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

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Re: Jab's Builds: Fin Fang Foom, Captain Planet & The Planeteers

Postby saint_matthew » Mon Apr 16, 2012 8:54 pm

catsi563 wrote:Yeah its a rare tv show thats aimed at kids that was willing to take on an issue like that. Gargoyles had the courage to take on the problem of irresponsible gun use.


Really? I thought Americans kids already knew everything there was to know about using fire arms irresponsibly :lol:
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Re: Jab's Builds: Fin Fang Foom, Captain Planet & The Planeteers

Postby FuzzyBoots » Mon Apr 16, 2012 9:02 pm

saint_matthew wrote:Really? I thought Americans kids already knew everything there was to know about using fire arms irresponsibly :lol:

That's just the city kids. Those of us who grew up in more rural areas grew up shooting rifles and learning to respect the gun as a powerful tool that hurts those who don't know how to handle it. :)
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Re: Jab's Builds: Fin Fang Foom, Captain Planet & The Planeteers

Postby Jabroniville » Mon Apr 16, 2012 11:10 pm

Image

"Wow, Wheeler gets fire, Linka gets wind, Kwame gets earth, and Gi gets water, huh? That's bad-ass. I can't wait to see my power. I bet I get animal powers, right? Or I can control plant life and create giant vines. Oh man, I bet I get the coolest power of all... Gaia? Why are you laughing? What? What's so funny?"

MA-TI
Played By:
Scott Menville
Role: The Weaksauce Power Guy, The Kid, Idealistic Youth
PL 7 (128)
STRENGTH
-1 STAMINA 0 AGILITY 3
FIGHTING 3 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 4 PRESENCE 2

Skills:
Athletics 7 (+6)
Deception 4 (+6)
Expertise (Animal Handling) 9 (+11)
Expertise (Survival) 2 (+6)
Expertise (Environmentalism) 7 (+9)
Insight 4 (+5)
Perception 5 (+6)
Persuasion 7 (+9)
Stealth 5 (+8)

Advantages:
Defensive Roll 2, Improved Defense, Luck, Set-Up, Sidekick 14 (Suchi the Monkey- As Monkey w/ Set-Up & Teamwork), Set-Up 2, Teamwork

Powers:
"Planeteer Ring of Heart" (Flaws: Removable) (Feats: Indestructible, Restricted 2- Only Ma-Ti) [35]
"Telepathy" Mental Communication 3 (Extras: Area, Selective) Linked to Mind-Reading 3 (24) -- (27)
    AE: "Let Our Powers Combine!" Summon 4 (50 pp of Captain Planet) (Extras: Heroic +2, Continuous) (20)
    AE: "Animal Control" Affliction 7 (Will; Entranced/Compelled/Controlled) (Extras: Area- 60ft. Burst +2, Sensory Link) (Flaws: Limited to Animals) (21)
    AE: "Emotion Control" Affliction 4 (Will; Entranced/Compelled/Controlled) (Extras: Perception Range +2) (Flaws: Limited to Positive Emotions) (8)
"Telelocation" Senses 6 (Mental Detection- Acute & Ranged 2, Detect Rings- Ranged, Counters Illusion) (8)
"Mind Shield" Enhanced Will Save 5 (5)
-- (40 points)

Offense:
Unarmed +3 (-1 Damage, DC 14)
Animal Control +7 Area (+7 Affliction, DC 17)
Emotion Control -- (+4 Affliction, DC 14)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +7 (DC 17), Toughness +0 (+2 D.Roll), Fortitude +3, Will +7 (+12 Ring)

Complications:
Motivation (Save the World)
Power Loss (Proximity to Assholes)- Ma-Ti's Ring would seemingly be quite powerful, if not for it's tremendous weakness against Evil beings. Seriously- he couldn't detect his Teammates because they were in a room with two EVIL GUYS one time, and his power failed against Hitler because "You don't HAVE a Heart!" So yes- the Heart Ring DOES in fact suck, so people can just stop claiming it's a sweet power, m'kay?
Power Loss (All Powers)- Planeteer Rings are rendered powerless if they are covered with or surrounded by pollutants. They must be cleaned before use. The Rings also don't work if the Planeteer hurts their Ring hand. Gaia hates Left-Handed People.

