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

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Re: Jab's Builds: GLA, Squirrel Girl, Razorback, Gauntlet

Postby Jabroniville » Tue Jul 06, 2010 11:33 pm

Image

BENGAL (Duc no Tranh)
Created by: Fabian Nicieza & Ron Lim
Role: Third-Stringer Martial Artist Villain
Team: The Shadow Initiative
PL 9 (125)

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

Skills:
Acrobatics 5 (+11)
Bluff 4 (+5)
Disguise 2 (+4)
Escape Artist 3 (+9)
Gather Information 5 (+7)
Intimidate 6 (+8)
Investigate 3 (+5)
Knowledge (Streetwise) 5 (+6)
Knowledge (History) 4 (+5)
Knowledge (Current Events) 2 (+3)
Language (Vietnamese, English) 1
Notice 8 (+10)
Search 9 (+11)
Sense Motive 2 (+4)
Sleight of Hand 3 (+9)
Stealth 5 (+11)
Survival 5 (+7)

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (Melee) 4, Attack Specialization (Bow & Arrows) 2, Defensive Roll, Dodge Focus 3, Elusive Target, Equipment 2 (Weapons), Hide in Plain Sight, Improved Aim, Improved Critical 3 (Arrow, Sai, Unarmed), Improved Defense, Improved Disarm, Improved Trip, Power Attack, Precise Shot, Takedown Attack, Uncanny Dodge (Scent)

Powers:
"Self-Trained Elite Tracking Skills"
Super-Senses 2 (Acute Scent, Tracking- Scent) [2]

Equipment:
"Bow & Arrow" Blast 4 (Split Attack) (Drawbacks: Power Loss- Empty Quiver) (8) -- (10)
AP: "Extendable Sais" Strike +2 (Mighty, Split Attack, Improved Disarm, Thrown) (6)
AP: "Shuriken" Blast 2 (Extras: Autofire) (6)

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

Combat:
Attack +8 (+12 Melee, Bow & Arrow), Damage +3 (+2 Shuriken, +4 Bow, +5 Sais), Defense +9 (+12 Dodge), Initiative +6

Complications:
Responsibility (The Avengers Initiative)
Responsibility (Wife & Child)

Abilities: 36 / Skills: 72--18 / Feats: 28 / Powers: 2 / Saves: 7 / Combat: 34 (125)

-Bengal was an all-too-common sight in the 1990s- the Mercenary Ninja Dude With Weapons & A Grudge. He fought Daredevil, then creator Fabian Nicieza moved him over to the New Warriors books, where he kept fighting the other martial arts dudes. He was never overly successful, but did his thing, and was mostly not that popular. Fast-forward to "The Initiative", and he's a first-day recruit, shipped immediately over to the "Shadow Initiative", doing black-ops super-secret missions, Suicide Squad/Freedom Force-style, for Uncle Sam. They... weren't overly successful at that, either, but still, it was more character than this guy ever showed beforehand (where he was just a guy menacing some soldiers who kicked him off a 'copter in Vietnam when he was a boy), and he learned better English and got a family to go along with it. He didn't do too much later (Constrictor got most of the "Shadow" stuff done, character-wise), but it's certainly more than most forgotten D-League ninjas got.

-Bengal is PL 8.5 all-around, being very accurate and agile, but not to the point where he's ultra-elite or anything. He's solid enough in melee to challenge the PL 9 Night Thrasher or the PL 10 Daredevil quite effectively, and he has varied weapons as well. Like most Martial Artist set-ups, he's got a ton of Feats, and quite a few Skills, and even two Powers- trained Scent & Tracking.
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Re: Jab's Builds: GLA, Squirrel Girl, Razorback, Gauntlet

Postby Jabroniville » Tue Jul 06, 2010 11:59 pm

Image

HENRY PETER GYRICH
Created by: Jim Shooter & George Perez
Role: Lord High Dickhead of the Marvel Universe
Team: National Security Liaison
PL 4 (59)

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

Skills:
Bluff 6 (+6)
Computers 6 (+10)
Drive 2 (+3)
Gather Information 6 (+6)
Intimidate 5 (+5)
Investigate 3 (+6)
Knowledge (Civics) 4 (+8)
Knowledge (History) 4 (+8)
Notice 2 (+5)
Pilot 2 (+3)
Profession (Government Work) 8 (+12)
Sense Motive 4 (+7)

