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

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luketheduke86
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Re: Jab's 3e Builds: Rictor, Cypher, Cannonball, Boom-Boom

Postby luketheduke86 » Sun Aug 22, 2010 8:53 pm

Jabroniville wrote:I was wondering about the silence myself. Nothing's lamer than coming back after a day or two of being offline to find nobody commented on my stuff :).


I'm waiting for the New Mutant book I ordered from Amazon to come in so I can read it before I make comments :D.
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.

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Re: Jab's 3e Builds: Rictor, Cypher, Cannonball, Boom-Boom

Postby Jabroniville » Sun Aug 22, 2010 9:51 pm

Image
Yes, THAT is daring to poor Miss Rahne.
Image

WOLFSBANE (Rahne Sinclair)
Created By:
Chris Claremont & Bob McLeod
First Appearance: Marvel Graphic Novel #4: The New Mutants (1982)
Role: The Woobie, The Good Girl, The Secret Wild Child Yearning To Be Free, The Religious One
Group Affiliations: The New Mutants, X-Factor, Excalibur, X-Force
PL 10 (152)
STRENGTH
2/6 STAMINA 3/8 AGILITY 4/6
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 3 (+7/+9)
Athletics 2 (+4/+8)
Deception 2 (+3)
Expertise (Theology & Philosophy) 8 (+9)
Expertise (Survival) 4 (+5)
Insight 4 (+5)
Investigation 5 (+6)
Perception 4 (+5)
Persuasion 4 (+5)
Sleight of Hand 4 (+4)
Stealth 4 (+8/+10)
Treatment/Medicine 4 (+5)

Advantages:
Close Attack 2, Equipment (X-Uniform), Inspire, Set-Up 2, Teamwork

Powers:
"Mutant Powers: Wolf Forms"
"Hybrid Form" (Move Action) [-1]
    AE: "Red Wolf Form" Morph 1 (Red Wolf Only) (5) [1]
Enhanced Strength 4 [8]
Enhanced Stamina 5 [10]
Enhanced Agility 2 [4]
Enhanced Skills 14: Intimidation 8 (+9), Perception 6 (+12) [7]
Enhanced Advantages 15: All-Out Attack, Damaging Escape, Daze (Intimidate), Diehard, Evasion, Fast Grab, Fearless, Improved Critical (Natural Weapons), Improved Hold, Improved Initiative, Improved Trip, Last Stand, Move-By Action, Power Attack, Prone Fighting [15]
Enhanced Will Defense 4 [4]

"Natural Weapons (Claws & Teeth): Strength-Damage +2 (Feats: Split) [3]
"Slightly Enhanced Healing" Regeneration 2 [2]
Speed 2 [2]
Leaping 1 [1]
"Animal Senses" Senses 9 (Acute & Extended Scent 2, Infravision, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing, Communication Link- Dani Moonstar) [9]

Equipment:
X-Men Uniform (+1 Protection, Communications)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Wolf Form Unarmed +12 (+6 Damage, DC 21)
Wolf Form Natural Weapons +12 (+8 Damage, DC 23)
Initiative +10

Defenses:
Dodge +8/+10 (DC 20), Parry +11 (DC 21), Toughness +3 (+4 Uniform, +8 Wolf Form), Fortitude +6 (+11 Wolf Form), Will +5 (+9 Wolf)

Complications:
Prejudice (Mutant)
Relationship (Father)- Rahne's father was an abusive, intolerant man of the cloth, who hated her mutant form. Rahne eventually ate him while under mental programming.
Relationship (Rictor/Wolf Prince)- Rahne has been very close to Rictor at various times, and the Asgardian Wolf Prince Hrimhari at others.
Motivation (Self-Hatred)- Rahne started out despising her mutant powers thanks to her religious upbringing, and still feels twinges of this.
Obsession (Animal Side)- Rahne feels more free and alive in Wolf Form than in her human form, and this shames her at times.
Relationship (Dani Moonstar)- Rahne & Dani were "Soul-Mates", and though they had disagreements over Rahne's relationship with Elixir, they are as close as two can be without being lovers (or maybe...).

Total: Abilities: 44 / Skills: 48--24 / Advantages: 7 / Powers: 66 / Defenses: 12 (152)

-Ah, Wolfsbane. Such a great example of characterization. A devoutly religious young girl, she was brought up by the living embodiment of "Religion Is Evil", with her stepfather (actually her birth father, with a prostitute, because the man just HAS TO be an evil hypocrite as well) beating faith into her from childhood. This made her one of the most fascinating characters of the entire New Mutants run, though, as she was constantly at war with herself. She thought her mutant powers were evil and brought as punishment by Satan... and yet loved to be in Wolf form. She was quiet, shy and mindful of the rules... but got an incredible rush from battle, and acting out in Wolf form. She though fraternizing with boys was pretty racy... but crushed openly on Cannonball, then Hrimhari the Wolf Prince, then Doug Ramsey, then Rictor. This is more conflict in one member of a team book than most SOLO heroes will ever see in their entire runs. The fact that she secretly loved being a wolf so much led her to become extremely guilt-ridden, and her teammates always had to dig her out of that hole.

-To say nothing of her relationship with Danielle Moonstar! The two were basically as close to lovers as you could possibly get without locking lips and nasty-bits together in private- calling each other "Soulmate" and talking about hidden passions and all that. And this on the RELIGIOUS character! All of this combined to make Rahne possibly the most huggably-sad character in comics history, as she just cried out "Hug me! Pity me! Tell me it'll be Okay!", but sadly, such things are not to be.

-Rahne left the New Mutants around the time when Cable showed up (and got replaced by a Suspiciously Similar Substitute in Feral the 90s Gal), joining the Peter David-run X-Factor book, where she obsessed over Alex "Havok" Summers thanks to some Genoshan implants, got stuck in Wolf Forms permanently for a while, and then bounced to Excalibur during a roster shake-up on THAT book. She went into Comics Limbo for eons until the "New Mutants" revival (with the Xavier Institute), where she debuted a new wild-child persona, long hair, and lack of a Scottish accent, and started making out with Elixir, one of the young students. To say this did not go over well with New Mutant fans would be an understatement, and after a blow-up/revelation, she was written out of the book and into X-Factor, where she dropped all those silly changes and went back to her old ways. Comics kind of sucks for things like that, but what can you do with so many authors running around?

-Wolfsbane is currently bouncing between X-Factor Investigations and the new X-Force (aka "Team Claws"), where she's gone a little nuts, but is still the same old character (conflicted but lethal). And she ATE HER FATHER. And now she's pregnant with the Wolf Prince's baby. Peter David books are weird.

-Rahne stats up very much like the other New Mutants do. I'm actually rather surprised that they stat up as almost perfect PL 10s, with a few extra points on top of things. That sounds about right for guys who moved up the ranks from REALLY REALLY weak PCs (PL 5), upgrading REALLY slowly over decades of comic books to PL 10 balanced characters. Rahne is a Melee Fighter type, using Natural Weapons in addition to slightly-beyond Superhuman strength, with a ton of Combats Feats coming from her Alternate Form. All her Physical Abilities get amped up, as well as Intimidation & Perception (the Wolf is REALLY SCARY), her Will Defense, Healing and Senses, which are even beyond a regular Wolf's. She leans towards the accuracy side of things, and is pretty well-balanced, but a notch weaker defensively (she gets hit and wounded quite a bit, and can't heal like a Wolverine can).

