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

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Re: Jab's Builds: Shriek, Clones, Tombstone, Big Wheel, Swarm

Postby Jabroniville » Fri Oct 29, 2010 6:10 pm

Image

Black Kids Riding Skateboards = Writers with their finger on the pulse of young society.

THE ROCKET RACER (Robert Farrell)
Created By:
Len Wein & Ross Andru
First Appearance: The Amazing Spider-Man #172 (Sept. 1977)
Role: Joke Villain Turned Hero, Black Kid on Skateboard
Villain/Ally Ranking: D-List
Group Affiliations: The Outlaws
PL 8 (131)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 4 (+8)
Athletics 2 (+4)
Close Combat (Unarmed) 1 (+8)
Deception 4 (+5)
Expertise (Science) 4 (+8)
Expertise (Pop Culture) 2 (+6)
Perception 4 (+5)
Sleight of Hand 3 (+7)
Stealth 2 (+6)
Technology 4 (+8)
Vehicles 8 (+12) -- Flaws: Limited to Skateboards

Advantages:
Combat Driver, Defensive Attack, Equipment 1 (Spy Gear), Improved Defense, Improved Initiative, Move-By Action, Ranged Attack 4, Skill Mastery (Vehicles), Ultimate Vehicles, Uncanny Dodge (Hearing)

Powers:
"Rocket Skateboard" (Flaws: Removable) [12]
Speed 6 (120 mph) (6)
Movement 2 (Wall-Crawling 2) (4)
"Skateboard Ram" Damage 5 (5) -- (15 points)

"Rocket Racer Outfit" (Flaws: Removable) [20]
Protection 2 (2)
"Mini-Rocket Gauntlets" Blast 7 (Extras: Multiattack) (21) -- (22)
    AE: "Rocket Punch" Strength-Damage +4 (4)
Features: Remote Controls Skateboard) (1) -- (24 points)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Skateboard Ram +8 (+5 Damage, DC 20)
Rocket Punch +9 (+6 Damage, DC 21)
Mini-Rockets +8 (+7 Ranged Damage, DC 22)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3 (+5 Costume), Fortitude +5, Will +5

Complications:
Motivation (Greed)
Enemy (Spider-Man)

Total: Abilities: 52 / Skills: 34--17 / Advantages: 13 / Powers: 32 / Defenses: 17 (131)

-Rocket Racer seems kinda racist at first, but you gotta realize this was the SEVENTIES, and thus black superheroes AND skateboards were pretty rare. The whole "black kids on skateboards" thing go so out of hand by the '90s that Dwayne McDuffie (who is black) once wrote a parody series-concept to Marvel simply called "The Black Kids on Skateboards" featuring the three or four created for Marvel since then, plus a new one. Robert Farrell is your typical "I gotta raise my horde of siblings since my parents died" story, turning his technological genius to villainous ends to pay the bills (he was smart, but poor and had no education or businses sense). He eventually turned good after numerous fights with Spider-Man, and became an ally who showed up every once a decade or so (though he later teamed with Silver Sable's Outlaws).

-Rocket Racer's a Device-using PL 8 hero with some good Skills and Abilities, but is generally too low-level to really make an impact in the PL 9-10-heavy Spideyverse. He's got a handy bunch of attacks, hitting guys with his Skateboard, Rocket Punch or Mini-Rockets, but would have trouble with a serious adversary. He's pretty defensive, and unusually, makes his PL just about everywhere offensively & defensively.
Last edited by Jabroniville on Wed Aug 24, 2011 2:17 am, edited 1 time in total.
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Re: Jab's Builds: Tombstone, Big Wheel, Swarm, Rocket Racer

Postby Jabroniville » Fri Oct 29, 2010 11:49 pm

Image

VERMIN (Edward Whelan)
Created By:
J.M. DeMatteis & Mike Zeck
First Appearance: Captain America #272 (Aug. 1982)
Role: Generic Animalistic Villain, Background Guy, Minion
Villain Ranking: D-List
Group Affiliations: N/A
PL 10 (130)
STRENGTH
6 STAMINA 7 AGILITY 5
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -2

Skills:
Acrobatics 2 (+7)
Athletics 3 (+10)
Expertise (Survival) 9 (+9)
Intimidation 8 (+6)
Perception 8 (+8)
Sleight of Hand 5 (+5)
Stealth 5 (+10)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Great Endurance, Hide in Plain Sight, Improved Critical (Bite), Improved Grab, Improved Iniative 2, Power Attack, Startle, Uncanny Dodge (Scent)

Powers:
"Rat-Like Physiology"
"Animal Senses" Senses 4 (Acute & Extended Scent, Low-Light Vision, Tracking- Scent) [4]
"Razor-Sharp Teeth" Strength-Damage +1 [1]
Leaping 1 [1]

"Change Forms At-Will" Morph 1 (Ed Whelan) (Extras: Metamorph) [6]

"Control Vermin" Affliction 2 (Will; Dazed/Compelled/Controlled) (Extras: Area- 2-miles +10, Concentration) (Flaws: Limited to Rodents & Stray Dogs) [22]

Offense:
Unarmed +11 (+6 Damage, DC 21)
Bite +11 (+7 Damage, DC 22)
Vermin Control +2 Area (+2 Affliction, DC 12)
Initiative +13

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 12), Toughness +7, Fortitude +9, Will +3

Complications:
Motivation (Hunger)
Enemy (Spider-Man)
Involuntary Transformation- Vermin can give up the power, but only if he's talked down by certain people. Genearlly, the transformations can be unstoppable.