Feats:
Benefit 3 (NSA Clearance), Connected, Contacts, Equipment 2 (Pistol +5)

Saves:
Toughness +2, Fortitude +2, Reflex +1, Will +6

Combat:
Attack +3, Damage +1 (+5 Pistol), Defense +4, Initiative +1

Complications:
Responsibility (U.S. Government)
Hatred (All Metahumans)
Phobia (Dying of Alzheimer's Like His Father)

Abilities: 22 / Skills: 52--13 / Feats: 7 / Powers: 0 / Saves: 3 / Combat: 14 (59)

-Ah, H.P. Gyrich... what a character. As a kid, I HATED HIM, and wanted him to die a thousand deaths. That X-Force comic where Cable slugs him one after he STILL mocks the team (and mutants in general), despite them saving his sorry ass from the Mutant Liberation Front... MAN, what a tool. It wasn't until adulthood that I fully 'got it' about him- you're SUPPOSED to hate him, because he's the physical manifestation of Governmental Bureacracy (sorta like how Lord Order & Master Chaos, and Sire Hate and Mistress Love are manifestations in Cosmic Marvel), and he's PERFECT for that role. Unimpressive look, silly flat-top haircut, perma-sunglasses, abrasive personality, jerk-ass tendencies, and his micro-management all made him a fascinating personality to watch, and he's amazing at what he does. Little hints here and there humanized him slightly (he personally took care of his Alzheimer's-ridden father in his final years, and he didn't break under torture- preventing Avengers' personal information from being disclosed to the Red Skull).

-Of course, he was perfect for The Initiative, with his dream of Registration finally coming into reality after all. He deliberately covered up MVP's death in training (which had MAJOR effects down the line, on many characters), tried to make Trauma his personal Magic Bullet that could off ANYONE doing naughty things, and lied to a federal investigation into Camp Hammond's practices. A run-in with Iron Man (one of the few times post-Civil War that you wanted TONY STARK to win ANYTHING) resulted in him being ousted as the NSA whatever guy in charge, and then he went on to be a thorn in S.W.O.R.D.'s side, because if there's one thing you always need, it's someone to represent "The Man" and how annoying 'he' is.

-Gyrich is a middling physical presence on a battlefield (he gets beaten up a LOT, and provides little resistance), but he's not supposed to be any good there: he's a government stooge first and foremost, and so he's got some good Mental Abilities (NO CHARISMA WHATSOEVER, though- he only has CHA 10 because he makes use of Bluff & Intimidate, amongst others) and high Skills, along with some Feats to go with it.

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BARON VON BLITZSCHLAG
Created by: Dan Slott & Stephano Caselli
Role: Evil Nazi Scientist on the Good Guys' Side
Team: Head Scientist at Camp Hammond
PL 3 (72), PL 6 (72) with Absorption

ST 6 (-2) DEX 6 (-2) CON 6 (-2) INT 24 (+7) WIS 12 (+1) CHA 10

Skills:
Bluff 4 (+4)
Computers 7 (+14)
Craft (Chemical) 9 (+16)
Craft (Electronic) 9 (+16)
Craft (Mechanical) 9 (+16)
Disable Device 5 (+12)
Drive 2 (+0)
Intimidate 4 (+4)
Knowledge (Current Events) 4 (+11)
Knowledge (History) 6 (+13)
Knowledge (Life Sciences) 9 (+16)
Knowledge (Physical Sciences) 8 (+15)
Knowledge (Technology) 6 (+13)
Medicine 14 (+15)
Notice 3 (+4)
Sense Motive 5 (+6)

Feats:
Benefit 1 (Government Clearance)

Powers:
Electrical Control 4 (Flaws: Touch Range) [4]

Absorption 10 (Energy to Blast) (Extras: Power Storage) (Flaws: Limited to Electricity -2) (30) -- [31]
AP: Absorption 10 (Energy to Healing) (Flaws: Limited to Electricity -2) (20)

Saves:
Toughness -2 (+8 Electricity), Fortitude -1, Reflex -2, Will +4

Combat:
Attack +1, Damage -2 (+4 Electrical Control, +10 Absorption), Defense +0, Initiative -1

Complications:
Responsibility (U.S. Government)
Reputation (Evil Nazi)
Responsibility (His Sons, Michael, Van & Patrick)