Total: Abilities: 30 / Skills: 50--25 / Advantages: 22 / Powers: 35 / Defenses: 16 (128)

SUCHI THE MONKEY
Role:
Helper Pet, Cute Sidekick, Poop-Thrower
PL 4 (70)- Minion Rank 5, Sidekick Rank 14
STRENGTH
-2 STAMINA -1 AGILITY 4
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 7 (+11)
Athletics 3 (+1)
Close Combat (Unarmed) 3 (+5)
Expertise (Survival) 7 (+8)
Insight 3 (+4)
Perception 5 (+6)
Ranged Attack (Poop) 6 (+6)
Sleight of Hand 4 (+4)
Plus 4 Ranks in any other Skill (Expertise- Dancing or Art are common)

Advantages:
Evasion, Fast Grab, Improved Initiative, Set-Up, Teamwork

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Simian Anatomy" Enhanced Athletics 8 (+9) (Flaws: Limited to Climbing) [2]
"Tail" Extra Limbs 1 [1]
Speed 2 (2 mph) [2]
Leaping 1 [1]

"Small Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) [17]
(-2 Strength & Speed, +4 Defenses, +8 Stealth, -4 Intimidation)

Offense:
Unarmed +5 (-2 Damage, DC 13)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness -1, Fortitude +2, Will +4

Complications:
Disabled (Animal)- Monkeys cannot speak to humans.
Enemy (Rival Males)- Rival Males constantly seek to up-end a male leader's territory, and they must always be on the watch, lest rivals take their females.

Total: Abilities: 2 / Skills: 42--21 / Advantages: 3 / Powers: 28 / Defenses: 16 (70)


-Ma-Ti is probably a top contender for the crown of "Crappiest Power-Set in Cartoons", sharing it with the likes of Superfriends-Aquaman and Zan of the Wonder Twins. His Ring's power is so lame that it has it's own page on TV Tropes: What Kind of Lame Power is Heart, Anyways?" Oh sure, they throw the poor bastard a bone every once in a while, stating that "your power is the most important", and he keeps the entire team in conversation with each other at a distance and stuff, but when your buddies are causing Earthquakes, Firestorms, Tornados and Tsunamis, being able to talk to your pet monkey is a pretty lame power. To make it even worse, he's the SMALLEST member of the team, too, making it an extra kick in the balls that his power is twerpy. They didn't even show him exerting Mind Control or charging dozens of animals out at the villains very often, either! It was just "Calling for help". Yeah, the extent of his powers are basically to act as a Two-Way Radio, and to copy what Jimmy Olsen's freaking watch does.

-There are a lot of Ma-Ti apologists out there (another TV Trope is "Heart is an Awesome Power", claiming that his power rules, but let's face facts- it's so weak that proximity to assholes makes it not work- he's been unable to detect others because a villain was close to them, and he couldn't affect Hitler because he was too evil to make it work. Now, when he turns EVIL in a "Bad Future", he's somehow able to make it so that he's a mass-Mind-Controller and mad dictator, so apparently it stops sucking if he's a bad guy. The comics also apparently made an effort to give him a boost as well.

-Who'd've thunk that Ma-Ti's ring would be the most expensive of the Planeteers', despite it's suck? Well, I think I overdid his power level just a little bit, but what the hell? It's freaking MA-TI THE HEART RING KID, he deserves a break. And hey, he's got less skill, less hitting power, and less competence than every other member of the team (including Captain Retarded American himself), and twelve points of his build are taken up by a freaking monkey who couldn't beat up any of the villains' SIDEKICKS, much less the villains themselves. He can control lots of animals at once, with a Sensory Link, talk to his buddies, make already nice people nicer (possibly the worst power any hero has ever had- OOOH he can make nice people with liberal guilt GIVE HIM MONEY when he's a hobo!), use Telelocation to find which foreign piece of tail Wheeler's chasing, or Summon the Good Captain.
Last edited by Jabroniville on Tue Apr 17, 2012 3:43 am, edited 3 times in total.
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Re: Jab's Builds: Fin Fang Foom, Captain Planet & The Planeteers

Postby Jabroniville » Mon Apr 16, 2012 11:13 pm

Image

"Haw-haw-haw-haw! Gnarly, dudes! Bodacious!"

