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.
Jabroniville
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Postby Jabroniville » Wed Feb 25, 2009 1:30 am

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CATSEYE (Sharon Smith)
Complete wasted opportunity
PL 10 (150)
ST 12/24 (+7) DEX 16/24 (+7) CON 14/24 (+7) INT 16 (+3) WIS 16 (+3) CHA 10

Skills:
Acrobatics 6 (+14)
Climb 8 (+15)
Craft (Artistic) 4 (+7)
Diplomacy 6 (+6)
Escape Artist 4 (+12)
Handle Animal 10 (+10)
Intimidate 6 (+6)
Notice 8 (+10)
Search 6 (+9)
Sense Motive 10 (+13)
Stealth 6 (+14)
Survival 6 (+9)

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Animal Empathy, Attack Focus (Melee) 4, Attractive, Beginner's Luck, Chokehold, Defensive Roll 2, Dodge Focus 2, Eidetic Memory, Endurance, Fast Overrun, Improved Critical (Claws), Improved Grab, Improved Trip, Power Attack, Set-Up, Startle, Takedown Attack

Powers:
"Lion Form" Alternate Form 9 [46]
Enhanced Strength 4 (4)
Enhanced Dexterity 8 (8)
Enhanced Constitution 6 (6)
Growth 4 (Drawbacks: Full Power) (11)

"Teeth & Claws" Strike 2 (Feats: Mighty, Split Attack) (4)
Additional Limb 1 (Tail) (1)
Super-Movement 2 (Wall-Crawling 2) (2)
Super-Senses 5 (Acute Scent, Extended Scent, Extended Sight, Tracking-Scent, Low-Light Vision) (5)
Speed 2 (2)
"Mane" Immunity 5 (Choking Damage) (Flaws: Half-Effect) (2) -- (45 points)

AP: "Cat Form" Alternate Form 4
Additional Limb 1 (Tail) (1)
Super-Movement 2 (Wall-Crawling 2) (2)
Super-Senses 5 (Acute Scent, Extended Scent, Extended Sight, Tracking-Scent, Low-Light Vision) (5)
Speed 2 (2)
Shrinking 8 (Drawbacks: Full Power) (7)

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

Combat:
Attack +7 (+11 Melee), Damage +1 (+7 Lioness, +9 Claws & Teeth), Defense +9 (+11 Dodge), Initiative +7

Complications:
Responsibility (Hellions)
Responsibility ("Furfriend" Rahne)
Secret (More Cat Than Human)

Abilities: 24 / Skills: 80--15 / Feats: 25 / Powers: 46 / Saves: 8 / Combat: 32 (150)

-Catseye was probably my favourite Hellions member, with one of the most interesting backstories I've ever seen not to get explored further. See, when she was found, she was in full-on alley-cat form and COULDN'T SPEAK. That's right- she was less a girl who could turn into cats, than a CAT who could turn into a GIRL. Of course, being a cat, she was silly, flighty, had the most unique way of talking I've ever read ("Mutantgirl go hushabye!"), and didn't understand why she & her "furfriend" (Rahne) had to be rivals and not friends. And, as Emma Frost has pointed out (in a one-page pin-up descriptor- which is sadly the most information we got on many Hellions), she's furiously intelligent despite her lack of mental and social skills, and has an instinctive ability to know when she's being lied to. Oh, and she's threatened to gut Empath if he ever tries any of his tricks on her. So points there. Her death remains one of the great 'what-ifs' in comics, because if a decent writer (it was the Iron Age, so not likely) got a hold of the 'more cat than human' concept, she could've been great.
-Catseye as a hypothetical adult version packs much more power and accuracy than her teen self, though she keeps most of the same powers. Further knowledge of the rules and how to do builds lets me go the easier route of Alternate Form instead of complicated "Metamorphs" and the like, and allows her the two basic forms (though the small catlike one is a little less useful to say the least). She's strong, fast, accurate and has several movement abilities (Wall-Crawling being particularly non-lionlike of her), in addition to a lion's full mane (despite being female), giving her than Immunity to choking that I gave my Lion builds during my Animal Build phase. I would actually really like to play a character like this in a game, given the role-playing difficulties of getting a catlike persona across.

