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

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Re: Jab's X-Men Builds!: King o/t Hill, Pushing Daisies, Cyclops

Postby Jabroniville » Wed Sep 16, 2009 10:48 pm

Image

THUNDERBIRD I (John Proudstar)
Eras: Giant-Size (for three issues!)
Nicknames: Johnny
Hook-Ups: Nocturne (Parallel Exiles Universe)
Finest Moment: ... Hah.
Role: The Sacrificial Buddy
PL 9 (135)
ST 26 (+8) DEX 18 (+4) CON 26 (+8) INT 12 (+1) WIS 10 CHA 10

Skills:
Acrobatics 2 (+6)
Bluff 2 (+2)
Climb 2 (+10)
Drive 2 (+6)
Handle Animal 4 (+4)
Intimdiate 8 (+8)
Knowledge (History) 2 (+3)
Knowledge (Tactics) 4 (+5)
Medicine 1 (+2)
Notice 8 (+8)
Pilot 2 (+6)
Profession (Soldier) 4 (+5)
Ride 4 (+8)
Search 7 (+7)
Sense Motive 4 (+4)
Stealth 4 (+8)
Survival 8 (+8)

Feats:
All-Out Attack, Attack Focus (Melee) 2, Chokehold, Crushing Pin, Diehard, Dodge Focus 2, Endurance, Fast Overrun, Improved Critical (Unarmed), Improved Grab, Improved Grapple, Improved Overrun, Improved Pin, Improved Trip, Power Attack, Rage

Powers:
"Mutant Powers: Superhuman Physiology"
Super-Strength 4 [8]
(heavy load: six tons)
Speed 3 [3]
Leaping 3 [3]
Super-Senses 4 (Extended Vision, Scent & Hearing, Tracking) [4]

Saves:
Toughness +8, Fortitude +9, Reflex +7, Will +4

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

Complications:
Responsibility (Little Brother James)
Responsibility (Apache Heritage)
Rivalry (Cyclops)

Abilities: 42 / Skills: 68--17 / Feats: 18 / Powers: 18 / Saves: 8 / Combat: 32 (135)

-Poor Thunderbird was just screwed, straight out of the gate. Literally EVERYTHING was against this guy. On a team with a strong guy, a tracker, a scrappy bastard, agile people & fast people (who could FLY), he was just a little bit less at all these things than his comrades. And while everybody had this fascinating, never-before-seen cultures (for super-heroes at least), he was just your average white-hating Injun, which had been done to death in Western comics 20 years earlier. The writers have since admitted that they had no real ideas for him, and his place on the team was already supplanted by the other X-Men, so it was decided right away to kill him off. And this alone is what sets him apart: his death was a "holy crap" wake-up call for the team, and made them all come together much more than earlier. By offing this Jerk-Ass prick of a character, they ended up setting up the rest of the book's run to be more serious. Plus, they got little brother James (aka Warpath), and the Exiles T-Bird out of the deal. So you can see that John was far more valuable dead than alive.

-I figure most of the original Giant-Size team was PL 9 (135), having just learned their powers in many respects. John is kinda hard to nail down in terms of strength level, as he was unquestionably powerful, but likely well below Colossus. He could tear into a jet-plane well enough, but not rip it in half. He could run fast, jump far, and was very durable, but all at levels we never really got the chance to see tested. He's rather skillful (ex-military, plus lives on a reservation in the middle of nowhere), and he has a ton of Combat Feats for a guy who saw very little off (basically any all-out or strength-based Feat, he's got), so he's not too bad all-around.
Last edited by Jabroniville on Sat Sep 19, 2009 11:08 pm, edited 1 time in total.
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Re: Jab's X-Men Builds!: Pushing Daisies, Cyclops, Thunderbird

Postby Jabroniville » Thu Sep 17, 2009 8:28 pm

Image

WARPATH (James Proudstar)
Eras: The Hellions (1980s New Mutants rivals), X-Force (Bad-ass 90s era), modern-day X-Men/X-Force teams
Nicknames: Jimmy, Thunderbird II (original codename)
Hook-Ups: Siryn (long-standing X-Force crush, Risque (lame X-Force hook-up), Madame Hepzibah
Finest Moment: Showed newfound ass-kicking prowess with the X-Men in space.
Role: The Questionable Morals Good-Guy, The Mirror Sibling (of Thunderbird), The Hard-Luck Guy, The Team Strong Guy
PL 10 (165)
ST 30 (+10) DEX 18 (+4) CON 30 (+10) INT 12 (+1) WIS 14 (+2) CHA 12 (+1)

Skills:
Acrobatics 2 (+6)
Bluff 4 (+5)
Computers 4 (+5)
Diplomacy 4 (+5)
Drive 1 (+5)
Handle Animal 4 (+5)
Intimidate 8 (+9)
Knowledge (Current Events) 4 (+5)
Knowledge (History) 4 (+5)
Notice 6 (+8)
Search 4 (+6)
Sense Motive 5 (+7)
Stealth 4 (+8)
Surival 6 (+8)

Feats:
All-Out Attack, Attack Focus (Melee) 2, Diehard, Dodge Focus 2, Endurance, Fast Overrun, Improved Critical (Unarmed), Improved Critical (Vibranium Knives), Improved Grab, Improved Grapple, Interpose, Power Attack, Takedown Attack

Powers:
"Mutant Powers: Superhuman Physiology"
Super-Strength 5 (Feats: Thunderclap) (Heavy Load- 24 Tons) [11]
Leaping 2 [2]
Speed 2 [2]
Immunity 2 (Cold, Heat) [2]
Super-Senses 3 (Extended & Low-Light Vision, Scent, Hearing, Tracking) [5]

"Dual Vibranium Knives" Device 2 (easy to lose) [6]
Strike +2 (Feats: Mighty, Split Attack) (Extras: Penetrating 6) (10)

