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

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Re: Jab's Builds: Great Beasts, Kkallakku, The Straw Man, Ny

Postby greycrusader » Tue Apr 22, 2014 5:59 pm

I have to admit I have NO idea what Mystery Men is about either. Was it a parallel world type tale, like the Marvel NOIR miniseries? Or was it a retcon history, with Marvel creating heroes and villains supposedly active in the MU's Pulp Era?
The Contingent: When all other super teams fail...

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Re: Jab's Builds: Great Beasts, Kkallakku, The Straw Man, Ny

Postby kingk » Tue Apr 22, 2014 6:34 pm

Officially it was a retcon-type deal. Really though, it could almost take place in its own universe. The only points of connection to the main Marvel universe (that I remember offhand, I don't have the issues anywhere near me) were the use of the Daily Bugle as the major newspaper, and the mention of the Stark family (as part of a child-kidnapping ring, the Lindbergh child was also involved).

Some articles I found on Google that explain it somewhat, though they both seem to have come out before the series:

http://comicsalliance.com/mystery-men-marvel-preview-liss-zircher/

http://www.ign.com/articles/2011/03/20/c2e2-marvels-mystery-men-revealed

The general in that picture with Nyx is the father of the Operative, and the colored man she's referring too is the Revenant.

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Re: Jab's Builds: Great Beasts, Kkallakku, The Straw Man, Ny

Postby Spectrum » Tue Apr 22, 2014 8:37 pm

Further 'proof' that following links on the internet can take you to odd and wonderful places. I found this on Robert Downey Jr's facebook site.

Image

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Re: Jab's Builds: Great Beasts, Kkallakku, The Straw Man, Ny

Postby Jabroniville » Tue Apr 22, 2014 9:12 pm

Image

uh-oh- Cthulhu just took a couple levels in Fighter.

THE DWELLER IN DARKNESS
Created By:
Gerry Conway & Rich Buckler
First Appearance: Thor #229 (Nov. 1974)
Role: Fear God
PL 14 (424)
STRENGTH
2/12 STAMINA 5/15 AGILITY -1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 5 PRESENCE 4

Skills:
Expertise (Demon) 11 (+15)
Expertise (History) 6 (+10)
Expertise (Magic) 11 (+15)
Insight 2 (+6)
Intimidation 8 (+12, +17 Size)
Perception 6 (+11)

Advantages:
Diehard, Startle

Powers:
"Immortal Being"
Regeneration 10 (Feats: Regrow Limbs) [11]
Immunity 9 (Aging, Drowning, Suffocation, Starvation & Thirst, Heat, Cold, Pressure, Poison, Disease) [9]
Flight 6 (120 mph) [12]
Senses 6 (Detect Life- Extended 5) [6]

Growth 10 (Str & Sta +10, +10 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -10 Stealth) -- (36 feet) [20]

"Master of Fear" Affliction 14 (Will; Entranced/Compelled/Controlled) (Extras: 16,000 mile Burst +23) (Flaws: Limited to Fear, Requires Multiple Victims of Fear For Each Rank -2) [280]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Huge Size +8 (+12 Damage, DC 27)
Fear Effect +14 Area (+14 Affliction, DC 24)
Initiative -1

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +5, Fortitude +5, Will +9
"Huge Size" Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +15, Fortitude +15, Will +9

Complications:
Motivation (Causing Fear)
Involuntary Transformation (Small Size)- The Dweller is actually just a head, and the body is some animated form. If he takes too much damage (fails by more than -15 or so), he will be reduced to just a head, with much lower physical stats.

Total: Abilities: 54 / Skills: 44--22 / Advantages: 2 / Powers: 338 / Defenses: 8 (424)

-The Dweller In Darkness was a Thor foe at first, but soon gathered together the other Fear-Lords as his minions, in order to make the entire Earth afraid. He gathered power until he was able to (with Nightmare) cover the ENTIRE EARTH with fear, but soon D'Spayre was able to trick both of the more-powerful Fear-Lords, who failed to realize that too much fear would lead to despair, which ended up empowering their minion instead. D'Spayre soon blew the Dweller apart, but it was revealed that his entire body was actually made up of the HEAD, and the body itself was just some animated construct. He ran away, and was later seen with the other Fear-Lords in a throwaway panel, never mattering again. He's basically a one-note guy, being a huge monstrous thing with enough ranks of Fear Control to cover the entire Earth (which is 8,000 miles-ish in diameter), but only with enough victims of fear already there to "power him up" or something.
Last edited by Jabroniville on Tue Apr 22, 2014 9:18 pm, edited 1 time in total.

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Re: Jab's Builds: Great Beasts, Kkallakku, The Straw Man, Ny

Postby Jabroniville » Tue Apr 22, 2014 9:17 pm

Image

THE LURKING UNKNOWN
Created By:
Stan Lee & Jack Kirby
First Appearance: Thor #136 (Jan. 1967)
Role: Fear God
PL 12 (108)
STRENGTH
8/14 STAMINA 8/13 AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 13 (+13, +14 Size)
Stealth 9 (+7, +6 Size)

Advantages:
Benefit (Ambidexterity), Fast Grab, Diehard, Improved Hold, Startle

Powers:
Immunity 9 (Aging, Drowning, Suffocation, Starvation & Thirst, Heat, Cold, Pressure, Poison, Disease) [9]
Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
"Four Arms" Extra Limbs 2 [2]

"Fear God"
Enhanced Strength 6 (Flaws: Source- Fearful Enemies) [6]
Enhanced Stamina 5 (Flaws: Source- Fearful Enemies) [5]
Protection 4 (Extras: Impervious 15) (Flaws: Source- Fearful Enemies) [9]
"Flaming Fingers" Damage 4 [4]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Enhanced Strength +8 (+14 Damage, DC 29)
Flaming Fingers +8 (+4 Damage, DC 19)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +8 (+17 Peak Fear, +8 Impervious), Fortitude +8 (+13 Peak), Will +6

Complications:
Motivation (Causing Fear)
Involuntary Transformation (Small Size)- The Lurking Unknown may shrink to tiny size if the enemy conquers its fear.

