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

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Re: Jab's Builds: Magneto, Colossus, "Casablanca", Megatherium

Postby FuzzyBoots » Wed Jan 05, 2011 2:50 pm

While it's not "official", I'd be willing to put the 2E writeups into HeroLab. They've released unofficial animal builds before, such as ProdigyDuck's, as part of the stock characters you get with install.

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Re: Jab's Builds: Magneto, Colossus, "Casablanca", Megatherium

Postby Jabroniville » Wed Jan 05, 2011 11:44 pm

CLASS- INSECTA (Phylum- Arthropoda)
-Arthropods are a HUGE group of creatures, and contain both the Lobsters & Crabs, and the Insects & Arachnids. Yup, every time you eat a lobster, you're eating a giant Sea Bug. Insects are by FAR the largest group of animals in the world, containing nearly 90% of ALL different species on the planet. Hugely diverse, they are nonetheless linked by various factors. They all have three pairs of legs, a three-segmented body (the origination of their name is Latin for "cut into sections") containing a head, thorax and abdomen, a pair of antennae, and an exoskeleton (ie. they lack true bone matter). Most are winged and can fly, but others (the Ants, actually related to the Wasps) don't- only the male Ants in a colony ever develop wings. Some are good at stealth (Stick Insects), others are hunters (Mantids, Dragonflies), some are team players (Ants & the Bee/Wasp/Hornet group), and others are solitary (some Beetles). Some are pretty (Butterflies) and others are hideously awesome (Stag Beetles). They're pests the world-over (especially Fleas, Mosquitos & Cockroaches), and have proven how awesome they are by virtue of the fact that while everything else walking goes extinct easily, they will always be around, and likely surpass even us should we wipe each other out.

-Centipedes and Millipedes are closely related, and are notably among the grossest things ever- giant poisonous centipedes can kill and devour MICE.

-There's also the Aracnhids, the eight-legged super-creatures of nightmares- Spiders, Tarantulas & Scorpions, among others. They have two parts to their bodies, and various types of eyes. Emperor Scorpions are HUGE, but less poisonous than smaller ones. Ticks & Mites are also part of this group.

-Because of their small size, insects aren't really major factors in most campaigns, unless someone is lucky enough to be made of bees or something. But really, comics could never create someone THAT weird, could they...? However, that's why GIANT INSECTS were created for fiction.

-Not only Giant Spiders, but you could also shrink the heroes down, thus having them face the EQUIVALENT of such things at their new size. Think "Honey I Shrunk the Kids", but as super-heroes.

Image
Image

GIANT ANT (Formica gigantes)
Role:
Horde Monster, Dutiful Worker
PL 6 (65)- Minion Rank 4, Sidekick Rank 13
Normal Version:
PL 3-4
STRENGTH 7 STAMINA 5 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -5

Skills:
Close Combat (Unarmed) 1 (+5)
Expertise (Survival) 6 (+3)
Expertise (Building) 8 (+4)
Expertise (Tactics) 8 (+4)
Intimidation 9 (+5 Size)
Perception 4 (+4)

Advantages:
Fast Grab, Improved Hold, Set-Up, Teamwork

Powers:
"Insect Physiology"
"Insect Senses" Senses 3 (Acute Scent, Radius Sight, Direction Sense) [3]
Speed 2 (8 mph) [2]
"Chitinous Exoskeleton" Protection 3 (Extras: Impervious 5) [8]
Movement 2 (Wall-Crawling 2) [4]
"Ant Strength" Power-Lifting 2 (12 tons) [2]
Features 1: Leaves Pheromone Trail All Ants Can Follow [1]
Extra Limbs 2 [2]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Reach 1 [1]

Offense:
Unarmed +5 (+7 Damage, DC 22)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +8 (+3 Impervious), Fortitude +7, Will +0

Complications:
Disabled (Animal)- Ants cannot speak to humans, nor use their legs to easily manipulate objects.
Responsibility (Ant)- The Nest is everything. Obey the queen, even at the cost of your own life. Your life is meaningless. Work until death.

Total: Abilities: 8 / Skills: 36--18 / Advantages: 4 / Powers: 30 / Defenses: 5 (65)

Era: Modern
Range: Fantasy Realms
Colouring: Black, red, orange
Size: Up to 10 feet long (600-1,000 lbs.)
Encounter Groups: Huge armies of 20-300 individuals.
Diet: Vegetation, flesh.
Tactics: Mass suicidal charges of dozens of fighters, weighing and wearing down opponents.

-Ants are among the most industrious, impressive animals on the planet. From the same group that gives us Wasps & Bees, Ants are known for their super-skinny thoraxes, big pincers, and their huge number-based attacks. They can also lift prodigious amounts of weight, making them among the most fearsome animals in all creation. Army Ants have a famous ability to link arms and form "bridges" over things, and Fire Ants possess nasty, noxious irritants that burn. Their PL isn't overly-horrifying (they're on the level with Horses, Stags and other medium-sized herbivores), but keep in mind that if you fight only one of them, your GM isn't doing his job. These things are meant to be fought in HUGE hordes, their never-ending jaws and exoskeletons overwhelming the foe by sheer numbers. Ants can climb walls at high speeds, see around them, use the Earth's Magnetic Field for direction, follow the Pheromone trails left by other ants (call it a "Feature"- it's just easier). Oh, and they have Power-Lifting, a rare feat amongst animals.