Total: Abilities: 50 / Skills: 40--20 / Advantages: 13 / Powers: 34 / Defenses: 13 (130)

-Vermin is a weird character in the Spidey mythos, in that he's generally the minion of other, BETTER, villains, meant to hunt and harass Spider-Man. He actually debutd in Captain America's book, but he quickly became a Spidey Rogue when J.M. DeMatteis, his creator, came over to the Spidey books (this happens a lot with minor villains). He's a generic "Animal Guy", with the unimpressive name and power-set of a giant rat, but he nonetheless has given Spidey major problems in the past, often defeating him or leaving him badly hurt. Despite this, he was gone for most of the '90s, and I don't think I've ever read a book with him in it.

-Vermin's a PL 9 with some options, namely All-Out & Power Attack, making him quite dangerous. He's PL 9 on offense, PL 9.5 on defense, which is higher than I was expecting, but given his success rate against Spider-Man, I figure he deserves a near-PL 10 status. His Control Vermin power is EXTREMELY wide-ranged, but so limited that this side-concept really doesn't add up to that much. He can summon entire swarms or rats (or even PL 3 stray dogs), which is scary and a pain, though. He also can switch freely between Vermin & Ed Whelan (what? the announcer for Stampede Wrestling & the Calgary Stampeders is a super-villain?) forms at-will, giving him the Morph power. Whelan isn't a powerhouse, basically ST 0, STA 0, AGI 0, FIGHT 0, INT 4, PRE 0, with 10 ranks in Science.
Last edited by Jabroniville on Wed Aug 24, 2011 2:18 am, edited 2 times in total.
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Re: Jab's Builds: Tombstone, Big Wheel, Swarm, Rocket Racer

Postby Jabroniville » Sat Oct 30, 2010 12:01 am

Image

That is one uniform colour scheme right there.

THE FOOLKILLER II (Gregory P. Salinger)
Created By:
Steve Gerber
First Appearance: Omega the Unknown #8 (1978)
Role: Forgotten Villain
Villain Ranking: D-List
Group Affiliations: N/A
PL 8 (111)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 3 (+6)
Athletics 3 (+6)
Close Combat (Unarmed) 3 (+9)
Deception 4 (+4)
Expertise (Poetry) 5 (+7)
Insight 4 (+4)
Intimidation 4 (+4)
Perception 4 (+4)
Ranged Combat (Purification Gun) 5 (+8)
Stealth 3 (+6)

Advantages:
Defensive Attack, Defensive Roll, Equipment 3 (Mobile-HQ Truck with Scanning Equipment), Improved Aim, Improved Critical (Purification Gun), Improved Initiative

Powers:
"Purification Gun" (Flaws: Easily Removable) [24]
Blast 8 Linked to Weaken Toughness 8 (Extras: Ranged, Affects Objects) (40 points)

Offense:
Unarmed +9 (+3 Damage, DC 18)
Purification Gun +8 (+8 Ranged Damage & Weaken, DC 23 & 18)
Initiative +7

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

Complications:
Motivation (Killing Fools)
Enemy (Spider-Man)

Total: Abilities: 40 / Skills: 38--19 / Advantages: 8 / Powers: 24 / Defenses: 20 (111)

-Foolkiller's just whacky. There's been FOUR of them, always appearing in low-rent, soon-to-be-cancelled series, escept for this one, that was a wannabe poet in prison who dealt with Spider-Man a couple times. All the Foolkillers were insane vigilantes who wanted to kill "fools" (be it un-poetic individuals like this one, or just stupid people in general like others), wielding a "Purification" disintegration gun. But these books... Man-Thing, Omega the Unknown, and TWO separate "Foolkiller" solo books? How in the hell did THIS concept ever last that long, and be given that many chances? The MAX title of the fourth was basically "I wanted to write Punisher but couldn't, so I made up my own vigilante" Captain Ersatz-type thing, but seriously.

-The Fookiller would be dangerous if he wasn't so stupid. Only the Purification Gun is any good on him, as Spidey would make mincemeat out of him otherwise, but that is a NASTY blast. Taken at high enough levels, the old 3e "Disintegrate" power is 5 points per rank, and totally devastating. He's a mildly-accurate poetry nut who sucks, especially against a hero at Spidey's level.
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Re: Jab's Builds: Big Wheel, Swarm, R. Racer, Vermin, Foolkiller

Postby Arthur Eld » Sat Oct 30, 2010 12:06 pm

Its a bit of a cop-out, but when building characters with the Disintegrate power in 3E, I just give them a linked Ranged Weaken Toughness and Blast, and then an Alternate Effect that is the same thing, but with Affects Objects Only. So its four points per rank, plus one.
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Re: Jab's Builds: Big Wheel, Swarm, R. Racer, Vermin, Foolkiller

Postby Jabroniville » Sat Oct 30, 2010 12:35 pm

Yeah, I might recommend that for players trying to make points, as long as the GM allows it. But for the Foolkiller, it's not like it matters how much he costs :).
Last edited by Jabroniville on Wed Aug 24, 2011 2:18 am, edited 1 time in total.
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Re: Jab's Builds: Big Wheel, Swarm, R. Racer, Vermin, Foolkiller

Postby Horsenhero » Sat Oct 30, 2010 12:56 pm

You just know he's doomed to be a jobber....look at that hat. :lol:
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Re: Jab's Builds: Big Wheel, Swarm, R. Racer, Vermin, Foolkiller