Total: Abilities: 36 / Skills: 22--11 / Advantages: 5 / Powers: 42 / Defenses: 14 (108)

-The Lurking Unknown was a means to an end in an old Stan 'n' Jack tale- Jane Foster failed the test to stay in Asgard by feeling fear for him, and I think that was the impetus to get rid of that failed "Hero's Girlfriend" character and hook Thor up with Lady Sif. Thor himself felt some fear for the guy, and started losing the fight, but (as is common with Fear-Causers) rallied himself and won. He would sit on the shelf for TWENTY-THREE YEARS, returning to join the Fear-Lords and avenge his one defeat (that on Asgard). While fighting Dr. Strange & Clea, he gained power and proved nigh-unstoppable, but (naturally) they started losing their fear (this time through anger), and he shrank into nothing.

-The Lurking Unknown is stealthier than you'd expect given his size, and enough to hold off Thor or Dr. Strange for an extended period of time, so long as somebody around him is a little bit afraid. He soon falters badly when they start passing a Will Save or two, and he can even SHRINK if they do it enough!

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Re: Jab's Builds: Great Beasts, Straw Man, Nyx, The Fear Lor

Postby Jabroniville » Wed Apr 23, 2014 11:05 am

Image

THE DARK MAN
Created By:
Stephen Grant & Greg LaRocque
First Appearance: Thor #323 (Aug. 1991)
Role: Unstoppable Foe
PL 15 (215)
STRENGTH
16 STAMINA 16 AGILITY 2
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 4 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (History) 2 (+2)
Insight 4 (+8)
Intimidation 14 (+16)
Perception 4 (+8)
Stealth 4 (+6)

Advantages:
Daze (Intimidation), Diehard, Great Endurance, Improved Critical (Axe) 2, Power Attack, Startle

Powers:
"Immortal Being of Fear"
Regeneration 16 (Feats: Regrow Limbs) [17]
Immortality 16 [32]
Immunity 11 (Aging, Life Support) [11]
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
Senses 3 (Darkvision- Extended) [3]

"Dark Man's Axe" (Flaws: Easily Removable) [8]
Strength-Damage +2 (Extras: Penetrating 10) (12 points)

Offense:
Unarmed +12 (+16 Damage, DC 31)
Axe +12 (+18 Damage, DC 33)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +16, Fortitude +16, Will +8

Complications:
Motivation (Testing Others' Fear)- The Dark Man travels about, fighting and attempting to kill people- only if they refuse to give in to terror or childish emotions are they allowed to live.
Relationship (Desire- Wife)- The Dark Man's wife tests others' resolve against seduction, and tranforms the failures to stone.

Total: Abilities: 108 / Skills: 32--16 / Advantages: 7 / Powers: 74 / Defenses: 10 (215)

-The Dark Man is a one-shot Thor foe who was meant more as a "Test of Valor" kind of thing than a real villain- he'd threatened both Odin AND Thor in the past, attacking them and trying to kill them, in order to terrify them and test their resolve. When Thor refused to back down against his unstoppable foe (decapitation was a minor inconvenience), and merely wished that his father know that he died without begging for mercy, The Dark Man allowed him to live. Odin, remembering his own brush with The Dark Man, refused the guy's gift of a horse, not wishing to ever deal with him again. He apparently has no relation to The Fear-Lords- he's just some guy who's obsessed with Fear, and may be testing all people throughout their lives.

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Re: Jab's Builds: Great Beasts, Nyx, The Fear Lords, Dark Ma

Postby Horsenhero » Wed Apr 23, 2014 11:23 am

I remember an early Dweller in Darkness story where he had a bunch of faceless minion-types who dragged Hercules down into a NYC sewer (probably frightening for anyone who isn't the Lizard or Vermin). I'm guessing he's never used his little fear guys in any modern appearances since they don't appear on the build.

Back in the day, Herc appeared in alot of Thor stories playing the Worf to legitimize the villain's threat to Thor. Of course Herc also spent alot of time wandering around the universe with Sif to keep them out of Thor's way. (The very first Possessor/Kamo Thaarn story was in Thor and featured Sif and Hercules taking him on. KT almost won until Sif started begging for him to spare Herc which made Herc man up and win, since it's embarrassing to have the girl you're trying to impress beg for your life.)

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Re: Jab's Builds: Great Beasts, Nyx, The Fear Lords, Dark Ma

Postby Jabroniville » Wed Apr 23, 2014 9:26 pm

THRILLER:
-DC's Thriller is a very obscure little comic that showed up in a 12-issue "Direct Market Only" book written by Robert Loren Fleming & drawn by Trevor Von Eeden. Both left by issue 8, at which point it was taken over by Bill DuBay & Alex Nino until it was cancelled. I have never heard of any of these four. Set "50 years in the future", it features Angeline Thriller, the leader of a team of adventurers called The Seven Seconds. The team fought unusual menaces and supernatural-ish foes in a very X-Files-ish book, despite coming about in 1983.

I've never so much as heard of it, much less read an issue, but from the art and some of the synopses I've checked out online (there's some pretty solid stuff linking just off the series' Wikipedia page), it seems to be very much part of that "Punk/Rebel" era of comic books, taking some inspiration from Alan Moore and the like as well- stuff is just WEIRD, with nonsensical origins, "experimental" (ie. LSD was involved) storylines and plots, the kinds of characters that can only be created by someone on drugs (a criminal clone of Elvis; the President's son attached to a computer in his car), and even the main character's powers are completely bizarre. I can imagine that it'd be the ideal thing for a cult fanbase, though it never maintained the kind of fanbase that'd create a sequel series, even thirty years later.

