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Jab's He-Builds: Man-at-Arms, Mantenna, Leech, Beast Man

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Re: Jab's 3e Builds!: Marauders (Arclight, Riptide, Sabretooth)

Postby Unbeliever » Wed Aug 04, 2010 8:06 am

Love your take on Sabretooth, and by extension Venom. Two of Marvel's great villains that they have also managed to beat into the ground in terrible ways (though in all fairness, I'm sure the Joker has his fair share of bonkers plotlines). I also like the idea of making it clear that Sabretooth is just plain better at the stuff than Wolverine is -- makes Wolverine more heroic, being a bit outclassed, and it also makes their relationship more dramatic. I do remember an ancient comic where Wolvie, after a long day, is standing along a pier and someone w/ suspiciously Sabretooth like hands reaches out of the water and claws his throat out, just for the hell of it. Looking back on the most interesting incarnations of these characters helps me overcome my post-Wolverine malaise.
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Re: Jab's 3e Builds!: Marauders (Arclight, Riptide, Sabretooth)

Postby Jabroniville » Thu Aug 05, 2010 1:06 am

Next up on Jab's Builds:

The Savage Land Mutates:

What a group of total jobbers. These guys were created eons ago, in the "lame years" of X-Men, when the writers figure Magneto was just a generic Lame Evil Villain, and he needed some henchmen. So they took some humans from the Savage Land, and mutated them into super-powered beings with which to challenge the X-Men. Ever since their creation, they've basically been used as named Mooks- not that powerful, but often rather numerous, and they get the jump on the heroes every once in a while. Generally speaking, they're a nuisance. They come in, beat up some heroes, use a scheme of their boss (used to be Magneto, but shifted pretty quickly to either Zaladane or Sauron), but then get their asses kicked on the re-try, like most Marvel Jobber Villains do. Rather predictable in that sense.

I'm not sensing a lot of higher power levels here, with a few exceptions. These guys are jobbers and weenies, good for PL 8 type of stuff, where they can challenge PL 10 heroes for a little bit before faltering, and their few big-time victories (over the Re-Assembled Avengers, no less) come as a result of luck and surprise. Notably, Vertigo is the one who brought down the Avengers, and generally, a single super-hero who isn't caught by surprise can take out two or three Mutates before falling, and most are one-shotted if hit dead-on. Like a lot of Jobber Villains, they're stuck around one concept, and are often either Glass Cannons or weak Mind Controllers.

Notably, I've never built any of these guys before (except for Vertigo, who was also on The Marauders since she's a Claremont Baby), despite their pure jobberdom.

Full Roster-
The Savage Land Mutates:
Amphibius
Barbarus
Piper
Lorelai
Lupo
Equilibrius
Gaza
Leash
Lupa
Whiteout
Worm
Brainchild

plus Sauron
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Re: Jab's 3e Builds!: Marauders (Arclight, Riptide, Sabretooth)

Postby Jabroniville » Thu Aug 05, 2010 1:14 am

Image

Not the most intimidating form for a Super-Villain to take, but at least he stands out in group photos...

AMPHIBIUS
Created By:
Roy Thomas & Neal Adams
First Appearance: Uncanny X-Men #62 (Nov. 1969)
Role: Jobber Villain, Weird Looking One
Group Affiliations: The Savage Land Mutates
PL 8 (120)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE -1

Skills:
Acrobatics 5 (+10)
Athletics 3 (+6)
Expertise (Survival) 6 (+6)
Intimidation 4 (+3)
Perception 5 (+6)
Stealth 5 (+10)

Advantages:
Defensive Roll, Defensive Throw, Equipment, Improved Defense, Improved Disarm, Improved Initiative, Move-By Action, Teamwork 2, Tracking

Powers:
"Mutate Nature: Amphibian Physiology"
"Frog Legs" Leaping 4 [4]

"Prehensile Tongue"
Extra Limbs 1 [1]
Reach (to Unarmed Grapples) 3 [3]

"Underwater Adaptations"
Immunity 1 (Drowning) [1]
Swimming 3 [3]
Movement 1 (Environmental Adaptation- Swamps, Bogs, etc.) [2]

"Control Aquatic Life"
Mind Control 8 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Aquatic Animals -2) [24]

Equipment:
"Clawed Glove" Strength-Damage +2 (2)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Clawed Glove +10 (+5 Damage, DC 20)
Animal Control +8 Area (+8 Affliction, DC 18)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +4 (+5 D.Roll), Fortitude +6, Will +3

Complications:
Motivation (Leader's)- All the Mutates will readily follow the most dominant personality, and do whatever they say.
Prejudice (Obvious Freak)- There's no mistaking Amphibius for human, and most attempts at disguise would fail.
Power Loss- If Amphibius is weakened, or taken too far from the genetic transformer that changed him, he has been known to revert to human form.
Weakness (Heat)- As an Amphibian, Amphibius can be dehydrated easily, and is vulnerable to such attacks or environments.