Abilities: 4 / Skills: 104--26 / Feats: 1 / Powers: 35 / Saves: 4 / Combat: 2 (72)

-Baron Von Blitzschlag's an interesting character, being a comically evil Nazi. Sorta like those Nazis they used to help win the Space Race in the 50s & 60s, he's one of the big red flags of the government-led Initiative being all it's cracked up to be (since government in Marvel Comics has been evil or misguided since the 70s, it's perhaps not surprising the fans quickly took the Anti-Registration side of things). But he's kinda funny, and kinda sad, and a little bit interesting, though again, most of his story's over now. Funny story: He was originally gonna be ARNIM ZOLA of all people, but Ed Brubaker's Cap book put an end to that.

-Pretty simple build: Ultra-skilled Scientist (I ignore the PL caps for such things on NPCs especially), physically very weak, with a minor Electrical Strike power. But he ALSO has Absorption, allowing him to heal himself or get a super Blast (+10) if he's hit by Electricity, as the Evil Clone Thor "Ragnarok" found out.
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Re: Jab's Builds: GLA, Squirrel Girl, Razorback, Gauntlet

Postby Jabroniville » Wed Jul 07, 2010 12:25 am

Image

KOMODO (Melati Kusuma)
Created by: Dan Slott & Stefano Caselli
Role: The Animal-Powered One, Angry Girl
Team: The Desert Stars (Arizona)
PL 8 (130)

ST 8/26 (-1/+8) DEX 4/20 (-3/+5) CON 10/24 (+0/+7) INT 18 (+4) WIS 10 CHA 10

Skills:
Acrobatics 2 (-1/+7)
Bluff 4 (+4)
Computers 4 (+8)
Craft (Chemical) 7 (+11)
Handle Animal 4 (+4)
Intimidate 6 (+6)
Knowledge (Life Sciences) 8 (+12)
Knowledge (Technology) 2 (+6)
Notice 6 (+6)
Stealth 3 (+0/+8)

Feats:
All-Out Attack, Attack Focus (Melee) 4, Dodge Focus 4, Improved Grab, Power Attack, Teamwork

Powers:
"Reptilian Form"
Enhanced Strength 18 [18]
Enhanced Dexterity 16 [16]
Enhanced Constitution 14 [14]
Speed 2 [2]
Leaping 2 [2]
"Tail" Additional Limbs 1 [1]
Super-Senses 2 (Low-Light Vision, Scent) [2]
Super-Strength 4 (heavy load: 6 tons) [8]

Regeneration 19 (Feats: Diehard, Regrowth) (Recovery +4, Injured 3, Staggered 3, Disabled 4, Ability 3) [21]

Saves:
Toughness +0 (+7 Reptile Form), Fortitude +1/+8, Reflex +0/+8, Will +4

Combat:
Attack +4 (+8 Melee), Damage -1 (+8 Reptile Form), Defense +5 (+9 Dodge), Initiative -3/+5

Drawbacks:
Disabled (Crippled & Legless in Human Form, Uncommon) [-1]

Complications:
Responsibility (The Avengers Initiative)
Responsibility (Relationship with Hardball the Traitor)
Secret (Crippled in Human Form)

Abilities: 0 / Skills: 44--11 / Feats: 12 / Powers: 82 / Saves: 8 / Combat: 18 / Drawbacks: -1 (130)

-Komodo is one of the first new recruits seen, being your standard "Cranky Girl" on the team. Her story is that she's an amputee after a car wreck who stole Dr. Curt Connors' reptile serum, modified it to her own DNA, and got similar powers, scaled (hee hee) down a notch. She threatened some people, tried to hide her human form, and did some stuff, and ultimately had this romantic thing going with the mercenary-type Hardball, which ended up shorting her in the long run. Like most of the first class, she's still around in some way or another, having been de-powered and re-powered twice (apparently that 100% "No Powers" S.P.I.N. Tech stuff isn't that 100% after all).