Saves:
Toughness +10, Fortitude +11, Reflex +7, Will +6

Combat:
Attack +6 (+8 Melee), Damage +12, Defense +8 (+10 Dodge), Initiative +4

Complications:
Responsibility (Fallen Tribe)
Responsibility (Hook-Up with Hepzibah)

Abilities: 56 / Skills: 60--15 / Feats: 15 / Powers: 28 / Saves: 8 / Combat: 28 (150)

-Warpath is one of my favourite comic book characters, mainly because I always loved the "Team Strongman" archetype, and I first got REALLY into comics around the time X-Force debuted, and there he was. His history is the usual jumble of random crap that Marvel guys from the 90s tend to have, too. He started out as the "newly introduced relative" (one of the most common comic book origins ever) of the original John "We Killed Him Right Away Because He Was Redundant" Proudstar, aka Thunderbird, debuting in X-Men to get his revenge, but realizing that was a hollow dream. Instead of an expected face turn, however, he ended up going BACK to his semi-evil cronies in the Hellions (as he still couldn't entirely forgive Xavier for his role in T-Bird's death- a nice, realistic resolution), becoming Thunderbird II, their leader.

-This went along fine for years, but circa Rob Liefeld jumping on board, James was modified. Since Robbie needed a Big Guy on his new team (it was the 90s- just look at every team from that era, and you'll see a steroid behemoth), someone made the decision to shoehorn James (who until that point had never really revealed mutant powers beyond being bigger and tougher than most normal people) into that role. He grew something like two feet (on an already tall guy), HUGE muscles, and started wearing his brother's old uniform full-time. He got to brawl with the Juggernaut (and managed to NOT GET KO'd!), lose to Strong Guy (in a move I LOATHED, because I hated Guido so much at this time), fall in love with Siryn in one of my fave storylines (because I ALSO had a crush on Siryn, of course), and grow ANOTHER couple feet under Tony Daniel's hyper-exaggerated pencils.

-He was pretty good as X-Force's powerhouse, left standing after hits that felled the entire team, etc., and getting some of the funnier lines in the books ("What say we make your dentist a VERY rich man?") and getting an unfortunate reference to liking "Porno For Pyros". But it wouldn't last, as the post-Nicieza years on the book left him with the ability to FLY for some ridiculous reason, and though that silly power was written out, he never recovered from the failings of the X-Force series by that point, and he vanished into the ether for years. Arising from Marvel Limbo only recently as one of the new pet project characters (among the safest places in comics), with new Vibranium knives, and a more reasonable build again.

-Warpath's a weird one to stat up, because he keeps coming up with new powers & skills, while altering his old set-up. Previously, Warpath was a classic "+12 Damage" physical powerhouse who could lift around 80-90 tons and slug it out with Strong Guy or Colossus. Nowadays, he's shown as MUCH weaker (though still very strong), but with a pair of Vibranium knives, and he's a 'cutty' hero now. So I altered my old balanced Warpath build into a new version who's got some Super-Senses & the Knives built onto him, and lowered his prior strength & toughness.
Last edited by Jabroniville on Sat Sep 19, 2009 11:14 pm, edited 3 times in total.
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Re: Jab's X-Men Builds!: Cyclops, Thunderbird, Warpath, Banshee

Postby Jabroniville » Thu Sep 17, 2009 9:17 pm

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BANSHEE (Sean Cassidy)
Eras: 1960s (Guest Shots), Giant-Size (for a few years, drops out before the Dark Phoenix Saga), Early 90s briefly, Generation-X (Mentor), Gen-X Movie & X-Men Toon (cameo)
Nicknames: Irish
Hook-Ups: Moira MacTaggart (80s-90s), Emma Frost (flirtations, mid-90s)
Finest Moment: Magneto actually says to the entire team "Of all of you, only HE (Banshee) is my equal!" (OR) Saving the entire team by demolishing Moses Magnum's entire Pacific base with his voice
Role: The Old Guard Hero to bring some cred to the newbie team, The Background/Cameo Guy (later Claremont years), The Mentor (Generation-X)
PL 10 (150)
ST 15 (+2) DEX 14 (+2) CON 16 (+3) INT 16 (+3) WIS 18 (+4) CHA 14 (+2)

Skills:
Bluff 5 (+7)
Computers 2 (+5)
Concentration 4 (+8)
Craft (Mechanical) 2 (+5)
Diplomacy 4 (+6)
Drive 2 (+4)
Gather Information 4 (+6)
Intimidate 2 (+4)
Investigate 7 (+11)
Knowledge (Civics) 2 (+5)
Knowledge (Current Events) 5 (+8)
Knowledge (History) 4 (+7)
Knowledge (Streetwise) 4 (+7)
Notice 4 (+8)
Perform (Piano) 3 (+5)
Pilot 5 (+7)
Profession (Interpol Agent, NYPD Officer) 7 (+10)
Search 4 (+8)
Sense Motive 4 (+8)
Stealth 3 (+5)
Survival 3 (+7)

Feats:
Attack Focus (Ranged) 2, Contacts (Interpol), Defensive Roll 2, Evasion, Improved Aim, Improved Trip, Move-By Action, Power Attack, Set-Up, Teamwork

Powers:
"Mutant Powers: Sonic Scream"
Sonic Blast 10 (Feats: Knockback 5, Improved Critical 2, Precise) (Extras: Area-Cone) (Flaws: Touch Range) [35]
AP: Sonic Blast 10 (Feats: Knockback 5, Improved Critical 2) (Extras: Area-Burst) (Flaws: Touch Range)
AP: Sonic Control 10 (Feats: Progression 3)
AP: Dazzle Hearing 10
AP: "Shattering Scream" Drain Toughness 10 (Extras: Ranged) (Flaws: Limited to Objects)
AP: "Stunning Scream" Stun 8
AP: "Dizzying Scream" Nauseate 8
AP: "Sonic Deflection Field" Force Field 3
Flight 6 (Drawbacks: Power Loss- Without Frilled Costume -2) [10]
Super-Senses 1 (Extended & Ultra-Hearing) [2]
Immunity 1 (Sonic Dazzles) [1]