Total: Abilities: 48 / Skills: 28--14 / Advantages: 10 / Powers: 38 / Defenses: 10 (120)

-Amphibius is a hallmark member of his team, usually seen as a constant, given his identifiable appearance. Of course, it's a pretty horrible appearance, as nobody is really that scared of frogs unless they're a little girl or something. So this stand-out Jobber is always there, crouched and ready to attack with his weaksauce powers, and generally one-punched out by the first hero who catches him. Not much of a personality beyond "easily led".

-Amphibius is a weakling, being about PL 7.5 offensively (and then only with his rarely-seen Clawed Glove), PL 8 defensively. He's an alright team player, pretty stealthy, and handy in his native environment, but anyone who catches him with an attack will probably K.O. him. He gets a pretty good Animal Control Power, allowing him to brings Sharks and Crocodiles into the equation (I like Control better than Summon for this kind of thing), but that's about it. Pretty much a total jobber with an amphibious nature.
Last edited by Jabroniville on Fri Aug 06, 2010 11:35 pm, edited 1 time in total.
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Re: Jab's 3e Builds!: Marauders (Arclight, Riptide, Sabretooth)

Postby Jabroniville » Thu Aug 05, 2010 1:22 am

Image

(he's the one with the flute...)

PIPER
Created By:
Roy Thomas & Neal Adams
First Appearance: Uncanny X-Men #62 (Nov. 1969)
Role: Jobber Villain, Animal Controller
Group Affiliations: The Savage Land Mutates
PL 10 (98)
STRENGTH
0 STAMINA 1 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 2 (+4)
Athletics 5 (+5)
Deception 4 (+6)
Expertise (Music- Flute) 10 (+12)
Expertise (Survival) 4 (+6)
Insight 2 (+4)
Investigation 2 (+4)
Perception 4 (+6)
Persuasion 2 (+4)
Stealth 3 (+5)

Advantages:
Equipment, Improved Defense, Teamwork

Powers:
"Mutate Nature: Animal Control"
Mind Control 10 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Animals, Limited to While Playing Flute) [40]

Equipment:
"Masterwork Flute"

Offense:
Unarmed +4 (+0 Damage, DC 15)
Animal Control +10 Area (+10 Affliction, DC 20)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +1, Fortitude +3, Will +4

Complications:
Motivation (Leader's)- All the Mutates will readily follow the most dominant personality, and do whatever they say.

Total: Abilities: 22 / Skills: 38--19 / Advantages: 3 / Powers: 40 / Defenses: 14 (98)

-Piper's a pretty handy guy to have around- you can always use a giant Tyrannosaurus or Sea Monster to go after the super-heroes. He's a terrible character overall (just a guy in a loincloth and hood carrying a flute with no discernable personality), but at least he's a team player. For stats, he's a weakling who goes down to any amount of damage, but some of the creatures he can summon can go as high as PL 11 at times, depending on what's around (and since he's from THE SAVAGE LAND, that can be quite a bit of crazy-scary monsters).
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Re: Jab's 3e Builds: Marauders (Sabretooth), Savage Land Mutates

Postby scc » Thu Aug 05, 2010 7:21 am

For some reason I always liked these jobbers. I think you might be the first to build them here. Good job.
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Re: Jab's 3e Builds: Marauders (Sabretooth), Savage Land Mutates

Postby Jabroniville » Thu Aug 05, 2010 10:45 pm

Image

What, do they not want him to pick at his stitches or something?

