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Jab's Builds: Fear Lords, Dark Man, DC's Thriller, The S-Men

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Re: Jab's Builds: Cosmic Beings, Imperial Guard, Stuff, Hussar

Postby ClassDunce » Mon Sep 17, 2012 10:25 pm

Jabroniville wrote: He was introduced to the X-Universe in an idea I REALLY hated- that Professor X had sent ANOTHER group of mutants after Krakoa when the original X-Men were captured, but they were killed and thus Charles sent in ANOTHER group (the fabled Giant-Size X-Men). THEN Chuck mind-wiped everyone involved so they didn't remember his "Lost" X-group. This story had the effect of making Professor X into an even BIGGER dick than fans thought he was, and straight-up made him a hateable character.


But just almost made worthwhile by giving us the character Darwin who was a member of that other group of mutants lol. Darwin is just fun there's so much that can be done with him. Even kind of socially disturbing things like the fact that he's half black and half Latino but most of the time he's white because his body decides that he's more likely to survive while he's that way.
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Re: Jab's Builds: Cosmic Beings, Imperial Guard, Stuff, Hussar

Postby Skavenger » Tue Sep 18, 2012 10:38 am

ClassDunce wrote:
Jabroniville wrote: He was introduced to the X-Universe in an idea I REALLY hated- that Professor X had sent ANOTHER group of mutants after Krakoa when the original X-Men were captured, but they were killed and thus Charles sent in ANOTHER group (the fabled Giant-Size X-Men). THEN Chuck mind-wiped everyone involved so they didn't remember his "Lost" X-group. This story had the effect of making Professor X into an even BIGGER dick than fans thought he was, and straight-up made him a hateable character.


But just almost made worthwhile by giving us the character Darwin who was a member of that other group of mutants lol. Darwin is just fun there's so much that can be done with him. Even kind of socially disturbing things like the fact that he's half black and half Latino but most of the time he's white because his body decides that he's more likely to survive while he's that way.


I just love the fact that his power seems entirely based on what the common sense answer to a question would be.

"How do you survive being punched by the Hulk?"

"Don't get punched by the Hulk in the first place."
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Re: Jab's Builds: Imperial Guard, Hussar, Manta, Vulcan

Postby Jabroniville » Tue Sep 18, 2012 10:57 pm

Image

VOYAGER (Divad)
Created By:
Mark Gruenwald & Greg Capullo
First Appearance: Quasar #32 (March 1992)
Race: Unknown (pink-skinned humanoid)
Role: Team Transport
Legionnaire Basis: None; Gates is similar, but actually debuted later
Group Affiliations: The Shi'ar Imperial Guard
PL 10 (138)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 3 (+3)
Investigation 4 (+4)
Technology 5 (+5)

Advantages:
Benefit (Imperial Guard), Ranged Attack 4, Set-Up, Teamwork

Powers:
Flight 7 (500 mph) [14]
Movement (Space Travel 1) [2]
Immunity 7 (Heat, Cold, Pressure, Vacuum, Radiation, Suffocation 2) [7]

"Teleporting Stick Thingie" (Flaws: Easily Removable) [62]
Teleport 16 (Extras: Extended, Accurate, Attack 10, Portal +2) (Flaws: Tiring on Attack) (101) -- (102 points)
    AE: Movement +2 (Space Travel 2- total 3) (Extras: Portal +2, Attack 10, Instant) (Flaws: Tiring on Attack) (16)
Offense:
Unarmed +5 (+1 Damage, DC 16)
Teleport Attack +10 (+10 Movement Attack, DC 20)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +4

Complications:
Responsibility (The Shi'ar Imperial Guard)

Total: Abilities: 24 / Skills: 12--6 / Advantages: 7 / Powers: 85 / Defenses: 16 (138)

-Voyager is the ever-problematic Teleporter archetype, though it's made easier because he's got a SUPER-expensive Teleportation ability, but that's pretty much his ONLY useful thing. He can suck people into Vortexes (though that's the Tiring +10 Attack), but otherwise is just the mass transporter of his team, bolting them across galaxies. If he gets hit, he's going down. As a character, he's among the VERY few Guardsmen created after their debut to have a lasting impression, because of his one useful power. He 'ports the team in and then out. His costume is ludicrously terrible though, clearly the artist just wasn't up to the classic job the early Guard artists were of just creaing wild stuff. This guy & Solar Wind are flat-out embarassing.
Last edited by Jabroniville on Tue Jul 02, 2013 11:45 am, edited 2 times in total.
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Re: Jab's Builds: Imperial Guard, Hussar, Manta, Vulcan

Postby Jabroniville » Tue Sep 18, 2012 10:59 pm

Image

A Symbiote AND Military Gear? It's like the '90s just barfed this guy up.