Jabroniville
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Postby Jabroniville » Wed Feb 25, 2009 11:36 pm

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ROULETTE (Jennifer Stavros)
PL 10 (150)
ST 10 DEX 18 (+4) CON 12 (+1) INT 12 (+1) WIS 16 (+3) CHA 18 (+4)

Skills:
Acrobatics 4 (+8)
Bluff 8 (+12)
Concentration 3 (+6)
Diplomacy 3 (+7)
Drive 2 (+6)
Escape Artist 4 (+8)
Knowledge (Streetwise) 7 (+8)
Notice 6 (+9)
Profession (Card Shark/Gambler) 8 (+9)
Sense Motive 6 (+9)
Sleight of Hand 10 (+14)
Stealth 4 (+8)

Feats:
Defensive Roll 2, Distract (Bluff), Dodge Focus 3, Fascinate (Bluff), Grappling Finesse, Improved Aim, Improved Defense, Set-Up

Powers:
Probability Control 8 (Extras: Fortune- Affects Others, Jinx, Ranged) [59]
AP: Damage (Perception, Penetrating) 10
AP: Super-Movement 1 (Slow Fall)
AP: Deflect (All Attacks) 10

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

Combat:
Attack +8, Damage +0 (+10 "Bad Luck Damage", Defense +7 (+10 Dodge), Initiative +4

Complications:
Responsibility (Hellions)
Secret (Cares for Empath)

Abilities: 26 / Skills: 68--17 / Feats: 11 / Powers: 59 / Saves: 7 / Combat: 30 (150)

-Roulette was frequently a victim of her 'ally' Empath's manipulations (the impression given that she really liked him, but he just toyed with her emotions because he's a supreme, royal dick), but usually took a supporting role in combat, causing the New Mutants to miss their attacks, screw up, have things fall on them, and to allow herself to fall harmlessly from nearly any height. The catch was she had to toss "Good Luck" or "Bad Luck" discs at whatever she was affecting.
-Boosting Roulette to a PL 10 REALLY upped her costs, as Probability Control is among the most costly powers in the game, especially with all the Extras on it. Getting full-blown Ranged capability instead of just Thrown, I made some guesswork as to what Roulette would be capable of should she gain in powers and experience. So she's very skilled (expensively so) and has some lethal powers (Perception Range Penetrating Damage is nuts on anyone), and is good on Defense when using her powers to Deflect everything.

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Postby Jabroniville » Thu Feb 26, 2009 12:02 am

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JETSTREAM (Haroun ibn Sallah Al-Rashid)
PL 10 (150)
ST 14 (+2) DEX 18 (+4) CON 16 (+3) INT 12 (+1) WIS 12 (+1) CHA 14 (+2)

Skills:
Acrobatics 4 (+8)
Bluff 5 (+7)
Computers 7 (+8)
Diplomacy 4 (+6)
Intimidate 5 (+7)
Knowledge (Current Events) 5 (+6)
Language (Moroccan, English) 1
Notice 7 (+8)
Pilot 4 (+5)
Sense Motive 6 (+7)

Feats:
All-Out Attack, Defensive Roll 1, Dodge Focus 2, Evasion, Fast Overrun, Favored Environment (Airborne) 2, Improved Critical (Plasma Blast), Improved Overrun, Move-By Action, Power Attack, Takedown Attack, Teamwork

Powers:
Flight 8 [16]

"Plasma Field"
Plasma Aura 4 [16]
Plasma Control 10 [21]
AP: Force Field 6

"Cybernetic Computer Systems" Super-Senses 4 (Direction Sense, Sonar) [4]

Saves:
Toughness +3 (+4 D.Roll, +10 Force Field), Fortitude +5, Reflex +8, Will +5

Combat:
Attack +8 (+10 Airborne), Damage +2 (+4 Aura, +10 Plasma Control), Defense +8 (+10 Airborne), Initiative +4

Complications:
Responsibility (Hellions)
Rivalry (Cannonball)

Abilities: 26 / Skills: 48--12 / Feats: 14 / Powers: 56 / Saves: 10 / Combat: 32 (150)

-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.
-Jetstream got a BIG upgrade in my hypothetical adult version. His generic flying ability via plasma from his feet has become a full-blown Blaster archetype, complete with Force Field AP, an Aura, and a +10 Blast effect. 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. No longer just an annoying team player, he'd have fit in perfectly in the era of generic 90s Blaster guys on every single team.

