shape to her will, and a Force Field with the Ablative Drawback (meaning that once it starts taking hits, it chips and breaks down like the Fades Flaw), and a platform that can carry other people, but not much else.
Last edited by Jabroniville on Mon Aug 31, 2009 12:10 pm, edited 1 time in total.
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Postby Jabroniville » Fri Jul 25, 2008 10:56 pm

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GREEN LANTERN (Kyle Rayner)- circa 1990s Titans
PL 10 (145)
ST 14 (+2) DEX 14 (+2) CON 14 (+2) INT 11 WIS 11 CHA 12 (+1)

Skills:
Bluff 2 (+3)
Craft (Artistic) 10 (+10)
Diplomacy 4 (+5)
Drive 2 (+4)
Knowledge (Pop Culture) 8 (+8)
Notice 4 (+4)
Sense Motive 2 (+2)

Feats:
Attack Focus (Ranged) 3, Dodge Focus 3, Improved Initiative, Interpose, Power Attack

Powers:
"Green Lantern Ring" Device 19 (hard to lose) (Feats: Unbreakable, Restricted 2- Only Kyle) [79]
Blast 12 (Extras: Area-Shapeable) (50)
Dynamic AP: Blast 12 (Extras: Area-Cone)
Dynamic AP: Blast 12 (Feats: Improved Critical, Split Attack 3)
Dynamic AP: Blast 12 (Extras: Penetrating)
Dynamic AP: Force Constructs 12 (Feats: Precise) (Extras: Movable) (Flaws: Feedback)
Dynamic AP: Snare 12 (Feats: Obscures Sense Visual, Reversible, Tether) (Extras: Constricting, Area-Shapeable) (Flaws: Feedback)
Dynamic AP: Force Field 2 (Feats: Progression 5) (Extras: Affects Others, Impervious 10)
Dynamic AP: Move Object 12 (Feats: Subtle)
Force Field 8 (8)
Flight 10 (21)
AP: Space Travel 10
Immunity 9 (Life Support) (9)
Morph (Costume) (1)
Comprehend 3 (Speak, Understand all Languages) (3)

Saves:
Toughness +2 (+10 Force Field, +12 Field w/ DAP), Fortitude +6, Reflex +4, Will +7

Combat:
Attack +4 (+7 Ranged), Damage +2 (+12 Ring Powers), Defense +6 (+8 Dodge), Initiative +2

Complications:
Responsibility (Dating Donna Troy)
Responsibility (Hal Jordan's Legacy)
Responsibility (Ganthet)

Abilities: 16 / Skills: 32--8 / Feats: 9 / Powers: 79 / Saves: 13 /Combat: 20 (145)

-Yes, Kyle Rayner was once a Titan. For that brief "Arsenal Team". It was back when he was like brand-new, and couldn't do anything right. He sure has come a long way since then, though unfortunately for him, he's now officially "One of Many" Lanterns, rather than the main hero in his own right. Hey, give DC credit, people HATED this decision, and Kyle's still stuck around.
-Not very often do you see a Green Lantern build at 145 pp, but hey, it's Starting Out Kyle, who had TONS of power, but not alot of control. The ring is hugely powerful, but he's still only got +7 Accuracy (and even that may've been pushing it for this era), so he only BARELY makes PL 10 caps offensively. This is somewhat made OK by his super-wide Blast & Snare powers (remember, you can do Targetted for Area Effects, which I almost always do, to allow people to make caps). Note, too, that his Force Field starts out pretty good (+8 Toughness), but only gets REALLY good (Covering teammates, being Impervious, and +2 more to Toughness) when he's Dynamically APing it off of his core Blast power, which to me, showcases how GL's have standard defense, but actually need to FOCUS to get the most out of it. As the years go on, Kyle easily becomes Epic Level, as his accuracy moves way up (and not only at Range, too), his Skills and Feats becoming many (to make him more of a team player), and even his damage likely going up.
Last edited by Jabroniville on Mon Aug 31, 2009 12:11 pm, edited 1 time in total.
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Postby Jabroniville » Sat Jul 26, 2008 11:42 pm

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CYBORG (Victor Stone)- circa 1990s Teen Titans
PL 10 (170)
ST 18/26 (+4/+8) DEX 18 (+4) CON -- INT 16 (+3) WIS 12 (+1) CHA 14 (+2)

Skills:
Acrobatics 4 (+8)
Bluff 4 (+6)
Computers 9 (+12)
Craft (Mechanical) 4 (+7)
Diplomacy 3 (+5)
Disable Device 4 (+7)
Drive 3 (+7)
Intimidate 6 (+8)
Knowledge (Streetwise) 4 (+7)
Knowledge (Technology) 6 (+9)
Notice 6 (+7)
Pilot 4 (+8)
Profession (Athlete) 7 (+11)-- Uses Dex
Sense Motive 4 (+5)