Apparently the early sales were quite good, but the '80s market wasn't able to sustain a book that was so deliberately-quirky and "artsy" (especially since that often translates into "The writer & artist are deliberatley-vague on everything because of THE ART OF IT ALL", which alienates readers like you wouldn't believe- the synopses mention several times how important points are made OFF-PANEL and are merely summed up), and sales soon plummetted, with the writer quitting partway through due to a less-friendly editor taking over. Von Eeden, the black artist of the book, accuses DC executives of racism and trying to play a cruel prank on him to "show me my place".

Image

SALVO (Tony Salvotini)
Created By:
Robert Loren Fleming & Trevor Von Eeden
First Appearance: Thriller #1 (June 1983)
Role: Gunfighter
PL 9 (103)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 7 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 3 (+7)
Athletics 8 (+10)
Deception 6 (+8)
Expertise (Mercenary) 4 (+7)
Expertise (Marine) 7 (+10)
Insight 2 (+5)
Intimidation 3 (+5)
Perception 4 (+7)
Stealth 2 (+6)
Vehicles 1 (+6)

Advantages:
Equipment 3 (Guns & Such), Fearless, Improved Aim, Improved Critical (Guns), Precise Attack (Ranged/Cover), Ranged Attack 7

Offense:
Unarmed +7 (+2 Damage, DC 17)
Guns +12 (+4-6 Ranged Damage, DC 19-21)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +4, Fortitude +5, Will +5

Complications:
Responsibility (No Killing)- After killing an innocent man while trying to rescue him from some hostage-takers, Tony has sworn off killing forever. He'll blow off fingers and shoot to wound, sure, but NO KILLING.
Relationship (Angie- Sister)

Total: Abilities: 60 / Skills: 40--20 / Advantages: 14 / Powers: 0 / Defenses: 9 (103)

-Salvo is Angeline's twin brother, and ex-mercenary & Marine who basically acts as the team's Enforcer/Wetworks guy, despite refusing to kill anyone ever again. His mantra: "Only flesh wounds! Only Outpatients! I won't kill a fly- so don't ASK me!" He's capable of some pretty astounding Gun-Fu, making him a PL 9 guy in a more low-level series, but his weaker defenses render him less than ideal for Superhuman Campaigns.

CRACKERJACK
Created By:
Robert Loren Fleming & Trevor Von Eeden
First Appearance: Thriller #1 (June 1983)
Role: Team Gopher
PL 4 (51)
STRENGTH
0 STAMINA 1 AGILITY 4
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 5 (+5)
Deception 3 (+4)
Expertise (Streetwise) 5 (+5)
Sleight of Hand 4 (+8)
Stealth 3 (+7)

Advantages:
Hide in Plain Sight

Offense:
Unarmed +3 (+0 Damage, DC 15)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +1, Fortitude +3, Will +5

Complications:
Prejudice (Pickpocket)
Relationship (Data)- Data is the closest of the Seven Seconds to the young Honduran pickpocket. The two are even more of a surrogate family than the others.

Total: Abilities: 28 / Skills: 20--10 / Advantages: 0 / Powers: 0 / Defenses: 13 (51)

-A young Hunduran pickpocket, and ward of Angie's husband. He acts like a gopher to the rest of the group. Being a teen Pickpocket, he's got a particular set of skills and is quite fast and hard to hit, but not exactly powerful.

DATA (Freddie Martin)
Created By:
Robert Loren Fleming & Trevor Von Eeden
First Appearance: Thriller #1 (June 1983)
Role: Tech Guy, Hacker
PL 4 (46)
STRENGTH
0 STAMINA 0 AGILITY -4
FIGHTING 0 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 3 PRESENCE 1

Skills:
Deception 5 (+6)
Expertise (Computers) 10 (+14)
Expertise (Current Events) 5 (+9)
Technology 4 (+8)
Vehicles 4 (+6)

Advantages:
Benefit 2 (Son of the President), Equipment 2 (Car), Well-Informed

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative -4

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +1, Will +5

Complications:
Reputation (The President's Son)- Being the President's son can make Freddie a target or scorn, fortune-hunting kidnappers or anything else you can think of.
Relationship (Crackerjack)- Data is the closest of the Seven Seconds to the young Honduran pickpocket. The two are even more of a surrogate family than the others.
Disabled (Trapped in a Car)- Data is connected physically and mentally to a car he drives with his mind.

Total: Abilities: 20 / Skills: 28--14 / Advantages: 5 / Powers: 0 / Defenses: 7 (46)

-Freddie's the son of the President, and a Communications & Information expert. He works from a computer in his limo, but he was physically-interfaced with it and could never leave. Not sure what that means, precisely, but he seems to be a very fat black guy who's always in the backseat of a car that he "controls with his mind".

DANIEL GROVE
Created By:
Robert Loren Fleming & Trevor Von Eeden
First Appearance: Thriller #1 (June 1983)
Role: Heroic Reporter
PL 4 (59)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 2 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Athletics 3 (+4)
Deception 3 (+6)
Expertise (Current Events) 4 (+7)
Insight 2 (+6)
Investigation 4 (+8)
Perception 3 (+7)
Stealth 3 (+5)

Advantages:
Well-Informed

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

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +2, Fortitude +3, Will +5

Complications:
Enemy (Scabbard)- The terrorist Scabbard has killed both Dan's father and his brother.

Total: Abilities: 38 / Skills: 22--11 / Advantages: 1 / Powers: 0 / Defenses: 9 (59)

-A photojournalist who filmed his brother's execution by Scabbard, an international terrorist. He's sort of the P.O.V. character, being introduced to the gang in the first issue. In issue 4, he hammers Scabbard from behind, ending with the villain's decapitation via a helicopter's rotor blade.