-She can also Morph into a standard Red Wolf as an Alternate Effect to the main Alternate Form, but this is weaker in most ways from the Hybrid by this point. Rahne has gotten a big strength upgrade in recent X-Factor books, so I might slap on another build to this series once her power levels become more normalized, but she likely just moves up a notch in Strength (balancing out with lowered accuracy- I don't see her surpassing PL 10), and boosts her Defenses to PL level.

WOLFSBANE- Red Wolf Form
[b]PL 9 (142)
[b]STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 3 (+7/+9)
Athletics 2 (+4/+8)
Deception 2 (+3)
Expertise (Theology & Philosophy) 8 (+9)
Expertise (Survival) 4 (+5)
Insight 4 (+5)
Investigation 5 (+6)
Perception 4 (+5)
Persuasion 4 (+5)
Sleight of Hand 4 (+4)
Stealth 4 (+8/+10)
Treatment/Medicine 4 (+5)

Advantages:
Close Attack 2, Inspire, Set-Up 2, Teamwork

Powers:
Enhanced Skills 14: Intimidation 8 (+9), Perception 6 (+12) [7]
Enhanced Advantages 15: All-Out Attack, Damaging Escape, Daze (Intimidate), Diehard, Evasion, Fast Grab, Fearless, Improved Critical (Natural Weapons), Improved Hold, Improved Initiative, Improved Trip, Last Stand, Move-By Action, Power Attack, Prone Fighting [15]
Enhanced Will Defense 4 [4]

"Natural Weapons (Claws & Teeth): Strength-Damage +2 (Feats: Split) [3]
"Slightly Enhanced Healing" Regeneration 2 [2]
Speed 2 [2]
Leaping 1 [1]
"Animal Senses" Senses 9 (Acute & Extended Scent 2, Infravision, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing, Communication Link- Dani Moonstar) [9]

Offense:
Unarmed +12 (+4 Damage, DC 19)
Natural Weapons +12 (+6 Damage, DC 21)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +4, Fortitude +7, Will +9

Complications:
Disabled (Animal)- Animals cannot speak to humans, or use their paws to easily manipulate objects.

Total: Abilities: 52 / Skills: 48--24 / Advantages: 6 / Powers: 43 / Defenses: 17 (142)

-This is Wolfsbane's Adult Wolf Form- it's less powerful overall than her current form, but still quite nasty. It's a bit less conspicuous than looking like a giant Wolf-Person, so can come in handy.

WOLFSBANE (Rahne Sinclair)- X-Factor
Created By:
Chris Claremont & Bob McLeod
First Appearance: Marvel Graphic Novel #4: The New Mutants (1982)
Role: The Woobie, The Good Girl, The Secret Wild Child Yearning To Be Free, The Religious One
Group Affiliations: The New Mutants, X-Factor
PL 9 (130)
STRENGTH
2/6 STAMINA 3/8 AGILITY 4/6
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 1 (+5/+7)
Athletics 2 (+4/+8)
Deception 2 (+3)
Expertise (Theology & Philosophy) 7 (+8)
Expertise (Survival) 2 (+3)
Insight 2 (+3)
Perception 4 (+5)
Persuasion 4 (+5)
Sleight of Hand 4 (+4)
Stealth 4 (+8/+10)

Advantages:
Close Attack 2, Equipment (X-Uniform), Inspire, Set-Up 2, Teamwork

Powers:
"Mutant Powers: Wolf Forms"
"Hybrid Form" (Move Action) [-1]
    AE: "Red Wolf Form" Morph 1 (Red Wolf Only) (5) [1]
Enhanced Strength 4 [8]
Enhanced Stamina 5 [10]
Enhanced Agility 2 [4]
Enhanced Skills 10: Intimidation 6 (+7), Perception 4 (+9) [5]
Enhanced Advantages 13: All-Out Attack, Damaging Escape, Daze (Intimidate), Diehard, Evasion, Fast Grab, Improved Critical (Natural Weapons), Improved Hold, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Prone Fighting [13]
Enhanced Will Defense 3 [3]

"Natural Weapons (Claws & Teeth): Strength-Damage +2 (Feats: Split) [3]
"Slightly Enhanced Healing" Regeneration 2 [2]
Speed 2 [2]
Leaping 1 [1]
"Animal Senses" Senses 9 (Acute & Extended Scent 2, Infravision, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing, Communication Link- Dani Moonstar) [9]

Equipment:
X-Men Uniform (+1 Protection, Communications)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Wolf Form Unarmed +10 (+6 Damage, DC 21)
Wolf Form Natural Weapons +10 (+8 Damage, DC 23)
Initiative +10

Defenses:
Dodge +8/+10 (DC 20), Parry +10 (DC 20), Toughness +3 (+4 Uniform, +8 Wolf Form), Fortitude +4 (+9 Wolf Form), Will +5 (+8 Wolf)

Complications:
Prejudice (Mutant)
Relationship (Father)- Rahne's father was an abusive, intolerant man of the cloth, who hated her mutant form.
Relationship (Rictor/Wolf Prince)- Rahne has been very close to Rictor at various times, and the Asgardian Wolf Prince Hrimhari at others.
Motivation (Self-Hatred)- Rahne started out despising her mutant powers thanks to her religious upbringing, and still feels twinges of this.
Obsession (Animal Side)- Rahne feels more free and alive in Wolf Form than in her human form, and this shames her at times.
Relationship (Dani Moonstar)- Rahne & Dani were "Soul-Mates".

Total: Abilities: 38 / Skills: 32--16 / Advantages: 7 / Powers: 60 / Defenses: 9 (130)

-Rahne in X-Factor's a good bit weaker, but still a solid PL 9 (130) Melee Fighter. She mainly loses accuracy and mental skills in this version.

WOLFSBANE (Rahne Sinclair)- Mid-New Mutants Run
Created By:
Chris Claremont & Bob McLeod
First Appearance: Marvel Graphic Novel #4: The New Mutants (1982)
Role: The Woobie, The Good Girl, The Secret Wild Child Yearning To Be Free, The Religious One
Group Affiliations: The New Mutants
PL 7 (99)
STRENGTH
0/4 STAMINA 2/5 AGILITY 3/5
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 1 (+4/+6)
Athletics 2 (+2/+6)
Expertise (Theology & Philosophy) 6 (+6)
Expertise (Survival) 2 (+2)
Insight 2 (+2)
Perception 4 (+4)
Persuasion 4 (+5)
Sleight of Hand 4 (+4)
Stealth 4 (+8/+10)