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Postby Geekery » Thu Feb 26, 2009 7:31 pm

A big "thanks" for the Hellions builds, Jabroniville. Nostalgia value here is high; your historical commentary reminds me what I enjoyed about many of these books before I was driven off in the '90s.
no, grant morrison is never right about anything.
--BARON

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Postby Libra » Fri Feb 27, 2009 8:55 am

Jolly Good work Jabroniville, keep it up! :D
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.

Jabroniville
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Postby Jabroniville » Fri Feb 27, 2009 6:14 pm

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TAROT (Marie-Ange Colbert)
PL 10 (150)
ST 11 DEX 18 (+4) CON 14 (+2) INT 12 (+1) WIS 18 (+4) CHA 14 (+2)

Skills:
Acrobatics 5 (+9)
Bluff 4 (+6)
Concentration 3 (+7)
Diplomacy 4 (+6)
Knowledge (Arcane Lore) 7 (+8)
Knowledge (Pop Culture) 4 (+5)
Language (French, English) 1
Notice 4 (+8)
Sleight of Hand 5 (+9)
Stealth 3 (+7)

Feats:
Attack Focus (Melee) 2, Defensive Roll 2, Dodge Focus 2, Improved Defense

Powers:
"Tarot Card Summoning/Bestowing"
Variable Power 13 (Multiple Powers x7) (Flaws: Limited- Images on Tarot Cards Only, Full-Round Action) [67]
Dynamic AP: Animate Objects 10 (Feats: Progression 3) (Extras: Additional Type- Images, Horde) (Flaws: Limited- Images on Tarot Cards Only)

Super-Senses 4 (Precognition) (Flaws: Check Required- Knowledge: Arcane Lore) [2]

Saves:
Toughness +2 (+4 D.Roll, +10 Armour from Variable Power), Fortitude +4, Reflex +6, Will +5

Combat:
Attack +8 (+10 Melee), Damage +0 (+10 Variable Power), Defense +8 (+10 Dodge), Initiative +4

Complications:
Rivalry (New Mutants)
Responsibility (Hellions)

Abilities: 27 / Skills: 40--10 / Feats: 7 / Powers: 69 / Saves: 5 / Combat: 32 (150)

-Tarot was more of a hanger-on personality-wise (the other Hellions were all WAY more interesting as characters), but her power was by far the strangest and potentially the most powerful. Image Summoning is one of those comic-book powers that is INSANELY under-powered compared to what it potentially could be, which is probably why she was limited to pulling stuff from Tarot cards. Her summons were always image-specific (the Lovers could fly and stuff like that), and she typically just threw one down to back up her teammates, or let them fly. Potentially, she could throw down several at once, but I don't think she ever could do this by this point in the series. She had much more potential than true power. Oddly, she's the only Hellions member to survive the initial 'killings' when Fitzroy attacked them (Empath ran away, Warpath, Magma & Firestar weren't there), being resurrected much later, but nobody really paid any attention to it.
-Tarot's Image Summoning has modified itself into Variable Power as of her last appearance, as she can now give HERSELF the abilities of her cards instead of just summoning them. This makes her power MUCH more expensive, but also much handier, as she fits PL 10 by giving herself strength, speed, a blast, whatever she needs.

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Postby Jabroniville » Fri Feb 27, 2009 8:01 pm

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THE TRAPSTER (Peter Petruski)-
Rivals "The Shocker" for title of Marvel's biggest jobber
Villain of: The Fantastic Four
PL 9 (108)
ST 14 (+2) DEX 16 (+3) CON 16 (+3) INT 14 (+2) WIS 10 CHA 10

Skills:
Bluff 4 (+4)
Craft (Chemicals) 6 (+8)
Drive 2 (+5)
Intimidate 2 (+2)
Knowledge (Streetwise) 4 (+6)
Notice 4 (+4)
Pilot 2 (+5)

Feats:
Attack Focus (Ranged) 2, Dodge Focus 2, Improved Aim, Set-Up, Teamwork

Powers:
"Trapster Costume" Device 11 (hard to lose) [44]
Protection 2 (2)
Super-Movement 1 (Wall-Walking) (2)
Immunity 5 (Snares & Grappling) (5)
"Glue-Gun" Snare 10 (Feats: Split Attack 2, Reversible, Tether) (Extras: Constricting, Contagious) (47)
AP: Snare 10 (Feats: Reversible, Tether) (Extras: Area-Line)
AP: Super-Movement 1 (Swinging)
AP: Friction Control (Flaws: Range) -- (55 points)

