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Jab's He-Builds: Beast Man, Trap Jaw, Two-Bad, Bow

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Re: Jab's Builds: Super-Skrull, Bobcat, Red Skull, Crossbones

Postby Jabroniville » Thu Jul 07, 2011 10:52 pm

Image

SOMEone's about a thousand times hotter without the full-head nun-cap on.

MOTHER NIGHT (Susan Scarbo, aka "Suprema")
Created By:
Stan Lee & Gene Colan
First Appearance: Captain America #123 (March 1970)
Role: Background Villain, Evil Nun
Group Affiliations: The Skeleton Crew, The Sisters of Sin
PL 9 (146)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 4 (+8)
Athletics 4 (+5)
Close Combat (Unarmed) 1 (+10)
Deception 6 (+8)
Expertise (Child-Rearing) 3 (+5)
Expertise (Criminal) 5 (+7)
Insight 4 (+7)
Intimidation 2 (+4)
Perception 3 (+6)
Persuasion 5 (+7)
Stealth 5 (+9)
Vehicles 2 (+5)

Advantages:
Defensive Roll, Evasion, Ranged Attack 7

Powers:
"Hypnotism" Affliction 9 (Will; Entranced/Compelled/Controlled) (Extras: Cumulative, Area- Perception) (27) -- [28]
    AE: Illusions (Visual 2, Hearing) 9 (27)
"Necklace" (Flaws: Easily Removable -2) [20]
"Dark Light" Concealment (Visuals) 2 (Extras: Affects Others) (6)
"Hypnotic Gas" Affliction 9 (Will; Entranced/Compelled/Controlled) (Extras: Area- 30ft. Cloud, Cumulative) (27)
-- (33 points)

Offense:
Unarmed +10 (+1 Damage, DC 16)
Hypnotism +9 Area (+9 Affliction, DC 19)
Initiative +4

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

Complications:
Motivation (Greed)
Relationship (The Red Skull)- Disgustingly enough, Mother Night is in love with Johann Schmidt, being both his lover and primary minion. She is psychotically devoted to his will most of the time, and will gladly do his bidding just for a kind word or two.
Enemy (Captain America)

Total: Abilities: 54 / Skills: 44--22 / Advantages: 9 / Powers: 48 / Defenses: 13 (146)

-Mother Night's an odd little character. Initially just a lame Hypnotism-using D-League villain, she was eventually turned into a crazed Evil Nun, training the Red Skull's daughter Synthia into Sin. She eventually just became a hanger-on to the Skull, and Gruenwald used her in his "Skeleton Crew" of baddies, but she was mostly a weepy woman by this point. Mainly a Team Player type of character with her Illusions, she looked kind of dopey (the "full head mask that leaves the face open" look just doesn't work for me) and was a little dull by the end of it, but her early "Seductive Demon Nun" thing was kind of cool. She was offed by The Winter Soldier recently, though I can't even recall when that happened, and I'm pretty sure I READ all of the Winter Soldier arc!

-Mother Night's a reasonably-gifted hand-to-hand fighter, but is only PL 5.5 in that regard, so she sticks to the Shadows (easy, given her powers), using her Illusions & Hypnotism to turn the battle her team's way.
Last edited by Jabroniville on Thu Jul 07, 2011 11:02 pm, edited 1 time in total.
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Re: Jab's Builds: Super-Skrull, Bobcat, Red Skull, Crossbones

Postby Jabroniville » Thu Jul 07, 2011 10:53 pm

Image

Oh, comics. You can be so delightfully weird sometimes.

ARNIM ZOLA
Created By:
Jack Kirby
First Appearance: Captain America #208 (April 1977)
Role: Evil Geneticist
Group Affiliations: None
PL 8 (150), PL 9 (150) Scientist
STRENGTH
6 STAMINA -- AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 8 AWARENESS 3 PRESENCE 1

Skills:
Deception 6 (+7)
Expertise (Science) 11 (+19)
Insight 2 (+5)
Intimidation 2 (+3)
Investigation 2 (+5)
Perception 2 (+5)
Technology 10 (+18)
Treatment 6 (+14)
Vehicles 5 (+5)

Advantages:
Equipment 5 (Lab), Inventor, Ranged Attack 8, Skill Mastery (Science), Ultimate Science Skill

Powers:
"Robotic Body"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]
"Beams to Another Body" Immortality 2 (1 week) (Quirks: Must Have Alternate Body Ready) [3]