Advantages:
Close Attack 2, Equipment (X-Uniform), Inspire, Set-Up 2, Teamwork

Powers:
"Mutant Powers: Wolf Forms"
"Hybrid Form" (Move Action) [-1]
    AE: "Red Wolf Form" Morph 1 (Red Wolf Only) (5) [1]
Enhanced Strength 4 [8]
Enhanced Stamina 3 [6]
Enhanced Agility 2 [4]
Enhanced Skills 10: Intimidation 6 (+6), Perception 4 (+8) [5]
Enhanced Advantages 6: All-Out Attack, Fast Grab, Improved Critical (Natural Weapons), Improved Hold, Improved Initiative, Improved Trip [6]
Enhanced Will Defense 3 [3]

"Natural Weapons (Claws & Teeth): Strength-Damage +2 (Feats: Split) [3]
Speed 2 [2]
Leaping 1 [1]
"Animal Senses" Senses 9 (Acute & Extended Scent 2, Infravision, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing, Communication Link- Dani Moonstar) [9]

Equipment:
X-Men Uniform (+1 Protection, Communications)

Offense:
Unarmed +8 (+0 Damage, DC 15)
Wolf Form Unarmed +8 (+4 Damage, DC 19)
Wolf Form Natural Weapons +8 (+6 Damage, DC 21)
Initiative +9

Defenses:
Dodge +7/+9 (DC 19), Parry +9 (DC 19), Toughness +2 (+3 Uniform, +5 Wolf Form), Fortitude +3 (+8 Wolf Form), Will +4 (+7 Wolf)

Complications:
Prejudice (Mutant)
Relationship (Father)- Rahne's father was an abusive, intolerant man of the cloth, who hated her mutant form.
Relationship (Sam Guthrie)- Rahne has a crush on young Sam, but he is unaware of her affections, being more interested in either Amara Aquila or Lila Cheney.
Motivation (Self-Hatred)- Rahne started out despising her mutant powers thanks to her religious upbringing, and still feels twinges of this.
Obsession (Animal Side)- Rahne feels more free and alive in Wolf Form than in her human form, and this shames her at times.
Relationship (Dani Moonstar)- Rahne & Dani are "Soul-Mates", and extremely devoted to each other.

Total: Abilities: 22 / Skills: 32--16 / Advantages: 7 / Powers: 47 / Defenses: 7 (99)

-Rahne in the middle-years of New Mutants matches up to most of the others in terms of Power Level, but is a bit expensive thanks to her glut of Powers.

WOLFSBANE (Rahne Sinclair)- Debut
Created By:
Chris Claremont & Bob McLeod
First Appearance: Marvel Graphic Novel #4: The New Mutants (1982)
Role: The Woobie, The Good Girl, The Secret Wild Child Yearning To Be Free, The Religious One
Group Affiliations: The New Mutants
PL 5 (64)
STRENGTH
-1/3 STAMINA 1/4 AGILITY 2/4
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Expertise (Theology & Philosophy) 6 (+6)
Perception 2 (+2)
Persuasion 2 (+1)
Stealth 2 (+4/+6)

Advantages:
Close Attack, Equipment (X-Uniform)

Powers:
"Mutant Powers: Wolf Forms"
"Hybrid Form" (Move Action) [-1]
    AE: "Red Wolf Form" Morph 1 (Red Wolf Only) (5) [1]
Enhanced Strength 4 [8]
Enhanced Stamina 3 [6]
Enhanced Agility 2 [4]
Enhanced Skills 10: Intimidation 6 (+5), Perception 4 (+6) [5]
Enhanced Advantages 2: Improved Hold, Improved Trip [2]
Enhanced Will Defense 3 [3]

"Natural Weapons (Claws & Teeth): Strength-Damage +2 (Feats: Split) [3]
Speed 2 [2]
Leaping 1 [1]
"Animal Senses" Senses 9 (Acute & Extended Scent 2, Infravision, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing, Communication Link- Dani Moonstar) [9]

Equipment:
X-Men Uniform (+1 Protection, Communications)

Offense:
Unarmed +5 (-1 Damage, DC 14)
Wolf Form Unarmed +5 (+3 Damage, DC 18)
Wolf Form Natural Weapons +5 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +3/+5 (DC 15), Parry +6 (DC 16), Toughness +1 (+2 Uniform, +4 Wolf Form), Fortitude +1 (+4 Wolf Form), Will +2 (+5 Wolf)

Complications:
Prejudice (Mutant)
Relationship (Father)- Rahne's father was an abusive, intolerant man of the cloth, who hated her mutant form.
Relationship (Sam Guthrie)- Rahne has a crush on young Sam, but he is unaware of her affections, being more interested in either Amara Aquila or Lila Cheney.
Motivation (Self-Hatred)- Rahne started out despising her mutant powers thanks to her religious upbringing, and still feels twinges of this.
Obsession (Animal Side)- Rahne feels more free and alive in Wolf Form than in her human form, and this shames her at times.
Relationship (Dani Moonstar)- Rahne & Dani are "Soul-Mates", and extremely devoted to each other.

Total: Abilities: 10 / Skills: 12--6 / Advantages: 2 / Powers: 43 / Defenses: 3 (64)

-Here's Wolfsbane in her debut- about as capable in combat as a real Wolf (by my Elite standards for animals, anyways) in her Hybrid form, but still heavily limited, and with even lower Presence than normal.
Last edited by Jabroniville on Sat Aug 27, 2011 5:21 am, edited 1 time in total.

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Re: Jab's 3e Builds: Cypher, Cannonball, Boom-Boom, Wolfsban

Postby Jabroniville » Tue Aug 24, 2010 1:46 am

Image

RUSTY (Russel Collins)
Created By:
Bob Layton & Jackson Guice
First Appearance: X-Factor #1 (Feb. 1986)
Role: The Expendable Loser, Blaster
Group Affiliations: The New Mutants, The X-Terminators, The Mutant Liberation Front, The Acolytes
PL 8 (118)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 2 (+5)
Athletics 2 (+4)
Close Combat (Unarmed) 2 (+8)
Deception 2 (+3)
Expertise (Naval Recruit) 4 (+4)
Expertise (Survival) 2 (+3)
Insight 4 (+5)
Intimidation 4 (+5)
Perception 4 (+5)
Persuasion 3 (+4)
Ranged Combat (Fireball) 5 (+8)
Stealth 2 (+5)
Vehicles 2 (+5)

Advantages:
Improved Critical (Fire Aura)

Powers:
"Mutant Powers: Fire Creation"
"Fireball" Blast 7 (Reduced Range -3: 3/5/10 feet) [11]
Fire Aura 7 [28]
Immunity 10 (Fire Effects) [10]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Fire Aura +8 (+7 Damage, DC 22)
Fireball +8 (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +4

Complications:
Prejudice (Mutant)
Motivation (Outcast)- Rusty is an outcast, rarely sticking around in one place for long. He's been around far more mutant teams than most D-League characters.