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

Combat:
Attack +6 (+8 Ranged), Damage +2 (+10 Snare), Defense +7 (+9 Dodge), Initiative +3

Drawbacks:
Normal Identity (Peter Petruski, Out of Costume) [-2]

Abilities: 20 / Skills: 24--6 / Feats: 7 / Powers: 44 / Saves: 7 / Combat: 26 / Drawbacks: -2 (108)

-The Trapster started his career as the ridiculously-named Paste Pot Pete in the sixties, and has yet to live that down. So they could "Catman" him all they like with power-ups, genius, etc., but he will ALWAYS be a joke. Much like Aquaman (EAT it, fishface-fans!). He's been good enough to stick around as a nothing Frightful Four member for eons, so he'll probably always have a place in the Marvel Universe, but MAN is he still ever lame.
-Amazingly making PL 9, that's because he's still got a vicious Snare. It can constrict (at least it did to Shooting Star in that Canadian Spidey book that came out where he teamed up with the safe-practicing bicycle-kids the RIGHT RIDERS to stop the Frightful Four), make things slippery OR sticky, AND it will stick to anyone touching it or anyone wrapped up in it. So he's a pain in the ass, and dangerous in a team battle, but not exactly full-statted out or anything.

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Postby Jabroniville » Sat Feb 28, 2009 12:09 pm

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DREADKNIGHT (Bram Velsing)-
Failed legacy character
Villain of: Iron Man
PL 9 (148)
ST 14 (+2) DEX 16 (+3) CON 16 (+3) INT 18 (+4) WIS 14 (+2) CHA 14 (+2)

Skills:
Bluff 6 (+8)
Computers 4 (+8)
Craft (Electronic) 8 (+12)
Craft (Mechanical) 8 (+12)
Diplomacy 4 (+6)
Disable Device 4 (+8)
Gather Information 4 (+6)
Handle Animal 8 (+10)
Intimidate 6 (+8)
Knowledge (Life Sciences) 8 (+12)
Knowledge (Streetwise) 6 (+10)
Knowledge (Technology) 9 (+13)
Language (Latverian, English) 1
Notice 6 (+8)
Ride 10 (+13)
Search 4 (+6)
Sense Motive 4 (+6)

Feats:
Blind Fight, Defensive Roll, Dodge Focus 2, Equipment 2, Fast Overrun, Favoured Environment (Airborne) 2, Power Attack, Sidekick 15 (Hell-Horse)

Powers:
"Dreadknight Armour" Device 2 (hard to lose) [8]
Protection 5 (Extras: Impervious) (10)

"Power-Lance" Device 5 (easy to lose) [15]
"Electro-Magnetic Force Beams" Blast 10 (Extras: Improved Critical) (23)
AP: "Steel Bolas" Snare 8
AP: "Penetro-Shell Missiles" Blast 6 (Extras: Explosion)

"Carbon-Dioxide Pistol" Device 4 (easy to lose) [12]
Sleep 5 (Extras: Area-Cloud) (20)

Saves:
Toughness +3 (+8 Armour), Fortitude +6, Reflex +5, Will +4

Combat:
Attack +6 (+8 Airborne), Damage +2 (+10 Power-Lance), Defense +6 (+8 Airborne, +10 Dodge), Initiative +3

Abilities: 32 / Skills: 100--25 / Feats: 25 / Powers: 35 / Saves: 7 / Combat: 24 (148)

THE HELL-HORSE PL 8 (73), Minion Rank 5, Sidekick Rank 15
ST 24 (+7) DEX 16 (+3) CON 22 (+6) INT 2 (-4) WIS 12 (+1) CHA 6 (-2)

Skills:
Intimidate 6 (+4)
Notice 6 (+7)
Sense Motive 2 (+3)
Survival 2 (+3)

Feats:
Attack Focus (Melee) 4, Endurance, Environmental Adaptation (High Altitudes), Fast Overrun, Fearsome Presence, Improved Critical (Hoof), Power Attack

Powers:
Super-Senses 3 (Extended Vision, Low-light Vision, Radius Sight) [3]
Speed 3 [3]
Protection 2 [2]

Flight 4 (Drawbacks: Winged) [7]
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]

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

Combat:
Attack +5 (+9 Melee, +8 Size), Damage +7, Defense +9 (+8 Size), Initiative +3

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

Abilities: 10 / Skills: 16--4 / Feats: 9 / Powers: 24 / Saves: 6 / Combat: 28 / Drawbacks: -8 (73)