Saves:
Toughness +3 (+5 Defensive Roll, +8 Field), Fortitude +5, Reflex +4, Will +6

Combat:
Attack +8 (+10 Ranged), Damage +2 (+10 Sonic Blast), Defense +8 (+10 Dodge), Initiative +2

Drawbacks:
Power Loss (Sonic Powers, after using Extra Effort, Major, Uncommon) [-3]

Complications:
Responsibility (Loves Moira MacTaggart)
Responsibility (Generation-X Kids)

Abilities: 33 / Skills: 80--20 / Feats: 12 / Powers: 48 / Saves: 8 / Combat: 32 / Drawbacks: -3 (150)

-I actually liked Banshee a lot. The guy just didn't have much luck, though- he's a HUGE part of the original Giant-Size line-up, constantly saving the day, and gets tons of lip service from the writers, as he's arguably the most powerful member of the entire team, and most versatile. The problem was, they got tired of him and de-powered him off the team JUST in time for him to miss out on the entire Dark Phoenix Saga, meaning that guess what? None of the major X-Fans that came in BECAUSE of that storyline (and the resulting 80s grittiness) even remember the poor bastard :)!

-So there Banshee sat on Muir Island, boinking Moira MacTaggart, and only showing up occasionally. He got a second run with the team in the early-90s, but it wasn't to last, and he & Moira became off & on as well. It wasn't until Generation-X came around that he got to play a major role, being the stodgy mentor to the young kinds. Despite all that, he was still unceremoniously killed off by Vulcan in a recent art. Sucks to be him.

-Banshee's fully-balanced on Offense, with a powerful Area Attack Blast & Dazzle, with a few handy APs attached to it, making him a fairly versatile Blaster (though he's vulnerable unless he's using an AP for his Deflection). He's also one of the more skilled X-Men, though honestly that didn't come up a whole lot during his first run- it was boosted in the Gen-X years and more, once he'd gotten more of a solo focus.
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Re: Jab's X-Men Builds!: Cyclops, Thunderbird, Warpath, Banshee

Postby EscherEnigma » Fri Sep 18, 2009 9:59 am

Magneto said Banshee was his equal? Neat. Didn't know that one.
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Re: Jab's X-Men Builds!: Cyclops, Thunderbird, Warpath, Banshee

Postby Arthur Eld » Fri Sep 18, 2009 10:22 am

Banshee was always pretty powerful. I remember one issue during the Phalanx saga where pretty much everything else has failed to stop this particular batch of the technorganics and its Jubilee, Emma Frost, and Synch. So Banshee lets loose and pretty much turns them to liquid goop. He might even deserve PL 11 status or possibly a Tiring Disintegration power, APed off his main powers.
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Re: Jab's X-Men Builds!: Cyclops, Thunderbird, Warpath, Banshee

Postby Jabroniville » Fri Sep 18, 2009 2:52 pm

Yeah, Banshee could arguably be called a PL 11 from his various stunts, but I classify all of them as Stunts & Extra Effort. Such expenditures of his powers nearly always leave him drained.
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Re: Jab's X-Men Builds!: Cyclops, Thunderbird, Warpath, Banshee

Postby Jabroniville » Fri Sep 18, 2009 7:59 pm

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"The only problem with the otherwise F#@!@# AWESOME X-Men Arcade Game? There's room for six players, but one of them has to pick ME."

DAZZLER (Alison Blaire)
Eras: 70s Guest Shots, Big late-80s run, modern-day team, Awesome 80s Arcade Game
Nicknames: Allie
Hook-Ups: Angel, Longshot (long-term)
Finest Moment: Knocked down GALACTUS once.
Role: The Fad-Based Superhero, The Joke
PL 9 (135)
ST 12 (+1) DEX 18 (+4) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 18 (+4)

Skills:
Acrobatics 5 (+9)
Bluff 1 (+5)
Computers 2 (+3)
Diplomacy 3 (+7)
Drive 3 (+7)
Knowledge (Current Events) 4 (+5)
Knowledge (Pop Culture) 8 (+9)
Notice 4 (+6)
Perform (Acting) 2 (+6)
Perform (Dancing) 4 (+8)
Perform (Singing) 8 (+12)
Pilot 2 (+6)
Sense Motive 2 (+4)
Stealth 4 (+8)

Feats:
Attractive, Defensive Roll 2, Distract (Perform- Singing), Dodge Focus 2, Improved Aim, Improved Critical (Laser Blast), Set-Up, Teamwork, Ultimate Skill (Singing)

Powers:
"Mutant Powers: Sound to Light"
"Laser Blast" Blast 10 (Feats: Split Attack) (Extras: Penetrating) (Flaws: Requires Sound) [27]
AP: "Flare" Dazzle Visuals 9 (Extras: Area-Burst) (Flaws: Requires Sound)
AP: "Equilibrium Assault" Nauseate 10 (Extras: Ranged) (Flaws: Requires Sound)
AP: "White Light Fog" Obscure Visuals 10 (Extras: Area-Burst) (Flaws: Requires Sound)
AP: "Illusions & 3-D Shapes" Illusion 10 (Flaws: Requires Sound, Distracting)
AP: "Trance-State" Stun 10 (Extras: Ranged) (Flaws: Requires Sound)
Immunity 15 (Dazzle Effects, Sonic Effects) [15]

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

Combat:
Attack +8, Damage +1 (+10 Stun/Dazzle/Blast), Defense +9 (+11 Dodge), Initiative +4

Complications:
Responsibility (Loves Longshot)
Fame
Responsibility (Career)
Prejudice (Known Mutant)
Enemy (Mojo)

Abilities: 28 / Skills: 52--13 / Feats: 11 / Powers: 42 / Saves: 8 / Combat: 34 (135)

-Dazzler... I just can't get into this character. Way too silly an origin, she's basically like Aquaman with her sheer amount of "no, NOW this character can be taken seriously!" stories & events. It never really works, because she's at-best a C-level character. Her main play came after her failed debut & series, when Chris Claremont added her to his grim 'n' gritty X-Men "In Australia" portion of his books. She hooked up with Longshot, and ended up vanishing to Mojoworld right before the Blue & Gold Strike Force era, where she's mostly stayed since. Apparently she's around again nowadays, but I haven't seen her.