Total: Abilities: 38 / Skills: 38--19 / Advantages: 1 / Powers: 49 / Defenses: 11 (118)

-Rusty has got to go down as EASILY one of the worst runs of a mutant character in history. Especially for one who debuted in the pre-90s era. He came about in X-Factor, during that bizarre run where they were pretending to be mutant-hunters as a cover for their mutant-helping, a stupid idea that backfired in-series pretty spectacularly. Honestly, I never saw the point of having X-Factor around when Claremont was still tearing things up with his two X-books: It just seemed like the lame duck of the franchise. So Rusty got trained by X-Factor, having one of those Blessed With Suck powers that made him set fire to everything, and eventually his "X-Terminators" team was merged into Louise Simonson's crappy New Mutants run, replacing several beloved characters (Magma, Magik) with lame one-note fools like Rusty, Skids, Rictor & Boom-Boom. Most of them got better characterization later on (Boomer especially, until modern books made her a Valley Girl idiot again), but not Rusty. He was pretty much "Generic Protagonist #401", doing nothing of interest and generally being dull the entire time.

-He barely even got a run on the book before he & Skids were captured, then defected to the Mutant Liberation Front when threatened by humans. Brainwashed to be evil by Stryfe, they didn't get up to much, and Rusty was casually decimated by Cannonball during the big X-Cutioner's Song fight. Freed from the Friend of Humanity by X-Force, the duo was cured of their brainwashing by Magneto during his "Avalon" period, and so joined the Acolytes, making them among the few characters to be a part of TWO terrible teams of Morts. Skids got to move on as a minor X-character, but El Generico here was murdered casually by Holocaust upon his induction to the mainstream Marvel U. And thus end the terrible run of Rusty Collins.

-A slightly-cheap PL 8, Rusty is a generic, weak Blaster (Reduced Range means he can only shoot a little ways out at maximum distance) with no AEs or anything- just an Aura. It's quite powerful, but he's so one-note that nearly anyone can kick his ass once they weather his storm of pyrotechnics. He's almost full points-cost for his PL in 3e thanks to the excessive cost for Skills (I have a very recent 2e Rusty build that I near-directly converted from one system to the other, and he gained about 10 points in the process before I scaled some stuff back upon further revelations regarding his powers), but hardly an ideal PC.

RUSTY (Russel Collins)- New Mutants Era
Created By:
Bob Layton & Jackson Guice
First Appearance: X-Factor #1 (Feb. 1986)
Role: The Expendable Loser, Blaster
Group Affiliations: The New Mutants, The X-Terminators
PL 6 (93)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 4 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 2 (+5)
Athletics 2 (+4)
Close Combat (Unarmed) 2 (+6)
Deception 2 (+3)
Expertise (Naval Recruit) 4 (+4)
Expertise (Survival) 2 (+3)
Intimidation 4 (+5)
Perception 2 (+2)
Stealth 2 (+5)
Vehicles 2 (+5)

Advantages:
None

Powers:
"Mutant Powers: Fire Creation"
Fire Aura 6 [24]
Immunity 10 (Fire Effects) [10]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Fire Aura +6 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +4

Complications:
Prejudice (Mutant)
Motivation (Outcast)- Rusty is an outcast, rarely sticking around in one place for long. He's been around far more mutant teams than most D-League characters.

Total: Abilities: 32 / Skills: 24--12 / Advantages: 0 / Powers: 34 / Defenses: 15 (93)

-Younger Rusty is a PL 6 weakling with no Blast and lowered abilities most of the way across the board.
Last edited by Jabroniville on Sat Jun 22, 2013 12:49 am, edited 1 time in total.

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Re: Jab's 3e Builds: Cypher, Cannonball, Boom-Boom, Wolfsbane

Postby Jabroniville » Tue Aug 24, 2010 1:47 am

Image

SKIDS (Sally Blevins)
Created By:
Louise Simonson & Jackson Guice
First Appearance: X-Factor #7 (Aug. 1986)
Role: The Expendable Loser, Barrier Warrior
Group Affiliations: The New Mutants, The X-Terminators, The Mutant Liberation Front, The Acolytes, SHIELD, X-Corporation
PL 10 (115)
STRENGTH
0 STAMINA 1 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 3 (+6)
Close Combat 2 (+8)
Deception 4 (+4)
Insight 1 (+2)
Perception 4 (+5)
Persuasion 4 (+4)
Stealth 4 (+7)

Advantages:
Defensive Attack, Interpose, Withstand Damage

Powers:
"Mutant Powers: Force Fields"
Protection 12 (Feats: Reach 6) (Extras: Sustained +0, Continuous, Affects Others, Impervious 20) [62]
Immunity 5 (Entrapment Effects) [5]
"Skating" Speed 2 [2]

Offense:
Unarmed +8 (+0 Damage, DC 15)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +1 (+13 Force Field), Fortitude +5, Will +4

Complications:
Prejudice (Mutant)
Motivation (Outcast)- Skids is an outcast, rarely sticking around in one place for long. She's been around far more mutant teams than most D-League characters.

Total: Abilities: 22 / Skills: 22--11 / Advantages: 3 / Powers: 69 / Defenses: 10 (115)

-Skids was basically the latter half of "Rusty and..." for years, hanging around with the X-Terminators, New Mutants and eventually the MLF & Acolytes. She's as brutally generic as Rusty is as a character (having no real discernible personality traits beyond "I hate being a mutant!"), but has a more unique power and actually outlived him. When Rusty was killed, she joined X-Force during it's REALLY crappy years, and now still currently has her powers, again hating being a mutant.

-Skids is another cheap-o build, but a higher PL than most characters of her level thanks to her EXTREMELY effective Force Field. It makes her an effective team player, being able to guard nearly every team member she's got with a powerful Impervious Field that only shuts down when SHE wants it to. She has a couple other feats (Immunity to Grapples and Speed) associated with it, but is rather limited to being defensive. She's pretty much useless offensively, for example. Most Force Fields are Sustained, but hers explicitly holds while she's Unconscious, meaning it's basically a Continuous Effect that she can turn off, adding to it's cost.

SKIDS (Sally Blevins)- New Mutants Era
Created By:
Louise Simonson & Jackson Guice
First Appearance: X-Factor #7 (Aug. 1986)
Role: The Expendable Loser, Barrier Warrior
Group Affiliations: The New Mutants, The X-Terminators, The Mutant Liberation Front, The Acolytes, SHIELD, X-Corporation
PL 8 (102)
STRENGTH
0 STAMINA 1 AGILITY 3
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 3 (+6)
Close Combat 2 (+4)
Deception 4 (+4)
Insight 1 (+2)
Perception 4 (+5)
Persuasion 4 (+4)
Stealth 4 (+7)

Advantages:
Interpose, Withstand Damage

Powers:
"Mutant Powers: Force Fields"
Protection 12 (Feats: Reach 2) (Extras: Sustained +0, Continuous, Affects Others, Impervious 20) [58]
Immunity 5 (Entrapment Effects) [5]
"Skating" Speed 2 [2]

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

Defenses:
Dodge +3 (DC 13), Parry +3 (DC 13), Toughness +1 (+13 Force Field), Fortitude +5, Will +4

Complications:
Prejudice (Mutant)
Motivation (Outcast)- Skids is an outcast, rarely sticking around in one place for long. She's been around far more mutant teams than most D-League characters.

Total: Abilities: 14 / Skills: 22--11 / Advantages: 2 / Powers: 67 / Defenses: 8 (102)

-Young Skids is pretty similar to the old one, but lacks some Reach on her Force Field and is REALLY REALLY easy to hit.