ZZZXX
Created By:
Christopher Yost & Dustin Weaver
First Appearance: X-Men: Kingbreaker #2 (March 2009)
Race: The Symbiotes
Role: Venom Rip-Off
Legionnaire Basis: None
Group Affiliations: The Shi'ar Imperial Guard
PL 10 (162)
STRENGTH
8 STAMINA 8 AGILITY 7
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 1 (+8)
Close Combat (Unarmed) 2 (+10)
Deception 4 (+4)
Intimidation 9 (+9)
Perception 6 (+6)
Ranged Combat (Tendrils) 4 (+9)
Stealth 2 (+9)

Advantages:
Daze (Intimidation), Great Endurance, Power Attack, Ranged Attack 3, Startle

Powers:
"Symbiote Physiology"
"Spider-Like Movement"
Movement 3 (Wall-Crawling 2, Slithering) [6]
Speed 2 [2]
Leaping 2 (30 feet) [2]

"Cellular-Morphing Qualities"
Features 1: Carries Pocket [1]
Senses 1 (Radius Sight) [1]
Regeneration 2 [2]
Morph 2 (10) -- [11]
    AE: Concealment (Visuals) 2 (Flaws: Blending) (2)
"Self-Created Webbing"
"Tendril Line" Movement 1 (Swinging) [2]
"Tendril" Snare 10 (Feats: Split, Tether) (32) -- [33]
    AE: "Slashing" Strength-Damage +2 (Extras: Ranged 10) (12)
"Possession" Mind Control 10 (Extras: Sustained +2) (Flaws: Touch Range -2, Grab-Based, Limited to One Target -2) [10]

Offense:
Unarmed +10 (+8 Damage, DC 25)
Tendrils +9 (+10 Ranged Affliction, DC 20)
Slashing Tendrils +9 (+10 Ranged Damage, DC 25)
Initiative +7

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +3

Complications:
Power Loss/Weakness (Webbing)- If the Symbiotes use too much "Webbing", they will lose strength, or the ability to produce more, having used up too many of the symbiote's cells.
Power Loss (Fire & Sonics)- The Symbiote Race fears both fire and extremely loud noises. Being in proximity to either weakens them to the point of losing all his abilities, moreso with more powerful applications.
Weakness (Fire & Sonics)- Similarly, the Symbiotes take extra damage from fire and sonics. This depends on the writer (or the GM).

Total: Abilities: 66 / Skills: 26--13 / Advantages: 7 / Powers: 70 / Defenses: 6 (162)

-ZZZXX here is basically a lost Symbiote who was being kept in a jar by the Shi'ar, and released by Vulcan to serve his interests. He's apparently one of the most dangerous creatures in Shi'ar history, and one of the first Symbiotes shown to actually take over a host instead of just be used kinda like a permanent Device. This'n captured Raza Longknife of The Starjammers and used him against his will. However, he tended to just fight without a host most of the time, and is one of the only Symbiotes I've ever seen do that (most of them just move around like little blobs that need a host to do stuff). He was eventually fought off, then thrown onto one of the Many-Angled Ones in the fight against The Cancerverse. We've yet to see what happens when a Symbiote touches a Many-Angled One, unfortunately.

-ZZZXX has powers similar to Carnage and the Five Symbiotes, minus some of the things they gained from Spider-Man over the years (like Spider-Sense). He's dangerous as all hell, but limited compared to Venom & Carnage, lacking their fighting capabilities. This guy's limited to Snares & Slashing, but adds Mind Control (with some heavy Limitations- he basically controls only one person, who constantly fights against him).
Last edited by Jabroniville on Tue Jul 02, 2013 11:46 am, edited 2 times in total.
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Re: Jab's Builds: Imperial Guard, Hussar, Manta, Vulcan