Feats:
Dodge Focus 2, Improved Aim, Interpose, Power Attack, Set-Up, Teamwork 2

Powers:
"Omegadrone Body"
Enhanced Strength 8 [8]
Super-Strength 1 [2]
Protection 10 [10]
Immunity 32 (Critical Hits, Fortitude Effects) [32]
Shapeshift 5 (Flaws: Limited- Golden Metallic Technology Only) [35]

Saves:
Toughness -- (+10 Protection), Fortitude --, Reflex +6, Will +6

Combat:
Attack +10, Damage +8 (+10 Potential), Defense +8 (+10 Dodge), Initiative +4

Drawbacks:
Weakness (Electrical Attacks, Moderate, Common) [-3]

Complications:
Responsibility (Teen Titans)
Reputation (Nearly Took Over the Earth)

Abilities: 18 /Skills: 68--17 / Feats: 8 / Powers: 87 / Saves: 7 /Combat: 36 /Drawbacks: -3 (170)

-This is the build for Cyborg's incarnation as the Golden Shape-Changer Guy on the 90s Titans. He was less interesting in this form, being the same "I wanna be HUMAN" Cyborg he was back in the 80s, but as the team's "Plastic Man", back when a ton of DC heroes were kicking around with elongation powers. He of course got over this phase fairly quickly.
-And this Victor Stone build costs a ton, thanks to a fairly powerful Shapeshift effect taking the place of many of his other talents. He usually sticks to stretching, detecting, additional Super-Strength or Impervious Toughness, and morphing, leaving his Blaster-type powers by the wayside more often than not. Note that his will save actually DROPS from it's prior levels, thanks to the mess with the Technis leaving him alot more confused.
Last edited by Jabroniville on Mon Aug 31, 2009 12:12 pm, edited 1 time in total.
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Postby Jabroniville » Sat Jul 26, 2008 11:59 pm

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RAVEN (Raven)- circa 1990s Teen Titans
PL 10 (150)
ST 8 (-1) DEX 14 (+2) CON 10 INT 16 (+3) WIS 20 (+5) CHA 14 (+2)

Skills:
Bluff 4 (+6)
Concentration 10 (+15)
Diplomacy 4 (+6)
Intimidate 10 (+12)
Knowledge (Arcane Lore) 4 (+7)
Knowledge (Theology & Philosophy) 8 (+11)
Notice 4 (+9)
Sense Motive 4 (+9)

Feats:
Attack Focus (Soul-Self Powers) 8, Distract (Intimidate), Interpose, Startle, Trance

Powers:
Teleport 4 (Feats: Change Direction, Change Velocity, Easy) (Extras: Accurate) [15]
AP: Super-Movement 3 (Dimensional Movement 1)
Healing 8 (Flaws: Empathic, Tiring) [4]
Emotion Control 8 (Flaws: Limited- Calm Only) [11]
AP: Mind Reading 12 (Flaws: Limited- Emotions Only)
AP: Telelocation 9

"Soul Self" Alternate Form 15 (Soul Energy) (Flaws: Projection) [60]
Move Object 4 (Extras: Affects Others) (13)
AP: Flight 4
Force Field 10 (Feats: Progression 2) (Extras: Affects Others) (Flaws: Feedback) (12)
Insubstantial 3 (15)
Stun 10 (20)
Teleport +0 (Progression 5) (Extras: Area-Burst, Attack) (14)
AP: Super-Movement +0 (Progression 5, Extras: Affects Others, Attack)-- (74)

Saves:
Toughness +0 (+10 Soul Self), Fortitude +3, Reflex +4, Will +10

Combat:
Attack +2 (+10 Soul-Self Powers), Damage -1 (+8 Emotion Control, +10 Stun), Defense +8, Initiative +2

Drawbacks:
Weakness (Away from Soul-Self for One Minute, Major, Con Damage, One Minute) [-6]

Complications:
Responsibility (Teen Titans)
Responsibility (Azarath)
Reputation (The Daughter of Trigon)

Abilities: 12 /Skills: 48--12 / Feats: 12 / Powers: 90 / Saves: 10 /Combat: 20 /Drawbacks: -6 (150)