CAPTAIN POLLUTION
Played By:
David Coburn
Role: Mirror Image Villain
PL 12 (215)- Minion Rank 15
STRENGTH
14 STAMINA 12 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 8 (+8)

Advantages:
Fast Grab, Great Endurance, Move-By Action, Ranged Attack 6, Power Attack

Powers:
Protection 2 (Extras: Impervious 9) [11]
Immunity 11 (Aging, Life Support) [11]

Flight 9 (1,000 mph) [18]
Movement 1 (Space Travel) [2]
"Earth Spirit" Immunity 10 (Pollutant Damage- Radiation, Toxics, Gases, etc.) [10]
Regeneration 10 (Flaws: Source- Unnatural Pollutants) [5]

"Toxic Disintegration" Blast 10 (Extras: Secondary Effect) Linked to Weaken Toughness 6 (Extras: Ranged, Affects Objects) (48) -- [57]
    AE: "Toxics" Weaken Stamina 8 (Extras: Ranged, Disease +2) (32)
    AE: "Smog" Concealment 3 (Visuals, Scent) (Extras: Area- 30ft. Cloud +2) Linked to Affliction 6 (Fort; Fatigued & Impaired/Exhausted & Defenseless/Incapicated) (Extras: Area- 30ft. Cloud +2, Extra Condition) (36)
    AE: "Radiation" Blast 12 (Feats: Penetrating 8) (32)
    AE: "Radiation Bolt" Damage 12 (Extras: Area- 60ft. Line +2) (36)
    AE: "Radiation Wave" Damage 12 (Extras: Area- 60ft. Burst +2) (36)
    AE: "Radiation Flare" Dazzle Visuals 10 (20)
    AE: "Radiation Sickness" Weaken Stamina 5 (Extras: Ranged, Area- 30ft. Burst, Progressive +2) (25)
    AE: "Deforestation" Weaken Toughness 10 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Trees -2) Linked to Damage 10 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Trees -2) (20)
    AE: "Hate" Affliction 8 (Will; Entranced/Compelled/Controlled) (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Hate) (16)
Offense:
Unarmed +8 (+14 Damage, DC 29)
Blasts +8 (+12 Ranged Damage, DC 27)
Area Damage +12 (+12 Damage, DC 27)
Smog +6 Area (+6 Affliction, DC 16)
Radiation Sickness +5 Area (+5 Weaken, DC 15)
Deforestation +10 Area (+10 Weaken & Damage, DC 20 & 25)
Toxics +8 (+8 Weaken, DC 18)
Hate +8 Area (+8 Affliction, DC 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +14, Fortitude +12, Will +4

Complications:
Motivation (Ruin the World)
Power Loss (All Powers), Vulnerable, Weakness- If exposed to pure elements such as clear streams, nice air and clean woods and stuff, Captain Pollution will lose all of his powers, and quickly begin to die.

Total: Abilities: 78 / Skills: 8--4 / Advantages: 10 / Powers: 114 / Defenses: 9 (215)

-Captain Pollution was a pretty no-brainer idea in the show, created as part of an evil plan by the show's combined villains roster (which makes things WAY better in nearly every cartoon with a Rogue's Gallery, not just an Assortment of Colourful Minions, like He-Man or She-Ra did). He was Cap's polar opposite, created by their evil rings. Unfortunately, he looked like a goon (sickly yellow with a red mullet) and talked like a retarded surfer dude for some reason, so he kind of became a joke in the fandom. No joke in the battlefield, though. He beat the CRAP out of Cap'n P in their first battle, and was only beaten the second time because he realized that Pollution would have the opposite weaknesses he would have; so he dug him into pure earth, water, air, etc., and then beat the snot out of him. He'd reappear later on his own, but was beaten back that time as well.