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Re: Jab's 3e Builds: Cannonball, Boomer, Wolfsbane, Rusty, Skids

Postby Jabroniville » Tue Aug 24, 2010 5:14 am

Image

WARLOCK
Created By:
Chris Claremont & Bill Sienkiewicz
First Appearance: The New Mutants #18 (Aug. 1984)
Role: The Yearning to Understand Humans Guy, The Robot, The Comic Relief
Group Affiliations: The New Mutants, The Fallen Angels, The Phalanx/Technarch
PL 10 (272)
STRENGTH
5 STAMINA -- AGILITY 1
FIGHTING 2 DEXTERITY 6
INTELLIGENCE 3 AWARENESS -1 PRESENCE -1

Skills:
Close Combat (Lifeglow Drain) 4 (+6)
Expertise (Computers) 14 (+17)
Investigation 2 (+1)
Perception 7 (+6)
Stealth 3 (+4)
Technology 10 (+13)

Advantages:
Ranged Attack 4

Powers:
"Transmode Creature"
"Mechanical Being" Immunity 30 (Fortitude Effects) [30]
"Metallic Shell" Protection 10 [10]
"Self-Repairs" Regeneration 10 (Flaws: Source- Requires Lifeglow) [5]
"Rotors & Engines" Flight 6 (120 mph) [12]
"Interplanetary Travel" Movement 2 (Space Travel 2) [4]
"Sensory Array" Senses 14 (Analytical Sight 2, Darkvision 2, Extended Vision 2, Distance Sense, Infravision, Microscopic Vision 2, Radio, Radius Sight 2, Rapid Sight) [14]

"Mass Form Alterations" Shapeshift 6 (Flaws: Limited to Mechanical Forms & Powers) [42]
(sample powers: Autofire Blast 10, Growth 9, Elongation 4)

"Inflict the Transmode Virus" Affliction 14 (Fort; Impaired/Disabled/Transformed) (Feats: Incurable) (Extras: Cumulative, Continuous +3) [71]

"Absorb Lifeglow Energy" Damage 14 (Extras: Penetrating) Linked to Weaken Toughness 14 (Flaws: Both Limited to Transmode Creatures) [21]

Offense:
Unarmed +6 (+5 Damage, DC 20)
Transmode Virus +6 (+14 Affliction, DC 24)
Absorb Lifeglow +6 (+14 Damage & Weaken, DC 27 & 22)
Initiative +1

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

Complications:
Motivation (Pacifism)- Warlock abhors violence, and refuses to take the lives of sentients by stealing their "Lifeglow".
Enemy (The Magus)- Warlock's father was ruler of the Technarchy, and the two were destined to fight to the death as per the culture of their people.
Relationship (Doug Ramsey)- Warlock's "Selfriend" is the most important thing in the world to him, and they frequently go into combat together.
Reputation- Warlock is the only member of his race capable of feeling compassion, love or mercy.
Weakness (Magnetics & Electricity)- As a mechanical being, Warlock is highly-susceptible to conductive effects.
Weakness (Lack of Lifeglow)- Warlock requires the Lifeglow energy of living beings to remain alive. He usually uses it on simple organics like plants.

Total: Abilities: 20 / Skills: 40--20 / Advantages: 4 / Powers: 209 / Defenses: 19 (272)

-And here we have Warlock, by FAR the most powerful New Mutant, and potentially one of the most powerful beings on Earth. But he was a pacifist who was terrified of his own power, and completely naiive in the ways of the world. This made him a pretty fascinating character study in the days before the "Robot that thinks it's people" concept became DONE TO DEATH in comics, and his friendship with Doug brought some of the lighter moments in the series. This led to the monster showdown and the New Mutants' finest hour, as they fought Warlock's godlike, star-eating father, The Magus, and with the Professor's aid, killed him. Arguably one of the best "insurmountable odds overcome through teamwork" scenes I've ever seen.

-Sadly, it was all downhill for the book from there, as Cypher was killed in the late 50s (though that led to some painfully good scenes where Warlock tries in vain to reanimate Doug's body out of grief, and couldn't figure out why this was wrong), and Warlock just kicked around with NOTHING to do (seriously, he did JACK ALL) until he was finally killed off in the X-Tinction Agenda storyline, almost as an afterthought. Recent years have brought him back, but in that half-assed ass-backwards way that comics falls into all the time. See, when "Douglock" first appeared in the pages of "Excalibur", fans rejoiced at the obvious union of Warlock & Doug's corpses finally resurrected as one being (it was shown a few times that Doug WAS carrying a weaker version of the Transmode Virus that converts living beings to machines). But then the writer showed that it WASN'T the case after all, deflating that storyline and making the fans bored of the standard "What does it mean to be human?" Star Trek crap. But then later we found out it WAS Warlock with Doug's memories, which would have been cool the FIRST time around, but since they'd already disappointed fans on that front, it fell totally flat.

-Comics does this constantly. It's like how fans begged to have Supergirl come back, but DC kept pumping out random chicks NAMED Supergirl. And then just revealed the original one after all, while glossing over the others because their books never sold for crap. Jason Todd's resurrection is arguably the worst-handled one his history: He was stated to be alive and evil, and the fans went BERSERK over the revelation... then it turned out that it was Clayface or something. So the fans got let down, but then OH NO! IT'S JASON TODD BACK FROM THE DEAD A FEW MONTHS LATER, just because DC saw how people reacted, but this time it fell totally flat, because we'd ALREADY GOTTEN WORKED UP OVER IT AND THEN LET DOWN. Seriously, I have no idea why they keep with these stupid teases then revealing the thing once we'd lost our enthusiasm. Crappy writing, and likely based in a lot of writers' instincts to constnatly "not do the obvious", even when the "obvious" thing would actually be pretty kick-ass.

-Um, yeah, some characters just aren't meant to come out to a reasonable cost. And I'd say a flying mechanical entity that can inflict sentients with a permanent mechanical virus and then disintegrate them with a touch, while also shapeshifting himself into any concievable power would qualify to be one of those characters. Warlock spends more points on Powers than most experienced heroes do PERIOD. His powerful Shapeshifting allows for just about any type of super-power, he has vast Senses, he's pretty tough, and that Transmode thing... he once wiped out a gigantic Norse DRAGON with a mere touch with that sucker, making him one of the most powerful heroes in the Marvel Universe (it's Penetrating, Continuous & Cumulative adding all the various effects together)... but he's a pacifist who would never use it unless absolutely necessary. He's also a pretty awful fighter since he doesn't like fighting, so he's only PL 10 when someone who's this good could easily break PL 12-14 (my old build of him did). He's by far the most powerful of the New Mutants, but is also the most foolish and prone to error, and he's frequently KO'd by plot devices or electricity or something.

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Re: Jab's 3e Builds: Cannonball, Boomer, Wolfsbane, Rusty, Skids

Postby Sidious » Tue Aug 24, 2010 8:23 am

Jabroniville wrote:-And here we have Warlock, by FAR the most powerful New Mutant, and potentially one of the most powerful beings on Earth. But he was a pacifist who was terrified of his own power, and completely naive in the ways of the world. This made him a pretty fascinating character study in the days before the "Robot that thinks it's people" concept became DONE TO DEATH in comics, and his friendship with Doug brought some of the lighter moments in the series. This led to the monster showdown and the New Mutants' finest hour, as they fought Warlock's godlike, star-eating father, The Magus, and with the Professor's aid, killed him. Arguably one of the best "insurmountable odds overcome through teamwork" scenes I've ever seen.