-A PL 9 (135) Dazzle/Blast/Nauseate/Stun-based build, Dazzler's in good shape, but a minor-league X-Men compared to the big guns. Now, her powers here have some alteration to what they'd normally be, given the set-up for the Absorption power in the rulebook. I'd go with the standard "Absorption to Powers" schtick, with Limited to Sonic Energy & the Energy Conversion Feat, BUUUUUT... it deals strictly with +1 Damage converted to +2 pp for powers. But that's not how Dazzler's powers work. She can use a car crash, disco music, or any other sonic pulse for her powers, very little of which does actual damage (even as a Dazzle Auditory effect). So instead I stuck standard Blast with some APs, and threw the Requires Sound Flaw on them to showcase this, and then gave her a total immunity to sonic dazzles (Galactus once shoved the sound of a GALAXY EXPLODING to make her create a super-blast). See, she doesn't need to be damaged by sound, she just needs some loud noise PRESENT to use her powers.
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Re: Jab's X-Men Builds!: Cyclops, Warpath, Banshee, Dazzler

Postby Jabroniville » Fri Sep 18, 2009 11:52 pm

Image

"Uhh-HUH-HUH-HUH-HUH Huh-huh... Hey Beavis, this guy's name is..."

CH'OD
Eras: 80s Space Adventures, Modern-Day War of Kings (never X-Men, only Starjammers), Brief shots in 90s toon
Finest Moment: HIS NAME IS CHOAD
Role: Team Strongman
PL 9 (135)
ST 30 (+10) DEX 14 (+2) CON 30 (+10) INT 14 (+2) WIS 12 (+1) CHA 10

Skills:
Bluff 4 (+4)
Computers 5 (+7)
Diplomacy 4 (+4)
Drive 4 (+6)
Gather Information 4 (+4)
Handle Animal 8 (+8)
Intimidate 8 (+8)
Knowledge (Current Events) 5 (+7)
Knowledge (Tactics) 4 (+6)
Knowledge (Technology) 4 (+6)
Notice 5 (+6)
Pilot 4 (+4)
Search 2 (+3)
Sense Motive 3 (+4)
Survival 4 (+6)

Feats:
All-Out Attack, Attack Focus (Ranged) 2, Dodge Focus 2, Endurance, Environmental Adaptation (Aquatic & Swamp-Based), Equipment 3 (Laser Blasts +5, Autofire), Fearsome Presence 2, Improved Aim, Improved Grab, Improved Pin, Power Attack

Powers:
"Saurid Physiology"
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]

Super-Strength 5 (heavy load: 24 tons) [10]
Immunity 2 (Drowning, Heat) [2]
Swimming 5 [5]

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

Combat:
Attack +9 (+8 Size, +10 Ranged), Damage +10 (+5 Lasers), Defense +7 (+6 Size, +8 Dodge), Initiative +2

Complications:
Responsibility (The Starjammers)
Enemy (Shi'Ar Empire)

Abilities: 38 / Skills: 68--17 / Feats: 16 / Powers: 26 / Saves: 6 / Combat: 32 (135)

-Heh. He's named after the space between your colon and your wiener. Awesome. What are his siblings' names, Tay'nt & But'Thole? I actually liked this dude as a kid, because I had this weird thing where EVERY Team Strongman was my automatic favourite (I guess I was a skinny kid, so I was reacting to that somehow), and he was a pretty cool lizard-looking guy. He ended up getting about as much play as the rest of the non-Corsair Starjammers (that is to say, they did quickie cameos), even appearing only for a few panels in the recent "War of Kings". Me, I'm just curious how a race of Class 20 super-lizards failed to become more of a player on the cosmic scene.
-Ch'od is super-strong, quite fast for his size, and a good shot, making him a really well-balanced Starjammer. He's got a few tangential super-powers, but he's a really skilled PL 9 (135) Powerhouse who can also hit at range.
Last edited by Jabroniville on Sat Sep 19, 2009 11:10 pm, edited 1 time in total.
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Re: Jab's X-Men Builds!: Warpath, Banshee, Dazzler, Ch'od

Postby Jabroniville » Sat Sep 19, 2009 6:24 pm

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THE BEAST (Dr. Henry McCoy)
Eras: Original Roster, 80s Cameos, X-Factor, Blue Strike Force, Regular Roster since then, Every Cartoon, X-3
Nicknames: Hank, Bouncing Blue-Eyed Beast, Bones
Hook-Ups: Trish Tilby (reporter), Agent Brand of S.W.O.R.D.
Finest Moment: Defeated Danger by going full-on animal side (OR) Sticking his tongue out at Graydon Creed on national TV.
Role: The Funny One, The Strong Guy (back in the '60s & with X-Factor)
PL 10 (150)
ST 26 (+8) DEX 24 (+7) CON 26 (+8) INT 26 (+8) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 9 (+16)
Computers 3 (+11)
Craft (Chemical) 5 (+13)
Diplomacy 4 (+7)
Disable Device 2 (+10)
Escape Artist 2 (+10)
Knowledge (Art) 4 (+12)
Knowledge (Life Sciences) 6 (+15)
Knowledge (Physical Sciences) 4 (+13)
Knowledge (Technology) 4 (+13)
Language (a few) 2
Medicine 12 (+14)
Notice 5 (+7)
Pilot 1 (+10)
Sense Motive 3 (+6)
Stealth 4 (+12)