-No Skills except for Intimidation, few Advantages, but a hell of a lot of power. Smog, Radiation, Hate, Deforestation (no, really), etc., he brings a lot to bear. All his powers are in direct opposition to Captain Planet, making him his worst opponent. Of course, "Pure Elements" as a weakness is kind of tough to properly play, but throwing him into a clear stream'll about mess him up.
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Re: Jab's Builds: Fin Fang Foom, Captains Planet & Pollution

Postby Skavenger » Tue Apr 17, 2012 10:37 am

Not just -any- radiation let you summon Captain Pollution! I think Duke Nukem had to call out "SUPER radiation!" each time.

This has been another useless fact.
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Re: Jab's Builds: Fin Fang Foom, Captains Planet & Pollution

Postby Jabroniville » Tue Apr 17, 2012 10:41 pm

Image
Image

"I'll get you for this, Captain Planet!!"

LOOTEN PLUNDER
Played By:
James Coburn, Ed Gilbert
Role: Evil Capitalist
PL 7 (111)
STRENGTH
1 STAMINA 1 AGILITY 1
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Deception 8 (+12)
Expertise (Business) 9 (+13)
Expertise (Civics) 4 (+8)
Expertise (Big Game Hunting) 4 (+8)
Expertise (Criminal) 6 (+10)
Perception 3 (+7)
Persuasion 4 (+8)
Vehicles 2 (+6)

Advantages:
Benefit 4 (Extreme Wealth), Equipment 10 (Whatever he Needs), Improved Aim, Ranged Attack 3, Skill Mastery 2 (Business, Game Hunting)

Powers:
"Evil Ring of Deforestation" (Flaws: Removable) [18]
"Deforestation" Weaken Toughness 10 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Trees -2) Linked to Damage 10 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Trees -2) (20) -- (22 points)
    AE: "Knock Over Trees" Blast 7 (Feats: Indirect 2) (Extras: Multiattack) (Flaws: Requires Large Trees -2) (9)
    AE: "Let Our Polluting Powers Combine!" Summon 3 (45 pp of Captain Pollution) (Extras: Heroic +2, Continuous) (15)
Offense:
Unarmed +3 (+1 Damage, DC 16)
Deforestation +10 Area (+10 Weaken & Damage, DC 20 & 25)
Knock Over Trees +7 (+7 Ranged Damage, DC 22)
Initiative +1

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +1, Fortitude +2, Will +6

Complications:
Motivation (Greed)- Plunder is an absolute capitalist, and would sell anything for a profit.
Enemy (Captain Planet & The Planeteers)

Total: Abilities: 44 / Skills: 40--20 / Advantages: 20 / Powers: 18 / Defenses: 9 (111)

-Looten Plunder is pretty much the worst enemy of the Planeteers. Not in power (Duke Nukem, Zarm and Captain Pollution are all actually super-powered), but certainly in regularity of appearances. He's meant to describe the evils of hunting/poaching (in this liberal universe, it's pretty much the same thing :)), overt capitalism and desire for money. Which is sort of what Hoggish Greedly represents, but the Eco-Villains always overlap that way regardless. His schtick was to be part of some multi-national scheme for profit, that would invevitably cause pollution or deforestation or something, and it'd be up to the Planeteers to stop him. He's basically Lex Luthor cut part and parcel into the Planeteers' universe, and was probably their most effective recurring villain in terms of real (less exaggerated) evil. I love the name, too- it's ludicrously punny, but in exactly the right kind of way. Some names in this show are a little too on-the-nose.

-For the hell of it, I've tossed in the Evil Rings of the Eco-Villains, to complete their builds. Plunder is essentially an Evil Corporate villain in the Luthor vein, having skills based around it, and a pretty good assortment of Equipment, though he usually has tons of Minions as well (Argos Bleak, a big bald biker dude from Australia, was the best henchman in the show other than MAL the Computer). His "Deforestation Ring" can wipe out tons of plant matter, which is useless against most people, but also can knock trees over on people. Not the easiest thing in the world to stat (as his is the least overtly damaging of the group's rings), but it'll do.
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Re: Jab's Builds: Fin Fang Foom, Captains Planet & Pollution

Postby Jabroniville » Tue Apr 17, 2012 10:44 pm

Image

"Sell all this oil for millions? But there's a perfectly good nature preserve to just dump it all, right here!"