-Dreadknight's strictly minor-league, a guy brought in to replace the first Black Knight once he'd died and passed on a legacy to his heroic relative. He showed up from time-to-time, doing little (though he was a Frightful Four member against Spidey, the Rangers & the RIGHT-RIDERS!), and appears to have stopped being a costumed criminal these days. I guess there were enough Engineers-turned-supervillains who make one or two breakthroughs and then never touch science ever again (seriously, he makes a BAT-WINGED HORSE, and then just never does anything else with his biology genius?).
-Dreadknight's an expensive PL 9 because of how expensive all his Skills & the Sidekick ranks are. Making the horse a Minion would bring him more into his PL costs, but it needlessly weakens him, especially since he's already limited to his Favoured Environment to be used properly. For a guy who tangles with Iron Man, he sure doesn't have that much going for him. He's not even super-strong!

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Postby Jabroniville » Sat Feb 28, 2009 12:46 pm

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"Top of the pyramid for a reason, bitch."


TITANIA (Mary "Skeeter" MacPherran)-
Resolute B-League Villainess
Villain of: She-Hulk, Spider-Man, The Fantastic Four
PL 10 (135)
ST 34 (+12) DEX 16 (+3) CON 30 (+10) INT 10 WIS 10 CHA 10

Skills:
Bluff 4 (+4)
Intimidate 8 (+8)
Knowledge (Streetwise) 4 (+4)
Notice 4 (+4)

Feats:
All-Out Attack, Attack Focus (Melee) 2, Attractive, Chokehold, Dodge Focus 2, Endurance, Improved Critical (Unarmed) 2, Improved Grab, Improved Grapple, Improved Pin, Power Attack, Rage, Takedown Attack, Taunt

Powers:
Super-Strength 8 (Feats: Groundstrike, Shockwave) [18]
Protection 2 (Extras: Impervious 8) [10]
Leaping 2 [2]
Immunity 4 (Poison, Disease, Heat, Cold) [4]

Saves:
Toughness +12, Fortitude +10, Reflex +5, Will +3

Combat:
Attack +6 (+8 Melee), Damage +12, Defense +6 (+8 Dodge), Initiative +3

Abilities: 50 / Skills: 20--5 / Feats: 17 / Powers: 34 / Saves: 5 / Combat: 24 (135)

-Titania was born in the 1980s Secret Wars series, a hellaciously fun series of little more than giant feats from super-heroes beating the snot out of super-villains (though it was clumsily written and everyone at Marvel hated it because Jim Shooter wouldn't let anyone but himself do it). Coming out as a new villain created by Dr. Doom, she's a brick and a half, pummeling heroes left and right, before a humiliating defeat by Spider-Man left her emotionally crippled for years. Unlike Volcana, who mostly disappeared from comics, Titania became a constantly recurring villain in the thread of Wrecking Crew guys and the like. Thus, she is one of the more successful villains of the 80s.
-Basically, Titania is She-Hulk, minus almost all her Skills & Feats. She almost exactly matches up otherwise, but only has two cap-manipulating Combat Feats, and VERY low mental abilities, which are her weakness. So she's your average Brick, but someone like Spider-Man or She-Hulk can handle her pretty evenly in a fight.

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Postby Jabroniville » Sun Mar 01, 2009 3:07 am

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DONALD PIERCE-
Defines the Late 80s and Early 90s
Villain of: The X-Men, Wolverine
PL 9 (170)
ST 24 (+7) DEX 24 (+7) CON -- INT 20 (+5) WIS 16 (+3) CHA 18 (+4)

Skills:
Bluff 8 (+12)
Computers 8 (+13)
Craft (Mechanical) 8 (+13)
Craft (Electronics) 4 (+9)
Disable Device 6 (+11)
Intimidate 6 (+10)
Knowledge (Business) 5 (+10)
Knowledge (Current Events) 4 (+9)
Knowledge (Life Sciences) 4 (+9)
Knowledge (Streetwise) 5 (+10)
Knowledge (Technology) 6 (+11)
Notice 6 (+9)
Pilot 2 (+9)
Search 4 (+7)
Sense Motive 4 (+7)

Feats:
All-Out Attack, Beginner's Luck, Benefit (Wealth), Chokehold, Diehard, Dodge Focus 2, Eidetic Memory, Equipment 4, Fascinate (Bluff), Master Plan, Minions 8 (25 Soldiers), Power Attack, Startle