Feats:
Ambidexterity, Attack Focus (Melee) 5, Dodge Focus 3, Endurance, Equipment 1 (Holographic Projector- Appears as Hank McCoy, Communications), Improved Grab, Improved Throw, Power Attack, Teamwork, Ultimate Skill (Medicine)

Powers:
"Mutant Powers: Superhuman Physiology"
Super-Strength 5 (heavy load: 12 tons) [10]
Super-Movement 2 (Sure-Footed, Wall-Crawling) [4]
Features 1 (Feet Can Act as Hands) [1]

Saves:
Toughness +8, Fortitude +8, Reflex +7, Will +6

Combat:
Attack +6 (+11 Melee), Damage +8, Defense +8 (+11 Dodge), Initiative +8

Complications:
Prejudice (Visible Mutant)
Responsibility (Possibly Devolving)
Responsibility (Xavier's Dream)
Enemy (Dark Beast)

Abilities: 70 / Skills: 68--17 / Feats: 19 / Powers: 12 / Saves: 3 / Combat: 28 (150)

-The Beast is awesome. I mean, who doesn't love the eloquent, agile, super-strong, blue-furred monster-man who's also a genius scientist? For that reason, despite his lower power levels (well, not really- he should theoretically be much better than Wolverine), nearly every writer wants him above all others on their team. He's the dry wit to counterpoint Cyclops' stodginess or Logan's grumpiness. Plus, he brings a bit of culture to the books. I mean, he even took turning into a grey (later blue) ape-man in stride!

-Relegated to background roles alot of the time (X-Cutioner's Song & the whole Legacy Virus thing pretty much made him a 'tries to cure stuff in his lab year-round' guy), he's been brought back to some prominence by his controversial Leonine Form. Well, actually, it's an ape form. Or like the Beast from that live-action TV series. Or a Pelican, or whatever the hell the next artist draws him as. See, he's apparently REALLY HARD TO DRAW, much like Tom "Wildcat" Bronson of the JSA, so like Tommy, he ends up looking differently with anyone else's pen. I have to say, the form's grown on me a bit, despite the initial controversy. I can hardly imagine regular ol' Wolverine-haired Beast anymore.

-Hank is also an ex-Avenger, but unfortunately, once the mid-80s hit, he was plucked right out from under them and placed firmly with the HOT selling X-Books, first with X-Factor, and then with the X-Men. So be prepared to never see him hang out with the old crew (or his Hetero Life Partner, Wonder Man), and instead just fart around drinking coffee with Scott Summers or something.

-Beast is a PL 10 who was REALLY hard to hammer down to the appropriate 150 points. Problematically, he's smart, agile, strong AND tough, and also a capable fighter with TONS of scientific skills. So I had to drop a metric ton of additional stuff, leaving him a PL 9.5 guy, being tough but not TOO tough. That kinda fits, though, as despite being a bruiser, he's always been shown as weaker than the Colossus/Rogue power team, and more of a team player who hangs back and helps out with his pretty-high stats. Hank's specialty is Medicine & Life Sciences, sitting at the +14-15 level in those, but he's sorta good all-around. He has a few nifty powers that're rarely seen, like being Sure-Footed and having feet that are just as manueverable as his hands (best handled with the Features power). His exact strength can prove difficult to ascertain, but I went with "Spider-Man Level", despite his big, heavy build.

Two more Beasts!!

THE BEAST (Dr. Henry McCoy)-- LEONINE MAN FORM
PL 10 (150)
ST 26 (+8) DEX 22 (+6) CON 26 (+8) INT 26 (+8) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 9 (+15)
Computers 4 (+12)
Craft (Chemical) 5 (+13)
Diplomacy 4 (+7)
Disable Device 2 (+10)
Escape Artist 2 (+9)
Knowledge (Art) 4 (+12)
Knowledge (Life Sciences) 7 (+16)
Knowledge (Physical Sciences) 4 (+13)
Knowledge (Technology) 4 (+13)
Language (a few) 2
Medicine 12 (+14)
Notice 5 (+7)
Pilot 1 (+10)
Sense Motive 3 (+6)
Stealth 4 (+12)

Feats:
Attack Focus (Melee) 5, Beginner's Luck, Dodge Focus 3, Endurance, Equipment 1 (Holographic Projector- Appears as Hank McCoy, Communications), Improved Grab, Power Attack, Takedown Attack, Teamwork, Ultimate Skill (Medicine)

Powers:
"Mutant Powers: Superhuman Physiology"
Super-Strength 5 (heavy load: 12 tons) [10]
Super-Movement 2 (Sure-Footed, Wall-Crawling) [4]
"Blue Fur" Immunity 1 (Cold) [1]
"Claws & Teeth" Strike +1 (Feats: Mighty) [2]
Leaping [1]
Super-Senses (Low-Light Vision, Scent) [2]

Saves:
Toughness +8, Fortitude +8, Reflex +6, Will +6

Combat:
Attack +5 (+10 Melee), Damage +8 (+9 Claws & Teeth), Defense +8 (+11 Dodge), Initiative +9

Complications:
Prejudice (Visible Mutant)
Responsibility (Possibly Devolving)
Responsibility (Xavier's Dream)

Abilities: 68 / Skills: 72--18 / Feats: 17 / Powers: 16 / Saves: 2 / Combat: 26 (150)

-It's Leonine body Beast! He's not much different at all, just trading some Dexterity thanks to his bigger, fuzzier form, for some Striking power, and gaining Leaping & animalistic senses by sacrificing some combat ability (he's got big fuzzy hands- not as good for hitting).