SLY SLUDGE
Played By:
Martin Sheen, Jim Cummings
Role: Show the Perils of Short-Sighted Thinking and Improper Waste Disposal
PL 6 (100)
STRENGTH
1 STAMINA 2 AGILITY 0
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 1 PRESENCE 3

Skills:
Deception 8 (+11)
Expertise (Business) 4 (+8)
Expertise (Eco-Criminal) 4 (+8)
Perception 4 (+5)
Persuasion 5 (+8)
Technology 4 (+8)
Vehicles 3 (+7)

Advantages:
Benefit 2 (Wealth), Equipment 7 (Whatever he Needs)

Powers:
"Evil Ring of Smog" (Flaws: Removable) [30]
"Smog" Concealment 3 (Visuals, Scent) (Extras: Area- 30ft. Cloud +2) Linked to Affliction 6 (Fort; Fatigued & Impaired/Exhausted & Defenseless/Incapicated) (Extras: Area- 30ft. Cloud +2, Extra Condition) (36) -- (37 points)
    AE: "Let Our Polluting Powers Combine!" Summon 3 (45 pp of Captain Pollution) (Extras: Heroic +2, Continuous) (15)
Offense:
Unarmed +3 (+1 Damage, DC 16)
Smog +6 Area (+6 Affliction, DC 16)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +5 (DC 15), Toughness +2, Fortitude +2, Will +4

Complications:
Motivation (Greed)- Sludge's scam is to deliver cheap methods of waste disposal that are actually harmful to the environment.
Enemy (Captain Planet & The Planeteers)

Total: Abilities: 36 / Skills: 32--16 / Advantages: 9 / Powers: 30 / Defenses: 9 (100)

-Sly Sludge is probably the most generic villain of the Eco-Bad-Guys, mainly because his core concept seems so skewed towards generic pollution creation. He was a greedy money-grubber, just like Plunder AND Greedly, but his concept was more that he was a moderate techno-genius who would create get-rich-quick schemes to gain government funding (like a machine that shrinks trash into small, compact cubes- which is EVIL because it's harder to break that down) or something, and then run away. My favourite moment of his is in the credits, where he & Dr. Blight are GLEEFULLY typing up massive streams of wasteful paper, forcing Linka to use her tornado power on them. I mean, that's the silliness of the show in a microcosm right there- their great evil plan was to CAUSE EXCESSIVE PAPER WASTE. So yeah, Sludge is essentially the same concept as three other Captain Planet villains. I guess he's meant to show the more Short-Sighted & Apathetic forms of Pollution, but whatever.

-A pasty, fat, balding guy, Sludge is no physical combatant. He's like Plunder, but far less wealthy and with worse, more generic minions (I don't even remember Ooze at all). He's more of a tech-guy, and a hell of a bullshitter (how many governments willfully give him recycling contracts?). His ring is arguably the most deadly of the entire group's, capable of making people sick as hell, AND obscuring nearly all their senses. That's about it for him, though.
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Re: Jab's Builds: Fin Fang Foom, Captains Planet & Pollution

Postby Jabroniville » Tue Apr 17, 2012 10:52 pm

Image

"For the love of God, I'm not THAT Duke Nukem! Shut up and leave me alone!!"

DUKE NUKEM
Played By:
Dean Stockwell, Maurice LaMarche
Role: Show the Perils of Nuclear Power
PL 10 (161)
STRENGTH
6 STAMINA 6 AGILITY 1
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 1 PRESENCE 1

Skills:
Deception 3 (+4)
Expertise (Science) 4 (+7)
Expertise (Science) 6 (+13) -- Flaws: Limited to Nuclear Energy
Expertise (Eco-Criminal) 4 (+7)
Insight 4 (+5)
Perception 4 (+5)
Ranged Combat (Radiation) 2 (+8)
Technology 5 (+8)
Vehicles 1 (+5)