-Raven pretty much hit her peak in the 80s and never really recovered. And she had an excellent little story to tell, and was YEARS ahead of her time. How so? Well, she was GOTH before goth was here, EMO before emo was here, and she was expressing 80s angst on a 1990s level. THAT's how ahead of her time she was. Plus she's one of the only women in comics not drawn without a huge rack, which alone makes her frighteningly unique (that club includes her, Kitty Pryde, Terra, and.... uh.....)
-The whole "Daughter of Trigon" thing kinda got overused here and there in the Wolfman/Perez era (usually being part of her generic dialogue, sorta like Claremontisms were to X-characters, but MAN did it hit a peak in a couple stories, particularly when Trigon takes over the whole earth except for the main Titans, and they alone have to stop him.
-Raven had some tough times ahead after that, though. She turned "Evil Raven" AGAIN at Nightwing & Starfire's wedding (this was well into the "Wolfman is losing his marbles" era), then she became White Raven (who was all smiley and happy), then Gold Raven (an energy being). Then in the new 2000s Titans series, she got reborn as Old-School Raven (much like poor Cyborg, who'd been altered the same number of times by that point), and even got jiggy with CHANGELING of all people.
-Raven probably counts as one of the tougher people I've had to build. Keeping her in caps wasn't so hard, but actually figuring out all the stuff she does and putting it down to stats is really hard. Mostly, that comes from her mystic-like sensibilities, where all her crap is easy to write, but hard to quantify. I mean, she can Teleport, right? But not that far (unless going to an alternate dimension), and she can't take people with her. UNLESS she's in Soul Self form, when she can carry the whole team with her, even unwillingly. So I had to split her Teleport power into two types, one of which adds to the other. Raven's Soul Self is helpfully literally statted out in the Ultimate Power book as "Flaws: Projection" to Alternate Form, to save me finding some way of putting "Astral Projection" onto it. Basically, she's stuck as regular, unconscious Raven while she's her Soul Self energy form (which can pass through solid objects, Teleport, Stun people, protect people with a Force Field, and fly around with her teammates inside her). I could swear I've seen her just transform into the damn thing too, but maybe that's just her form using Move Object on Raven herself (which I guess is possible given the rules). Note also that she can Heal and calm people, though both are fairly weak effects (Healing especially does a number on her).
-Raven's also expressed a handful of other powers. She HAS made Wally West love her, and can cause fear in people. But these are used so rarely I'll classify them as Power Feats on Emotion Control.
Last edited by Jabroniville on Mon Aug 31, 2009 12:21 pm, edited 2 times in total.
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Postby Jabroniville » Sun Jul 27, 2008 12:03 am

And that does it for my Teen Titans builds! If anyone asks, I didn't stat the Young Justice crew or the One Year Later guys because I'm mostly unaware of that era, and didn't care for most of the characters too much. Well, that one was pretty fun- plenty of Morts to make fun of (YOU SUCK, Danny Chase; I'm glad you're dead!), and plenty of awesome characters that fit PL caps (and others that don't). The hardest to fit into caps were Cyborg & Starfire, and the hardest to stat all-around was Raven, which is why I saved her for last. But I can honestly say that's the most accurate Raven I could possibly do.

For my next project, I'm gonna toss out a bunch of Titans Villains builds. Not many, but I'll do the Fearsome Five, The Brotherhood of Evil, and Cheshire. That'll add up to about 10-11 people.

THEN, after all that, I have a Big Project. I was gonna do Avengers, but something else hit me. Guys who don't get done a lot on the ATT. I'm doing....

"DAMN FOREIGNERS"

That's right, all of Marvel's sometimes-dorky, sometimes-decent foreign heroes! That includes ALL of Alpha Flight, Gamma Flight, Epsilon Flight (or whatever the hell they're using these days), and a handful of those crappy heroes that showed up for The Contest of Champions.

So those of you who were chomping at the bit to see builds of Puck, Marrina, Defensor and that Australian guy with the magic bullroarer, you're in for a treat.
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Postby MorningKnight » Sun Jul 27, 2008 10:53 am

BRAVO on the Titans builds. BRAVO!

And funny Mort bashing, though, I gotta admit, I liked that Pantha was unattractive.
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Postby Jabroniville » Tue Jul 29, 2008 12:32 am

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WARP (Emil LaSalle)- circa 1980s Teen Titans
PL 10 (150)
ST 14 (+2) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)

Skills:
Bluff 4 (+5)
Escape Artist 4 (+6)
Intimidate 6 (+7)
Knowledge (Streetwise) 4 (+5)
Language (French, English) 1
Notice 5 (+6)
Sense Motive 4 (+5)
Stealth 4 (+6)

Feats:
Dodge Focus 2, Improved Initiative 2, Set-Up, Teamwork

Powers:
Teleport 10 (Feats: Change Direction, Change Velocity, Easy, Progression 3, Turnabout) (Extras: Accurate, Affects Others, Attack, Selective Attack) [67]
Flight 4 [8]

"Warp Armour" Device 2 (hard to lose) [8]
Protection 4 (Extras: Impervious) (8)

Saves:
Toughness +2 (+6 Armour), Fortitude +4, Reflex +5, Will +3

Combat:
Attack +8, Damage +2 (+10 Teleport Attack), Defense +6 (+8 Dodge), Initiative +10