THE BEAST (Dr. Henry McCoy)- Circa First Class
PL 8 (150)
ST 26 (+8) DEX 24 (+7) CON 24 (+7) INT 20 (+5) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 4 (+11)
Computers 3 (+8)
Craft (Chemical) 3 (+8)
Diplomacy 4 (+6)
Escape Artist 1 (+8)
Knowledge (Art) 4 (+9)
Knowledge (Life Sciences) 2 (+7)
Knowledge (Pop Culture) 2 (+7)
Knowledge (Technology) 2 (+7)
Language (a few) 1
Notice 3 (+5)
Sense Motive 3 (+5)

Feats:
Ambidexterity, Attack Focus (Melee) 3, Beginner's Luck, Dodge Focus 2, Endurance, Improved Grab, Improved Throw, Power Attack, Teamwork

Powers:
"Mutant Powers: Superhuman Physiology"
Super-Strength 3 (heavy load: 3 tons) [6]
Super-Movement 2 (Sure-Footed, Wall-Crawling) [4]
Features 1 (Feet Can Act as Hands) [1]

Saves:
Toughness +7, Fortitude +7, Reflex +8, Will +5

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

Complications:
Responsibility (Xavier's Dream)

Abilities: 62 / Skills: 32--8 / Feats: 12 / Powers: 11 / Saves: 3 / Combat: 24 (120)

-First Class Beast is PL 8 (120), unlike poor, flawed Cyclops. He's a reasonably good Powerhouse for his PL, and still very agile & smart, despite being nowhere near his later capability-level.
Last edited by Jabroniville on Thu Sep 24, 2009 2:41 am, edited 1 time in total.
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Re: Jab's X-Men Builds!: Banshee, Dazzler, Ch'od, The Beast

Postby unknown_soldier » Sun Sep 20, 2009 9:17 am

The only problem with the otherwise F#@!@# AWESOME X-Men Arcade Game? There's room for six players, but one of them has to pick ME."


What?!She was on of the best characters in that game. She had the most melee options of any of the characters, she had an awesome somersault kick, two different flying kicks, and that Goodfellas-style stomp attack. The only character better was Nightcrawler.
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Re: Jab's X-Men Builds!: Banshee, Dazzler, Ch'od, The Beast

Postby Jabroniville » Sun Sep 20, 2009 12:03 pm

Yeah, but she was still DAZZLER, and a clear worse option as far as canon-themed characters went. The rest of the team was the popular Claremont/Byrne team, and she was a disco princess!
Last edited by Jabroniville on Sun Sep 20, 2009 1:16 pm, edited 1 time in total.
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Re: Jab's X-Men Builds!: Banshee, Dazzler, Ch'od, The Beast

Postby Jabroniville » Sun Sep 20, 2009 12:50 pm

Image

Yes, this is a mutant SURFER. You did not mysteriously transport yourself to the late '80s.

SLIPSTREAM (Davis Cameron)
Eras: X-Treme X-Men (only)
Finest Moment: uhhh...
Hook-Ups: Storm
Role: The Plot Device (teleporter)
PL 6 (135)
ST 14 (+2) DEX 20 (+5) CON 16 (+3) INT 10 WIS 10 CHA 14 (+2)

Skills:
Acrobatics 6 (+11)
Concentration 5 (+5)
Knowledge (Pop Culture) 4 (+4)
Notice 4 (+4)
Profession (Surfer) 10 (+15) -- (Uses Dexterity)
Swim 8 (+10)

Feats:
Attractive, Defensive Roll 2, Dodge Focus 2, Equipment (X-Men Uniform, Surfboard- Gains the Easy Teleport Feat), Set-Up, Teamwork

Powers:
"Mutant Powers: Warp Wave Riding"
Teleport 11 (Feats: Change Direction, Change Velocity) (Extras: Portal +2) [46]

"Super-Tracking Powers"
Super-Senses 7 (Tracking 3- Mental, Acute & Extended 2, Direction Sense) [7]

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

Combat:
Attack +9, Damage +2, Defense +8 (+10 Dodge), Initiative +5

Complications:
Responsibility (Relationship with Storm)
Responsibility (His Sister, Lifeguard)

Abilities: 24 / Skills: 36--9 / Feats: 8 / Powers: 53 / Saves: 7 / Combat: 34 (135)

-Um, yeah, never read this guy in a book, since I found X-Treme X-Men to be little more than a well-drawn Claremont Fanwank of the worst kind. Slipstream was a surfer dude (no really) that had a teleportation power and a surfboard to use it on (no really). Oddly specific, don't you think? I mean, who else develops a mutant power that just happens to require the very skill they've spent their entire life moving towards. X-fans basically dumped on the guy from day one, and he hasn't reappeared since he quit his X-team.

-I had to pretty much guess with some of his stuff, and take from Taliesin's build of him otherwise (plus using the same "Super-Tracking" as Dawnstar, which I also got elsewhere). Stupid complex & obscure power-people. He's very weak, and the first build so far to not even come close to PL caps (or match the PL of the rest of his team), but then, he's a 'Porter, and those guys rarely do.
Last edited by Jabroniville on Sun Sep 20, 2009 1:13 pm, edited 1 time in total.
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Re: Jab's X-Men Builds!: Banshee, Dazzler, Ch'od, The Beast

Postby Jabroniville » Sun Sep 20, 2009 12:54 pm

Image

OK, the "Muscular, shiny metal busty chick" is getting better, but still, did X-Treme X-Men ever suck for new team members or what?