-Komodo's a pretty standard mildly super-strong Scrapper-type, able to brawl with Spider-Man, but ultimately got her ass BEAT by him fairly easily. She's balanced to PL 8, but is a fair bit more expensive given that she has a Healing Factor that's even beyond Wolverine's, allowing her full regeneration of limbs and organs in a matter of minutes (though like most Healing-based guys, she's shown variable limits & speeds on healing). I figure most of the Initiative Recruits will on the weaker side, since well, they nearly always lost to major heroes. Komodo's PL 8 because she's rather tough, and most others will be lower in power, with a select few going higher.
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Re: Jab's Initiative Builds: Gauntlet, Bengal, Gyrich, Komodo

Postby Horsenhero » Wed Jul 07, 2010 12:49 am

Baron von Blitzschlag.....for real?

Bengal....I liked his little appearance in New warriors, where the Punisher essentially has to put him and Night Thrasher in time out. I'd kinda like to introduce him to Tagak, the Leopard Lord (another lame-ish, predatory cat themed character). They're like brothers from other mothers.

I like the concept of Komodo, but, I think we've already discussed the longevity of freaky looking female characters before. A darn shame though.
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Re: Jab's Initiative Builds: Gauntlet, Bengal, Gyrich, Komodo

Postby catsi563 » Wed Jul 07, 2010 12:58 am

my favorite story with Komodo was when they sent her and several spidey suits after spiderman post defection from the Pro reg group. Its one of the times that the Drill sergeant you fail your toast attitude used to train the initiative backfired on them.

Komodos giving spidey a decent run right up untill spidey starts taunting her how shes nothing but a second rate copy of the Lizard, and how hes gonna beat her easilly just because hes spiderman and thats what he does. She was so paralyzed by the fear that she would be depowered for failing and consequently returned to her weak human form that she literally went catatonic on the battlefield when Spidey used her hesitation to escape.

one fo the best uses of psychology by Spiderman that Id ever read.
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Re: Jab's Initiative Builds: Gauntlet, Bengal, Gyrich, Komodo

Postby kenseido » Wed Jul 07, 2010 5:38 am

Spidey was always had a gift with the gab. I still love his first fight with The Spot. "What's your name? The Spot? Hold on a second. HAHAHAHAHHAHAHH!!!!"
It was awesome.
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Re: Jab's Initiative Builds: Gauntlet, Bengal, Gyrich, Komodo

Postby luketheduke86 » Wed Jul 07, 2010 10:53 pm

Haha its always great to see builds of the GLA! I do think that Mr. Immortal needs some ranks in Regen: Limited to after Resurrection or something to that effect since after he comes back to life he's completely healed. Also I can't wait for more Initiative builds, I've enjoyed that comic immensely.
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Re: Jab's Initiative Builds: Gauntlet, Bengal, Gyrich, Komodo

Postby Jabroniville » Wed Jul 07, 2010 11:20 pm

OK, that's two people recommending that, so I changed it. And actually, it's much cheaper & easier than I figured it would be- Resurrected people are only Disabled & Unconscious, so all I had to do was put those up to "no action" and he immediately heals entirely for 6 pp with the Flaw on it. And he still doesn't cost much more than his teammates (who he's weaker than anyways), so it's all good.

Also, I did enjoy that Spidey moment. It's funny, because despite fighting off "the lame half of the Sinister Syndicate", Komodo AND War Machine, the latter two of whom had SPIN-tech power-stealers, Spidey holds his own. He gets grabbed by Komodo, but still gets a hand free to bugger-up Rhodey's super-cannon, taking him out of the fight when nanites invade him. Then he totally uses Taunt on Komodo and she folds like a card table, allowing him to take HER out as well. Spidey is the man.
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Re: Jab's Initiative Builds: Gauntlet, Bengal, Gyrich, Komodo

Postby Jabroniville » Wed Jul 07, 2010 11:36 pm

Image

M.V.P. (Michael Van Patrick)
Created by: Dan Slott & Stefano Caselli
Role: The Sacrificial Lamb, The Hero (Averted)
Team: None (Doesn't make it past Basic)
PL 7 (93)

ST 24 (+7) DEX 24 (+7) CON 24 (+7) INT 16 (+3) WIS 14 (+2) CHA 16 (+3)

Skills:
Acrobatics 5 (+12)
Diplomacy 2 (+5)
Medicine 1 (+3)
Notice 2 (+4)
Profession (Farmer) 2 (+5)

Feats:
Attractive, Dodge Focus 2

Powers:
"Peak Human Everything"
Speed 1 [1]
Leaping 1 [1]
Immunity 2 (Disease, Poison) (Flaws: Limited to Half) [1]