Postby Jabroniville » Tue Sep 18, 2012 11:02 pm

Image
Image

TITAN
Created By:
Chris Claremont & Dave Cockrum
First Appearance: The Uncanny X-Men #107 (Oct. 1977)
Race: Unknown (pink-skinned race)
Role: Growing Guy
Legionnaire Basis: Colossal Boy
Group Affiliations: The Shi'ar Imperial Guard
PL 10 (126)
STRENGTH
2/13 STAMINA 2/13 AGILITY 2
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Expertise (Space Hero) 4 (+5)
Intimidation 3 (+5, +12 Size)
Investigation 1 (+3)
Perception 2 (+4)
Persuasion 1 (+3)
Stealth 2 (+4, -10 Full Size)
Technology 4 (+5)
Vehicles 1 (+4)

Advantages:
Benefit (Imperial Guard), Equipment 4 (Anti-Gravity Device), Fast Grab, Improved Grab, Improved Hold, Power Attack, Ranged Attack 2

Powers:
Growth 11 (Str & Sta +11, +11 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -9 Stealth) -- (72 feet) [22]
Growth 3 (+14 Mass, +7 Intimidation, -5 Dodge/Parry, +1 Speed, -14 Stealth) -- (72 feet) (Flaws: Limited to Non-STR & STA Boosts) [3]

"Giant-Sized Hands & Feet" Damage 10 (Extras: Area- 30ft. Burst) [20]
Speed 2 (16 mph) [2]

Equipment:
"Shi'ar Anti-Gravity Device"
Flight 5 (10)
Space Travel 1 (1)
Immunity 7 (Suffocation 2, Cold, Hot, Radiation, Vacuum, Pressure) (7)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Full Size +7 (+13 Damage, DC 28)
Area Attacks +10 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +2, Fortitude +3, Will +5
"Full Size" Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +13, Fortitude +14, Will +5

Complications:
Responsibility (The Shi'ar Imperial Guard)

Total: Abilities: 46 / Skills: 18--9 / Advantages: 11 / Powers: 57 / Defenses: 13 (126)

-Titan's a one-note rip-off of Colossal Boy, and like most giant guys, he has multiple purposes: 1) Taking up lots of space so the artists use him a bunch. 2) Being recognizable with visual cues (in this case, size), so he's a recurring member of the Guard no matter what. 3) He's big and impressive-looking, but kind of a weenie, so he's often used to make someone look better by kicking his ass (this is known in comic books as "The Pym Effect". At least, that's what I'm trying to make everyone memorize). He shows up constantly, and usually gets beaten pretty easily (Supremor beat him almost casually once).

-Like most Size Changers, he has the common problem of being REALLY strong, but also REALLY vulnerable, meaning he can do a great amount of damage in melee (equivalent to the Thing/Colossus weight class), but folds like a card table the second something overly tough hits him (+13 Max. Toughness is REALLY good and huge and all, but he's got +5 to Defense at that size, meaning that while he's as durable as The Thing, he's going to be hit by EVERYTHING coming his way, which means someone can Power Attack him with impunity without worrying about dropping too much accuracy.
Last edited by Jabroniville on Tue Jul 02, 2013 11:47 am, edited 2 times in total.
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Re: Jab's Builds: Hussar, Manta, Vulcan, ZZZXX, Titan

Postby Earth-Two_Kenn » Wed Sep 19, 2012 4:39 am

If Titan's base STR and STA are 2, and his maximums in the same are 13, doesn't he need 11 ranks of Growth that add to them, not just 9?
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Re: Jab's Builds: Hussar, Manta, Vulcan, ZZZXX, Titan

Postby Jabroniville » Wed Sep 19, 2012 12:04 pm

Oh, my math was wrong (I think I was futzing around with exactly how strong I wanted his base form to be, and forgot to re-edit). I'll fix that.
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Re: Jab's Builds: Hussar, Manta, Vulcan, ZZZXX, Titan

Postby Jabroniville » Wed Sep 19, 2012 10:46 pm

Image

N'RILL'IREE
Created By:
Chris Claremont & Dave Cockrum
First Appearance: The Uncanny X-Men #155 (March 1982)
Race: Unknown (monstrous red-furred race)
Role: Monstrous Hero
Legionnaire Basis: None
Group Affiliations: The Shi'ar Imperial Guard
PL 9 (103)
STRENGTH
10 STAMINA 9 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Animal Handling) 6 (+6)
Expertise (Space Hero) 4 (+4)
Intimidation 8 (+8)
Perception 6 (+6)
Expertise (Survival) 6 (+6)