Postby Jabroniville » Sat Oct 30, 2010 11:01 pm

Image

ALISTAIR SMYTHE
Created By:
Louise Simonson & Mary Wilshire
First Appearance: The Amazing Spider-Man Annual #19 (Dec. 1985)
Role: Mad Scientist
Villain Rating: D-Level (sometimes C-Level, B-Level in cartoon)
Group Affiliations: The Guardsmen
PL 9 (105)
STRENGTH
-1/8 STAMINA 0/6 AGILITY -3/3
FIGHTING 0/8 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 2 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Science) 9 (+15)
Insight 3 (+5)
Intimidation 1 (+2)
Perception 2 (+4)
Technology 9 (+15)
Vehicles 2 (+4)

Advantages:
None

Powers:
"Cybernetic Carapace" (Flaws: Removable) [70]
Enhanced Strength 9 (18)
Enhanced Stamina 6 (12)
Enhanced Agility 6 (12)
Enhanced Fighting 8 (16)
Leaping 1 (1)
"Fanglike Spines" Strength-Damage +1 (Feats: Split, Improved Critical) (3)
"Web-Shooter" Snare 8 (Feats: Tether) (17)
Enhanced Advantages 8: Ranged Attack 8 (8)
-- (87 points)

Offense:
Unarmed +8 (+8 Damage, DC 23)
Spines +8 (+9 Damage, DC 24)
Web Snare +8 (+8 Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +8 (+10 Spider-Sense, DC 18-20), Parry +8 (+10 Spider-Sense, DC 18-20), Toughness +8, Fortitude +9, Will +5

Complications:
Enemy (Spider-Man)
Responsibility (Father's Legacy)- Alistair seeks to live up to his father- the original creator of the Spider-Slayer- and his legacy.
Disabled (Wheelchair-Bound)- Without his carapace, Alistair is unable to walk without the assistance of a wheelchair or similar device.

Total: Abilities: 14 / Skills: 30--15 / Advantages: 0 / Powers: 70 / Defenses: 6 (105)

-Alistair Smythe is a little-used character in the Spidey mythos, except for the '90s cartoon, in which he was THE Mad Scientist. An assistant to The Kingpin, he was the go-to guy for Spider-Slayers, cyborgs, super-powers, etc., and a huge part of the cartoon. It got a bit tiresome since his character was so bland, and they eventually gave him the same "Ultimate Spider-Slayer" upgrade the comics gave him, and he kinda vanished. I'm just not a big fan of the guy, really. He's so bland and uninteresting I can't even get all worked up by talking about him.

-Alistair's a brilliant scientist, and a PL 8.5 fighter, not enough to REALLY pummel Spider-Man, but enough to be annoying.

Image

SPIDER-SLAYERS
Created By:
Stan Lee, Steve Ditko & Many, Many Others
First Appearance: The Amazing Spider-Man #25 (June 1965)
Role: Robot Minions
Group Affiliations: The Spider-Slayers
PL 10 (102)
STRENGTH
10 STAMINA -- AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE -- AWARENESS 0 PRESENCE --

Skills:
Intimidation 15 (+10)
Perception 8 (+8)
Stealth 3 (+6)

Advantages:
Fast Grab, Improved Initiative, Power Attack, Ranged Attack 8

Powers:
"Robotic Monstrosity"
"Huge Size" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +2 Speed & Reach) -- (24 feet) [16]
Protection 2 (Extras: Impervious 7) [9]
Leaping 3 (60 feet) [3]
Movement 2 (Wall-Crawling 2) [4]
"Eight Limbs" Extra Limbs 4 [4]

"Web-Line" Snare 10 (30) -- [31]
    AE: Blast 10 (20)
Offense:
Unarmed +8 (+10 Damage, DC 25)
Snare +8 (+10 Ranged Affliction, DC 20)
Blast +8 (+10 Ranged Damage, DC 25)
Initiative +7

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +10, Fortitude --, Will +0

Complications:
Weakness- As Metallic robots, the Spider-Slayers are vulnerable to magnetics and electrical-based attacks.

Total: Abilities: 0 / Skills: 26--13 / Advantages: 11 / Powers: 67 / Defenses: 11 (102)

-This is pretty much a build of the varied Spider-Slayers, at least the arachnid-shaped ones (which are the coolest). Others look like big goofy '60s robots (being invented, of course, in the '60s by Steve Ditko), armoured '90s bad-asses, or whatever else the creative teams come up with. It's a pretty good PL 10 Robotic Minion, doing robot stuff and generally being annoying.
Last edited by Jabroniville on Wed Aug 24, 2011 2:19 am, edited 1 time in total.
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Re: Jab's Builds: Big Wheel, Swarm, R. Racer, Vermin, Foolkiller

Postby Jabroniville » Sat Oct 30, 2010 11:09 pm

Image
Image
Image

Doc Ock, plus his best showing ever. Hulk fanboys were NOT impressed.

DOCTOR OCTOPUS (Dr. Otto Octavius)
Created By:
Stan Lee & Steve Ditko
First Appearance: The Amazing Spider-Man #3 (July 1963)
Role: Mega-Villain, Dramatic Counter-Point Villain (both scientists irradiated by accident), Generic Bwa-hah-hah Villain
Villain Ranking: A-List
Group Affiliations: The Sinister Six, The Masters of Evil
PL 12 (187)
STRENGTH
0/9 STAMINA 3 AGILITY 1
FIGHTING 4/9 DEXTERITY 0
INTELLIGENCE 8 AWARENESS 3 PRESENCE 3

Skills:
Deception 6 (+8)
Expertise (Science) 7 (+15)
Expertise (Science) 4 (+19) -- Flaws: Limited to Radiation
Expertise (Criminal) 4 (+12)
Insight 4 (+7)
Intimidation 6 (+9)
Perception 5 (+8)
Stealth 3 (+4)
Technology 7 (+15)