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

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

Complications:
Responsibility (The Avengers Initiative)

Abilities: 58 / Skills: 12--3 / Feats: 3 / Powers: 3 / Saves: 2 / Combat: 24 (93)

-M.V.P. was a decent little story- he was the great-grandson of Doctor Abraham Erskine, aka the man who developed the Super-Soldier Serum that turned gangly Steve Rogers into Captain America. This revelation resulted in him being banned from High School athletics, but the fact that he was super-naturally "Peak Human" in every possible category got him into The Initiative. Despite this cool backstory, he was the Sacrificial Lamb of the story, being killed during the aforementioned training excercise as an errant blast by Armory went clean through his head. This has had reverberating effects over the series, as his body was endlessly cloned, resulting in a "normal" clone sent back to his father, three becoming Scarlet Spiders, and a forth, the insane "K.I.A.". Personally, I would've liked to see him move on as a character, and have him be a little buffer if he was supposed to be the real "Ubermensch" and have Cap-level strength.

-M.V.P. is a pretty good example of a Captain America Jr. He's strong, fast and tough as any human being could possibly be (despite being nowhere near the mass of Cap, which kind of bugged me, even if he IS just a kid), but lacks the training or skills of the major super-heroes, resulting in a pretty-touch PL 7 who has Cap's basis, but no experience. He's even got the minor powers like Speed & Leaping, and the Immunities thrown in.

Image

It's still a cool enough design. It says something that Spidey has TWO costumes MUCH cooler than this, though.

THE SCARLET SPIDERS (Michael, Van & Patrick)
Created by: Dan Slott & Stefano Caselli
Role: Cannon Fodder
Team: The Shadow Initiative
PL 8 (137)

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

Skills:
Acrobatics 5 (+12)
Diplomacy 2 (+5)
Intimidate 8 (+8)
Medicine 1 (+3)
Notice 2 (+4)
Profession (Farmer) 2 (+5)
Profession (Soldier) 4 (+7)

Feats:
Attractive, Dodge Focus 2, Equipment (Police Scanner, Radio, etc.), Power Attack, Teamwork 2

Powers:
"Iron Spider Armour" Device 11 (hard to lose) (Feats: Mental Control) [45]
"Bulletproof Coating" Protection 2 (Extras: Impervious 4) (6)
Super-Senses 2 (Extended & Infravision) (2)
"Cloaking Device" Blending (2)
Immunity 2 (Drowning, Suffocation) (2)
Morph 2 (Any Form) (Flaws: Limited to Peter Parker or Spider-Man Forms & Appearances) (2)
Enhanced Feats 1: Quick Change (1)

"Waldoes" Additional Limbs 4 (8 arms) (4)
"See Around Corners" ESP 1 (Visual) (2)

Super-Movement 2 (Wall-Crawling 2) (4)
Flight 4 (Flaws: Gliding) (4)

"Web-Slinging" Snare 8 (Feats: Dynamic, Obscure Vision, Split Attack, Tether) (20) -- (24)
Dynamic AP: Super-Movement 3 (Swinging 2, Slow Fall) (6)
Dynamic AP: Trip 8 (Feats: Split Attack) (9) -- (53 points)

Saves:
Toughness +6 (+8 Armour, +4 Impervious), Fortitude +7, Reflex +7, Will +4

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

Complications:
Responsibility (Fatherless)
Responsibility (The Avengers Initiative)

Abilities: 46 / Skills: 24--6 / Feats: 7 / Powers: 45 / Saves: 5 / Combat: 28 (137)

-And related to the M.V.P. build comes the Scarlet Spiders! Now I actually liked this concept- instead of dumping the Iron Spider armour into the mothballs, it actually uses what is at-heart a pretty awesome character design (it's not that great compared to the Red or Black Spidey costumes, because those are the BEST COSTUMES EVER, y'know, but on it's own, the Iron Spider is sweet), combining it with both Ben Reilly's legacy AND that of Michael Van Patrick, creating all sorts of little things. They obsess over not having a dad/identity (aka "Cloning Blues"), try to play nice with a quite-peeved Peter Parker once he sees this blatant trademark violation, and then go out... and act as Cannon Fodder. See kids, this is why you never join TEAMS where you all look identical. One Clone got wiped out by the Thor-clone "Clor", aka "Ragnarok", and another was killed by K.I.A. So yeah, both offed casually by Teamwrecking super-threats that required a massive group effort by DOZENS of Cannon Fodder minor-league Supers to bring down. The last Scarlet Spider is still alive, actually, hopefully to become a character in his own right.