Advantages:
All-Out Attack, Benefit (Imperial Guard), Equipment 4 (Anti-Gravity Device), Improved Hold, Interpose, Power Attack, Ranged Attack 2, Startle

Powers:
Movement 1 (Environmental Adaptation (Underwater) [2]
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]

Senses 2 (Low-Light Vision, Acute Scent) [2]
Immunity 3 (Drowning, Cold, Pressure) [3]
Swimming 6 (30 mph) [6]

Equipment:
"Shi'ar Anti-Gravity Device"
Flight 5 (10)
Space Travel 1 (1)
Immunity 7 (Suffocation 2, Cold, Hot, Radiation, Vacuum, Pressure) (7)

Offense:
Unarmed +8 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +9, Fortitude +10, Will +4

Complications:
Responsibility (The Shi'ar Imperial Guard)

Total: Abilities: 50 / Skills: 30--15 / Advantages: 8 / Powers: 18 / Defenses: 12 (103)

-This complicatedly-named fellow was one of the cooler mid-range Imperial Guardsman, being a giant red kitty with webbed ears, and not fitting the Legionnaire/Guardsman example so dramatically. Of course, like all the other Guardsmen created after their debut, he vanished until years later (writers apparently just plum forgot about him- even MARK GRUENWALD, who remembers EVERYBODY!), reappearing in a cameo crowd scene. Not much is known about N'rill'iree, and I basically just guessed on that whole "Underwater" dealie because of his ears, but what the hell? He's a moderately good background Powerhouse. He's apparently an homage to a Larry Niven "Known Space" race of beings known as the Kzin.
Last edited by Jabroniville on Tue Jul 02, 2013 11:48 am, edited 2 times in total.
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Re: Jab's Builds: Hussar, Manta, Vulcan, ZZZXX, Titan

Postby Jabroniville » Wed Sep 19, 2012 10:50 pm

Image

COMMANDO (M'Nell)
Created By:
Brian Augustyn & Chuck Wojtkiewicz
First Appearance: Imperial Guard #1 (Jan. 1997)
Race: Kree
Role: Military Guy
Group Affiliations: The Shi'ar Imperial Guard
Legionnaire Basis: Mon-El
PL 10 (173)
STRENGTH
8 STAMINA 8 AGILITY 4
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 3 (+11)
Deception 2 (+5)
Expertise (Space Soldier) 10 (+12)
Insight 3 (+6)
Intimidation 4 (+7)
Perception 5 (+8)
Persuasion 3 (+6)
Stealth 3 (+7)
Technology 4 (+6)
Vehicles 3 (+8)

Advantages:
Accurate Attack, Benefit (Imperial Guard), Diehard, Equipment 5 (Imperial Guard Life Support Device, Blasters +5), Fearless, Improved Aim, Improved Critical (Guns) 2, Improved Smash, Leadership, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 7, Seize Initiative, Teamwork

Powers:
"Kree Powersuit" (Flaws: Removable) [29]
"Wrist-Blasters" Blast 8 (Extras: Multiattack) (24)
Flight 6 (120 mph) (12)
-- (36 points)

Offense:
Unarmed +10 (+8 Damage, DC 23)
Blasters +12 (+5 Ranged Damage, DC 20)
Wrist-Blasters +12 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +8, Fortitude +8, Will +6

Complications:
Responsibility (Kree Empire)- M'Nell actively worshipped The Supreme Intelligence, much to the bemusement of his colleagues.
Responsibility (Imperial Guard)

Total: Abilities: 86 / Skills: 40--20 / Advantages: 25 / Powers: 29 / Defenses: 13 (173)

-M'Nell here is actually a solid idea- since The Imperial Guard is comprised of the members of races within the Empire, and the Kree were conquered by the Shi'ar in "Operation: Galactic Storm", then a Kree should be on the Guard at some point. Initially just a Gun Guy, he gained super-powers from some Nega-Radiation thing, and earned his teammates' respect in the process. Of course, his debut in an Imperial Guard-based Mini-Series was his ONLY appearance until a couple years ago, making it a pretty big ten-plus year gap in appearances.
Last edited by Jabroniville on Tue Jul 02, 2013 11:50 am, edited 2 times in total.
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Re: Jab's Builds: Hussar, Manta, Vulcan, ZZZXX, Titan