Advantages:
Benefit (Ambidexterity), Equipment 2 (Lab, Tech Stuff), Inventor, Skill Mastery (Science), Startle, Ultimate Science Skill

Powers:
"Four-Armed Adamantium Harness" (Feats: Remote Control 2- From a Distance, Able to Do Multiple Activities Simultaneously, Restricted to The Doctor 2, Unbreakable)
(Flaws: Removable) [96]

Enhanced Strength 9 (Quirks: At Least One Arm Must Be On Ground) (17)
"Seven-League Strides" Speed 4 (30 mph) (4)
"Strong Grip" Movement 4 (Wall-Crawling 2, Sure-Footed 2) (8)

"Four Additional Limbs" Extra Limbs 4 (4)
Elongation 6 (Flaws: Limited to Arms) (3)
"Arms In the Way" Enhanced Dodge 6 (6)
Enhanced Parry 2 (2)
"See Through the Arms" Senses 1 (Radius Sight) (1)

"Smart Arms"
Enhanced Fighting 5 (10)
Enhanced Skills 4: Close Combat (Arms) 4 (+13) (2)
Enhanced Advantages 28: Accurate Attack, All-Out Attack, Chokehold, Defensive Roll 4, Defensive Strike, Defensive Throw, Extraordinary Effort, Fast Grab, Follow-Up Strike, Improved Critical (Arm) 3, Improved Disarm, Improved Grab, Improved Initiative 3, Improved Hold, Improved Smash, Improved Trip, Move-By Action, Power Attack, Prone Fighting, Weapon Bind, Weapon Break (28)

"Multiple-Arm Strike" Strength-Damage +2 (Feats: Reach 8) (Extras: Multiattack 14) (24) -- (27)
    AE: "Arm-Swirling Strike" Strength-Damage +2 (Extras: Area- 30ft. Burst 11) (13)
    AE: "Arm-Launching Strike" Strength-Damage +2 (Extras: Area- 30ft. Line 11) (13)
    AE: "Standard Strike" Strength-Damage +2 (Feats: Split 2, Reach 8) (Extras: Penetrating 10) (22)
-- (112 points)

Offense:
Unarmed +4 (+0 Damage, DC 15)
Standard Strike +13 (+11 Damage, DC 26)
Multi-Arm Strike +13 (+11 Damage, DC 26)
Area Arm Strikes +11 Area (+11 Damage, DC 26)
Initiative +1 (+9 Harness)

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +3 (+7 D.Roll), Fortitude +6, Will +8

Complications:
Motivation (Greed & Power)
Enemy (Spider-Man)
Disabled (Myopic)- Doctor Octopus is nearly blind without his glasses- if they are removed, he is Visually Unaware.

Total: Abilities: 44 / Skills: 46--23 / Advantages: 7 / Powers: 96 / Defenses: 17 (187)

-You just have to respect Doc Ock. There's something so beautiful about his whole concept- he's a completely stereotypical '60s villain in many respects, especially for the Stan Lee concepts: A brilliant scientist turned evil by an accident, given a relatively simple power set and a penchant for monologues & bragging. He's a big-talking, super-greedy, power-hungry monster who's more powerful than the hero he opposes by a considerable ways (every Spidey/Ock fight I've ever seen has been an uphill battle the entire time, with Spidey BARELY winning), yet there's always the underlying sadness that beneath the madman's surface was a once-good man. Dr. Octopus is an epic Spidey villain, and was EASILY the most dangerous and notable of the entire Rogues Gallery until a certain someone used his final appearance to toss a pretty blonde off a high bridge. Ock was virtually an untouchable villain for years, as well- despite nearly MARRYING AUNT MAY (to gain control of a nuclear facility she'd inherited), becoming arachnophobic (after Spidey beat the living crap out of him following a nasty Black Cat-beatdown by Ock), being super-paunchy (he's the only scientist other than Egghead who doesn't do 90 crunches a day by the looks of the rest of their six-packs), getting killed, then resurrected after being replaced by a chick, etc., he's still viewed as an elite villain after all these years.

-His death was pretty ridiculous, especially since it went down during the Clone Saga, that most-crappy of all storylines. There wasn't even any fanfare. Ock was doing some stuff, then Kaine just swooped in and snapped his neck. One of Marvel's great villains, offed casually to make a new character seem cooler. There's a good reason why this was retconned FAST, and it wasn't just because the Lady Octopus character was stillborn. Fans immediately FREAKED because now Spidey had lost his TWO biggest villains, since Norman Osborn was still dead- and that was in addition to Gwen, Harry, Capt. Stacy and OTHERS all dying! I'm a big fan of the Erik Larsen-ear "Doc in the suit" look, since it gave him an air of style and credibility despite his goofy sunglasses and bowl-haircut. It certainly looked better than the lime-green and yellow tights. Or the current "I'm a scrawny dying bald guy with a lame over-harness" redesign they've given him. The second Spider-Man movie had the best version of all, looking relatively unfashionable, but having those SWEET super-dark metal arms.

-For stats, Doc Ock is fairly expensive, and is actually overall the most powerful Spider-Man villain, saving perhaps Carnage. I was going with PL 11, but then I remembered that Dr. Octopus has literally kicked Spider-Man's ass six ways from Sunday EVERY TIME THEY FIGHT, with Spidey only winning by going into "You hurt the one I love!" mode or cheating. He's positively LETHAL, with a highly-accurate Arm Strike that hits with +11 force (more than enough for the +7 Toughness Spider-Man to feel it- every time Spidey got nailed with one he was dazed for the rest of the fight), and that's not all- he can make it Penetrating, Multiattacked, or fill an Area (Line or Burst)! In addition, the arms have extreme range, Speed enough to keep up with the Wall-Crawler, huge bonuses to Defense (he is virtually IMPOSSIBLE for Spidey to get a good shot in on- the arms are always getting in the way, and blocking his punches). There's also a gigantic swack of Combat Advantages he gains simply by donning the Harness- Defensive Roll 4 (Spidey's punches rarely KO this normal man), various Cap-modifiers (All-Out & Power Attack being common), Improved Trip & Smash, Prone Fighting, Improved Initiative 3, and all the grappling bonuses, making him a nightmare THAT way, too.