-The Scarlet Spiders are pretty decent, but still kind of scrub-like. They have a TON of powers in that Armour, but not many that amount to much. They combined M.V.P.'s lowered physical stats (22s in all Physical Abilities, as they had a bit of Baron von Blitzschlag in them) with the Iron Spider Armour, also copying some of Peter Parker's natural powers like Wall-Crawling and Web-Slinging. This makes them PL 8 all-around, which seems about right. Two fatalities means that they don't have nearly high enough Defense Bonus to be proper "Spidey"-type guys. I also invented a "Mental Control" Device Feat to explain those times you can control armour from across the room or something- it's not in Ultimate Power, but seems about right.
Last edited by Jabroniville on Thu Jul 08, 2010 1:16 pm, edited 1 time in total.
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Re: Jab's Initiative Builds: Gauntlet, Bengal, Gyrich, Komodo

Postby Jabroniville » Wed Jul 07, 2010 11:43 pm

Image

ARMORY (Violet Lightner)
Created by: Dan Slott & Stefano Caselli
Role: The Sacrificial Lamb (she didn't die, but still)
Team: None (Doesn't make it past Basic)
PL 9 (103)

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

Skills:
Bluff 4 (+4)
Notice 2 (+2)
Profession (Soldier) 2 (+2)

Feats:
Dodge Focus 2, Power Attack

Powers:
"The Tactigon- Multi-Purpose Weapon"
Variable Power (50 pp of Multiple Powers) 10 [70]
(Common Powers: Blast 14/Penetrating, Targetted Touch Area Line; Snare 14; Swinging 2; Ext.Reach +4 Strike 12/Penetrating; Force Field 7/Impervious)
Super-Senses 4 (Detect Weakness, Ranged, Acute, Analyze) [4]

Saves:
Toughness +1, Fortitude +2, Reflex +3, Will +2

Combat:
Attack +4, Damage +0 (+14 Tactigon Powers), Defense +3 (+5 Dodge), Initiative +2

Complications:
Responsibility (The Avengers Initiative)
Secret (Was Suicidal)
Phobia (Spiders)

Abilities: 6 / Skills: 8--2 / Feats: 3 / Powers: 74 / Saves: 4 / Combat: 14 (103)

-Armory is barely even a character, so much as a writer's tool (heh heh, "tool"). She shows up as a somewhat dark-minded girl in the first "Initiative" story, freaks out when Trauma uses his power to turn into a gigantic spider (well, who wouldn't?), and her power goes Ape-Poop, resulting in one dead member of the team (MVP), and a harsh early lesson in the book that nothing comes easy. She's found to be incapable of becoming a superhero, gets forcibly depowered (ie. they sever the thing from her arm via surgery), and booted out of The Initiative, with everyone forced to say nothing. She pops up a bit later, denying any events to a shrink, who confides to Gyrich that the girl isn't a tattletale and they can trust her.

-Armory's pretty scary for a nobody character who never went anywhere, entirely thanks to The Tactigon (which has such a huge trade-off, since she's so inaccurate, that it's actually illegal for PCs to use it), which is ridiculously powerful. It basically turns into "Whatever I need at any given time", which is almost like Nemesis, but is just Variable Power since all she or KIA ever did with it was blow stuff up most of the time. She managed to OneShotKill Ultimo, which is a pretty big deal, but hey, sneak attack plus Power Attack is fairly lethal for DC 29 base damage.

Image

Stupid Variable Power.