-Sadly, it was all downhill for the book from there, as Cypher was killed in the late 50s (though that led to some painfully good scenes where Warlock tries in vain to reanimate Doug's body out of grief, and couldn't figure out why this was wrong), and Warlock just kicked around with NOTHING to do (seriously, he did JACK ALL) until he was finally killed off in the X-Tinction Agenda storyline, almost as an afterthought. Recent years have brought him back, but in that half-assed ass-backwards way that comics falls into all the time. See, when "Douglock" first appeared in the pages of "Excalibur", fans rejoiced at the obvious union of Warlock & Doug's corpses finally resurrected as one being (it was shown a few times that Doug WAS carrying a weaker version of the Transmode Virus that converts living beings to machines). But then the writer showed that it WASN'T the case after all, deflating that storyline and making the fans bored of the standard "What does it mean to be human?" Star Trek crap. But then later we found out it WAS Warlock with Doug's memories, which would have been cool the FIRST time around, but since they'd already disappointed fans on that front, it fell totally flat.

-Comics does this constantly. It's like how fans begged to have Supergirl come back, but DC kept pumping out random chicks NAMED Supergirl. And then just revealed the original one after all, while glossing over the others because their books never sold for crap. Jason Todd's resurrection is arguably the worst-handled one his history: He was stated to be alive and evil, and the fans went BERSERK over the revelation... then it turned out that it was Clayface or something. So the fans got let down, but then OH NO! IT'S JASON TODD BACK FROM THE DEAD A FEW MONTHS LATER, just because DC saw how people reacted, but this time it fell totally flat, because we'd ALREADY GOTTEN WORKED UP OVER IT AND THEN LET DOWN. Seriously, I have no idea why they keep with these stupid teases then revealing the thing once we'd lost our enthusiasm. Crappy writing, and likely based in a lot of writers' instincts to constnatly "not do the obvious", even when the "obvious" thing would actually be pretty kick-ass.

-Um, yeah, some characters just aren't meant to come out to a reasonable cost. And I'd say a flying mechanical entity that can inflict sentients with a permanent mechanical virus and then disintegrate them with a touch, while also shapeshifting himself into any concievable power would qualify to be one of those characters. Warlock spends more points on Powers than most experienced heroes do PERIOD. His powerful Shapeshifting allows for just about any type of super-power, he has vast Senses, he's pretty tough, and that Transmode thing... he once wiped out a gigantic Norse DRAGON with a mere touch with that sucker, making him one of the most powerful heroes in the Marvel Universe (it's Penetrating, Continuous & Cumulative adding all the various effects together)... but he's a pacifist who would never use it unless absolutely necessary. He's also a pretty awful fighter since he doesn't like fighting, so he's only PL 10 when someone who's this good could easily break PL 12-14 (my old build of him did). He's by far the most powerful of the New Mutants, but is also the most foolish and prone to error, and he's frequently KO'd by plot devices or electricity or something.


I loved how he usually changed into a suit of power armor for Doug. Doug had the will for fighting but not the power. Warlock had the power but not the will. wonder if it could be done with some kind of side-kicking. Either Warlock or Cypher as the Sidekick. This definitely has the smack of someones player has a wacked out idea for two characters.

Of course when he was fighting the Phalanx in Annihilation he brought two other technarchs with him. I think one was his son.
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Re: Jab's Builds: Cannonball, Wolfsbane, Rusty, Skids, Warlock

Postby Horsenhero » Tue Aug 24, 2010 12:41 pm

I love the build of Wolfsbane! Rahne has been one of my favorite mutants ever since they introduced the fab five (Sam, Bobby, Dani, Xian and Rahne), especially since they didn't go to ridiculous lengths with her animalistic powers, giving her plenty of room to grow as a character.

I've never really cared for Warlock, so while the build is cool, the character doesn't move me.

Rusty and Skids; this is a case of a very poorly and inconsistently written attempt to be nostalgic. I read (I wish I could remember where), back when this pair was introduced, they were supposed to be reminiscent of Cyclops and Marvel Girl circa X-men #1. I mean THE #1, not the various "it's going to be a collectors item!" relaunches over the years. Unfortunately, by making that plan, they boxed themselves in somewhat on how they could have the characters develop. Instead of a progression of personality that was natural and creative, we got WWCD and WWJD in every situation, and the poor handling of it made for some extraordinarily boring character development. Some characters can get away with being written a little lame because their powers are interesting...not these two. They're better off dead.

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Re: Jab's Builds: Cannonball, Wolfsbane, Rusty, Skids, Warlock

Postby Jabroniville » Tue Aug 24, 2010 1:22 pm

Huh, never knew that about Rusty & Skids. It makes a bit of sense when I think about it, though- he was the "oh my powers are out of control!" guy, and she was a Force Field-using nice girl who lacked confidence. But they were pretty much generic faceless people by the time they hit the New Mutants, and they only lasted ten or so issues before being turned into brainwashed stooges of the MLF (and they only appeared as part of that group once or twice I think- despite being what you'd think was a major plot development!), and THEN they just joined Magneto's Acolytes! It was like every writer of every NM/X-Force book just couldn't get rid of them fast enough.

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Re: Jab's Builds: Cannonball, Wolfsbane, Rusty, Skids, Warlock

Postby Setothes » Tue Aug 24, 2010 6:18 pm

Back when Skids was introduced, she was at least remotely original (and is still unique with her frictionless 'skating' trick).

These days, she might as well start up a team for generic force-field mutants, with her, Cecelia Reyes, Hisako 'Armor' Ichiki, Jared 'Radius' Corbo, and Acolytes Zachary 'Projector' Williams and Carmella Unuscione.

I love force fields as a power, but wow, it's getting up there with 'telepath' and 'big, strong guy' on the generic mutation list. It's even got some staying power, since the force-fielders are rarely depowered or bumped off as unceremoniously as others.

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Re: Jab's 3e Builds!: Copperhead, Rock Python, Coachwhip

Postby Bootmobile » Tue Aug 24, 2010 7:32 pm

I've just been reading through the thread for the first time and I have really been enjoying it, laughing out loud a couple of times going through the Serpent Society posts.

My favourite was the description of a rattlesnake...

Jabroniville wrote:THE RATTLER (Gustav Krueger)
...
[b]Based on:
Rattlesnake, famous warning-giving poisonous North American serpent


Can't wait to see more, especially of the sometimes forgotten characters.

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Re: Jab's Builds: Cannonball, Wolfsbane, Rusty, Skids, Warlock

Postby Jabroniville » Wed Aug 25, 2010 5:01 am

Image

"Go on. Try to touch them. I DARE you."