"Controls Creations" Mind Control 10 (Will; Entranced/Compelled/Controlled) (Feats: Mental Link) (Flaws: Limited to His Own Creations -2) [21]

Offense:
Unarmed +6 (+6 Damage, DC 21)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +8, Fortitude --, Will +7

Complications:
Motivation (Science!)- Zola is a purely evil scientist, doing genetic experiments for the fun of it. He loves discovery, and cares not for any innocents who suffer.
Weakness (Electrical & Magnetic Attacks)- Zola's android body contains many metal implements, and will be highly vulnerable to either source of attack.
Enemy (Captain America)

Total: Abilities: 38 / Skills: 46--23 / Advantages: 16 / Powers: 62 / Defenses: 11 (150)

-Arnim Zola is a classic Kirby creation- a big ol' android with a huge human face projected onto the torso, with a tiny lil' robo-head on top. Just ugly and crazy as hell- gotta love Marvel. Curiously, Zola was created AFTER Jack left and rejoined Marvel, and he went right for Captain America. Eventually, Zola just became a background character, an ex-Nazi criminal who now allies with the Red Skull. He's permanently in this role, but always appears in Cap books every half-decade or so, just to build things for the Skull.

-Zola's certainly no fighter (I can't recall a single story where he even threw a punch), but a brilliant inventor, up there with all the other super-scientists in the Marvel Universe, and as such he's a real smartie-pants. He can also control all of his own creations (a highly-Limited Mind Control effect), and can beam himself to available techno-bodies if his current one is destroyed.

Image

DOUGHBOY
Created By:
Jack Kirby
First Appearance: Captain America #209 (May 1977)
Role: Minion
Group Affiliations: None
PL 9 (162)
STRENGTH
8 STAMINA -- AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE --

Skills:
Close Combat (Unarmed) 2 (+8)
Ranged Combat (Snare) 2 (+8)

Advantages:
Fast Grab, Interpose, Ranged Attack 6

Powers:
"Body of Dough"
"Natural Size" "Natural Size" Growth 3 (Str & Toughness +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]

Immunity 30 (Fortitude Damage) [30]
Protection 7 (Extras: Impervious 9) [16]
Immunity 20 (Bludgeoning Damage) (Flaws: Limited to Half-Effect) [10]
Immunity 20 (Slashing & Piercing Damage) [20]
Insubstantial 1 (Feats: Selective) [6]
Regeneration 4 [4]
Flight 4 (30 mph) [8]
Elongation 2 [2]

"Sticky Skin" Affliction 10 (Strength; Hindered & Vulnerable/Defenseless & Immobile) (Extras: Extra Condition, Cumulative, Reaction +3) (Flaws: Limited Degree) (50) -- [51]
    AE: Snare 8 (24)
Offense:
Unarmed +8 (+8 Damage, DC 23)
Sticky Skin +8 (+10 Affliction, DC 20)
Snare +8 (+8 Ranged Affliction, DC 18)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +10, Fortitude --, Will +0

Complications:
Disabled (Mute)- Doughboy cannot speak.

Total: Abilities: -2 / Skills: 4--2 / Advantages: 8 / Powers: 150 / Defenses: 4 (162)

-Doughboys are Arnim Zola's primary henchmen, and they're REALLY tricky for most superhumans to defeat- effectively invincible to certain types of harm, they're like dumb, lower-level Sandmans. Hell, THOR took upwards of a minute to break out of one, and then had to repeatedly pummel away at the damn thing, because it just kept reforming. You're better off trapping it somehow.
Last edited by Jabroniville on Wed Aug 10, 2011 12:48 pm, edited 2 times in total.
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Re: Jab's Builds: Dark Riders, Apocalypse, Sugar Man, Taskmaster

Postby Jabroniville » Thu Jul 07, 2011 11:14 pm

Woodclaw wrote:
Jabroniville wrote:YOUNG SCROOGE McDUCK


This is one of the greatest builds ever, Jab. And I'm kind of surprised you've never heard of Barks and Rosa.