LUPO
Created By:
Roy Thomas & Neal Adams
First Appearance: Uncanny X-Men #62 (Nov. 1969)
Role: Jobber Villain, Animalistic Fighter
Group Affiliations: The Savage Land Mutates
PL 8 (123)
STRENGTH
6 STAMINA 6 AGILITY 4
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 4 (+8)
Athletics 4 (+10)
Close Combat (Claws) 2 (+9)
Expertise (Survival) 6 (+7)
Intimidation 6 (+6)
Perception 6 (+7)
Stealth 4 (+8)

Advantages:
All-Out Attack, Animal Empathy, Diehard, Great Endurance, Improved Critical (Claws), Fast Grab, Improved Initiative, Power Attack, Startle

Powers:
"Mutate Nature: Animalistic Physiology"
Speed 2 [2]
"Super-Senses" Senses 9 (Acute & Extended Scent, Extended & Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [9]

"Razor-Sharp Claws" Strength-Damage +1 (Feats: Split) [2]

"Control Wolves"
Mind Control 8 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Wolves & Dogs -2) [24]

Offense:
Unarmed +7 (+6 Damage, DC 21)
Claws +9 (+7 Damage, DC 22)
Animal Control +8 Area (+8 Affliction, DC 18)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +6, Fortitude +8, Will +4

Complications:
Motivation (Leader's)- All the Mutates will readily follow the most dominant personality, and do whatever they say.
Prejudice (Obvious Freak)- There's no mistaking Lupo for human, and most attempts at disguise would fail.
Power Loss- If Lupo is weakened, or taken too far from the genetic transformer that changed him, he has been known to revert to human form.

Total: Abilities: 46 / Skills: 32--16 / Advantages: 9 / Powers: 40 / Defenses: 12 (123)

DIRE WOLF MINIONS
[b]Role:
Apex Predator, Pack Hunter
PL 6 (63)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -2

Skills:
Athletics 2 (+6)
Close Combat (Natural Weapons) 1 (+6)
Expertise (Hunters) 4 (+6)
Intimidation 8 (+6)
Perception 6 (+8)
Stealth 1 (+5)

Advantages:
All-Out Attack, Diehard, Great Endurance, Improved Critical (Natural Weapons), Fast Grab, Improved Trip, Startle, Teamwork 2

Powers:
"Animal Senses" Senses 8 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [8]

"Animal Physiology" Speed 2 [2]

"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]

Offense:
Unarmed +5 (+4 Damage, DC 19)
Natural Weapons +6 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +4, Fortitude +6, Will +3

Complications:
Disabled (Animal)- Animals cannot speak to humans, or use their paws to easily manipulate objects.

Total: Abilities: 26 / Skills: 22--11 / Advantages: 9 / Powers: 12 / Defenses: 5 (63)


-Haha, what an AWFUL visual appearance they gave this guy! A big hairy dude with giant pointy ears? That's ridiculous. They improved him later, giving him a... cat-like appearance (even though he controls dogs... more artists screw this up than you'd think- look at Wildcat Jr. these days), and a big white hood thingie over his head, which is only an improvement in situations like this, where he started out SO DAMN BAD.

-Lupo's just another Animal Controller, which I'm starting to realize is very damn common on this team. He's the THIRD GUY so far to have that power! At least they're all jungle-dwellers, so they have an unlimited supply of animals to utilize. Lupo here is packing Dire Wolves as companions most of the time, using his control over them to get them to atttack the heroes en masse, requiring some deft tactics to fight off a horde of PL 6 killers, much larger and stronger (and more vicious) than normal Wolves. This gives me another chance to stat up some animals, which I'll probably get into one of these days. Lupo's a pretty basic PL 8 Scrapper/Claw Guy, but only in Wolfie-form- his normal version is much weaker, likely ST 3/4, STA 4, AG 3.
Last edited by Jabroniville on Fri Aug 06, 2010 11:36 pm, edited 2 times in total.
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Re: Jab's 3e Builds: Marauders (Sabretooth), Savage Land Mutates

Postby Jabroniville » Thu Aug 05, 2010 10:53 pm

Image

She looks like Shadow Weaver from "She-Ra" after she fell into a vat of flour.