Advantages:
All-Out Attack, Chokehold, Power Attack, Ranged Attack 2, Startle

Powers:
"Radiation-Charged Body"
"Radiation Wave" Damage 8 (Feats: Variable Radiation Type) (Extras: Area- 30ft. Cone) (17) -- [23]
    AE: Radiation Blast 8 (Feats: Variable Radiation Type) (17)
    AE: "Radiation Flare" Dazzle Visuals 8 (16)
    AE: "Radiation Bolt" Damage 8 (Feats: Variable Radiation Type) (Extras: Area- 30ft. Line) (17)
    AE: "Melt" Weaken Toughness 5 (Extras: Ranged) (Flaws: Affects Objects Only) (5)
    AE: Enhanced Radiation Aura +2 (totals to +5 overall) (8)
    AE: "Radiation Sickness" Weaken Stamina 3 (Extras: Ranged, Area- 30ft. Burst, Progressive +2) (15)
Protection 2 (Extras: Impervious 5) [7]
Radiation Aura 3 [12]
Immunity 8 (Aging, Disease, Poison, Radiation Damage) [8]
Senses 5 (Detect Radiation- Ranged 2, Vision Penetrates Concealment) [5]

"Evil Ring of Super-Radiation" (Flaws: Removable) [16]
"Let Our Polluting Powers Combine!" Summon 3 (45 pp of Captain Pollution) (Extras: Heroic +2, Continuous) (15) -- (19 points)
    AE: Enhanced Radiation Blast +2 (4)
    AE: Enhanced Radiation Wave +2 (2)
    AE: Enhanced Radiation Bolt +2 (2)
    AE: "Radiation Sickness" Enhanced Weaken Stamina +2 (Extras: Ranged, Area- 30ft. Burst, Progressive +2) (10)
Offense:
Unarmed +8 (+6 Damage, DC 21)
Radiation Aura +8 (+3-5 Damage, DC 18-20)
Radiation Blast +8 (+8 Ranged Damage, DC 23)
Radiation Wave & Bolt +8 Area (+8 Damage, DC 23)
Super-Radiation Blast +8 (+10 Ranged Damage, DC 25)
Super-Radation Wave & Bolt +10 Area (+10 Damage, DC 25)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +8, Fortitude +6, Will +4

Complications:
Motivation (Power, Comfort)- Duke Nukem requires Radiation to feed and be comfortable, and so his goal is to irradiate the entire planet and rule it- everyone else be damned.
Enemy (Captain Planet & The Planeteers)
Power Loss (Lead)- Radiation does not affect Lead, giving Nukem a key weakness.

Total: Abilities: 60 / Skills: 30--15 / Advantages: 6 / Powers: 71 / Defenses: 9 (161)

-Duke Nukem is by far the most powerful regular menace the Planeteers faced, in that he actually HAD POWERS, and not just evil devices or minions or whatever. A big, rock-like guy like The Thing, he was a radioactive thug, breaking into power plants and stuff to suck up their power (showing the EVILS of nuclear power and radiation), and would actually pummel Captain Planet himself for a bit (thanks to his pollution-based powers), before inevitably being wrapped up in lead and sent off to jail. His team-up with the other Eco-Villains resulted in a "Super-Radiation" ring that simply boosted his power levels.

-And yes, this Duke Nukem did in fact come first, getting about a year ahead of the "Duke Nukem" video game series.

-Nukem was apparently a scientist in the past, gaining his powers that way, so he gets Sciences as a skill. His powers are pretty unique, as he's part-Brick, part-Blaster, with an Aura power, Immunities out the wazzoo, Protection, Super-Strength, etc. His Power Ring only gives him a boost to most of his powers, in addition to bringing out Captain Pollution, so it's the cheapest & weakest out of the bunch. No telling if it's maximum power if Plunder or somebody picked it up would be far stronger or what. Without the Ring, he's merely PL 8, but a match for the Captain mainly because of Cap's vulnerabilities to his power. He's the only Cap villain to break 150 points, but he goes below it withou the Evil Ring (which was only there for a single episode)- I don't imagine this guy giving Marvel-Class super-heroes much trouble.
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Re: Jab's Builds: Captains Planet, Pollution, Eco-Villains

Postby Ares » Wed Apr 18, 2012 12:23 am

Jabroniville wrote:Image

-I don't imagine this guy giving Marvel-Class super-heroes much trouble.