PROXY (Robert Furillo)
Created By:
Robert Loren Fleming & Trevor Von Eeden
First Appearance: Thriller #1 (June 1983)
Role: Master of Disguise
PL 4 (59)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 2 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Skills:
Athletics 3 (+4)
Deception 3 (+6)
Deception 4 (+10) -- Flaws: Limited to Disguise
Expertise (Acting) 2 (+4)
Insight 2 (+4)

Advantages:
Equipment (Spray-On Synthetic Skin- Bonus to Disguise Rolls)

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

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2, Fortitude +3, Will +4

Complications:
Relationship (Tony)- Proxy & Salvo are best pals.
Addiction (Drugs)- At some point in his life, Robert was into freebasing drugs.
Prejudice (Disfigured)- He's got some nasty burns.

Total: Abilities: 34 / Skills: 12--6 / Advantages: 0 / Powers: 0 / Defenses: 9 (59)

-Proxy's an actor who is disfigured after freebasing drugs (oh, '80s comics...). He uses a synthetic spray-on-skin to create disguises for himself and the team. It's like Mission: Impossible, but with more drugs! I couldn't tell you any of his combat capabilities, though.

BEAKER PARISH
Created By:
Robert Loren Fleming & Trevor Von Eeden
First Appearance: Thriller #1 (June 1983)
Role: The Muscle
PL 7 (111)
STRENGTH
5 STAMINA -- AGILITY 1
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 3 (+8)
Deception 2 (+5)
Expertise (Religion) 5 (+7)
Intimidation 3 (+6)
Perception 1 (+4)

Advantages:
Close Attack, Fast Grab, Improved Hold, Power Attack, Ranged Attack 2

Powers:
"Artificial Being"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]

Offense:
Unarmed +8 (+5 Damage, DC 20)
Initiative +1

Defenses:
Dodge +5 (DC 15), Parry +7 (DC 17), Toughness +6, Fortitude --, Will +5

Complications:
Relationship (Tony)- Proxy & Salvo are best pals.
Addiction (Drugs)- At some point in his life, Robert was into freebasing drugs.
Prejudice (Disfigured)- He's got some nasty burns.

Total: Abilities: 56 / Skills: 14--7 / Advantages: 6 / Powers: 36 / Defenses: 6 (111)

-Beaker Parish is a seven-foot tall test-tube creation and artificial human being who befriends the twins, and is the only other member of the Seconds who can be controlled/merged with Angie (since he's artificial). Also I think he's religious, given the name and an appearance in one of those preacher-collar thingies.

WHITE SATIN (Janet Valentine)
Created By:
Robert Loren Fleming & Trevor Von Eeden
First Appearance: Thriller #1 (June 1983)
Role: Sexy Pilot
PL 7 (76)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Skills:
Expertise (Streetwise) 1 (+4)
Vehicles 2 (+6)
Vehicles 6 (+10) -- Flaws: Limited to Flying Vehicles

Advantages:
None

Powers:
"Disrupt Brains & Bodies" Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Extras: Cumulative) [20]

Offense:
Unarmed +4 (+1 Damage, DC 16)
Disruption +4 (+10 Affliction, DC 20)
Initiative +4

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude +3, Will +4

Complications:
Relationship (Tony)- The two are in love and stuff.

Total: Abilities: 46 / Skills: 6--3 / Advantages: 0 / Powers: 20 / Defenses: 7 (76)

-Janet is Tony's girlfriend & arch-villain Quo's ex-wife. She could disrupt physiology & mental states with a touch, in addition to being a crack jet pilot. I think she got shot & killed in some issue by being a smart-ass to some evil Russian captors.

Supporting Cast:
Edward Thriller: Scientist who messed with alien DNA, merging he & Angie together, giving her powers. Could not co-exist in the same plane as her.
Marietta Salvotini- Tony & Angie's mother, operating a diner. Blinded by a fire (started by Tony) and widowed. Later gained hypnotic powers after Mallochia's eyes got transplanted into her.
Scotty Thriller: Angie & Edward's baby boy.

Bad Guys:
Kane Creole: Second-generation clone of Elvis Presley, doing bank robberies for publicity.
Scabbard: International terrorist.
Mallochia: Scabbard's psychic lover.
Quo (Richard Quorum)- Student of "Eastern disciplines", and ascended to a higher state during crises. I think he's a bad guy.
Last edited by Jabroniville on Wed Apr 23, 2014 9:31 pm, edited 1 time in total.

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Re: Jab's Builds: Great Beasts, Nyx, The Fear Lords, Dark Ma

Postby Jabroniville » Wed Apr 23, 2014 9:28 pm

Image

ANGELICA "ANGIE" THRILLER
Created By:
Robert Loren Fleming & Trevor Von Eeden
First Appearance: Thriller #1 (June 1983)
Role: Uber-Powered Ghost
PL 8 (179)
STRENGTH
-- STAMINA -- AGILITY 2
FIGHTING 0 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Skills:
Expertise (Streetwise) 1 (+4)
Vehicles 2 (+6)
Vehicles 6 (+10) -- Flaws: Limited to Flying Vehicles

Advantages:
Ranged Attack 2

Powers:
"Immortal" Immunity 30 (Fortitude Effects) [30]
"Merge With The Air" Remote Sensing 5 (Vision) [10]
"Speak Via Objects" Communication (Hearing) 2 (Extras: Area) [10]
Senses 1 (Danger Sense) [1]
Senses 4 (Precognition) (Flaws: Uncontrolled) [2]
"Invisible" Concealment 4 (All Visuals) [8]
"Intangible" Insubstantial 4 [20]