WHITEOUT
Created By:
Chris Claremont & Marc Silvestri
First Appearance: Uncanny X-Men #249 (Oct. 1989)
Role: Jobber Villain, Status Affecter
Group Affiliations: The Savage Land Mutates
PL 10 (80)
STRENGTH
0 STAMINA 2 AGILITY 3
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Close Combat (Unarmed) 2 (+6)
Deception 4 (+5)
Expertise (Survival) 4 (+5)
Insight 3 (+4)
Intimidation 4 (+5)
Perception 3 (+4)
Stealth 4 (+7)

Advantages:
Teamwork

Powers:
"Mutate Nature: Force Perception of Only White"
Affliction 10 (Fort; Visual Impaired/Disabled/Unaware) (Extras: Cumulative, Area-Visual Perception, Selective) (Flaws: Limited to Visuals) [30]

Offense:
Unarmed +6 (+0 Damage, DC 15)
Whiteout +10 Area (+10 Affliction, DC 20)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +5, Will +4

Complications:
Motivation (Leader's)- All the Mutates will readily follow the most dominant personality, and do whatever they say.

Total: Abilities: 22 / Skills: 24--12 / Advantages: 1 / Powers: 30 / Defenses: 15 (80)

-Whiteout's a later addition to the Mutates, way back when Chris Claremont decided to revisit the Savage Land with Magneto, Rogue and a few others. She's basically a no-personality, one-note character who blinds people, essentially taking the same sort of role as Vertigo, doing mass take-outs of the heroes to assist her buddies, but that was it. For stats, she's as mediocre as they get unless she's using her one PL 10 trick- the "Whiteout" effect that Selectively blinds everyone who can see her. In the one appearance I have of her, she blinds Asp and Diamondback on Superia's ship of super-powered ladies, but an errant blast from Asp takes her right out of the fight. This is pretty common with her- she blinds everyone, wreaking havoc, but the slightest tap brings her down. Not a very healthy gal, I guess.
Last edited by Jabroniville on Fri Aug 06, 2010 11:41 pm, edited 1 time in total.
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Re: Jab's 3e Builds: Marauders (Sabretooth), Savage Land Mutates

Postby Jabroniville » Thu Aug 05, 2010 10:56 pm

Image

"And now... to kill the one who mixed my reds with my whites!"

EQUILIBRIUS
Created By:
Roy Thomas & Neal Adams
First Appearance: Uncanny X-Men #62 (Nov. 1969)
Role: Jobber Villain, Status Affecter
Group Affiliations: The Savage Land Mutates
PL 9 (102)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 3 (+4)
Deception 4 (+6)
Expertise (Survival) 4 (+5)
Perception 4 (+6)
Persuasion 4 (+6)
Stealth 3 (+5)

Advantages:
Teamwork

Powers:
"Mutate Nature: Vertigo or Hypnosis Through Eyes"
"Vertigo" Affliction 9 (Fort; Dazed & Impaired/Disabled & Stunned/Incapacitated & Unaware) (Extras: Area-Visual Perception, Extra Condition, Concentration Duration, Selective) (45) -- [46]
    AE: "Hypnosis" Affliction 9 (Fort; Dazed/Compelled/Controlled) (Extras: Cumulative, Area-Visual Perception, Concentration Duration, Selective) (45)
Offense:
Unarmed +5 (+1 Damage, DC 16)
Vertigo +9 Area (+9 Affliction, DC 19)
Hypnosis +9 Area (+9 Affliction, DC 19)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +5, Will +4

Complications:
Motivation (Leader's)- All the Mutates will readily follow the most dominant personality, and do whatever they say.

Total: Abilities: 30 / Skills: 22--11 / Advantages: 1 / Powers: 46 / Defenses: 14 (102)

-That is one god-awful design concept. Big bug eyes, a huge round collar, and a pink tunic? What the heck was Neal Adams thinking? So this guy's another loser, designed to shake up and confuse heroes, but limited to JUST THAT, like most of his buddies. Not a bad guy to have around in a fight, but the Mutates seem to be stuffed with about 60-70% of these guys, and are seriously lacking in overall power. Notably, Equilibrius was basically replaced by a hot chick in Vertigo, thus becoming redundant, and he hasn't actually been seen in over a decade by my watch (and the Appendix to the Handbook of the Marvel Universe's).
Last edited by Jabroniville on Mon Aug 29, 2011 3:55 am, edited 1 time in total.
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Re: Jab's 3e Builds: Sabretooth, Savage Land Mutates (Lupo)