Postby Jabroniville » Wed Sep 19, 2012 10:55 pm

Image

MENTOR
Created By:
Chris Claremont & Dave Cockrum
First Appearance: The Uncanny X-Men #107 (Oct. 1977)
Race: Unknown (green-skinned humanoid)
Role: Smart Guy
Legionnaire Basis: Brainiac-5
Group Affiliations: The Shi'ar Imperial Guard
PL 10 (160)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 7 AWARENESS 2 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Space Hero) 4 (+11)
Expertise (Science) 6 (+13)
Expertise (History) 5 (+12)
Expertise (Military) 4 (+11)
Insight 4 (+6)
Intimidation 3 (+3)
Investigation 4 (+6)
Perception 9 (+11)
Persuasion 3 (+3)
Stealth 2 (+5)
Technology 6 (+13)
Vehicles 4 (+9)

Advantages:
Beginner's Luck, Benefit (Imperial Guard), Equipment 4 (Anti-Gravity Device), Jack-of-All-Trades, Ranged Attack 4, Set-Up, Teamwork

Powers:
"Computer Brain"
Quickness 8 (Flaws: Limited to Mental Tasks) [4]
Immunity (Aging) [1]
"Universal Translator" Comprehend (Languages) 4 [8]

"Detect Weaknesses"
Senses 4 (Detect Weakness, Acute, Ranged, Analytical) [4]
Strength-Damage +4 (Feats: Improved Critical 2, Penetrating 6) (Quirks: Limited to When Studying For 2-5 Rounds -2) (10) -- [11]
    AE: "Nerve Pinch" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Quirks: Limited to When Studying For 2-5 Rounds -2) (6)
"Force Field Belt" (Flaws: Removable) [12]
Force Field 8 (Extras: Impervious 7) (15 points)

Equipment:
"Shi'ar Anti-Gravity Device"
Flight 5 (10)
Space Travel 1 (1)
Immunity 7 (Suffocation 2, Cold, Hot, Radiation, Vacuum, Pressure) (7)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Detect Weaknesses +10 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+10 Force Field, +4 Impervious), Fortitude +5, Will +5

Complications:
Responsibility (The Shi'ar Imperial Guard)

Total: Abilities: 66 / Skills: 58--29 / Advantages: 13 / Powers: 40 / Defenses: 12 (160)

-Mentor is an obvious homage of Brainiac-5 of the Legion, looking even MORE like the standard Brainiac. He's even green! But Marvel kinda gave him a different bent, by giving him powers like a mix of Brainiac-5 and Karnak of The Inhumans, giving him an ability to detect and exploit weaknesses. He's Skilled as hell, very smart, and goes over his PL's points cost, because he's such an important member of the Guard. He even became Praetor of the Guard after Gladiator moved up to Emperor of the Shi'ar, by virtue of his leadership abilities and tactical genius.
Last edited by Jabroniville on Tue Jul 02, 2013 11:56 am, edited 3 times in total.
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Re: Jab's Builds: Vulcan, ZZZXX, Titan, Commando, Mentor

Postby Jabroniville » Thu Sep 20, 2012 10:46 pm

Image

STARBOLT
Created By:
Chris Claremont & Dave Cockrum
First Appearance: The Uncanny X-Men #107 (Oct. 1977)
Race: Unknown (flaming humanoid)
Role: Flying Blaster
Legionnaire Basis: Sun Boy
Group Affiliations: The Shi'ar Imperial Guard
PL 10 (165)
STRENGTH
2 STAMINA -- AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Deception 3 (+4)
Expertise (Space Hero) 5 (+6)
Insight 3 (+4)
Intimidation 6 (+7)
Perception 3 (+4)
Persuasion 2 (+3)
Ranged Combat (Fire) 4 (+10)
Technology 3 (+4)
Vehicles 1 (+5)

Advantages:
All-Out Attack, Benefit (Imperial Guard), Ranged Attack 2

Powers:
"Composed of Fire-Like Plasma"
Plasma Blast 10 (Feats: Split, Improved Critical) (22) -- [23]
    AE: "Fire Wave" Damage 10 (Extras: Area- 60ft. Cone) (20)
Plasma Aura 4 [16]
Flight 8 (500 mph) [16]
Immunity 45 (Fortitude Effects, Fire/Heat Effects, Radiation Damage) [45]
Protection 5 [5]

Offense:
Unarmed +7 (+2 Damage, DC 17)
Plasma Blast +10 (+10 Ranged Damage, DC 25)
Fire Wave +10 Area (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +5, Fortitude --, Will +5

Complications:
Responsibility (The Shi'ar Imperial Guard)
Power Loss (Lack of Flames)- Starbolt's flames will eventaully extinguish themselves without an appropriate power source.