"Control Stuff"
Transform 10 (Objects to Objects of Different Shape) (Extras: Affects Corporeal) (40) -- [43]
    AE: "Control Others" Affliction 10 (Strength; Entranced/Compelled/Controlled) (Extras: Affects Corporeal, Sustained +2) (Flaws: Limited to Tony & Artificial Beings) (30)
    AE: "Air Control" Move Object 5 (Extras: Perception Range, Affects Corporeal, Area- 30ft. Burst) Linked to Movement 1 (Slow Fall) (Extras: Affects Others) (28)
    AE: "Posses Objects" Move Object 8 (Extras: Perception Range +2, Affects Corporeal) (35)
Offense:
Unarmed +0 (-- Damage, DC 00)
Thrown/Possessed Objects -- (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +2 (DC 12), Parry +0 (DC 10), Toughness +0, Fortitude --, Will +6

Complications:
Relationship (Edward & Scotty- Husband & Son)- Angie cannot touch either of them, but may "see" them by putting her face into objects, and interact with them via objects she possesses.
Relationship (Tony- Brother)
Phobia (Fire)- Angie & Tony's mother was blinded, and their father killed, by a fire accidentally set by Tony when they were children. Angie still fears flames because of this.

Total: Abilities: 46 / Skills: 6--3 / Advantages: 2 / Powers: 124 / Defenses: 4 (179)

-Angie is the Title Character, but has the least to do with some of the stories, since she does not really interact with the physical world or the cast that much. She was given powers by her husband, which inadvertently cast her out of this plane of existence- she cannot interact with her husband, nor their infant child, via ordinary means. However, she can "Possess" objects or artificial beings (or her brother, since they're twins and thus closely related) and use THOSE to do things, which is a great help to The Seven Seconds. She's been called "omnipotent and ethereal" by the writer, "A combination of Jesus Christ and my mom".

-Her powers are a bit complex- she doesn't really "exist" as a physical being, meaning she's got no Strength or Stamina scores. She can nonetheless move stuff around by "possessing" them, which is essentially a Move Object thing at Perception Range (since she doesn't exactly have to "move" somewhere to possess something). Her face can appear in the sky or in objects (or her brother's hand, which is unspeakably weird), making it a Remote Sensory effect as well. Plus she can be invisible, communicate over great distances, and Transform objects' physical shape (such as causing flagpoles to appear in the side of buildings). She often "guides" people down to Earth after long jumps (a major recurring motif in the series).

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Re: Jab's Builds: The Fear Lords, Dark Man, DC's Thriller

Postby Spectrum » Thu Apr 24, 2014 3:10 am

Thank you Jab! A wonderful job given such limited information.

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Re: Jab's Builds: The Fear Lords, Dark Man, DC's Thriller

Postby Jabroniville » Thu Apr 24, 2014 7:13 pm

Image

THE RED SKULL- AWAKENED CLONE (Johann Schmidt)
Created By:
Joe Simon & Jack Kirby
First Appearance: Captain America #7 (Oct. 1941)
Role: The Big Bad, The Nazi
Group Affiliations: The National Socialist Party of Germany, The Skeleton Crew, A.I.M., HYDRA, ULTIMATUM
PL 14 (255)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 4 AWARENESS 5 PRESENCE 5

Skills:
Acrobatics 4 (+11)
Close Combat (Unarmed) 3 (+12)
Deception 8 (+13)
Expertise (Business) 2 (+6)
Expertise (Nazi Party Leader) 6 (+10)
Expertise (History) 4 (+8)
Expertise (Criminal) 7 (+11)
Expertise (Science) 2 (+6)
Insight 4 (+9)
Intimidation 8 (+13)
Invsetigation 2 (+7)
Perception 5 (+10)
Persuasion 5 (+10)
Vehicles 2 (+5)

Advantages:
Accurate Attack, Chokehold, Connected, Contacts, Defensive Attack, Improved Critical (Unarmed), Improved Disarm, Leadership, Ranged Attack 7, Taunt

Powers:
"The Brain of Charles Xavier: Omega-Level Telepathy"
"Mind Shield" Enhanced Will Check 4 (Flaws: Limited to Mental Attacks) [2]

Mind-Reading 14 (Feats: Dynamic) (Extras: Effortless, Cumulative, Sensory Link) Linked to Mental Communication 4 (Feats: Subtle) (Extras: Area, Selective) (96) -- [110]
    Dynamic AE: "Focused Mind Control" Mind Control 14 (Feats: Dynamic) (57)
    Dynamic AE: "Group Mind Control" Mind Control 10 (Feats: Dynamic) (Extras: Area- 60ft. Burst +2, Selective) (Flaws: Touch Range -2) (51)
    Dynamic AE: "Mental Stun" Affliction 14 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Range +2, Cumulative) (57)
    Dynamic AE: "Astral Form" Remote Sensing 15 (Visuals & Hearing) (Feats: Dynamic, Dimensional) (Flaws: Physical Body is Defenseless) (32)
    Dynamic AE: "Focused Mental Blast" Damage 14 (Feats: Dynamic) (Extras: Perception Range +2, Will Save) (57)
    Dynamic AE: "Mental Illusions" Illusion (All Senses) 10 (Feats: Dynamic) (Extras: Selective) (Flaws: Resisted by Will) (50)
    AE: "Area Mental Blast" Damage 10 (Extras: Area- 60ft. Burst +2, Selective, Will Save) (50)
    AE: "Brainwashing" Affliction 14 (Will; Dazed/Compelled/Transformed Mentally) (Extras: Perception Range +2, Cumulative) (56)
"Mental Detection" Senses 7 (Mental Awareness- Ranged, Radius, Acute, Detect Mutants- Ranged & Radius) [7]

Offense:
Unarmed +12 (+2 Damage, DC 17)
Mind-Reading +14 Perception (DC 24)
Mind Attacks +10-14 Perception (+10-14 Perception Affliction, DC 20-24)
Mental Blast +10-14 Perception (+10-14 Perception Damage, DC 25-29)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +6, Will +9

Complications:
Motivation (Power)- The Skull desires power over anything else- be it via Nazism, criminal empires or the Cosmic Cube. Or Professor Xavier's brain.
Enemy (Captain America)- For decades, the Skull's key nemesis has been Captain America- the symbol of freedom itself.