Thanks, man. Putting someone as awesome as Young Scrooge (who inhabits a partially-more realistic world, yet is also able to rope himself to Eagles to survey gold veins, and then survive the 100-foot deliberate fall) to stats isn't easy. I first became familiar with Barks' stuff while reading a webpage by an "Unca Cheeks" several years ago (must've been 2001 or so). He has a pretty cool website (that's since fallen into disrepair with broken image-links) that's all about his reviews of various issues. Sorta like the old-school fansites, before Blogs were a "thing". I was shown Cheeks' stuff by a guy named Azrael (Lightbend on the rare occasions he's been here), who introduced Kreuzritter to me and a writing community I'd joined, which is directly responsible for me becoming aware of M&M. I came across some of his stuff on Barks, and it was an eye-opener, though I never ended up seeing any Duck-stuff for years.

I wasn't even aware of Rosa until looking up random things on TV Tropes (where I am when I'm not building guys... God I'm a dork :)), and Kreuzritter once linked me to the images where Scrooge goes ape@*#$ on the Riverboat. It was ANOTHER couple of years until I actually found the thing in a local comic shop.
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Re: Jab's Builds: Skrulls, Red Skull, Crossbones, Skeleton Crew

Postby Grayson » Fri Jul 08, 2011 1:18 am

I never could decide who looks the more retarded, MODOK or Arnim Zola. One is a big headed dude in what looks like a floating high chair and the other has his head in his chest and what looks like a camcorder where his head should be.
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Re: Jab's Builds: Skrulls, Red Skull, Crossbones, Skeleton Crew

Postby saint_matthew » Fri Jul 08, 2011 2:18 am

Grayson wrote:I never could decide who looks the more retarded, MODOK or Arnim Zola. One is a big headed dude in what looks like a floating high chair and the other has his head in his chest and what looks like a camcorder where his head should be.


MODOK is totally more lame... Arnim Zola can atleast stand under his own power & Flat Screen TV's are much cooler then bubble seats. Plus Zola has an actual story function (creates mad crazy science), where as MODOK is a big floating head, whose mainly known for his kitch name.
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Re: Jab's Builds: Skrulls, Red Skull, Crossbones, Skeleton Crew

Postby scc » Fri Jul 08, 2011 5:13 am

Great Zola build. He should have the inventor advantage.
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Re: Jab's Builds: Super-Skrull, Bobcat, Red Skull, Crossbones

Postby BS Digital Q » Fri Jul 08, 2011 9:14 am

Jabroniville wrote:Image

DOUGHBOY
Huh, a relative of Pizza the Hutt. Who knew?
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Re: Jab's Builds: Super-Skrull, Bobcat, Red Skull, Crossbones

Postby Darzoni » Fri Jul 08, 2011 10:13 am

BS Digital Q wrote:
Jabroniville wrote:Image

DOUGHBOY
Huh, a relative of Pizza the Hutt. Who knew?


It's a sticky situation with rising action.

I've been enjoying reading these builds, because it reminds me of just how weird comics can get at times. Plus it's always amusing to throw a hapless jobber at PCs.
Elf: He has issues with things like letters and numbers.
Dwarf: I can count to ten, how dumb is that?
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Re: Jab's Builds: Skrulls, Red Skull, Crossbones, Skeleton Crew

Postby Jabroniville » Fri Jul 08, 2011 9:26 pm

Image

DOCTOR FAUSTUS (Johann Fenhoff)
Created By:
Stan Lee & Jack Kirby
First Appearance: Captain America #107 (Nov. 1968)
Role: Mind-Controller
Group Affiliations: The Red Skull's Employ
PL 3 (90), PL 7 (90) Skills
STRENGTH
1 STAMINA 1 AGILITY -2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 5 AWARENESS 4 PRESENCE 5

Skills:
Deception 10 (+15)
Expertise (Psychiatry) 10 (+15)
Expertise (Science) 2 (+8)
Insight 10 (+14)
Intimidation 4 (+9)
Perception 2 (+6)
Persuasion 12 (+17)
Stealth 2 (+0)
Technology 4 (+9)
Vehicles 2 (+2)

Advantages:
Equipment 10 (Lab, Hypnotic Equipment), Skill Mastery (Psychiatry), Ultimate Psychiatry Skill, Ultimate Persuasion

Equipment:
"Assorted Hypnotic Gear"
Affliction 10 (Will; Entranced/Compelled/Controlled) (Extras: Cumulative, Progressive +2) (40)

Offense:
Unarmed +4 (+1 Damage, DC 16)
Initiative -2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +1, Fortitude +3, Will +8