Postby Jabroniville » Fri Aug 06, 2010 11:33 pm

Image

BARBARUS
Created By:
Roy Thomas & Neal Adams
First Appearance: Uncanny X-Men #62 (Nov. 1969)
Role: Jobber Villain, Powerhouse
Group Affiliations: The Savage Land Mutates
PL 8 (111)
STRENGTH
10 STAMINA 8 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Survival) 4 (+4)
Intimidation 6 (+6)
Perception 2 (+2)

Advantages:
Chokehold, Defensive Throw, Fast Grab, Improved Disarm, Improved Grab, Improved Hold, Power Attack, Teamwork

Powers:
"Mutate Nature: Four Arms"
Enhanced Advantages 1: Benefit (Ambidexterity) [1]
Bonus to Strength Damage: Split [1]
Extra Limbs 2 [2]

Offense:
Unarmed +6 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +8, Fortitude +10, Will +3

Complications:
Motivation (Leader's)- All the Mutates will readily follow the most dominant personality, and do whatever they say.
Prejudice (Obvious Freak)- There's no mistaking Barbarus for human with his four arms, and most attempts at disguise would fail.

Total: Abilities: 52 / Skills: 12--6 / Advantages: 8 / Powers: 4 / Defenses: 11 (111)

-Who knew? There's more than ONE "Generic four-armed brawler" guy in the X-books! Barbarus is a predecessor to the MLF's Forearm, being a standard Big Dumb Powerhouse with the schtick that he's got four arms. He's kind of the team's brawler, and they kind of need them, with all these Status Affecters with weak physical stats- this is one of the few guys on the team with the strength necessary to bring guys DOWN. He's rather flimsy compared to most Team Bricks, though, as guys like Beast can KO him relatively easily, and even a blinded Colossus views him as little more than a speed-bump. So he hits hella-hard, being a Class 30 Powerhouse, but he's rather inaccurate (+6, making him PL 8), and his Toughness doesn't quite scale up.
Last edited by Jabroniville on Mon Aug 29, 2011 3:57 am, edited 1 time in total.
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Re: Jab's 3e Builds: Sabretooth, Savage Land Mutates (Lupo)

Postby Jabroniville » Fri Aug 06, 2010 11:50 pm

Image

GAZA
Created By:
Roy Thomas & Neal Adams
First Appearance: Uncanny X-Men #62 (Nov. 1969)
Role: Jobber Villain, Powerhouse
Group Affiliations: The Savage Land Mutates
PL 8 (100)
STRENGTH
7 STAMINA 7 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 1

Skills:
Athletics 3 (+10)
Deception 3 (+4)
Expertise (Survival) 4 (+7)
Insight 3 (+6)
Intimidation 4 (+5)
Perception 4 (+7)
Ranged Combat (Spear) 6 (+8)
Stealth 3 (+6)

Advantages:
Equipment 2, Fast Grab, Power Attack, Teamwork

Powers:
"Mutate Nature: Radar Sight"
Senses 5 (Danger Sense, Accurate Ranged Radio Sense) [5]
"Skilled Ability to Use Wooden Weapons Without Breaking Them" Features 1 [1]

Equipment:
Spear (Strength-Damage +2, Reach +2) (4) -- (5)
    AE: Spear Throw (Strength-Damage +1, Ranged 8) (9)
Offense:
Unarmed +7 (+7 Damage, DC 22)
Spear +7 (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +7, Fortitude +9, Will +5

Complications:
Motivation (Leader's)- All the Mutates will readily follow the most dominant personality, and do whatever they say.
Disabled (Blind)- Though he possesses a mental "radar", Gaza cannot see with normal vision.

Total: Abilities: 62 / Skills: 30--15 / Advantages: 5 / Powers: 6 / Defenses: 12 (100)

-Gaza is one of those "Empowered Blind People", much like Daredevil and Dr. Mid-Nite, who are blind, but can still 'see' so it's kind of a cheat. Oddly, he also mixes mild levels of superhuman strength (he once knocked Rogue kinda loopy, and generally the super-strong guys are paired off with him), making him kind of an all-around good fighter character. He's still PL 8, and actually breaks the strength limits for his weapons (they're made of wood, which has Toughness 4, but he does +7 damage, which should break the weapons when they're used), but I've chosen to give him a Feature to ignore that rule. Figure it's fair. He's a fairly balanced PL 8 melee fighter guy in that sense, being really hard to catch unawares
Last edited by Jabroniville on Mon May 28, 2012 3:28 am, edited 1 time in total.
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Re: Jab's 3e Builds: Sabretooth, Savage Land Mutates (Lupo)

Postby Jabroniville » Fri Aug 06, 2010 11:51 pm

Image

Oh, don't worry, Lupa. It's just an army of horny furries trying to break down your door.