Given he's basically the Radioactive Man's retarded cousin, I don't either.

Though could you imagine if Captain Planet fought actual Marvel-Class supervillains like Radioactive Man? The first time any of them realize what his weaknesses are, they'd eat him alive.
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Re: Jab's Builds: Captains Planet, Pollution, Eco-Villains

Postby Jabroniville » Wed Apr 18, 2012 12:46 am

Forget Marvel, what about Astro City? Junkman is Cap's WORST ****ING NIGHTMARE.
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Re: Jab's Builds: Captains Planet, Pollution, Eco-Villains

Postby Arthur Eld » Wed Apr 18, 2012 10:46 am

Not really, I mean it isn't like Junkman is pro-pollution. He's actually like the poster boy for the wonders of recylcing.
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Re: Jab's Builds: Captains Planet, Pollution, Eco-Villains

Postby Kreuzritter » Wed Apr 18, 2012 4:13 pm

now, Junkpile from M&M's own threat reports, aka The Garbage Dump That Walks Like a Man, that's something that could give cappy nightmares
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Re: Jab's Builds: Captains Planet, Pollution, Eco-Villains

Postby Jabroniville » Wed Apr 18, 2012 9:29 pm

Arthur Eld wrote:Not really, I mean it isn't like Junkman is pro-pollution. He's actually like the poster boy for the wonders of recylcing.


Hah- you may be right. The guy should be made an honourary Planeteer!!

Only when he discards his stuff does it become Cap-hurting garbage.
Jabroniville
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Re: Jab's Builds: Captains Planet, Pollution, Eco-Villains

Postby Jabroniville » Wed Apr 18, 2012 9:40 pm

Image

"Yeah, my parents clearly hated me the second they saw me come out."

HOGGISH GREEDLY
Played By:
Ed Asner
Role: Show the Perils of Consumption
PL 4 (68)
STRENGTH
2 STAMINA 3 AGILITY 0
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 1 PRESENCE 1

Skills:
Deception 8 (+9)
Expertise (Business) 5 (+8)
Expertise (Eco-Criminal) 7 (+10)
Perception 4 (+5)
Technology 3 (+6)
Vehicles 3 (+7)

Advantages:
Benefit 2 (Wealth), Equipment 7 (Whatever he Needs)

Offense:
Unarmed +4 (+2 Damage, DC 17)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +5 (DC 15), Toughness +3, Fortitude +3, Will +4

Complications:
Motivation (Greed & Gluttony)- Hoggish Greedly... it's kinda right there, isn't it?
Enemy (Captain Planet & The Planeteers)

Total: Abilities: 36 / Skills: 30--15 / Advantages: 9 / Powers: 0 / Defenses: 8 (68)

-Hoggish Greedly is a disgustingly obese, porcine man who pretty much shares traits with both Sly Sludge and Looten Plunder, being a super-capitalist (of the fat, slovenly, Slothful type rather than a Business-suit-wearing gun-runner like Plunder, or a sleazy shyster like Sludge). So yeah, most Eco-Villains tend to be modifications of the same guy. He seemed a bit more entertaining, being a humorous pig, snorting and messing up and having the most retarded & weak of all the sidekicks (which is saying something). He EASILY showed up the most out of all the villains, a fact that I'll chalk up mostly to him being played by Ed Asner, one of the actors least-likely to be doing a major film at the time, and thus the most available.

-Of course, it made it harder to figure out how he could make ANYONE believe what he says (aside from his appearance, his name was HOGGISH GREEDLY... it couldn't have been worse if his name was Hitler McBadGuy). He was the odd-man-out of the villains when they got their Evil Rings, and he was shown as having a real family and backstory, making him a tad more sympathetic than the other "polluting for the absolute hell of it" types.