Complications:
Motivation (Control)- Faustus gets off on controlling others- usually to get them to commit suicide.
Disabled (Crippled)- Faustus requires either crutches or a wheelchair for mobility- he cannot walk for very long without assistance.
Enemy (Captain America)

Total: Abilities: 36 / Skills: 58--29 / Advantages: 13 / Powers: 0 / Defenses: 12 (90)

-Faustus played a big part in Ed Brubaker's excellent "Cap" run, though he's been around for years. He's probably the pre-eminent hypnosis/controlling guy in the Marvel Universe, though his non-physical nature makes him less dominant overall, and he's not that famous. Most notably, all his controlling comes from equipment and his own psychiatric training, rather than something lazy like Telepathy or Mind Control powers- he WORKED for his talents.

-Faustus is one of those guys who works better as a Planner/Henchman type of villain, either making his own schemes or working for someone like The Red Skull. He's so good that he can actually force people like Sharon Carter to commit suicide, Daredevil to turn bad, etc. He usually uses a combination of his ludicrously-high Persuasion Skill, Psychiatry and Hypnotic machines (essentially Mind Control) to get what he wants, but God help him if he gets into combat- he's worse than most Mooks in that regard, especially now that he's crippled. His PL is kinda variable, as he tends not to use Hypnosis stuff in combat- he usually has people strapped to chairs or already helpless first. The degree and intensity of the Affliction will vary as well.
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Re: Jab's Builds: Skrulls, Red Skull, Crossbones, Skeleton Crew

Postby Jabroniville » Fri Jul 08, 2011 9:33 pm

Image

Imagine being HER classmate in High School.

SIN (Synthia Schmidt, aka "Mother Superior")
Created By:
J.M. DeMatteis & Paul Neary
First Appearance: Captain America #290 (Feb. 1984)
Role: Evil Jailbait, Psychotic Teenage Girl (well, more psychotic than normal anyways)
Group Affiliations: The Red Skull's Employ, The Sisters of Sin
PL 8 (113)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+10)
Athletics 4 (+5)
Deception 5 (+8)
Expertise (Nazi) 7 (+10)
Insight 3 (+6)
Intimidation 4 (+7)
Investigation 3 (+6)
Perception 3 (+6)
Persuasion 4 (+7)
Ranged Combat (Guns) 2 (+10)
Stealth 2 (+6)
Technology 2 (+5)
Vehicles 1 (+5)

Advantages:
Beginner's Luck, Benefit (The Red Skull's Daughter), Defensive Roll, Equipment 4 (Guns & Stuff), Improved Aim, Improved Critical (Guns), Improved Initiative, Improved Trip, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 5

Offense:
Unarmed +10 (+1 Damage, DC 16)
Guns +10 (+4-5 Ranged Damage, DC 19-20)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2 (+3 D.Roll), Fortitude +5, Will +6

Complications:
Motivation (Evil & Mayhem)- Sin's pretty screwed up.
Relationship (The Red Skull)- Synthia is her father's daughter, despite being a "failure" for being born a girl. She worships him, looks up to him, and resents him all at the same time.

Total: Abilities: 60 / Skills: 46--23 / Advantages: 18 / Powers: 0 / Defenses: 12 (113)

-Sin was kinda forgotten in the annals of Cap history until Ed Brubaker's current run. She's the standard tired-ass comic book concept of Suddenly Introduced Child COMBINED with Plot-Relevant Age-Up'd character, which are practically my two least-favourite comic book trends. I mean, the Skull having kids makes sense (it was actually Nazi Party ideology to have lots of "good" babies out outweight the "trash", AND he's certainly old enough), but... why age her up? He was active in the FOURTIES. In any case, Synthia was creepy as hell, had tons of power and a team of flunkies working for her (the "Sisters of Sin", a bunch of nun-themed super-villainesses who were also super-aged young kids), but she lost them all and was aged backwards into a teenager, where she was de-programmed by the government.

-Brubaker brought her back as an innocent teen, captured, brutalized, and re-brainwashed by Crossbones, and she was back. And she was NUTS. Totally evil, she actively started doing the nasty with Brock (he's in his twenties or thirties- she's about sixteen), leading Skull minions, and shooting stuff up like a crazy Bonnie to Crossbones' Clyde. I loved it- they were crazily, humorously over-the-top with their evil. In recent times, she's been orphaned, had her face burned (appropriately enough into a red skull), and she's been arrested, but currently she's messing stuff up as the super-powered Skadi in Marvel's latest big event, "Fear Itself".