Total: Abilities: 72 / Skills: 62--31 / Advantages: 16 / Powers: 119 / Defenses: 17 (255)

-Rick Remender's Uncanny Avengers is annoyingly hit-or-miss. It started with SUCH potential- a freakish assault on New York by the most horrifying thought imaginable: The RED SKULL with CHARLES XAVIER's POWERS! He leads a group of genetically-modified "S-Men" to attack, and Captain America forms a new team that combines X-Men & Avengers to stop him (thus becoming a symbol of a new era in Mutant/Human relations). In the meantime, we get a lot of characterization for Havok (often silent in the Scott-obsessed modern era of Summers Family Stuff), some great dialogue, an interesting debate about terms and labels (Havok does an interview talking about how he doesn't like the word/label "Mutant" and wants to just be called "Alex", while Kitty Pryde in ANOTHER X-book goes into detail about WHY she wants that label and what it represents for her), another debate between Rogue & The Scarlet Witch that effectively makes the "Mutants = Gay People" link even more obvious (in which both sides of their debate are fairly adequately explained), and some GREAT art by John Casaday, who does very detailed, very realistic (albeit for some GIANT eyes and long eyelashes) art and weird character designs.

-However, there are some flaws. The GREAT first arc just goes nowhere as we start focusing on the never-ending story of the boring Apocalypse Twins, a pair of forgettable, generic Omnicidal Maniacs who want to kill everyone. Casaday, the slowest artist in history, is gone within a few issues. Guys like Sunfire are added to the team, adding nothing (seriously, Sunfire is a boring character). Rogue just comes off as generally unpleasant and annoying. Wanda is just... bleh. There's still SOME good stuff, but it kind of became a mess. And in the "this is totally getting undone because Time Travel is involved" death of CAPTAIN AMERICA to THE GRIM FREAKING REAPER is ridiculous- The Grim Reaper is a Jobber's Jobber. I don't care what kind of power upgrade he has. If he can kill Captain America, then Piledriver should be one-shotting The Silver Surfer.

-ANYWAYS, the Red Skull in this book is a clone of the WWII original, and has the same overall mindset and body (ie. no Cap Stats). The Skull had become a bit tired in Ed Brubaker's Captain America run, largely thanks to being in like 100 issues straight, so I was a bit perturbed to see a NEW one show up the second Remender got his hands on Cap, but the whole "no, he's just a Nazi- oh yeah, and he has THE BRAIN OF CHARLES XAVIER!" thing just adds to the terror of what is one of comics' greatest villains. I mean, there's none of that "The Villain Has Justification For His Actions" touchy-feely crap here- The Skull is Evil Incarnate in human form, and the most terrifying guy in Marvel Comics. I mean, NAZIS WERE REAL. THIS is why they have this effective aura of fear surrounding them. And this guy is KING NAZI. This is an enemy that isn't worth keeping alive- no rational human being could ever justify allowing someone this evil AND powerful to live.

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Re: Jab's Builds: The Fear Lords, Dark Man, DC's Thriller

Postby Crinos » Thu Apr 24, 2014 7:17 pm

so, are you gonna do the rest of the S men as well?

Also, I'm with ya man. They start off with this awesome arc with the Red Skull and his whole new team of Mutant Hating supermen (Including an expy of Glorious Godfrey), and then they just vanish off the face of the planet in lieu of that stupid Apocalypse twin crap.

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Re: Jab's Builds: The Fear Lords, Dark Man, DC's Thriller

Postby Jabroniville » Thu Apr 24, 2014 7:35 pm

Well yeah, when have you EVER known me not to stat up a gang of random assorted Jobbers when I had the chance :)? It'll be the last dogpile of builds before I leave for the Calgary Comic Expo tomorrow (woo! Meeting Randy "Something Positive" Milholland and most important- CARLTON FREAKING BANKS!!!), then head off to Disneyworld. I figured I'd mass-dump a bunch of builds on everyone before I leave till like May 4th.

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Re: Jab's Builds: The Fear Lords, Dark Man, DC's Thriller

Postby greycrusader » Thu Apr 24, 2014 9:13 pm

Crinos wrote:so, are you gonna do the rest of the S men as well?

Also, I'm with ya man. They start off with this awesome arc with the Red Skull and his whole new team of Mutant Hating supermen (Including an expy of Glorious Godfrey), and then they just vanish off the face of the planet in lieu of that stupid Apocalypse twin crap.


Yes, the entire Apocalypse Twins storyline has gone on FAR too long-I just cannot always keep from getting annoyed at all the "decompressed storytelling" and OBVIOUS "writing for the trades" that goes on. And the "deaths" of Captain America, Rogue, The Scarlet Witch, and likely even Wonder Man will rather obviously be undone by some time-travel loophole (though granted, Marvel is making no pretense of this at all). But still-the book is far better than the other main Avengers title, with the never-ever-never ending story about the infinite incursion of parallel alternate cosmic doom-bringing harbinger aliens who...oh goodness, I can't even go on.

All my best.
The Contingent: When all other super teams fail...