Powers:
"Cybernetic Body"
Regeneration 2 (Resurrection 2) [2]
Super-Strength 2 [4]
Protection 8 [8]
Leaping 2 [2]
Immunity 30 (Fortitude Effects) [30]

Saves:
Toughness +8, Fortitude --, Reflex +9, Will +7

Combat:
Attack +10, Damage +7, Defense +8 (+10 Dodge), Initiative +7

Drawbacks:
Vulnerable (Magnetics) [-2]
Vulnerable (Electrical Attacks) [-2]

Abilities: 42 / Skills: 80--20 / Feats: 24 / Powers: 46 / Saves: 6 / Combat: 36 / Drawbacks: -4 (170)

-Donald Pierce was a kind of throw-away villain of the first Hellfire Club, being based off of Claremont & Byrne's love of the TV shows of the 70s (his name is based off of Donald Sutherland and his character from the "M*A*S*H" movie, Hawkeye Pierce). A cyborg, he (along with Harry Leland) were just thugs compared to Shaw & Frost, but did okay at first. Wolverine later dissected Pierce's cybernetic limbs (in the storyline that MADE Wolverine- something that's amazing and spine-tingling to read even today, because back then Wolvie was actually the LEAST liked member of the X-Men, believe it or not), chasing him off. He's reappear constantly as Claremont got more and more into the 80s-style craziness of cybernetics and crazy crap like that, becoming a raging anti-mutant psychopath, allying with all sorts of nasties, including his buddies The Reavers. But he's always been a D-League X-villain, not powerful enough to really be worth anything, and one of MANY anti-mutant crazies out there, so no matter how many times someone writes THEIR Pierce story, he'll never move to the upper tier.
-Pierce isn't much of a physical monster, instead being a fairly scary average-range PL 9 guy with moderate Super-Strength and the ability to pretty much never die. He's more focused on his evil plans and having scores of minions around to do his dirty work.

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Postby Jabroniville » Sun Mar 01, 2009 11:57 am

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THE WIZARD (Bentely Wittman)-
Failed 60s Anti-Reed
Villain of: The Fantastic Four
PL 10 (165)
ST 12/30 (+10) DEX 14 (+2) CON 15 (+2) INT 29 (+9) WIS 16 (+3) CHA 16 (+3)

Skills:
Bluff 8 (+11)
Computers 6 (+15)
Concentration 4 (+7)
Craft (Electrical) 4 (+13)
Craft (Mechanical) 7 (+16)
Diplomacy 4 (+7)
Intimidate 4 (+7)
Knowledge (Earth Sciences) 4 (+13)
Knowledge (Life Sciences) 4 (+13)
Knowledge (Physical Sciences) 7 (+16)
Knowledge (Streetwise) 4 (+13)
Knowledge (Technology) 6 (+15)
Notice 5 (+8)
Pilot 4 (+6)
Sense Motive 5 (+8)

Feats:
Beginner's Luck, Contacts, Dodge Focus 2, Equipment 4, Inventor, Jack-of-All-Trades, Master Plan, Skill Mastery (Craft-Mech, Technology, Physical Sciences, Earth Sciences), Ultimate Skill (Craft-Mechanical)

Powers:
"Wizard Costume" Device 13 (hard to lose) [51]
Protection 8 (Extras: Impervious 5) (13)
"Anti-Gravity Discs" Flight 5 (Extras: Affects Others) (15)
Gravity Control 10 (23)
AP: Telekinesis
AP: "Mind Control Helmet" Mind Control 5 (Extras: Area-Burst)
AP: Mind Control 10
"Wonder Gloves"
Container 5 (Enhanced Strength 18 & Super-Strength 3) (27)
Dynamic AP: Electrical Control 10 -- (63 points)

Saves:
Toughness +2 (+10 Armour), Fortitude +5, Reflex +5, Will +7

Combat:
Attack +8, Damage +1 (+10 Wonder Gloves, Blast), Defense +8 (+10 Dodge), Initiative +7

Drawbacks:
Normal Identity (Bentley Whitman, Out of Costume) [-2]

Abilities: 42 / Skills: 76--19 / Feats: 13 / Powers: 51 / Saves: 10 / Combat: 32 / Drawbacks: -2 (165)