-This version of Doctor Octopus is strong enough to go up against Spider-Man easily, but also enough to give fits to whole groups of guys (with his Adamantium Arms- the '90s power-set- he took on Spidey, the FF, Ghost Rider, Hulk, Nova & others AT ONCE), and he's generally a notch more dangerous than most Marvel heroes. His major Flaw is that he's completely useless without his Device, but even then he can control it from afar (a 2-point variant of Remote Control, though he can push it with Extra Effort), it only works for him, and he can do multiple things at a time with it (two arms can do some stuff while in mid-fight, for example). He's not QUITE tough enough to pound the ever-loving crap out of Banner-Hulk like he did in that Spidey comic, but let's just call that the "GM Fiat of the Villain's Debut".

-Note that there's two schools of thought for Doc Ock- the Device or the Sidekick. Either can be valid, but I vastly prefer this one for a multitude of reasons. You don't have to Interpose all the time (you can only do that ONCE per round anyways, and Ock ALWAYS did it, even against multiple opponents), and his combat abilities mesh out more nicely. The suit could really only act with Ock's specific control, so it was hardly a Minion in it's own right. Plus, Sidekicks are not allowed to spend more points than the main character, and this thing has a LOT of powers. Therefore, the thing is a classic Removable Device.
Last edited by Jabroniville on Wed Aug 24, 2011 2:19 am, edited 3 times in total.
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Re: Jab's Builds: Big Wheel, Swarm, R. Racer, Vermin, Foolkiller

Postby Jabroniville » Sat Oct 30, 2010 11:14 pm

Image

Warning: Don't do a Google Image search for "Lady Octopus" without putting "Marvel" after it. Trust me.

DOCTOR OCTOPUS II / LADY OCTOPUS (Dr. Carolyn Trainer)
Created By:
J.M. DeMatteis & Angel Medina
First Appearance: The Amazing Spider-Man #506 (April 1995)
Role: Replacement Scrappy, Forgotten Villain
Villain Ranking: D-List
Group Affiliations: N/A
PL 10 (168)
STRENGTH
1/9 STAMINA 3 AGILITY 3
FIGHTING 4/7 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 2 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Science) 7 (+13)
Expertise (Criminal) 3 (+8)
Insight 2 (+4)
Intimidation 5 (+6)
Perception 3 (+5)
Ranged Combat (Lasers) 4 (+10)
Stealth 2 (+5)
Technology 8 (+14)

Advantages:
Benefit (Ambidexterity), Equipment 2 (Lab, Tech Stuff), Inventor, Ranged Attack 4, Skill Mastery (Science)

Powers:
"Four-Armed Harness" (Feats: Remote Control 2- From a Distance, Able to Do Multiple Activities Simultaneously, Restricted to The Doctor 2)
(Flaws: Removable) [87]

Enhanced Strength 8 (Quirks: At Least One Arm Must Be On Ground) (15)
"Seven-League Strides" Speed 4 (30 mph) (4)
"Strong Grip" Movement 4 (Wall-Crawling 2, Sure-Footed 2) (8)

"Four Additional Limbs" Extra Limbs 4 (4)
Elongation 6 (Flaws: Limited to Arms) (3)
"Arms In the Way" Enhanced Dodge 6 (6)
Enhanced Parry 2 (2)
"See Through the Arms" Senses 1 (Radius Sight) (1)

"Smart Arms"
Enhanced Fighting 3 (8)
Enhanced Skills 2: Close Combat (Arms) 2 (+9) (1)
Enhanced Advantages 14: Chokehold, Defensive Roll 2, Defensive Throw, Fast Grab, Improved Disarm, Improved Grab, Improved Initiative, Improved Hold, Improved Smash, Improved Trip, Power Attack, Weapon Bind, Weapon Break (14)

"Deflection Force Field" Protection 4 (Extras: Impervious 5) (Quirks: Weak Point- By Tentacles) (8)

"Lasers" Blast 8 (Extras: Multiattack) (24) -- (29)
    AE: "Multiple-Arm Strike" Strength-Damage +2 (Feats: Reach 8) (Extras: Multiattack 12) (22)
    AE: "Arm-Swirling Strike" Strength-Damage +1 (Extras: Area- 30ft. Burst 10) (11)
    AE: "Arm-Launching Strike" Strength-Damage +1 (Extras: Area- 30ft. Line 10) (11)
    AE: "Standard Strike" Strength-Damage +2 (Feats: Split 2, Reach 8) (Extras: Penetrating 10) (22)
    AE: "Virtual Reality/Computer Hook-Up" Communication (Mental-to-Computer) 1 (Feats: Cyberspace Access, Subtle) (4)
-- (102 points)

Offense:
Unarmed +4 (+1 Damage, DC 16)
Standard Strike +9 (+11 Damage, DC 26)
Multi-Arm Strike +9 (+11 Damage, DC 26)
Area Arm Strikes +10 Area (+10 Damage, DC 25)
Initiative +3 (+7 Harness)

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +3 (+7 Force Field, +9 D.Roll), Fortitude +6, Will +5