K.I.A. (Michael Van Patrick's Clone)
Created by: Dan Slott & Stefano Caselli
Role: The Past Coming Back to Haunt You
Team: None (Villain)
PL 13 (172)

ST 22 (+6) DEX 22 (+6) CON 22 (+6) INT 16 (+3) WIS 10 CHA 10

Skills:
Acrobatics 5 (+12)
Diplomacy 2 (+5)
Intimidate 8 (+8)
Medicine 1 (+3)
Notice 2 (+4)
Profession (Farmer) 2 (+5)

Feats:
All-Out Attack, Attack Focus (Ranged) 2, Dodge Focus 2, Power Attack, Rage, Takedown Attack 2

Powers:
"The Tactigon- Multi-Purpose Weapon"
Variable Power (50 pp of Multiple Powers) 10 [70]
(Common Powers: Blast 14/Penetrating, Targetted Touch Area Line; Snare 14; Swinging 2; Ext.Reach +4 Strike 12/Penetrating; Force Field 8/Impervious)
Super-Senses 4 (Detect Weakness, Ranged, Acute, Analyze) [4]

Saves:
Toughness +6 (+14 Force Field), Fortitude +7, Reflex +7, Will +4

Combat:
Attack +10 (+12 Ranged), Damage +7 (+14 Tactigon Powers), Defense +8 (+10 Dodge), Initiative +6

Complications:
Obsession (Killing Those Who Saw M.V.P. Die)

Abilities: 42 / Skills: 20--5 / Feats: 9 / Powers: 74 / Saves: 6 / Combat: 36 (172)

-K.I.A. is a clone of M.V.P., being awakened when the Tactigon (of Armory's) was placed on his arm. He woke up instantly, went insane, and started hacking people apart. With the combined powers of M.V.P. AND Armory, he killed a handful of people (only minor characters, though- a one-note Initiative recruit Dragon Lord and one of the Scarlet Spiders), absolutely WRECKED about thirty metahumans in a row (mowing down Thor Girl like nothing, severing Constrictor's arms, beating the holy crap out of WAR MACHINE off-panel, killing the later-resurrected Trauma, etc.) before being brought down by a mind-eraser. Basically a one-arc villain, he could still return in some form (especially with the Tactigon still in existence).

-Yeah, this guy's scary. He walked through dozens of metahumans at once without flinching, and some of them were actually PL 10! Sure, Dragon Lord and a Scarlet Spider ain't much, but he decked out a possessed Gauntlet, Disabled/Dying'd Constrictor, easily beat the hell out of a PL 11 War Machine, killed Trauma (who got better through unrelated stuff), and was generally only limited by a semi-human vulnerability if he didn't have his Field up. It took a super-weapon mind-wiper to even finish him off. The Tactigon was basically limitless- it's full power Blast could take out Ultimo in one shot, go Autofire on whole groups, he could slice people up, teleport, inject massive poison into Komodo that'd kill even with her regenerative powers, shock Slapstick with just the right level of electricity to destabilize him, and more. Basically using "whatever the hell the writers felt like", making him a super-godly PL 13. His most Powerful Blast is 42 pp, allowing 8 ranks of Force Field (or 4 ranks of Impervious Field), and he usually sticks to less power to go further with his field. The guy pretty much DEFINES "Teamwrecker" status.

-Note that he's moderately less powerful than M.V.P. in base form- he's got a bit of Baron Von Blitzschlag's DNA in him (he wanted to sow some wild oats SOMEHOW), so he's not up to Michael Van Patrick's sheer level, just close to it. He also wasn't quite as pretty, mainly because he was covered in gross alien stuff all the time.
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Re: Jab's Initiative Builds: Gauntlet, Bengal, Gyrich, Komodo

Postby Dirigible » Wed Jul 07, 2010 11:53 pm

M.V.P. (Michael Van Patrick)


"The secret of human physical perfection is... diet and exercise?!"

Great set of builds. Can't wait to see Hardball... loved his powerset.
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Re: Jab's Initiative Builds: Bengal, Gyrich, Komodo, MVP, KIA

Postby Jabroniville » Thu Jul 08, 2010 12:52 am

Yeah, he's got a neat one... kinda all over the place, too- Force Field/Deflect, Strike, Frying Electronics... some Initiative issues show him Snaring guys Telekinesis-style, or Autofire Blasting a whole group as well. Are those all his powers? He's got a lot of them.
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Re: Jab's Initiative Builds: Gauntlet, Bengal, Gyrich, Komodo

Postby FuzzyBoots » Thu Jul 08, 2010 8:35 am

Jabroniville wrote:THE SCARLET SPIDERS (Michael, Van & Patrick)
"Web-Slinging" Snare 8 (Feats: Obscure Vision, Split Attack, Tether) (19) -- (21)
..Dynamic AP: Super-Movement 3 (Swinging 2, Slow Fall) (6)
..Dynamic AP: Trip 8 (Feats: Split Attack) (9) -- (50 points)

Making those APs dynamic would jump you to 52 pp, not to mention that the base power isn't dynamic, making me wonder if you intended them to be regular APs.