-Stat-wise, Sin's no great shakes- Sharon Carter alone could (and did) defeat her. She's basically an athletic, crazy teenage girl, and so she's only PL 7.5 with guns (a girl her size couldn't hold the bigger varieties of guns Crossbones and his ilk use), and PL 6.5 with Defensive Roll. She's got a Benefit for her status as Schmidt's daugher- it's likely to give her tons of access to Neo-Nazis, actual Nazis, and assorted other thugs in the world.

---

Image

MOTHER SUPERIOR (Synthia Schmidt)
Created By:
J.M. DeMatteis & Paul Neary
First Appearance: Captain America #290 (Feb. 1984)
Role: Evil Jailbait, Psychotic Teenage Girl (well, more psychotic than normal anyways)
Group Affiliations: The Red Skull's Employ, The Sisters of Sin
PL 10 (174)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+10)
Athletics 4 (+5)
Deception 5 (+8)
Expertise (Nazi) 7 (+10)
Insight 3 (+6)
Intimidation 4 (+7)
Investigation 3 (+6)
Perception 3 (+6)
Persuasion 4 (+7)
Ranged Combat (Guns) 2 (+10)
Stealth 2 (+6)
Technology 2 (+5)
Vehicles 1 (+5)

Advantages:
Beginner's Luck, Benefit (The Red Skull's Daughter), Defensive Roll, Equipment 4 (Guns & Stuff), Improved Aim, Improved Critical (Guns), Improved Initiative, Improved Trip, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 5

Powers:
Teleport 8 (Feats: Dynamic) Extras: Extended, Accurate) (33) -- [41]
    Dynamic AE: "Telekinesis" Move Object 10 (21)
    Dynamic AE: "TK Bolt" Blast 10 (21)
    Dynamic AE: "TK Field" Force Field 7 (Extras: Impervious 9) (16)
    Dynamic AE: "Telepathy" Mind-Reading 8 Linked to Communication (Mental) 2 (25)
Insubstantial 4 [20]

Offense:
Unarmed +10 (+1 Damage, DC 16)
Guns +10 (+4-6 Ranged Damage, DC 19-21)
TK Bolt +10 (+10 Ranged Damage, DC 25)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2 (+3 D.Roll, +10 Force Field), Fortitude +5, Will +6

Complications:
Motivation (Evil & Mayhem)- Sin's pretty screwed up.
Relationship (The Red Skull)- Synthia is her father's daughter, despite being a "failure" for being born a girl. She worships him, looks up to him, and resents him all at the same time.

Total: Abilities: 60 / Skills: 46--23 / Advantages: 18 / Powers: 61 / Defenses: 12 (174)

-Synthia's run as "Mother Superior" was as a rather powerful lady, I'm assuming. I never read a comic with her in it, but this is what I guess her power levels were at.
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Re: Jab's Builds: Skrulls, Red Skull, Crossbones, Skeleton Crew

Postby Jabroniville » Fri Jul 08, 2011 9:35 pm

Image

SISTER AGONY (Real Name Unknown, aka "Slash")
Created By:
J.M. DeMatteis & Paul Neary
First Appearance: Captain America #294 (June 1984)
Role: Evil Kid, Scrapper
Group Affiliations: The Sisters of Sin
PL 7 (75)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 3
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

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

Advantages:
All-Out Attack, Power Attack, Ranged Attack 3

Powers:
"Razor-Sharp Claws" Strength-Damage +2 (Feats: Split, Penetrating) [4]

Offense:
Unarmed +9 (+3 Damage, DC 18)
Claws +9 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +2

Complications:
Motivation (Brutality)- Sister Agony just likes to kill people.
Responsibility (Kid)- The Sisters of Sin are all actually young girls in reality, and prone to youthful mistakes and stupidity. They can also be de-aged back to youths fairly easily (somehow).

Total: Abilities: 40 / Skills: 26--13 / Advantages: 5 / Powers: 4 / Defenses: 13 (75)

-See, they really missed the damn boat on this character. "Sister Agony" is a somewhat decent name and all, as it's creepy and evocative, as well as being descriptive. "Slash" is a pretty good name as well. But combining the two would get you "SISTER SLASH", which is a WAY cooler name! That would totally fit as an '80s Metal group, and totally make her a sweet character.