-The Wizard is sometimes a joke (especially in the purple giant-head costume), sometimes a real threat, but is generally built up as a kind of Anti-Reed Richards, leading the Frightful Four. Of course, Reed already HAS an Anti-Reed in Doom, so The Wizard's much more C-League as a result. His threats are usually at-best a mini-arc or minor inconvenience before a REAL threat comes into play.
-Wizard's mini-Reed stats make him interesting, but not a huge battlefield guy. He's only PL 9 on offense most of the time, depending on devices and trickery to get the big win. His Anti-Gravity Discs can be annoying, tossing people all ove the place, and he's got several weird tricks like Mind Control & Blasts in addition to an AP's Strength boost (normally not my favourite type of power as it's cheesy, but it fits since he can do one or the other most times), in addition to being hard to hurt. So he's a half-decent team villain for heroes to face off with.

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Postby Jabroniville » Mon Mar 02, 2009 11:15 am

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HARRY LELAND-
Lamest Hellfire Club Member
Villain of: The X-Men
PL 10 (85)
ST 10 DEX 8 (-1) CON 10 INT 16 (+3) WIS 14 (+2) CHA 14 (+2)

Skills:
Bluff 8 (+10)
Diplomacy 8 (+10)
Gather Information 4 (+6)
Investigate 4 (+6)
Knowledge (Civics) 10 (+13)
Knowledge (Streetwise) 4 (+7)
Notice 4 (+6)
Sense Motive 6 (+8)

Feats:
Benefit (Wealth)

Powers:
"Density Control"
Density 10 (Feats: Subtle) (Extras: Attack) [41]
(+20 St, +5 Imp. Toughness, +3 Immovable & Super-Strength)
AP: Gravity Control 10

Saves:
Toughness +0 (+5 Density), Fortitude +2, Reflex +2, Will +4

Combat:
Attack +2, Damage +0 (+10 Density, Gravity), Defense +4, Initiative +7

Abilities: 12 / Skills: 48--12 / Feats: 1 / Powers: 41 / Saves: 7 / Combat: 12 (85)

-Harry Leland, based visually off of Orson Welles, was the weak link of the Hellfire Club in their first appearance, merely getting rid of some X-Men by knocking them through the floorboards. His next fight and he was toast, as he made the mistake of affecting Wolverine's density while the X-Man was ABOVE him. By his next appearance, the portly dude died of a heart attack in mid-battle. That's the kind of villain he was- a one-trick pony who was possibly the weakest physical bad guy ever.
-Leland's no powerhouse by any means, but his one attack is pretty effective, particularly against others (since he's like PL 6 in close combat). He'd be an effective team guy if he had any half-decent Feats like Set-Up or Teamwork, but alas, he's just a fat tub of goo alongside better villains.
Last edited by Jabroniville on Fri Oct 23, 2009 11:15 pm, edited 1 time in total.

Jabroniville
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Postby Jabroniville » Mon Mar 02, 2009 11:42 am

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THE MANDRILL (Jerome Beechman)-
Black people's least-favourite super-villain
Villain of: Shanna The She-Devil, later Generic Marvel Baddie
PL 10 (143)
ST 24 (+7) DEX 20 (+5) CON 18 (+4) INT 14 (+2) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 4 (+9)
Bluff 8 (+10)
Climb 4 (+11)
Concentration 4 (+6)
Diplomacy 4 (+6)
Escape Artist 4 (+9)
Gather Information 4 (+6)
Intimidate 5 (+7)
Knowledge (Behavioral Sciences) 4 (+6)
Knowledge (Streetwise) 6 (+8)
Notice 6 (+8)
Search 5 (+7)
Sense Motive 5 (+7)
Stealth 5 (+10)
Survival 8 (+10)

Feats:
Attack Focus (Melee) 2, Distract (Bluff), Dodge Focus 2, Improved Pin, Minions 5, Power Attack

Powers:
Pheromones 10 (Feats: Progression) (Flaws: Limited- Women Only) (Drawbacks: Power Loss- Electric Shock to Victims -2) [29]

"Great Ape's Body"
Protection 2 [2]
Super-Senses 2 (Low-light Vision, Scent) [2]

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

Combat:
Attack +6 (+8 Melee), Damage +7 (+10 Pheromones), Defense +7 (+9 Dodge), Initiative +5

Abilities: 44 / Skills: 76--19 / Feats: 12 / Powers: 33 / Saves: 9 / Combat: 26 (143)