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Re: Jab's Builds: The Fear Lords, Dark Man, DC's Thriller

Postby Jabroniville » Thu Apr 24, 2014 10:03 pm

THE S-MEN:

-The S-Men (For Johann Schmidt, compared to Xavier's "X-Men") are The Red Skull's Job Squad at the beginning of Uncanny Avengers. I was a bit put out to find them all introduced, and then casually ignored and swept aside for the Never-Ending Apocalypse Twin Story (I actually forgot about them completely until Crinos mentioned them), but thinking about it... they're more or less a modern-day example of what I now call a "Sketchpad Team". Essentially a gag on how some artists just compulsively create characters and want to throw them out there, and if the writers agree, suddenly we have a new team of Jobbers with little personality and some quirks to them. The Dark Riders or Mutant Liberation Front are the best '90s examples, though Greg Capullo did the same thing with the second incarnation of Weapon: P.R.I.M.E. In other words, The S-Men exist solely because John Cassaday had some ideas on his sketchpad (you can tell they're his because they all have swirly armour and giant armoured gauntlets- he did the same stuff with the Breakworlders), and wanted a use for them. I mean, Rob Liefeld did this ALL THE TIME at the tail end of his New Mutants run, just dumping guy after guy onto the M.L.F. So who am I to begrudge Remender & Cassaday for doing the same thing with this group of uggos?

Image

THE GOAT-FACED GIRL
Created By:
Rick Remender & John Cassaday
First Appearance: The Uncanny Avengers #1 (Dec. 2012)
Role: What a Furry Would Look Like in Real Life
PL 14 (148)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Expertise (Soldier) 4 (+5)
Intimidation 5 (+5)
Perception 5 (+6)

Advantages:
None

Powers:
"Power Nullification" Nullify All Mutant Powers 14 (Extras: Perception Range, Selective, Area, Effortless, Broad, Simultaneous) [98]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Nullification -- (+14 Perception-Ranged Nullify, DC 24)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +3

Complications:
Motivation (Killing Mutants)
Prejudice (Looks Like a Goat)

Total: Abilities: 34 / Skills: 14--7 / Advantages: 0 / Powers: 98 / Defenses: 9 (148)

-The Goat-Faced Girl is one of those classic "Ugly Character" designs, but the character never says anything. She Nullifies the mutant powers of Rogue, Scarlet Witch & Wolverine over the course of the story, but she's easily KO'd by Rogue, who uses her power to Nullify Red Skull's use of Xavier's Telepathy, helping to save the day. She can effectively Nullify the powers of anyone she sees, doing so selectively and dogpiling Extras onto it, proving quite expensive. Like most Nullification powers in comics, it's never shown NOT working, which means it must be high enough in effect.

Image

DANGEROUS JINN
Created By:
Rick Remender & John Cassaday
First Appearance: The Uncanny Avengers #2 (Jan. 2013)
Role: Evil Genie
PL 7 (102)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Expertise (History) 8 (+9)
Intimidation 4 (+6)
Perception 4 (+6)
Ranged Attack (Blast) 2 (+6)

Advantages:
None

Powers:
Flight 6 (120 mph) [12]
Blast 8 (Extras: Multiattack) [24]
Immunity 1 (Aging) [1]
"No Legs" Movement 1 (Slithering) [2]

Offense:
Unarmed +5 (+2 Damage, DC 17)
Energy Blasts +6 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3, Fortitude +5, Will +3

Complications:
Motivation (Killing Mutants)
Prejudice (Looks Like a Pink Genie)

Total: Abilities: 44 / Skills: 18--9 / Advantages: 0 / Powers: 39 / Defenses: 10 (102)

-This guy is so hilariously background it's ridiculous. He appears to throw some Energy Blasts at a woman who just recently gained mutant powers, misses her, then gets Cap's shield thrown right into his face. That's it- that's his entire contribution to this story. He's apparently an Immortal Genie, but these are his only shown powers, making him a very minor loser.

Image

LIVING WIND
Created By:
Rick Remender & John Cassaday
First Appearance: The Uncanny Avengers #2 (Jan. 2013)
Role: Background Loser
PL 9 (88)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Intimidation 5 (+5)
Perception 3 (+4)

Advantages:
Ranged Attack 2

Powers:
Flight 5 (60 mph) (Flaws: Winged) [5]

"Snake Tail"
Extra Limb 1 [1]
Senses 1 (Radius Sight) [1]

"Pouch of Wind" (Flaws: Easily Removable) [17]
"Blows Them Down While Being Mean" Affliction 9 (Strength; Hindered & Dazed/Prone & Stunned/Incapacitated) (Extras: Extra Condition, Area- 30ft. Line) (Flaws: Instant Recovery) Linked to Damage 5 (Extras: Area- 30ft. Line) (28 points)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Energy Blasts +6 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +5, Will +3

Complications:
Motivation (Killing Mutants)
Prejudice (Looks Like a Fuzzy Gargoyle)

Total: Abilities: 42 / Skills: 8--9 / Advantages: 2 / Powers: 24 / Defenses: 11 (88)

-Living Wind is arguably the most minor character of the group- he stands there, looks funny, and throws some kind of Talking Wind that jumps out of his pouch and throws people around. Funnily enough, he basically vanishes during the final fight and we never find out if he gets hit or anything. These are the only powers he's shown using, and even the Snake Tail is just me guessing that it can actually do stuff.

Image

TSAR SULTAN
Created By:
Rick Remender & John Cassaday
First Appearance: The Uncanny Avengers #1 (Dec. 2012)
Role: Monster Man
PL 9 (101)
STRENGTH
6 STAMINA 7 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Intimidation 6 (+6)
Perception 2 (+4)
Stealth 4 (+7)

Advantages:
Improved Critical (Arm Blades), Startle

Powers:
"Arm Blades" Strength-Damage +2 (Feats: Reach) Linked to "Cassandra Toxin" Affliction 10 (Fort; Entranced & Vulnerable/Defenseless & Immobile/Incapacitated) (Extras: Extra Condition, Progressive +2) (Flaws: Requires Damage From Blades) [33]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Arm Blades +8 (+8 Damage & +10 Affliction, DC 23 & 20)
Initiative +3

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

Complications:
Motivation (Killing Mutants)- The Insect's family was killed in a house fire set off by a crazed mutant.
Quirk (Painful Transformation)- The transformation into Insectoid Form is incredibly painful.