-In any case, she's just a weak PL 7 character, using Claws as her main schtick, without any of the usual awesomeness that most Claw Guys utilize (like incredible Stealth, advanced Senses, or Regeneration). In general, these "Sisters of Sin" are weak-ass supporting characters, mean to be Synthia/Mother Superior's allies. It'd be a challenge to Cap mainly because there's five of them at once, and in this game and in both real life & comics, outnumbering your foe counts. She's still notably dumb-looking, wielding what appears to be chicken feet as a set of weapons (including on her legs).
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Re: Jab's Builds: Red Skull's Crew, Crossbones, Arnim Zola, Sin

Postby Jabroniville » Sat Jul 09, 2011 11:18 pm

Image

SISTER DEATH (Real Name Unknown, aka "Torso")
Created By:
J.M. DeMatteis & Paul Neary
First Appearance: Captain America #294 (June 1984)
Role: Evil Kid, Powerhouse
Group Affiliations: The Sisters of Sin
PL 8 (73)
STRENGTH
9 STAMINA 8 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Acrobatics 2 (+4)
Deception 3 (+3)
Expertise (Nazi) 3 (+2)
Intimidation 7 (+7)
Perception 1 (+0)

Advantages:
All-Out Attack, Power Attack, Ranged Attack 3

Offense:
Unarmed +6 (+9 Damage, DC 24)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +8, Fortitude +8, Will +2

Complications:
Motivation (Brutality)- Sister Death just likes to hurt people.
Responsibility (Kid)- The Sisters of Sin are all actually young girls in reality, and prone to youthful mistakes and stupidity. They can also be de-aged back to youths fairly easily (somehow).

Total: Abilities: 50 / Skills: 16--8 / Advantages: 5 / Powers: 0 / Defenses: 10 (73)

-Sister Death (aka "Torso", and seriously, that's possibly the worst super-villain name I've ever heard) is the Powerhouse of the team, either being a giant Evil Nun, or a Dominatrix-looking butch chick. Your standard brutalistic female character- she'd fit in rather well with The Grapplers.
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Re: Jab's Builds: Red Skull's Crew, Crossbones, Arnim Zola, Sin

Postby Jabroniville » Sat Jul 09, 2011 11:20 pm

Image

SISTER DREAM (Real Name Unknown, aka "Hoodwink")
Created By:
J.M. DeMatteis & Paul Neary
First Appearance: Captain America #294 (June 1984)
Role: Evil Kid, Illusion-Master
Group Affiliations: The Sisters of Sin
PL 8 (72)
STRENGTH
0 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Acrobatics 2 (+5)
Deception 6 (+6)
Expertise (Nazi) 3 (+2)
Intimidation 2 (+2)
Perception 3 (+2)

Advantages:
Ranged Attack 2, Teamwork

Powers:
"Hypnosis"
Illusion 8 (Vision & Hearing) (24) -- [25]
    AE: Affliction 8 (Will; Entranced/Compelled/Controlled) (Extras: Perception Range +2) (Flaws: Vision-Dependent) (16)
Offense:
Unarmed +6 (+0 Damage, DC 15)
Hypnosis +8 Perception (+8 Perception Affliction, DC 18)
Initiative +3

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

Complications:
Motivation (Brutality)- Sister Dream just likes to mess with people.
Responsibility (Kid)- The Sisters of Sin are all actually young girls in reality, and prone to youthful mistakes and stupidity. They can also be de-aged back to youths fairly easily (somehow).

Total: Abilities: 24 / Skills: 16--8 / Advantages: 3 / Powers: 25 / Defenses: 12 (72)

-Sister Dream (later given the even-worse name "Hoodwink") can Hypnotise people, and has Illusion-based powers. Not too interesting, and the giant hood does nothing for her design.
Jabroniville
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Re: Jab's Builds: Red Skull's Crew, Crossbones, Arnim Zola, Sin

Postby Jabroniville » Sat Jul 09, 2011 11:22 pm

Image
Image

SISTER PLEASURE (Real Name Unknown, aka "Raunch")
Created By:
J.M. DeMatteis & Paul Neary
First Appearance: Captain America #294 (June 1984)
Role: Evil Kid, Afflicter
Group Affiliations: The Sisters of Sin
PL 8 (89)
STRENGTH
0 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE -1 AWARENESS -1 PRESENCE 4