LIFEGUARD (Heather Cameron)
Eras: X-Treme X-Men (only)
Finest Moment: uhhh...
Hook-Ups: Thunderbird III
Role: The Deus Ex Machina (gains powers to any situation)
PL 9 (135)
ST 14 (+2) DEX 18 (+4) CON 16 (+3) INT 13 (+1) WIS 14 (+2) CHA 13 (+1)

Skills:
Acrobatics 4 (+8)
Diplomacy 3 (+4)
Notice 7 (+8)
Medicine 5 (+7)
Search 2 (+3)
Sense Motive 3 (+4)
Survival 3 (+4)
Swim 9 (+11)

Feats:
Attack Focus (Melee), Attractive, Defensive Attack, Dodge Focus, Equipment (X-Men Uniform), Interpose, Power Attack, Set-Up, Teamwork, Ultimate Swim Skill

Powers:
"Mutant Powers: Reactive Adaptation"
Nemesis 6 [48]
(common powers: Super-Strength, Enhanced Strength, Protection, Flight, Claws)

Saves:
Toughness +3 (+9 Armoured Form), Fortitude +6, Reflex +6, Will +4

Combat:
Attack +8 (+9 Melee), Damage +2 (+9 Strength), Defense +8 (+9 Dodge), Initiative +3

Complications:
Responsibility (Her Brother, Slipstream)
Responsibility (Relationship with Neal Sharra, aka Thunderbird)

Abilities: 28 / Skills: 36--9 / Feats: 10 / Powers: 48 / Saves: 8 / Combat: 32 (135)

-Another one I'm mostly unfamiliar with other than "hey, who's that hot golden chick in that X-Book I never read?" Lifeguard's an ex-lifeguard and brother of Slipstream, who joined the X-Treme-team for a while, developing powers like Nemesis Kid, but she usually used them in very similar ways, becoming super-strong, gaining claws & flying when necessary. Kind of a VERY tricky power to give a super-hero, since they can nearly solve any problem, but I think it was kind of averted by her not being THAT powerful.

-Lifeguard's like Slipstream in that is entirely Wiki-fueled. She almost got "Adaptation", but I think Nemesis fits more, since Adaptation doesn't give you any offensive powers, and she's gotten claws, extra arms and super-strength. Nemesis in an obviously problematic power (when the "Under The Mask" section points out how it's game-breaking, you know something's up), but she seems to have minor levels in it, and is MOSTLY stuck to stuff that saves her life or the life of others, such as armor, wings, and things like that.
Last edited by Jabroniville on Thu Sep 24, 2009 2:36 am, edited 1 time in total.
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Re: Jab's X-Men Builds!: Dazzler, Ch'od, The Beast, X-Treme Guys

Postby Jabroniville » Mon Sep 21, 2009 1:39 am

Image

FORGE
Eras: 80s One-Shots, Early 90s Team (briefly), X-Factor (post-Havok), One-shots in cartoons
Finest Moment: Built a device to permanently wipe out a mutant's powers
Hook-Ups: Storm, Mystique (flirtation)
Role: The Techie, The Poisoned Romance
PL 9 (135)
ST 14 (+2) DEX 16 (+3) CON 18 (+4) INT 24 (+7) WIS 14 (+2) CHA 10

Skills:
Acrobatics 2 (+5)
Bluff 4 (+4)
Computers 5 (+12)
Concentration 4 (+6)
Craft (Electronic) 6 (+13)
Craft (Mechanical) 6 (+13)
Craft (Structural) 2 (+9)
Disable Device 4 (+11)
Drive 4 (+7)
Escape Artist 2 (+5)
Intimidate 3 (+3)
Knowledge (Arcane Lore) 2 (+9)
Knowledge (Current Events) 2 (+9)
Knowledge (Tactics) 2 (+9)
Knowledge (Technology) 6 (+13)
Language (Cheyenne, English) 1
Medicine 8 (+10)
Notice 5 (+7)
Pilot 6 (+9)
Profession (Soldier) 4 (+11)
Search 4 (+6)
Stealth 4 (+7)
Survival 6 (+8)

Feats:
Accurate Attack, Attack Focus (Ranged) 2, Defensive Roll, Dodge Focus 2, Equipment 6 (Gadgets in Suit & Cybernetics, X-Men Uniform, Arsenal), Improved Aim, Improved Critical (Rifle), Precise Shot, Ritualist, Teamwork

Powers:
"Mutant Powers: Intuitive Technological Genius"
Enhanced Skills 7: [7]
Craft (Electronic) 8 (+21)
Craft (Mechanical) 8 (+21)
Craft (Structural) 4 (+13)
Knowledge (Technology) 8 (+21)

Enhanced Feats 6: Beginner's Luck, Inventor, Jack-of-All-Trades, Skill Mastery (Craft Elec & Mech, Know Tech, Computers), Ultimate Craft-Electronic, Ultimate Craft-Mechanical [6]

Quickness 6 (Flaws: Limited to Inventing) [3]

Equipment:
Power Rifle (Blast 5, Autofire) (15)

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

Combat:
Attack +9 (+11 Ranged), Damage +3 (+5 Rifle), Defense +8 (+10 Dodge), Initiative +3

Complications:
Responsibility (Loves Storm)
Responsibility (Cheyenne Heritage & Magical Abilities)

Abilities: 36 / Skills: 92--23 / Feats: 19 / Powers: 16 / Saves: 7 / Combat: 34 (135)

-Forge's an odd one in X-Men history. Created for the epic Claremont/Barry Windsor-Smith storyline "Lifedeath Part 1 & 2", he was a mutant with the weirdest power yet seen: he could invent things with a natural capability beyond anyone else on Earth. Creating a device to permanently remove mutant powers, he accidentally struck Storm with it, leaving her without her powers for YEARS (something unbelievable today). The resulting love/hate relationship based on this and their mutual attraction (him for lesbian mohawked biker chicks and her for scrawny, gross-looking Native cyborgs) fueled their interactions for years before they finally became a real item, and he became the resident X-Mansion Tech-head and fixer, also taking part in a few notable battles (he was instrumental in The X-Tinction Agenda, going into a trance to avoid revealing the team's plan).