-The Mandrill started life as a Shanna villain, but since she's a D-level hero at best in the Marvel Universe, he got relegated to fighting other guys, his whole schtick being a distinctive visual presence combined with his alliance with Nekra. A mutant, the caucasian Beechman nonetheless looked black from birth (the white kid who looks black is an uncomfortable discussion enough, let alone the black-looking kid then turning INTO A MONKEY), before his mutant nature was revealed as a young man, turning him to his current appearance, and giving him control over women. And then it gets even MORE uncomfortable, as it's quite obvious several times that he has sexual conquests with these women, which is subject matter I always kinda hoped comics would avoid. In any case, he's at-best a minor-league villain, usually a henchman to a better one unless the opponent is Daredevil or somebody.
-Not that bad in combat, Mandrill gets some bonuses for being in the body of a monkey (though it's much bigger than any REAL mandrill's), and a very cheap power given it's capabilities. But Emotion Control powers with "Love Only" ends up saving you massive points, even with all the bonuses Pheromones sticks onto it. He'll more likely let his minions & controlled victims do some damage before jumping into melee himself, but at PL 8 offensively, he'll do in a pinch.
Last edited by Jabroniville on Mon Jun 28, 2010 1:06 am, edited 1 time in total.

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Postby Jabroniville » Mon Mar 02, 2009 12:00 pm

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No, really. How do those little wing-boob things stay on?


NEKRA (Nekra Sinclair)-
Well, sure, any self-respecting villainess would dress like that...
Villain of: Various
PL 10 (143)
ST 10/26 (+8) DEX 20 (+5) CON 12/24 (+7) INT 12 (+1) WIS 14 (+2) CHA 18 (+4)

Skills:
Bluff 6 (+10)
Escape Artist 4 (+9)
Intimidate 7 (+11)
Knowledge (Arcane Lore) 6 (+7)
Knowledge (Streetwise) 4 (+5)
Notice 6 (+8)
Sense Motive 6 (+8)
Stealth 5 (+10)
Survival 8 (+10)

Feats:
All-Out Attack, Attack Focus (Melee) 4, Attractive, Distract (Intimidate), Dodge Focus 2, Improved Critical (Unarmed), Minions 3, Power Attack, Rage, Startle, Takedown Attack

Powers:
"Rage-Based Attributes"
Enhanced Strength 16 [16]
Enhanced Constitution 12 [12]
Super-Strength 7 [14]
Protection 1 (Extras: Impervious 4) [5]
"Fangs & Claws" Strike 1 (Feats: Mighty) [2]

Speed 1 [1]
Leaping 1 [1]
Immunity 2 (Heat, Cold) [2]

Saves:
Toughness +8, Fortitude +9, Reflex +8, Will +5

Combat:
Attack +8 (+10 Melee), Damage +0 (+8 Raging, +9 Claws), Defense +8 (+10 Dodge), Initiative +5

Drawbacks:
Power Loss (All Powers, When Calm or Lacking Hate & Rage) [-3]
Normal Identity (Nekra Sinclair, Needs to Feel Hate or Rage) [-3]

Abilities: 26 / Skills: 52--13 / Feats: 17 / Powers: 53 / Saves: 8 / Combat: 32 / Drawbacks: -6 (143)

-Nekra is the ridiculously-underdressed companion to Mandrill most of the time, though has gone off on without him at the side of other villains. She's a black girl who was born albino (but with black hair- because it's comics and somebody failed Biology), developing mutant powers that made her vampiric in nature. She's either with Mandrill or The Grim Reaper as a lackey.
-Nekra's PL 9.5, but can get worse with her single Rage feat (the other abilities are more like Powers than a use of that Feat, so she only has one rank in it), having high physical abilities across the board. Working side-by-side with Mandrill and his pheromone manipulation, they can make a pretty deadly team. She's shown magical abilities in the comics, but they all come from getting ingredients and casting spells over vats of steaming whatever, so she can't whip out zapping spells, make zombies, or teleport on the fly like anyone with the "Magic" power can- it's all Arcane Lore & preparation, useless in battle. Her key weakness is that she has to be angry to use any of her powers- with her low Will Save, a hero with their own Emotion powers would finish her but good.

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luketheduke86
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Postby luketheduke86 » Mon Mar 02, 2009 1:35 pm

Wait so Mandrill was white but born black and Nekra was black but born white and pretty much for no particular reason. Am i the only one who finds that unnecessarily confusing? :? I mean being a Baboon man who mind-contols women to have sex with him is bad enough...


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