Skills:
Acrobatics 2 (+5)
Deception 2 (+6, +8 Attractive)
Expertise (Nazi) 3 (+2)
Intimidation 2 (+2)
Perception 3 (+2)
Persuasion 2 (+6, +8 Attractive)

Advantages:
Attractive, Daze (Persuasion), Ranged Attack 2, Teamwork

Powers:
"Pleasure Centre Touch" Affliction 10 (Will; Fatigued/Exhausted/Asleep) (Extras: Cumulative, Sustained) (30) -- [31]
    AE: "Cast Sleep" Affliction 8 (Will; Fatigued/Exhausted/Asleep) (Extras: Cumulative, Area- Visual Perception) (24)
Offense:
Unarmed +6 (+0 Damage, DC 15)
Sleep +8 Area (+8 Affliction, DC 18)
Pleasure Touch +6 (+10 Affliction, DC 20)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +2, Fortitude +4, Will +2

Complications:
Motivation (Brutality)- Sister Pleasure just likes to mess with people.
Responsibility (Kid)- The Sisters of Sin are all actually young girls in reality, and prone to youthful mistakes and stupidity. They can also be de-aged back to youths fairly easily (somehow).

Total: Abilities: 32 / Skills: 14--7 / Advantages: 5 / Powers: 31 / Defenses: 14 (89)

-Sister Pleasure is the Team Slut of the squad (though in later appearances, they're shown playing Strip Poker with each other, and SIN is a member, so I assume being a slut is kinda a requirement for membership), using her powers to make people fall asleep by an over-loading of the "pleasure centres"- okay, she has the Orgazmirator from "Orgazmo" as part of her powers. And she's jailbait (OK, so she's a young girl in an adult woman's body). A dangerous, dangerous combo.
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Re: Jab's Builds: Arnim Zola, Doughboy, The Sisters of Sin

Postby Jabroniville » Sun Jul 10, 2011 10:42 pm

Image

MASTER MAN III (Max Lohmer)
Created By:
Ed Brubaker & Steve Epting
First Appearance: Captain America #18 (July 2006)
Role: Powerhouse, Super-Racist
Group Affiliations: The Red Skull's Army, The Master Men Gang
PL 10 (114)
STRENGTH
9 STAMINA 9 AGILITY 4
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 1 (+11)
Deception 2 (+2)
Expertise (Nazi Gang Member) 5 (+5)
Intimidation 11 (+11)
Perception 3 (+3)
Stealth 1 (+5)
Vehicles 1 (+4)

Advantages:
All-Out Attack, Chokehold, Fast Grab, Improved Critical (Unarmed) 2, Improved Hold, Power Attack, Ranged Attack 5, Takedown

Powers:
"Flying Brick Power-Set"
Flight 6 (120 mph) [12]
Speed 3 (16 mph) [3]

Offense:
Unarmed +11 (+9 Damage, DC 24)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10, Fortitude +11, Will +4

Complications:
Motivation (Nazism)- A garden-variety Nazi thug, Max Lohmer despises asians, blacks, arabs, jews, aboriginals, and everyone else who isn't totally white.

Total: Abilities: 70 / Skills: 24--12 / Advantages: 9 / Powers: 15 / Defenses: 12 (114)

-Master Man I was a '70s character invented for "The Invaders", as basically a retroactive super-villain who existed in the '40s to face The Invaders. See, Marvel's Golden Age was so bad that they didn't actually HAVE any good villains from that era, so they kind of had to INVENT them. He's basically a Superman-type at a much lower level, and was a recurring foe in "The Invaders". It was later revealed that he became repentent ans an old man, and died a hero, protecting Cable in Switzerland. A subsequent character gained his powers in the modern day, but went away, and now we have Master Man III, a modern-day Red Skull goon who fights Captain America and his allies with super-powers. He's recently hooked up with Sin-as-Red-Skull. Ew.

-Master Man's highly-powerful, but limited in skills and smarts- he's basically a generic Gang Thug, amped up with super-strength and speed to give him boosted power and accuracy. He's also basically a carbon-copy of the first one, so you can probably just use the same stats. I figure him for a Class 12 type of villain (as strong as Spider-Man, and hits harder)- Captain America can brawl with him in an uphill-battle kind of way, but actually cause damage. Despite his power, he's pretty cheap because he's such a dumbass.
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