Total: Abilities: 28 / Skills: 30--15 / Advantages: 4 / Powers: 105 / Defenses: 13 (165)

-A fairly powerful energy manipulator, the Imperial Guard's Sun Boy homage is actually pretty decent, in addition to looking fairly cool. Instead of just a common pyromancer, he's a full-on Energy Being, able to shoot flames, surround himself in them, fly at Sonic Speeds, and he's Immune to a huge variety of things. Such is the raw expenditure of his Powers, that he's well over the normal cost of a PL 10 despite being a pretty one-note hero without very many Advantages at all. He was a pretty-recurring member of his crew, but was killed off in "War of Kings" by a Nightcrawler from the Cancerverse. Despite that, he had a fair bit of characterization to him, as he apparently underwent scientific changes that turned him into a long-lived energy being, outlived his family, and hoped to be merged with some kind of racial Pyre when he finally returned home.
Last edited by Jabroniville on Tue Jul 02, 2013 11:56 am, edited 1 time in total.
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Re: Jab's Builds: Vulcan, ZZZXX, Titan, Commando, Mentor

Postby Jabroniville » Thu Sep 20, 2012 10:55 pm

Image

"I'm not responsible for Heroes Reborn! Now leave me alone!"

ONSLAUGHT
Created By:
Mark Gruenwald & Greg Capullo
First Appearance: Quasar #32 (March 1992)
Race: Unknown (pink-skinned humanoid)
Role: Melee Fighter
Legionnaire Basis: Karate Kid
Group Affiliations: The Shi'ar Imperial Guard
PL 9 (119)
STRENGTH
3 STAMINA 5 AGILITY 7
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 4 (+11)
Expertise (Space Hero) 3 (+4)
Expertise (Theology & Philosophy) 4 (+5)
Insight 3 (+4)
Intimidation 6 (+6)
Perception 7 (+8)
Technology 2 (+3)
Stealth 4 (+11)
Vehicles 1 (+5)

Advantages:
Accurate Attack, Agile Feint, All-Out Attack, Benefit (Imperial Guard), Defensive Attack, Equipment 4 (Anti-Gravity Device), Fast Grab, Great Endurance, Improved Critical (Unarmed) 2, Improved Defense, Improved Disarm, Grappling Finesse, Improved Initiative, Improved Hold, Power Attack, Takedown 2, Uncanny Dodge

Powers:
"Enhanced Super Martial-Arts" Strength-Damage +3 [3]

Equipment:
"Shi'ar Anti-Gravity Device"
Flight 5 (10)
Space Travel 1 (1)
Immunity 7 (Suffocation 2, Cold, Hot, Radiation, Vacuum, Pressure) (7)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Super Martial-Arts +12 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +5, Fortitude +6, Will +4

Complications:
Responsibility (The Shi'ar Imperial Guard)

Total: Abilities: 66 / Skills: 34--17 / Advantages: 22 / Powers: 4 / Defenses: 10 (119)

-Onslaught (now THERE'S a name they won't be using again any time soon... silly Imperial Guard and their coming up with copy-able names) was a one-note Karate Kid rip-off, who buffetted Quasar around a bunch before Wendell clued in and put up a suit of Light Armour that hurt the poor copy's fists. He had no personality shown and you couldn't really tell what his powers were, but he was obviously tough enough to hurt Quasar through his most basic shielding, so I'm going with a standard PL 9 Chi-Guy build (aka "Does Extra Damage With Punches"). He can use his MANY varied Cap-Switchers (Power, All-Out, Defensive) to pummel at up to +11 Damage if he needs to.