MAGMA (Amara Juliana Olivians Aquilla)
Created By:
Chris Claremont & Bob McLeod
First Appearance: The New Mutants #8 (Oct. 1983)
Role: The Princess, The Hot One, The Written-Out One, Blaster
Group Affiliations: The New Mutants, The Hellions, X-Corporation
PL 10 (156)
STRENGTH
2 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 3 (+6)
Athletics 2 (+4)
Close Combat (Sword) 2 (+8)
Close Combat (Unarmed) 3 (+9)
Deception 2 (+4)
Expertise (Politics) 2 (+4)
Expertise (History) 4 (+6)
Expertise (Survival) 4 (+6)
Insight 2 (+4)
Intimidation 4 (+6)
Perception 3 (+5)
Persuasion 2 (+4)
Ranged Combat (Magma) 3 (+9)

Advantages:
Attractive, Improved Aim, Improved Critical (Magma Blast), Improved Smash, Power Attack, Ranged Attack 3, Teamwork

Powers:
"Mutant Powers: Geothermal Form & Geokinesis"
"Geothermal Form" (Move Action) [-1]
Magma/Flame Aura 5 [20]
"Magma Skin" Protection 3 [3]
"Surviving Lava" Immunity 7 (Suffocation, Heat, Heat/Fire Damage) [7]

"Magma Orbs" Blast 10 (Extras: Penetrating) (30) -- [39]
    AE: "Magma Burst" Blast 10 (Extras: Area- 30ft. Burst) (30)
    AE: "Magma Stream" Blast 9 (Feats: Indirect) (Extras: Area- 30ft. Line) (28)
    AE: "Boost Aura" Magma/Flame Aura 5 (20)
    AE: "Earthquake" Affliction 10 (Dodge; Hindered/Prone) (Extras: Ranged, Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Blast 10 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Grounded Targets & Objects) (30)
    AE: "Move The Earth" Move Object 10 (Extras: Perception Range) (Flaws: Limited to Earth/Rock) (20)
    AE: "Extreme Heat" Environment 3 (Heat 2) (6)
    AE: "Permeate Earth" Movement 3 (Permeate) (Flaws: Limited to Earth) (3)
    AE: "Emit Light" Environment 5 (Light) (5)
    AE: "Tectonic Shifting" Environment 3 (Impede Movement 2) (6)
Offense:
Unarmed +9 (+2 Damage, DC 17)
Magma Orb +9 (+10 Damage, DC 25)
Magma Burst & Stream +10 Area (+10 Ranged Damage, DC 25)
Aura +9 (+5-10 Damage, DC 20-25)
Earthquake +10 Area (+10 Affliction & +10 Ranged Damage, DC 20 & 25)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +2 (+5 Magma Skin), Fortitude +6, Will +5

Complications:
Prejudice (Mutant)
Accident- Magma's powers have frequently gone out of control, and she strives to master them. When angered or agitated, her powers are liable to shake the very earth beneat her, causing devastating earthquakes.
Enemy (Selene)- The evil mutant sorceress Selene carries a grudge against Amara, who ruined her schemes in her first public appearance, and she has attempted revenge on Amara several times.
Relationship (Empath)- Amara loved Empath despite herself (without his control, even), and still carries a bit of a torch for him.

Total: Abilities: 44 / Skills: 36--18 / Advantages: 9 / Powers: 68 / Defenses: 17 (156)

-Magma's interesting in that she got a huge push in the New Mutants' first big 'out of mansion adventure' (in a LONG series of them) when they found her in a long-lost group of Roman expatriates living in the jungles of Brazil, was a big factor at first, but then slowly disappeared to the background of the book in favor of the other characters. Largely this is thanks to major focus coming in on Magik & Warlock, then Cypher, and Kitty's eventual major place in the book, to the point where she got shoved aside much like Karma did. This eventually led to her leaving the team and joining the Hellions on friendly terms, hooking up with Empath, who finally started showing a somewhat better side. Before that, she was basically a combination of "Runaway Power" and "Girl Who Sam Likes"- nothing too unique, but as the most powerful New Mutant aside from Warlock, she certainly had her place.

-The Nova Roma concept was pretty cool, though once again represents the "great white hype" nature of comics, where even in freaking Brazil, the coolest culture around is a bunch of white people from Europe :). This is in spite of one of the most asinine random decisions in comics history (and that's saying something), where out of nowhere it was revealed that Selene made up the whole Nova Roma thing, and all it's denizens were actually British people brainwashed by her & Empath's power. This was, of course, retarded on so many levels that they casually hand-waved it off years later, but MAN was that dumb. Not even in an important story! They just wiped it's history from comics for NO REASON. This of course shows further the way that writers in general forgot about or disrespected the Amara character. Hell, even to this day, you'll see her pop up now and then (the crucifixion on the Mansion lawn), but even in books that were MADE for appearances of her (X-Force, New Mutants/X-Men second run), she'll only be there for about two or three issues, before disappearing again. I guess nobody has any good plans for her- she's in the current New Mutants reboot thankfully, but still hasn't done too much- she just lacks the characterization of the other members of the team.

-For Powers, Magma has a rather costly array of Energy Aura, Immunity, Blasts, Environment (three kinds- Light, Impede & Heat), Earth Control, and a big Earthquake power that functions as Trip Affliction/Damage Objects effect. Her Blasts are rather varied, including Lines, Bursts & Penetrating, which results in a rather versatile classic Blaster/Energy Controller-type. So she's a good fighter, and handy in a brawl as one of the team's only Blasters (in modern or current cases), but most of her best showings have involuntary stuff going on, like huge Earthquakes or volcanic eruptions, working more as Complications than real Powers she uses often.

MAGMA (Amara Juliana Olivians Aquilla)- Late New Mutants Era
Created By:
Chris Claremont & Bob McLeod
First Appearance: The New Mutants #8 (Oct. 1983)
Role: The Princess, The Hot One, The Written-Out One, Blaster
Group Affiliations: The New Mutants, The Hellions
PL 8 (128)
STRENGTH
0 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 3 (+6)
Athletics 3 (+3)
Close Combat (Swords) 2 (+8)
Close Combat (Unarmed) 1 (+7)
Deception 2 (+4)
Expertise (Politics) 2 (+4)
Expertise (History) 4 (+6)
Expertise (Survival) 4 (+6)
Intimidation 3 (+5)
Perception 3 (+5)
Persuasion 2 (+4)
Ranged Combat (Magma) 3 (+7)

Advantages:
Attractive, Power Attack, Ranged Attack, Teamwork

Powers:
"Mutant Powers: Geothermal Form & Geokinesis"
"Geothermal Form" (Move Action) [-1]
Magma/Flame Aura 4 [16]
"Magma Skin" Protection 1 [1]
"Surviving Lava" Immunity 7 (Suffocation, Heat, Heat/Fire Damage) [7]