-It wouldn't last, though- he was a pointless character after a point, and the Nicieza/Lobdell team had no plans for him, so he & Storm were separated by the time the Blue & Gold era struck, and he was left to wander aimlessly through the X-Books until settling briefly in X-Factor, the Bastard Child of the X-books. In recent years, he's had it even WORSE, going crazy and being killed after the "Messiah Complex" storyline. Truly a weird end for a guy who it seemed Claremont loved, but nobody else really did (that would totally not become a trend in later years. Oh no. Not at all).

-Forge stats up kinda funny, seeing as how he has bizarre mutant powers and is just a gun with guns. So he's a lower-powered, highly Skillmonkeyed up X-dude with some recent combat abilities, but not much in the way of hitting power. He's a cyborg, but only his arm & leg, and I don't recall ever seeing his metallic limbs give him any sort of advantage regarding strength or durability, so they go kinda un-pointed beyond being side-notes.
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Re: Jab's X-Men Builds!: Ch'od, The Beast, X-Treme Guys, Forge

Postby Jabroniville » Tue Sep 22, 2009 12:02 pm

Image

Boy, I wonder how *she* became the most successful post-Generation X member.

HUSK (Paige Guthrie)
Eras: Generation-X, 2000s X-Men
Finest Moment: Convinces the GamesMaster to leave the X-teams alone and find a new goal in "Child's Play"
Hook-Ups: Chamber (Gen-X), Archangel
Role: The Good Girl who likes the Bad Boys (Chamber, Archangel)
PL 9 (135)
ST 12 (+1) DEX 16 (+3) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 3 (+6)
Bluff 2 (+4)
Computers 7 (+9)
Concentration 2 (+4)
Diplomacy 6 (+8)
Drive 2 (+5)
Intimidate 3 (+5)
Knowledge (Current Events) 4 (+6)
Knowledge (Pop Culture) 4 (+6)
Knowledge (Physical Sciences) 8 (+10)
Notice 5 (+7)
Pilot 3 (+6)
Profession (Farmhand) 1 (+3)
Search 2 (+4)
Sense Motive 4 (+6)
Stealth 4 (+7)
Survival 4 (+5)

Feats:
Attack Focus (Melee) 2, Attractive, Defensive Attack, Improved Critical (Unarmed), Improved Disarm, Interpose, Power Attack, Set-Up, Teamwork

Powers:
"Mutant Powers: Alternative Forms Via Shedding Outer Layer"
Shapeshift 6 (Flaws: Limited to Humanoid Forms) (Power Loss: Unable to Properly Tear Off Skin -1, Unfamiliarity with Chemical Makeup -2) [39]

(Form Examples)
"Diamond Form" (Density 8, S.Strength +1, Protection +4) (30)
"Rubber Form" (Insubstantial 1, Protection +5) (9)

Regeneration 10 (Feats: Regrowth, Diehard) (Injured 5, Disabled 5) (Flaws: Requires Shedding Form) [7]

Saves:
Toughness +2 (+10 Diamond Form), Fortitude +5, Reflex +5, Will +5

Combat:
Attack +7 (+9 Melee), Damage +1 (+9 Diamond Form), Defense +8, Initiative +3

Complications:
Responsibility (Guthrie Family)
Responsibility (Love for Chamber or Archangel)

Abilities: 24 / Skills: 64--16 / Feats: 10 / Powers: 46 / Saves: 9 / Combat: 30 (135)

-I honestly never read much Generation-X, so characters like Husk are mostly lost on me. I had JUST gotten out of comics for reasons I can never quite ascertain (since I still read ABOUT them in Wizard & such, and Byrne-stole them from the racks like most kids my age- I just stopped buying them for a long time until I got TPBs of the 'classics'), pretty much during the few years after the X-Cutioner's Song. I think it was about one year before Age of Apocalypse came out, so it predated the Gen-X stories by a few months (Child's Play, which debuted Paige Guthrie, was months beforehand).

-She had a decent, interesting mutant power, essentially like Colossus but with more versatility, but with a 'shedding' add-on, making it a bit more unique. She's in the "X-Men Builds" section by virtue of her run with Chuck Austen's X-Men run, which is slightly unpopular (to put it lightly). The point where she falls for the MUCH older Archangel, and proceeds to boink him in the sky with the entire team (AND HER MOTHER) watching turned off some fans, in addition to all the crappy writing and out-of-character moments. But yeah, I did always like Sam Guthrie's clan getting a bit more focus, though the ENTIRETY of them becoming mutants seems a little silly.

-Husk was kind of hard to shove into PL 9 (135) territory, because she started out as mostly an unskilled teenage character, and didn't get a huge amount of boosts. I decided right away to make her one of the weaker X-Men, since she's just an 'upgrade' of a teenager and thus isn't a master of using her powers yet. Her "Husking" is basically a Limited Shapeshift, since she can adopt any outer shell, but is limited to humanoids (initial stories where she turns into a bird have been retconned, as this is all she did in Gen-X & later I believe).

-Her only Drawbacks are that she must know exactly what she's transforming into (some have used a Skill Check for that, but I think since she knows the eventual chemical components of her forms after doing them dozens of times, she's only deserving of a few points off and a general knowledge check for NEW forms-- she isn't gonna FORGET Diamonds all of a sudden), and that she has to physically tear off the skin on top, requiring a bit of free hands. All in all, she can turn into a pretty good minor-league Powerhouse (but nothing on Colossus or Rogue's level) with her Diamond Form. The only problem I'm having is theorizing why she would take any OTHER kind of form- diamonds seem ludicrously more strong & durable than stone or metal, and "Wood Form" seems to bring more weaknesses with it than anything else.
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