Complications:
Motivation (Power)
Relationship (Dr. Octopus)- Trainer is obsessed with Otto Octavius, and strives to live up to his work.
Enemy (Spider-Man)

Total: Abilities: 44 / Skills: 38--19 / Advantages: 9 / Powers: 87 / Defenses: 9 (168)

-Sure enough, when a piece of crap character-kill like Otto Octavius' happens, someone comes in to replace them. Just a little something to capitalize on the prior's legacy. But they made a handful of mistakes on this one. The replacement came WAY too soon after Doc Ock's death, with the wounds still fresh on Spidey fans (who were already getting pissed off by this stupid Clone Saga), and so she was immediately disliked. Imagine if a new Hawkeye showed right after Clint Barton was stupidly killed off in "Disassembled"- fans would've disliked them even if they were awesome. Then there's the fact that Doc Ock II was a Dork Age-class villain with LASERS and a FORCE FIELD on top of the arms, trying to be more kewl and all that. Then there's the fact that she was in no cool stories. It was just a dumb move overall. When fan backlash led to Octavius himself being brought back a mere couple years later in a Hand-based resurrection ceremony, Carolyn Trainer basically disappeared for over a decade, and even now is just a footnote and a villain who shows up in big group scenes.

-Trainer is basically like a much, much crappier version of Dr. Octopus I, gaining a couple tricks (the old Datalink/Communication and Lasers), but losing dozens of others. She's nowhere near as good a fighter, her attacks do less damage in some cases, and more. She's still a super-genius, but she's nobody special, just a PL 10 over-costed Octopus. Actually, that's still a pretty kick-ass power-set- she's more expensive than your standard Mook Villain by a ways.
Last edited by Jabroniville on Wed Aug 24, 2011 3:02 am, edited 2 times in total.
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Re: Jab's Builds: R. Racer, Vermin, Foolkiller, Dr. Octopus

Postby catsi563 » Sun Oct 31, 2010 12:10 am

I agree the movie version was one of the best versions defiantley.

Also though i loved the 90s spiderman cartoon version. he to me was the classic model for Doc Ock. not some mad villain. But A SCIENTIST!. He was a scientist and he made darned sure to let you know every time out. They did a great job showcasing his fighting style too.
Last edited by catsi563 on Sun Oct 31, 2010 11:36 am, edited 1 time in total.
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Re: Jab's Builds: Foolkiller, Spider-Slayers, Dr. Octopus I & II

Postby Horsenhero » Sun Oct 31, 2010 7:52 am

Ah, but, he was a MAD scientist (as opposed to a MAD magazine scientist, which would something else entirely). As for Lady Ock...I'll admit that heresy of heresies, Spidey isn't my favorite character (though I'm a bigger Spidey fan than Wolvie fan. I've always hated the popular kids...it's in my DNA), but, I thought she died during Bendis' Secret Wars mini. Of course, if every tech villain that Latveria Lass (or whatever the hell her name was), sacrificed during that series actually died, Marvel would've lost like, half their tech jobbers.
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Re: Jab's Builds: Foolkiller, Spider-Slayers, Dr. Octopus I & II

Postby Jabroniville » Sun Oct 31, 2010 11:26 pm

Image

THE SQUID (Don Callahan)
Created By:
Howard Mackie & John Romita, Jr.
First Appearance: Peter Parker: Spider-Man #16 (2000)
Role: Doc Ock Rip-Off, Generic Animal-Themed Villain
Villain Ranking: D-List
Group Affiliations: N/A
PL 8 (123)
STRENGTH
7 STAMINA 7 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 2 (+5)
Athletics 2 (+9)
Close Combat (Unarmed) 1 (+8)
Expertise (Survival) 5 (+5)
Expertise (Criminal) 3 (+3)
Intimidation 6 (+6)
Perception 4 (+4)
Stealth 5 (+8)

Advantages:
Benefit (Ambidextrous), Chokehold, Fast Grab, Improved Hold, Improved Grab, Startle

Powers:
"Squid Features"
"Eight Arms" Extra Limbs 4 [4]
"Multiple-Arm Strike" Strength-Damage +0 (Feats: Reach 5) (Extras: Multiattack 7) [12]
"Animal Senses" Senses 2 (Low-Light Vision, Direction Sense) [2]
Elongation 2 (Flaws: Limited to Arms) [1]
"Boneless Body" Insubstantial 1 (Flaws: Half-Effect- Requires Some Space) [3]
"Bioluminescence" Environment 1 (Light- 30 feet) [1]

"Squid Movement"
Swimming 2 (4 mph) [2]
Immunity 3 (Pressure, Cold, Drowning) [3]
Movement 2 (Wall-Crawling, Slithering) [4]

"Ink Jet" Dazzle Visuals 7 (Extras: Area- 30ft. Burst) (Flaws: Touch Range) (14) -- [15]
    AE: Dazzle Scent 4 (Extras: Area- 30ft. Burst) (Flaws: Touch Range) (14)
Offense:
Unarmed +8 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +7, Fortitude +7, Will +3

Complications:
Relationship (Father)- Don was estranged from his father, but they came to an understanding.

Total: Abilities: 48 / Skills: 28--14 / Advantages: 6 / Powers: 47 / Defenses: 8 (123)

-hahahah what the hell, man. Dr.Octopus is a great villain, but a WANNABE of him? In SPIDEY's Rogues Gallery? The guy has more animal-themed adversaries than you can shake a Jobber Villain at, and they add ANOTHER one? Oh well, it's still not as bad as the Goblins. Otherwise we'd have seen The Cuttlefish, The Ammonite & Mr. Nautilus by now (not that those aren't AWESOME names for super-villains). Don Callahan's some generic guy who got his powers by some stuff, and then he fought Spidey, lost, and went forever into the ranks of Jobberdom.