"Magma Orbs" Blast 9 (Extras: Penetrating) (27) -- [36]
    AE: "Magma Burst" Blast 9 (Extras: Area- 30ft. Burst) (27)
    AE: "Magma Stream" Blast 8 (Feats: Indirect) (Extras: Area- 30ft. Line) (25)
    AE: "Boost Aura" Magma/Flame Aura 3 (12)
    AE: "Earthquake" Affliction 8 (Dodge; Hindered/Prone) (Extras: Ranged, Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Blast 8 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Grounded Targets & Objects) (26)
    AE: "Move The Earth" Move Object 7 (Extras: Perception Range) (Flaws: Limited to Earth/Rock) (14)
    AE: "Extreme Heat" Environment 3 (Heat 2) (6)
    AE: "Permeate Earth" Movement 3 (Permeate) (Flaws: Limited to Earth) (3)
    AE: "Emit Light" Environment 5 (Light) (5)
    AE: "Tectonic Shifting" Environment 3 (Impede Movement 2) (6)
Offense:
Unarmed +7 (+0 Damage, DC 15)
Magma Orb +7 (+9 Damage, DC 24)
Magma Burst & Stream +9 Area (+9 Ranged Damage, DC 24)
Aura +7 (+4-7 Damage, DC 19-22)
Earthquake +8 Area (+8 Affliction & +8 Ranged Damage, DC 18 & 23)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +2 (+3 Magma Skin), Fortitude +5, Will +4

Complications:
Prejudice (Mutant)
Accident- Magma's powers have frequently gone out of control, and she strives to master them. When angered or agitated, her powers are liable to shake the very earth beneat her, causing devastating earthquakes.
Enemy (Selene)- The evil mutant sorceress Selene carries a grudge against Amara, who ruined her schemes in her first public appearance, and she has attempted revenge on Amara several times.
Relationship (Empath)- Amara loves Empath despite herself (without his control, even), and still carries a bit of a torch for him.

Total: Abilities: 38 / Skills: 32--16 / Advantages: 4 / Powers: 59 / Defenses: 11 (128)

-Magma circa the end of her New Mutants run is rather pricey, but much lower-powered, lacking accuracy, but maintaining a great deal of power with a +2 trade-off leaning towards hitting power.

MAGMA (Amara Juliana Olivians Aquilla)- Debut
Created By:
Chris Claremont & Bob McLeod
First Appearance: The New Mutants #8 (Oct. 1983)
Role: The Princess, The Pretty One, The Blaster
Group Affiliations: The New Mutants
PL 7 (82)
STRENGTH
-1 STAMINA 1 AGILITY 2
FIGHTING 5 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 3 (+5)
Athletics 3 (+3)
Close Combat (Swords) 2 (+7)
Deception 2 (+4)
Expertise (Politics) 2 (+2)
Expertise (History) 3 (+3)
Expertise (Survival) 3 (+3)
Intimidation 2 (+3)
Perception 3 (+3)
Persuasion 2 (+3)
Ranged Combat (Magma) 3 (+4)

Advantages:
Power Attack

Powers:
"Mutant Powers: Geothermal Form & Geokinesis"
"Geothermal Form" (Move Action) [-1]
Magma/Flame Aura 4 [16]
"Surviving Lava" Immunity 7 (Suffocation, Heat, Heat/Fire Damage) [7]

"Earthquake" Affliction 7 (Dodge; Hindered/Prone) (Extras: Ranged, Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Blast 7 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Grounded Targets & Objects) (21) -- [28]
    AE" "Magma Orbs" Blast 7 (14)
    AE: "Magma Stream" Blast 6 (Feats: Indirect) (Extras: Area- 30ft. Line) (19)
    AE: "Move The Earth" Move Object 5 (Extras: Perception Range) (Flaws: Limited to Earth/Rock) (14)
    AE: "Extreme Heat" Environment 3 (Heat 2) (6)
    AE: "Permeate Earth" Movement 2 (Permeate) (Flaws: Limited to Earth) (2)
    AE: "Emit Light" Environment 5 (Light) (5)
    AE: "Tectonic Shifting" Environment 3 (Impede Movement 2) (6)
Offense:
Unarmed +7 (+0 Damage, DC 15)
Magma Orb +7 (+9 Damage, DC 24)
Magma Burst & Stream +9 Area (+9 Ranged Damage, DC 24)
Aura +7 (+4 Damage, DC 19)
Earthquake +7 Area (+7 Affliction & +7 Ranged Damage, DC 17 & 22)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +1, Fortitude +3, Will +3

Complications:
Prejudice (Mutant)
Accident- Magma's powers have frequently gone out of control, and she strives to master them. When angered or agitated, her powers are liable to shake the very earth beneat her, causing devastating earthquakes.
Enemy (Selene)- The evil mutant sorceress Selene carries a grudge against Amara, who ruined her schemes in her first public appearance, and she has attempted revenge on Amara several times.

Total: Abilities: 18 / Skills: 28--14 / Advantages: 1 / Powers: 40 / Defenses: 10 (82)

-Magma during her debut is still reasonably Skilled, and has all but her Boost Aura for her APs (a rare case of a vastly Arrayed rookie New Mutant), but lacky physicality completely, and is PL 7 only with her wide-range Affliction Earthquake.
Last edited by Jabroniville on Sat Aug 27, 2011 5:24 am, edited 2 times in total.

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FuzzyBoots
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Re: Jab's Builds: Wolfsbane, Rusty, Skids, Warlock, Magma

Postby FuzzyBoots » Wed Aug 25, 2010 6:22 am

Hmm... I know that huge gamefield-changing powers are always a bit difficult to set up in Mutants and Masterminds, but wasn't she fond of the trick of raising a volcano where she stood, gaining her height and totally ruining real estate values around her?

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Re: Jab's Builds: Wolfsbane, Rusty, Skids, Warlock, Magma

Postby Horsenhero » Wed Aug 25, 2010 8:18 am

Granted, by the time Magma became a major player, I was pretty much done with NM, but, I always liked the character's potential. A Human Torch/Terra mash-up...how awesome is that? Apparently not awesome enough for some writers. Oh well, perhaps some day a writer will come along and do her justice. My big fear with a character like Magma is she will get "Scarlet Witched", where writers will just start amping her powers for no real apparent reason, until she's so powerful they have to write her out.

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Re: Jab's Builds: Wolfsbane, Rusty, Skids, Warlock, Magma

Postby Jabroniville » Wed Aug 25, 2010 12:22 pm

FuzzyBoots wrote:Hmm... I know that huge gamefield-changing powers are always a bit difficult to set up in Mutants and Masterminds, but wasn't she fond of the trick of raising a volcano where she stood, gaining her height and totally ruining real estate values around her?


That's kind of what her "Earthquake" power represents a bit- an Area Burst Damage effect on objects- the very definition of "ruining real estate". As for the height gain, she probably just uses Earth Control. Plus, she can stunt anything else she doesn't already have pretty easily.

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Re: Jab's Builds: Wolfsbane, Rusty, Skids, Warlock, Magma

Postby scc » Wed Aug 25, 2010 4:43 pm

Nice run on the New Mutants. I read a lot of there stuff but I learn a lot from reading your posts. You are right about them going downhill after the Magus run. Good work on Warlock. Do you think some should be more powerful. I know Karma was able to mind control Enchantress, well at least briefly if I am not mistaken and even the Magus for a short time. Though you could count that as extra effort or a hero point. Do you think you will build any of there enemies? Like the Hellions or even Magus. Good job on the builds by the way.


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