LUPA
Created By:
Chris Claremont & Kevin Sharpe
First Appearance: X-Treme X-Men: Savage Land #2 (Dec. 2001)
Role: Jobber Villain, Animalistic Fighter
Group Affiliations: The Savage Land Mutates
PL 8 (145)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 4 (+8)
Athletics 4 (+8)
Close Combat (Claws) 2 (+10)
Deception 1 (+3)
Expertise (Survival) 6 (+8)
Intimidation 3 (+5)
Perception 6 (+8)
Stealth 4 (+8)

Advantages:
All-Out Attack, Animal Empathy, Diehard, Great Endurance, Improved Critical (Claws), Fast Grab, Improved Initiative, Minions 20 (8 Dire Wolves), Power Attack

Powers:
"Mutate Nature: Animalistic Physiology"
Speed 2 [2]
"Super-Senses" Senses 9 (Acute & Extended Scent, Extended & Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [9]

"Razor-Sharp Claws" Strength-Damage +1 (Feats: Split) [2]

"Pheromones"
Affliction 8 (Fort; Dazed/Compelled/Controlled) (Extras: Area- 60ft. Burst +2, Cumulative) (Flaws: Scent-Dependent) [24]

Offense:
Unarmed +8 (+4 Damage, DC 19)
Claws +10 (+5 Damage, DC 20)
Pheromones +8 Area (+8 Affliction, DC 18)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +8, Will +4

Complications:
Motivation (Leader's)- All the Mutates will readily follow the most dominant personality, and do whatever they say.
Prejudice (Obvious Freak)- There's no mistaking Lupa for human, and most attempts at disguise would fail.

Total: Abilities: 48 / Skills: 30--15 / Advantages: 28 / Powers: 40 / Defenses: 14 (145)

-Lupa is pretty similar to Lupo, but is a hot, semi-furry chick. That's probably the sole reason they made her, actually. She even has Dire Wolves! Her power seems to work on anybody, though, and she's not super-strong like Lupo is, so there's differences here and there. For Multiple Minions, I basicaly applied the new Summon Minions rule to the Advantage- you make an "Extra" for every doubling, so a 5-point Minion (a Dire Wolf), you have to add three extras (20 points) to get eight. It's expensive, but that seems to be the new way it works. Having that many Minions is pretty damn scary, though, so it might just fit. Oddly, Lupa's Dire Wolves are bipedal, semi-humanoid Wolfmen, but that doesn't really make much of a difference to their stats, as they still can't talk.


DIRE WOLF
[b]Role:
Apex Predator, Pack Hunter
PL 6 (63)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -2

Skills:
Athletics 2 (+6)
Close Combat (Natural Weapons) 1 (+6)
Expertise (Hunters) 4 (+6)
Intimidation 8 (+6)
Perception 6 (+8)
Stealth 1 (+5)

Advantages:
All-Out Attack, Diehard, Great Endurance, Improved Critical (Natural Weapons), Fast Grab, Improved Trip, Startle, Teamwork 2

Powers:
"Animal Senses" Senses 8 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [8]

"Animal Physiology" Speed 2 [2]

"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]

Offense:
Unarmed +5 (+4 Damage, DC 19)
Natural Weapons +6 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +4, Fortitude +6, Will +3

Complications:
Disabled (Animal)- Animals cannot speak to humans, or use their paws to easily manipulate objects.

Total: Abilities: 26 / Skills: 22--11 / Advantages: 9 / Powers: 12 / Defenses: 5 (63)
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Re: Jab's 3e Builds: Sabretooth, Savage Land Mutates (Lupo)

Postby Jabroniville » Sat Aug 07, 2010 12:55 am

Image

It's SO hard to tell that this was a Chris Claremont creation...