-And God, is that the worst super-hero uniform ever or what? All credit to Gruenwald for trying to invent new Guardsmen to fit the unused Legion of Super-Heroes characters, but WOW did the artist let everyone down on this. This guy's just some loser in a jumpsuit with the Jim Lee Half-Helmet going on! What were they thinking? "Oh, we'll never see this guy again, so I'm not gonna waste any of my costume-building energies on him." Huh, now that you mention it, I kind of get why he, Hardball, Voyager & Glom are so lame.
Last edited by Jabroniville on Tue Jul 02, 2013 11:57 am, edited 2 times in total.
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Re: Jab's Builds: Vulcan, ZZZXX, Titan, Commando, Mentor

Postby Jabroniville » Thu Sep 20, 2012 11:00 pm

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Image

WARSTAR
Created By:
Chris Claremont & John Byrne
First Appearance: The Uncanny X-Men #137 (Sept. 1980)
Race: Unknown (mechanical being)
Role: Powerhouse/Little Guy Duo
Legionnaire Basis: Duo Damsel (kinda)
Group Affiliations: The Shi'ar Imperial Guard

---

C'CIL
PL 10 (137)
STRENGTH
12 STAMINA -- AGILITY -1
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -1 PRESENCE -2

Skills:
Intimidate 10 (+8)

Advantages:
Benefit (Imperial Guard), Equipment 4 (Anti-Gravity Device), Fast Grab, Improved Critical (Unarmed), Improved Hold, Power Attack, Ranged Attack 6, Teamwork

Powers:
"Giant Mechanoid"
Immunity 40 (Fortitude & Mental Effects) [40]
"Large Size" Growth 4 (Str & Toughness +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Protection 8 (Feats: Impervious 7) [15]
Senses 1 (Communication Link- B'nee) [1]
"Eye Beams" Blast 10 [20]

Equipment:
"Shi'ar Anti-Gravity Device"
Space Travel 1 (1)
Flight 5 (10)
Immunity 7 (Suffocation 2, Cold, Hot, Radiation, Vacuum, Pressure) (7)

Offense:
Unarmed +7 (+12 Damage, DC 27)
Blast +6 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +2, Fortitude --, Will +4

Complications:
Responsibility (The Shi'ar Imperial Guard)
Vulnerable (B'Nee's Defeat)- C'Cil will shut down if B'Nee is defeated.

Total: Abilities: 14 / Skills: 10--5 / Advantages: 16 / Powers: 85 / Defenses: 17 (137)

---

B'NEE
PL 10 (139)
STRENGTH
0 STAMINA -- AGILITY 5
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Expertise (Space Hero) 3 (+4)
Insight 4 (+5)
Investigation 1 (+2)
Perception 4 (+5)
Stealth 6 (+11)
Technology 8 (+9)
Vehicles 4 (+8)

Advantages:
Benefit (Imperial Guard), Equipment 4 (Anti-Gravity Device), Fast Grab, Power Attack, Ranged Attack 6, Set-Up, Startle, Teamwork

Powers:
"Small Mechanoid"
Immunity 40 (Fortitude, Mental Effects) [40]
Protection 4 [4]
Senses 1 (Communication Link- C'Cil) [1]
"Shocking Strike" Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Extras: Cumulative) (20) -- [21]
    AE: "Electro-Shock" Damage 10 (Feats: Improved Critical 2) (12)
Equipment:
"Shi'ar Anti-Gravity Device"
Space Travel 1 (1)
Flight 5 (10)
Immunity 7 (Suffocation 2, Cold, Hot, Radiation, Vacuum, Pressure) (7)

Offense:
Unarmed +9 (+0 Damage, DC 15)
Shock +9 (+10 Damage, DC 25)
Shocking Strike +9 (+10 Affliction, DC 20)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4, Fortitude --, Will +5

Complications:
Responsibility (The Shi'ar Imperial Guard)

Total: Abilities: 30 / Skills: 30--15 / Advantages: 16 / Powers: 66 / Defenses: 12 (139)

-Warstar is probably the singly most original member of the entire Imperial Guard- not a direct rip like Hobgoblin & Impulse (who are basically pallete swaps), or even an obvious homage like Astra & Nightside (who have some side power differences)- these guys are a combined entity that splits off at-will, with varied powers, and they're robots. Quite a bit different than Duo Damsel/Triplicate Girl of the Legion, am I right? I didn't even realize there was a link until it was pointed out to me. This originality and their overall uniqueness has let them live on to show up in multiple comics over the years, being one of the most-used Guardsmen. Their individual names come from "Beanie & Cecil", a puppet show popular way before I was born (some of the old men on this forum probably remember it :)). There are actually a handful of Warstars in service to the guard, but the others might be a bit weaker.