-The Squid is a weak PL 8, fitting PL 7.5 most of the way through, but he packs a pair of Dazzles onto a frame designed mainly for grappling (which he does well enough to hold Spider-Man sufficiently). He's got all the Extra Limbs stuff, a Multiattack, Elongation, and the general Ock-rip stuff, but there's more- being part-Squid allows me to swipe some of the stuff from my build of the ACTUAL animal, giving him a Boneless Body (Limited Fluidity), Senses, Bioluminescence (he never actually showed this- I just thought it'd be spiffy and showed someone did their homework if he did), Swimming and some Movement stuff. Plus the Ink Jets- smelly or blind-y, your choice. He's not a COMPLETE pushover, but against a PL 11 Spider-Man? Or anyone who actually knows what they're doing? He'll go down eventually, no matter how strong & tough he is.
Last edited by Jabroniville on Wed Aug 24, 2011 3:03 am, edited 1 time in total.
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Re: Jab's Builds: Foolkiller, Spider-Slayers, Dr. Octopus I & II

Postby Jabroniville » Sun Oct 31, 2010 11:31 pm

Image

Comics: Where even the senior citizens who sit in chairs for thirty years have D-Cups.

MADAME WEB (Cassandra Webb)
Created By:
Denny O'Neil & John Romita, Jr.
First Appearance: The Amazing Spider-Man #210 (Nov. 1980)
Role: The Scrappy, The GM's In-Game Mission-Giver
Ally Ranking: D-List
Group Affiliations: N/A
PL 10 (78)
STRENGTH
-3 STAMINA -3 AGILITY -5
FIGHTING -5 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 5 PRESENCE 4

Skills:
Deception 8 (+12)
Expertise (Current Events) 5 (+11)
Expertise (Science) 6 (+12)
Insight 8 (+13)
Investigation 6 (+11)
Perception 8 (+13)
Persuasion 5 (+9)
Technology 6 (+12)

Advantages:
Equipment 3 (Giant Life-Sustaining Chair, Home), Well-Informed

Powers:
"Telepathy"
Mind Reading 10 (Extars: Sensory Link) (30) -- [32]
    AE: "Psionic Surgery" Healing 10 (Extras: Perception Range) (Flaws: Limited to Mental/Psionic Effects) (30)
    AE: "Astral Form" Remote Sensing (Visual) 10 (Feats: Subtle 2) (23)
Communication (Mental) 3 [12]

"Mental Senses" Senses 9 (Precognition 4, Accurate Telepathy 2, Detect Psionic Powers- Accurate & Ranged 2) [9]

Offense:
Unarmed -5 (-3 Damage, DC 12)
Initiative -5

Defenses:
Dodge -5 (DC 10), Parry +5 (DC 10), Toughness -3, Fortitude -3, Will +10

Complications:
Disabled- Madame Web has a medical condition called myasthenia gravis, which leaves her an invalid, dependent on her big chair thingie to keep her alive and help her poop and stuff. If removed from the chair, she will immediately begin dying. She is also blind.

Total: Abilities: -2 / Skills: 52--26 / Advantages: 4 / Powers: 53 / Defenses: 5 (78)

-Madame Web is really damn high on the list of character concepts I hate. Telepathy is kind of a boring power in comics, as it allows for a few too many short-cuts for the hero unless weaknesses are imposed, and when you add Precognition to the set, it gets even worse. Her entire purpose was so lead Spidey places and have him do stuff in some big arc, but it (and her character) never amounted to anything. I had first seen her in the '90s toon, and she SUCKED there, too, just being an annoying mentor-type who said a bunch of vague stuff and boss the hero around, and get threatened by guys. Apparently they've cured her condition in recent years so she can get up and walk around, but I still don't care.

-Madame Web has high-powered Telepathy, but isn't really an offensive-minded character at all, requiring aid for the most minor of operations. She's smart, skillful and has lots of mental powers (Astral Form is basically Remote Sensing + Mental Communication, so that bit's easy), but can't do anything else.
Last edited by Jabroniville on Wed Aug 24, 2011 3:04 am, edited 2 times in total.
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Re: Jab's Builds: Foolkiller, Spider-Slayers, Dr. Octopus I & II

Postby Jabroniville » Sun Oct 31, 2010 11:33 pm

Image

"There's a thousand heroes out there who wish their fans had the letter-writing capabilities of MINE."

SPIDER-GIRL (May "Mayday" Parker)
Created By:
Tom DeFalco, Ron Frenz & Mark Bagley (costume)
First Appearance: What If? Vol. 2 #105 (Feb. 1998)
Role: Chick Version, The Only Happy Future Timeline Ever
Group Affiliations: The A-Next, The Fantastic Five, The New Warriors
PL 10 (193)
STRENGTH
7 STAMINA 7 AGILITY 8/11
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 2 (+9/+11)
Close Combat (Unarmed) 4 (+11)
Deception 5 (+7)
Expertise (Science) 4 (+7)
Insight 4 (+7)
Investigation 3 (+6)
Perception 2 (+5)
Persuasion 6 (+8)
Ranged Combat (Webbing) 8 (+12)
Stealth 1 (+9/+12)
Technology 5 (+8)

Advantages:
Accurate Attack, Agile Feint, Equipment (Spider-Tracers, Camera, Spider-Flashlight), Great Endurance, Improved Aim, Improved Critical (Unarmed), Improved Disarm, Improved Trip, Luck, Ranged Attack 2, Second Chance (Falling), Takedown 2, Taunt