LEASH
Created By:
Chris Claremont & Kevin Sharpe
First Appearance: X-Treme X-Men: Savage Land #3 (Jan. 2002)
Role: Jobber Villain, Mind Controller
Group Affiliations: The Savage Land Mutates
PL 8 (87)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 3 (+6)
Athletics 3 (+5)
Close Combat (Psychic Leash) 2 (+8)
Deception 4 (+6)
Expertise (Survival) 4 (+4)
Insight 3 (+4)
Intimidation 3 (+4)
Perception 4 (+5)

Advantages:
None

Powers:
"Mutate Nature: Mental Control"
"Psychic Leashes" Affliction 8 (Will; Dazed/Compelled/Controlled) (Feats: Reach 2) (Extras: Cumulative, Sustained Duration +2) (Flaws: Instant Recovery) [26]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Leash +8 (+8 Affliction, DC 18)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +4

Complications:
Motivation (Leader's)- All the Mutates will readily follow the most dominant personality, and do whatever they say.

Total: Abilities: 34 / Skills: 26--13 / Advantages: 0 / Powers: 26 / Defenses: 14 (87)

-Yeah, ANOTHER Mind Controller/Status Affecter on this team. Leash was also added during the X-Treme X-Men issues, and is another hot chick added to a team of mostly deformed men. Those guys must have SOME case of blue-balls by this point. She's got a Mental Affliction that allows her to nail multiple people at once with her Sustained Duration, but it drops immediately if she's unconscious. It also has a bit of an extra Reach going for it, since it manifests as a kind of mental "snare".
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Re: Jab's 3e Builds: Savage Land Mutates (Barbarus, Gaza, Leash)

Postby scc » Sat Aug 07, 2010 6:39 am

The Savage Land Mutates do have a lot of people who fill similar rolls. As far as Barbarus goes I was wondering if you think he deserves multiattack with his arms. I remember him raining down blow after blow on Colossus before Colossus knocked him out with one punch. Keep up the good work.
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Re: Jab's 3e Builds: Savage Land Mutates (Barbarus, Gaza, Leash)

Postby Jabroniville » Sat Aug 07, 2010 12:38 pm

I usually don't do that with guys that have only 'four' arms, as it's more a descriptor than 'he does more damage because of all his arms'.
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Re: Jab's 3e Builds: Savage Land Mutates (Barbarus, Gaza, Leash)

Postby Jabroniville » Sun Aug 08, 2010 1:07 am

Image

LORELEI (Lani Ubana)
Created By:
Roy Thomas & Neal Adams
First Appearance: Uncanny X-Men #63 (Dec. 1969)
Role: Jobber Villain, Mind Controller
Group Affiliations: The Savage Land Mutates, The Brotherhood of Evil Mutants
PL 11 (90)
STRENGTH
-1 STAMINA 1 AGILITY 1
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Survival) 4 (+4)
Perception 4 (+4)

Advantages:
None

Powers:
"Mutate Nature: Hypersonic Voice"
"Hypnosis" Mind Control 11 (Extras: Area- 60ft. Burst +2, Selective, Concentration Duration) (Flaws: Hearing-Dependent, Limited to Men) (66) -- [67]
    AE: "Paralyzing Voice" Affliction 11 (Will; Entranced/Stunned/Paralyzed) (Extras: Perception Range +2, Cumulative, Area- 60ft. Burst +2, Selective, Concentration Duration) (Flaws: Hearing-Dependent, Limited to Men) (66)
Offense:
Unarmed +2 (-1 Damage, DC 14)
Hypnosis +11 Area (+11 Affliction, DC 21)
Paralyze +11 Area (+11 Affliction, DC 21)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +1, Fortitude +3, Will +4

Complications:
Motivation (Leader's)- All the Mutates will readily follow the most dominant personality, and do whatever they say.
Power Loss- If Lorelai is unable to sing, she cannot use her powers at all.

Total: Abilities: 4 / Skills: 8--4 / Advantages: 0 / Powers: 67 / Defenses: 15 (90)

-Okay, so the Mutates are apparently nothing but Mind Controllers and two strong guys. Good to know. None of these people can take a punch though, making them very limited. They certainly do their best to test all the heroes' Will Saves, I must say. Lorelei here is a cute, simple-minded Mutate who has vast powers over men, making them either paralyzed or hypnotized, and she's the only PL 11 character in the bunch. It's a vast, high-powered ability, but highly limited (Limited to Men, when nearly every team in the Marvel Universe has a woman on it, is a pretty big problem).
Last edited by Jabroniville on Mon Aug 29, 2011 3:56 am, edited 2 times in total.
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