-Greedly stats up WAY cheaper than his Eco-Villain buddies, mainly due to lack of a ring. His schtick was always to promote some kind of super-device that would (of course) pollute like nuts, and face down the Planeteers with some kind of super-device of his own concept.
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Re: Jab's Builds: Captains Planet, Pollution, Eco-Villains

Postby Jabroniville » Wed Apr 18, 2012 9:42 pm

Image

Skumm: That's it, you Blissed-out morons. First I take your town's wealth and health. And then, I get the rest of the world hooked on Bliss. And I'll be the only one who can still think straight!

VERMINOUS SKUMM
Played By:
Jeff Goldblum, Maurice LaMarche
Role: Show the Perils of Waste, Urbran Sprawls, and Hatred
PL 7 (141)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 4 (+8)
Deception 8 (+9)
Expertise (Science) 4 (+7)
Expertise (Science) 6 (+13) -- Flaws: Limited to Chemicals
Expertise (Eco-Criminal) 4 (+7)
Expertise (Animal Handling) 4 (+5)
Expertise (Survival) 4 (+5)
Intimidation 6 (+7)
Perception 4 (+5)
Stealth 6 (+10)
Technology 2 (+5)
Vehicles 1 (+5)

Advantages:
Chokehold, Equipment 5, Fascination (Intimidation), Fast Grab, Power Attack, Precise Attack (Close/Concealment), Ranged Attack 4, Startle

Powers:
"Rat-Like Physiology"
Movement 1 (Environmental Adaptation- Sewers, Swamps, Polluted Areas) [2]
Senses 2 (Acute & Extended Scent) [2]
"Tail" Extra Limb 1 [1]

"Evil Ring of Toxics" (Flaws: Removable) [31]
"Toxic Disintegration" Blast 6 (Extras: Secondary Effect) Linked to Weaken Toughness 6 (Extras: Ranged, Affects Objects) (36) -- (38 points)
    AE: "Let Our Polluting Powers Combine!" Summon 3 (45 pp of Captain Pollution) (Extras: Heroic +2, Continuous) (15)
    AE: "Toxics" Weaken Stamina 8 (Extras: Ranged, Disease +2) (32)
Offense:
Unarmed +8 (+3 Damage, DC 18)
Toxics +8 (+5 Ranged Damage & +6 Weaken, DC 20 & 16)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +8, Fortitude +6, Will +4

Complications:
Motivation (Spreading Filth, Disease & Hatred)- Verminous Skumm simply wishes to foment chaos for it's own sake- getting people addicted to "Bliss", spreading misinformation about AIDS to screw with some kid he's never even met before, and causing disease in general. Even by comparison to the REST of these Polluting-For-The-Hell-Of-It Ass-hats, Skumm is an awful person.
Enemy (Captain Planet & The Planeteers)

Total: Abilities: 56 / Skills: 50--25 / Advantages: 15 / Powers: 36 / Defenses: 9 (141)

-Verminous Skumm was by far the most insidiuos and evil of Captain Planet's villains, which is SAYING SOMETHING, considering most of them gleefully sought out schemes that served few purposes other than to pollute for profit. Why is he so bad? Because he doesn't give a crap about money AT ALL- he's merely there to stir crap up, kill people with drugs, and spread hatred as a means to prove that humans are scum. He's responsible for two of the most shocking CP episodes of all time, one where he spread misinformation about the AIDS virus simply to screw over one kid he'd never even met (who happened to be HIV positive), and another where he creates the drug known as Bliss for seemingly no reason other than to be a dick, which ends up killing Linka's cousin. Now that is a MESSED UP villain. Initially, his concept seems to be about the evils of living in urban cities and the pollution inherent in them, but the writers tried very hard to alter him into a symbol of hatred and dissonance in humanity.

-Aside from Nukem, Skumm is the only villain who can hold his own physically with the Planeteers, and his Ring only shoots up his PL by 1.5 levels. The Toxic Ring's Disintegration Beam (essentially 2e's Corrosion at Range) is powerful, but his Chemical Skill is probably his most-used ability. Expect him to come streaming in with an armada of humanoid rats or drug addicts, and to be manipulating things from behind the scenes.
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