^_^ Nice builds though.
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Re: Jab's Initiative Builds: Bengal, Gyrich, Komodo, MVP, KIA

Postby catsi563 » Thu Jul 08, 2010 12:14 pm

Id actually like to see a Pennance build.

the speedball build is fine for him. but Pennance is a whole different animal. the suit give shim the abilitiy to use his pwoers in entirely different ways, and he no longer just bounces about. Hes more like a high powered kinetic blaster or scrapper then a super ball.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Jab's Initiative Builds: Bengal, Gyrich, Komodo, MVP, KIA

Postby Jabroniville » Fri Jul 09, 2010 2:27 am

Image

ULTRA GIRL (Susannah Lauren Sherman)
Created by: Barbara Kessel & Leonard Kirk
Role: Failed Superman Rip-Off, Background Flying Brick
Team: The Cavalry (Georgia), Avengers Resistance
PL 9 (138)

ST 30 (+10) DEX 16 (+3) CON 30 (+10) INT 10 WIS 12 (+1) CHA 16 (+3)

Skills:
Diplomacy 2 (+5)
Knowledge (Current Events) 3 (+3)
Knowledge (Pop Culture) 5 (+5)
Notice 2 (+3)
Profession (Soldier) 4 (+4)

Feats:
Attack Focus (Melee) 3, Attractive, Dodge Focus 2, Endurance, Improved Grab, Improved Initiative, Power Attack, Takedown Attack, Withstand Damage

Powers:
Super-Strength 5 (heavy load: 24 tons) [10]
Regeneration 8 (Feats: Diehard) (Recovery +3, Injured 2, Bruised 2, Staggered 1) [9]
Flight 7 [14]
Super-Senses 2 (Infravision, Ultravision) [2]

Saves:
Toughness +10, Fortitude +10, Reflex +6, Will +4

Combat:
Attack +8, Damage +10, Defense +6 (+8 Dodge), Initiative +7

Complications:
Responsibility (Loves Vance Astrovik, aka Justice)
Responsibility (The Avengers Initiative/Resistance)

Abilities: 54 / Skills: 16--4 / Feats: 11 / Powers: 35 / Saves: 6 / Combat: 28 (138)

-I have no real idea what was going on here. A supermodel turned into a super-hero with a vague origin (later revealed to be Kree-related) that was essentially a Superman clone in a Universe relatively un-glutted with them compared to DC? She actually debuted in her own limited series, which was so successful I'd never heard of it before today, and then joined the New Warriors during that book's LONG, LONG death (you really didn't wanna be a third or fourth-tier book in the late 90s during the Great Comic Book Market Crash), and never really got up to much. She vanished until The Initiative, being a supporting character of some power, maintaining a pretty good rep, and mainly sticking to the Initiative side of things out of fear. Eventually, she (and the guy she liked, Justice, who was handily separated from Firestar at this point) hooked up with the Avengers Resistance, but only after it became REALLY obvious the Initiative was full of evil people (ie. when Osborn took over).

-Yeah, overall, not a big fan. I hate Superman-styled people when the writers make zero effort to separate them or make them interesting (it's a heavily over-used power-set, moreso in DC than Marvel, but still), and her origin is less "mysterious" than "written on the back of a napkin before the book goes to the printers". In the "Initiative" book she floats around being indecisive, sticks to the evil side long past the point where it made sense, and got Ms. Marvel's old costume just in time for Bendis to give it to Moonstone for the Dark Avengers (meaning UG had it for all of a single arc). So this character just kind of does nothing.

-A PL 9 variant of a Flying Brick. I could go PL 10, but she never comes across as that powerful or capable, and her biggest feat is brawling with Skrull Thor Girl for a while, and cheating to get away from Moonstone Marvel (she stripped her so she'd have to UG go). I figure until she gets some impressive feats under her belt, she's stuck as a PL 9. It just doesn't feel right to put her on the level of even a Cassie Sandsmark, let alone a Donna Troy or something, especially as none of the other New Warriors members (save Penance & Nova, obviously) get to go up that high.
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