Powers:
"Proportionate Strength of a Spider"
Power Lifting 1 (6 tons) [1]
Leaping 2 (30 feet) [2]
Speed 2 [2]

"Repulsion & Attraction Field"
Movement 2 (Wall-Crawling 2) (Extras: Affects Others) (6) -- [7]
    AE: Move Object 8 (Flaws: Touch Range, Limited to Attracting & Repelling) (4)
"Spider-Sense- Warns of Danger & Boosts Agility"
Senses 3 (Danger Sense, Accurate Danger Sense 2) [3]
Enhanced Agility 3 [6]
Enhanced Skills 16: Acrobatics 8 (+19), Perception 8 (+12) [8]
Enhanced Advantages 11: Defensive Attack, Defensive Strike, Evasion 2, Improved Defense, Move-By Action, Precise Attack (Ranged/Concealment), Seize Initiative, Skill Mastery (Acrobatics), Ultimate Acrobatics, Uncanny Dodge (Spider-Sense) [11]
Enhanced Dodge 2 [2]
Enhanced Parry 2 [2]

"Web-Shooters" (Flaws: Removable) [26]
"Web-Line" Movement 1 (Swinging) (2)
"Spider-Web" Snare 8 (Feats: Split, Tether) (26) -- (30)
    AE: "Blind With Webs" Dazzle Visuals 8 (16)
    AE: "Web Objects" Create 5 (Feats: Innate) (Extras: Continuous) (Flaws: Permanent) (11)
    AE: "Impact Webbing" Snare 10 (Extras: Area- Burst) (Flaws: Half-Range on Burst -1/2) (25)
    AE: "Stingers" Affliction 7 (Fort; Fatigued/Stunned/Paralyzed) (Extras: Ranged, Cumulative) (21)
-- (32 points)

Equipment:
Spider-Tracers (Detect Radio, Ranged, Tracking) (3)
Fancy-Ass Camera (1)
Spider-Flashlight (1)

Offense:
Unarmed +11 (+7 Damage, DC 22)
Spider-Web +12 (+8 Ranged Affliction, DC 18)
Dazzle +12 (+8 Ranged Affliction, DC 18)
Initiative +8 (+11 Spider-Sense)

Defenses:
Dodge +8 (+13 Spider-Sense, DC 23), Parry +10 (+12 Spider-Sense, DC 22), Toughness +7, Fortitude +8, Will +8

Complications:
Relationship (Parents)
Power Loss- If May gets the flu or a cold, or if something weird is going on genetically, she will lose her powers. Still in shape, she is reduced to Strength 1, Stamina 3 and Agility 4.
Responsibility (Human Life)- May shares her father's view of human life, and will not take it willingly.
Responsibility (With Great Power Must Come Great Responsibility)- Ditto.
Power Loss (Web-Shooters)- Spider-Girl runs out of Web Fluid whenever the GM demands it. Always at the worst possible time.
Secret Identity

Total: Abilities: 78 / Skills: 44--22 / Advantages: 15 / Powers: 70 / Defenses: 8 (193)

-Spider-Girl came about in an odd way- a What If? issue devoted to "What if the Spider-Baby had lived?" See, with Peter's kid written out of the books thanks to Norman Osborn and the feelings that the raising of a baby would "age" Peter (children in comics are kind of a nightmare for continuity anyways- turning into Franklin Richards/Kitty Pryde-style aging jokes all the time, so it might be for the best. Still kind of sad to see every single person in comics have no children, though). The Whate If? was VERY well-recieved, enough so that May "Mayday" Parker (named for Aunt May, who was still dead in this world) became a recurring feature, written by ex-Marvel Editor-In-Chief Tom DeFalco (himself an old Spidey scribe, and having stepped down once the '90s went to hell). The book NEVER sold well, yet had a REALLY outspoken fanbase, and has famously been saved by write-in-letter campaigns several times, something no other book I can think of has done. Hell, The Doom Patrol gets cancelled every other week, and THAT book never gets saved- just brought back for the NEXT failed run in a year!

-Spider-Girl is more-or-less an '80s-esque Peter, PL 9 in combat, but with a PL 10 snare and defenses. She's less strong that her dad, but is actually faster and more athletic, and with Ben Reilly's Impact Webbing & Darts, plus an ability to "Repel" people off of stuff- a variation of her dad's standard Wall-Crawling ability. It's cheap and an Alt.Effect of her other movement powers, but who it's something. She's also better at Blind-Fighting than Peter, carrying Accurate Danger Sense (something Peter can only do by spending Hero Points).
Last edited by Jabroniville on Wed Aug 24, 2011 3:37 am, edited 2 times in total.
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Re: Jab's Builds: Dr. Octopus, Squid, Madame Web, Spider-Girl

Postby Woodclaw » Mon Nov 01, 2010 3:30 am

Doc Ock is still my favourite villain among Spidey's, probably because he's quite goofy looking but iconic in his own way. I see that you missed one thing, Ock is very myopic, his goofy glasses are just a pair of lab glasses (for sturdiness) with prescription lenses, without them he' almost blind.

Aside from that I recall that in some of appearences it was stated that Vermin has a sort of strange ability, people in his presence tend to revrt to a more feral behaviour, Cap almost beat him to death for no apparent reason, Spidey was reduced to basic flight or fight reactions against him and even Ashley Kafka (Spidey's psychologist friend) was reduced to a screaming baby by his simple presence... I'm not sure how tou could model this ability but I think it's a quite important part of the character.

About Spider-Girl, I love the MC2, I think that it's one of the few good things that Marvel created in a decade of pure crapiness.
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