-Warstar's a bit tricky to figure out at first until you realize they're just two separate guys with their own powers (they're not really one being- B'Nee just drives). Most of the time, they're together, because C'Cil is the Powerhouse. He can slug it out with She-Hulk or Colossus (and has), but requires B'nee in the driver's seat to guide his movements. Without the little robot, the big robot has a much harder time hitting, which is best shown with Favored Environment. He's a solid PL 9.5 Brick, but he's REALLY stupid- basically a big dumb animal that won't even work if B'Nee is out of commission, as even Captain America has defeated the powerhouse just by KOing B'Nee.

-B'Nee is quite different, much more vulnerable to damage, but with a nasty Stun attack that has KO'd beings as powerful as She-Hulk in the past. He's much smarter, and gets all the robot benefits C'Cil does. He's almost more worthy overall, but for his bad PL 7 defensive ability.
Last edited by Jabroniville on Tue Jul 02, 2013 11:59 am, edited 2 times in total.
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Re: Jab's Builds: Vulcan, ZZZXX, Titan, Commando, Mentor

Postby FuzzyBoots » Fri Sep 21, 2012 5:36 pm

Jabroniville wrote:-B'Nee is quite different, much more vulnerable to damage, but with a nasty Stun attack that has KO'd beings as powerful as She-Hulk in the past. He's much smarter, and gets all the robot benefits C'Cil does. He's almost more worthy overall, but for his bad PL 7 defensive ability.

Hmm... within the novel at the least, it works more like an Aura where people hitting B'Nee risk getting shocked just by contact. I'd be kind of inclined to give B'Nee Interpose to model the fact that he sometimes takes hits aimed at C'Cil, but with how the Advantage/Feat works, it might be mildly overpowered.
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Re: Jab's Builds: Vulcan, Mentor, Onslaught, Starbolt, Warst

Postby Jabroniville » Fri Sep 21, 2012 11:43 pm

Image

SCINTILLA (aka Midget)
Created By:
Chris Claremont & Dave Cockrum
First Appearance: The Uncanny X-Men #107 (Oct. 1977)
Race: Unknown (humanoid race)
Role: Shrinking Hero
Legionnaire Basis: Shrinking Violet
Group Affiliations: The Shi'ar Imperial Guard
PL 10 (129)
STRENGTH
2 STAMINA 2 AGILITY 5
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Space Hero) 4 (+5)
Intimidation 2 (+3)
Investigation 2 (+3)
Perception 4 (+5)
Stealth 3 (+8, +20 Size)
Technology 4 (+5)
Vehicles 2 (+6)

Advantages:
Benefit (Imperial Guard), Equipment 4 (Anti-Gravity Device), Power Attack, Set-Up, Teamwork

Powers:
Shrinking 16 (3 inches) (+16 Stealth, +8 Defenses) (Extras: Normal Strength & Speed) [48]
"Sneak Attack" Strength-Damage +2 (Flaws: Limited to When Shrunk, Limited to When Opponent is Denied Dodge Bonus) [0.5]
"Increased Accuracy" Enhanced Close Attack 4 (Flaws: Limited to When Shrunk) [2]

Equipment:
"Shi'ar Anti-Gravity Device"
Flight 5 (10)
Space Travel 1 (1)
Immunity 7 (Suffocation 2, Cold, Hot, Radiation, Vacuum, Pressure) (7)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Small Size +14 (+2 Damage, DC 17)
Small Size Sneak Attack +14 (+4 Damage, DC 19)
Initiative +6

Defenses:
Dodge +9 (+16 Shrunk, DC 19-27), Parry +9 (+17 Shrunk, DC 19-27), Toughness +2, Fortitude +4, Will +5

Complications:
Responsibility (The Shi'ar Imperial Guard)

Total: Abilities: 50 / Skills: 21--10.5 / Advantages: 8 / Powers: 50.5 / Defenses: 10 (129)

-Scintilla dropped the first codename she had early on (though scientifically-speaking it's actually correct- she'd be a proportionate but tiny person), and became a pretty generic Shrinking Violet rip-off. She didn't do much, though during "Operation Galactic Storm" she beat up The Wasp for a bit. She's pretty one-note, though her accuracy is INSANE, since she can shrink down and THEN start whupping on people. The only thing keeping her from being broken are her low-end physical stats- she keeps her stats as normal while shrunk, but they're still not impressive enough to do major damage.
Last edited by Jabroniville on Tue Jul 02, 2013 11:59 am, edited 1 time in total.
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