Total: Abilities: 52 / Skills: 14--7 / Advantages: 2 / Powers: 33 / Defenses: 7 (101)

-Tsar Sultan (a pretty redundant name) actually gets the most "credit" of his team in terms of dealing damage- he shoves his Arm Spike thing RIGHT THROUGH THE SCARLET WITCH (she of course gets better with a bit of medical help), then stabs Wolverine, rendering him a gibbering wreck for several panels.

Image

MZEE
Created By:
Rick Remender & John Cassaday
First Appearance: The Uncanny Avengers #1 (Dec. 2012)
Role: Monster Man
PL 10 (95)
STRENGTH
13 STAMINA 13 AGILITY 0
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Intimidation 7 (+7)
Perception 1 (+2)

Advantages:
Improved Critical (Slam Attacks)

Powers:
"Unstoppable" Features 2: Increased Mass 2 [2]
Impervious Toughness 11 [11]

Offense:
Unarmed +7 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +7 (DC 17), Toughness +13 (+6 Impervious), Fortitude +13, Will +3

Complications:
Motivation (Killing Mutants)- Mzee hid in a drum while Magneto's henchmen killed his family.
Prejudice (Giant Tortoise Man)

Total: Abilities: 70 / Skills: 8--4 / Advantages: 1 / Powers: 13 / Defenses: 7 (95)

-Among the funnier elements of the S-Men is Mzee the Tortoise Man (named for Mzee, the tortoise than befriended a hippopotamus in a zoo), a young man whose family was murdered by Magneto's henchmen, and then had a magical Emerald placed within his heart that transformed him using the power of an ancient God. He comes in, slams Thor through a wall, boasts about his great power and how he is stronger than anything of Earth... and Thor says he's not of Earth and one-shots him with Mjolnir. I mean, now THAT is embarassing!

-Mzee is basically "All Talk" and has zero credibility- I can hardly think of ANY Powerhouse of any sort that could be one-punched so easily. I mean SURE it's Thor, but COME ON- the guy had New Villain Stink going his way and he STILL went down like he had an A.I.M. costume on. He's said to hit Thor almost as hard as he's ever been hit, but he's a maximum of PL 10 with THAT history behind him. With Toughness +13, he's got a 20% chance of going down in one hit to Thor's +18 Mjolnir toss (+13 vs. DC 33 Toughness Check), and it's even worse if Thor was Power Attacking (which he would be, since it's Thor and he's fighting a Powerhouse).

Image

HONEST JOHN
Created By:
Rick Remender & John Cassaday
First Appearance: The Uncanny Avengers #1 (Dec. 2012)
Role: Mind Controller-Ish Guy
PL 12 (96)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 6

Skills:
Deception 4 (+10)
Expertise (Politics) 4 (+6)
Persuasion 4 (+10)

Advantages:
None

Powers:
Illusion (Visual) 14 (Flaws: Limited to Individuals' Most-Trusted Target) (Feats: Feature- Appears as Different Subjects to Different People) [15]
Enhanced Advantages 4: Daze & Fascinate (Deception, Persuasion) [4]
"Extremely Convincing Propaganda" Affliction 12 (Will; Entranced/Compelled/Controlled) (Extras: Cumulative, Sustained +2, Area- Visual Perception) [60]

Offense:
Unarmed +4 (+1 Damage, DC 16)
Propaganda +12 Area (+12 Affliction, DC 22)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2, Fortitude +3, Will +3

Complications:
Motivation (Killing Mutants)

Total: Abilities: 44 / Skills: 12--6 / Advantages: 0 / Powers: 78 / Defenses: 5 (96)

-Honest John is a fresh take on the old "Mind Controller" aspect- unlike most, he creates a very persuasive mental effect that happens when you look at him- everyone sees their own most-trusted figure in him (most people see an individual of their own race, while Thor saw his own father Odin... apparently forgetting all those times Odin's been an asshole to him for no reason), and then immediately goes out and does what he says. It COULD be Enhanced Persuasion, but to be honest, it'd take one BUGGER of a Persuasion Roll to convince someone to stab their own child to death, or get Thor to turn on The Avengers, so I'm going with Cumulative, Sustained Mind Control. It'd be a bit redundant with The Red Skull on the team, if not for the fact that Honest John can deliver his mind-altering propaganda via television sets.

Image

DANCING WATER
Created By:
Rick Remender & John Cassaday
First Appearance: The Uncanny Avengers #1 (Dec. 2012)
Role: Water Girl
PL 8 (143)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Expertise (Soldier) 2 (+2)
Perception 2 (+3)
Ranged Combat (Water) 4 (+8)

Advantages:
Ranged Attack 2

Powers:
"Lady of Water"
Insubstantial 1 (Feats: Precise) [6]
Swimming 6 (16 mph) [6]
Immunity 2 (Drowning, Pressure) [2]
Immunity 40 (Bludgeoning, Slashing & Piercing Damage) (Flaws: Limited to Half-Effect) [20]

"Pool of Water" Teleport 10 (Extras: Extended, Portal +2, Accurate) (Flaws: Medium- Pools of Water) (50) -- [51]
    AE: "Water Cannon" Blast 8 (Diminished Range -1) (15)
Offense:
Unarmed +7 (+2 Damage, DC 17)
Water Cannon +8 (+8 Ranged Damage, DC 23)
Initiative +5

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +6, Will +3

Complications:
Motivation (Killing Mutants)

Total: Abilities: 44 / Skills: 8--4 / Advantages: 2 / Powers: 85 / Defenses: 8 (143)

-Dancing Water is my favourite member of the team, though like the others she doesn't do a whole lot- she's seen Teleporting, Blasting and being Insubstantial, making a lot of the build merely the likely attributes of someone made of water (ie. Half-Immunity to Kinds of Damage).


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