Abilities: 18 /Skills: 32--8 / Feats: 6 / Powers: 83 / Saves: 7 /Combat: 28 (150)

-Starting out the Brotherhood of Evil builds (I'm only doing the members that pertain to the Wolfman-era Titans- Phobia, Warp, Plasmus & Houngan) is Warp, the team's Teleporter. This whole team basically existed as an early threat to the Titans, having been used as a Doom Patrol villain team earlier. In the Titans, they quickly killed the useless members Wolfman/Perez didn't feel like using, and stuck in new villain designs they liked.
-And of coursre, with all the feats tacked onto it, Teleport can be an EXTREMELY expensive power, particularly when it's your main thing. For reasons that were never adequatly explained, Warp could also fly. He's pretty much only a team player-type, as his only ability to attack involves teleporting people in front of cars or underwater or something.
Last edited by Jabroniville on Mon Aug 31, 2009 12:22 pm, edited 2 times in total.
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Postby Jabroniville » Tue Jul 29, 2008 12:33 am

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HOUNGAN (Jean-Louis Droo)- circa 1980s Teen Titans
PL 10 (99)
ST 14 (+2) DEX 14 (+2) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 14 (+2)

Skills:
Bluff 6 (+8)
Computers 8 (+10)
Craft (Mechanical) 4 (+6)
Disable Device 4 (+6)
Drive 3 (+5)
Handle Animal 4 (+6)
Intimidate 4 (+6)
Knowledge (Streetwise) 2 (+4)
Knowledge (Arcane Lore) 6 (+8)
Language (Haitian/French, English) 1
Notice 5 (+7)
Search 3 (+5)
Sense Motive 4 (+6)
Sleight of Hand 4 (+6)
Stealth 4 (+6)
Survival 6 (+8)

Feats:
Dodge Focus 2, Ritualist, Set-Up, Teamwork

Powers:
"Voodoo Dolls" Device 9 (easy to lose) [27]
Pain 10 (Feats: Precise) (Extras: Alternate Save- Fortitude +0) (Flaws: Limited- Must Study Genetic Material of Target First) (41)

Saves:
Toughness +2, Fortitude +4, Reflex +3, Will +5

Combat:
Attack +4, Damage +2 (+10 Pain), Defense +6 (+8 Dodge), Initiative +2

Abilities: 24 /Skills: 68--17 / Feats: 5 / Powers: 27 / Saves: 6 /Combat: 20 (99)

-Houngan is a classic "Not what you expect" character, a villain who practices voodoo, via MACHINES. He builds these little voodoo dolls with a mechanical stylus, and uses the 'fetish' to inflict pain on his targets from this connection. A nasty little bugger, but a bit useless outside of this one ability.
Last edited by Jabroniville on Mon Aug 31, 2009 12:23 pm, edited 1 time in total.
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Postby Jabroniville » Tue Jul 29, 2008 12:35 am

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PLASMUS (Otto Von Furth)- circa 1980s Teen Titans
PL 9 (165)
ST 14/26 (+2/+8) DEX 10 CON -- INT 10 WIS 10 CHA 10

Skills:
Intimidate 4 (+4)
Language (German, English) 1
Notice 3 (+3)

Feats:
All-Out Attack, Attack Focus (Melee) 4, Fearsome Presence 2, Improved Grab, Startle, Teamwork

Powers:
"Plasma Body"
Enhanced Strength 12 [12]
Corrosion 11 (Extras: Duration- Continuous +3, Aura, Penetrating 8) (Flaws: Permanent) [74]
Immunity 30 (Fortitude Effects) [30]
Insubstantial 1 (Feats: Selective) [6]
Protection 6 [6]
Regeneration 8 (Feats: Regrowth) (Injured 3, Disabled 5) [9]

Saves:
Toughness +6, Fortitude --, Reflex +2, Will +3

Combat:
Attack +2 (+6 Melee), Damage +8 (+11 Plasma Touch), Defense +5, Initiative +0

Abilities: -6 /Skills: 8--2 / Feats: 10 / Powers: 137 / Saves: 5 /Combat: 14 (165)

-Plasmus has one of the more unfortunate power-sets for a super-villain to have, in that his TOUCH is FATAL, which means of course that he CAN NEVER USE IT on a super-hero, or the story's over. This means that he kinda has to putz around not hitting anybody, and instead just burn through bricks or metal or henchmen or something.
-Plasmus is only PL 9, since he's usually depicted as being kind of plodding, but the sheer cost of a Corrosion power that's an Aura and is always on no matter what makes up for it, giving him a PL 9 (165) build.
Last edited by Jabroniville on Mon Aug 31, 2009 12:24 pm, edited 2 times in total.
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