Here's some notable variants on the "Common" Giant Ant above:
"Jack Jumper Ant" PL 6 (75): Leaping 2 (30 feet) [2], "Irritating Bite" Affliction 5 (Fort; Impaired/Disabled/Incapacitated) (Extras: Cumulative) [10] -- (12 points)
"Fire Ant" PL 6 (75): "Irritating Bite" Affliction 6 (Fort; Impaired/Disabled/Incapacitated) (Extras: Cumulative) [12] -- (12 points)
"Carpenter Ant" PL 6 (65): "Eating Wood" Weaken Toughness 4 (Flaws: Limited to Objects) [2] -- (2 points)
"Bullet Ant" PL 7 (91): "Highest-Pain Sting" Affliction 7 (Fort; Impaired/Disabled/Paralyzed) (Extras: Cumulative, Progressive +2) [28] -- (28 points)

-Jack Jumper Ants can leap, but are pretty weak. Fire Ants use Formic Acid to produce painful bites that may prove totally-disabling in high-enough amounts, moreso than Jack Jumpers. Carpenter Ants are specialists at forming nests out of objects such as wood, and their Giant Versions here are even better at it. Bullet Ants in real life possess the single-highest pain-rating of all insect bites (seen here: http://en.wikipedia.org/wiki/Schmidt_Sting_Pain_Index), producing the equivalent of "walking across hot coals with a 3-inch nail imbedded in your foot", and it lasts all day, making it easily the most-expensive and dangerous ant.

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Re: Jab's Builds: Magneto, Colossus, "Casablanca", Megatherium

Postby Jabroniville » Wed Jan 05, 2011 11:50 pm

Image

http://www.youtube.com/watch?v=JDSf3Kshq1M- Oh my ****ing God.

GIANT HORNET (Vespa gigantes)
Role:
Horde Monster, Mass-Stinger
PL 7 (98)- Minion Rank 7, Sidekick Rank 20
Normal Version:
PL 4-5
STRENGTH 6 STAMINA 5 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -5

Skills:
Close Combat (Sting) 2 (+6)
Expertise (Survival) 6 (+3)
Expertise (Building) 8 (+4)
Intimidation 12 (+8 Size)
Perception 4 (+4)

Advantages:
Fast Grab, Improved Critical (Stinger), Improved Hold, Set-Up, Teamwork

Powers:
"Insect Physiology"
"Insect Senses" Senses 5 (Acute & Extended Scent, Ultra-Vision, Radius Sight 2) [5]
"Chitinous Exoskeleton" Protection 3 [3]
Movement 2 (Wall-Crawling 2) [4]
Flight 5 (60 mph) (Flaws: Winged) [5]
Communication 2 (Olfactory) (Extras: Area) (Flaws: Limited to Species) [8]
Extra Limbs 2 [2]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Reach 1 [1]

"Hornet's Sting" Affliction 6 (Fort; Impaired/Disabled/Paralyzed) (Extras: Cumulative, Progressive +2) Linked to Strength-Damage +2 (Extras: Penetrating 6) [32]

Offense:
Unarmed +4 (+6 Damage, DC 21)
Sting +8 (+8 Damage & +6 Affliction, DC 23 & 16)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +8, Fortitude +7, Will +0

Complications:
Disabled (Animal)- Hornets cannot speak to humans, nor use their legs to easily manipulate objects.
Responsibility (Hornet)- The Nest is everything. Obey the queen, even at the cost of your own life. Your life is meaningless. Work until death.

Total: Abilities: 4 / Skills: 32--16 / Advantages: 5 / Powers: 67 / Defenses: 6 (98)

Era: Modern
Range: Fantasy Realms
Colouring: Black & yellow
Size: Up to 10 feet long (600-1,000 lbs.)
Encounter Groups: Large armies of 5-30 individuals.
Diet: Vegetation, nectar, flesh.
Tactics: Mass suicidal charges of dozens of fighters, stinging and wearing-down opponents.

-Hornets, Bees & Wasps (all part of the Order of Hymenoptera alongside Ants) terrify the crap out of a lot of people, and for good reason- those stings can HURT, and many people even have fatal reactions to them (I know one girl to whom death was certain if she hadn't been lucky enough to be next to someone with an Epi-Pen- she didn't know she was allergic and then got stung). GIANT versions of such creatures are even worse. There's that awesome Youtube clip of THIRTY Japanese Giant Hornets wiping out an entire colony of THIRTY-THOUSAND Honeybees in succession, coldly wiping them out one-by-one with their giant mandibles, slicing bodies in half with a single shot. They are known to caust 40 deaths per YEAR. At PL 7, these guys are powerful mounts, just under the Giant Eagles or Hippogryphs I've built, and are scary as hell because of a Progressive venom. Such a creation are ideal mounts to an evil adversary, as they are completely soulless, all-consuming monstrosities who eat everything in their path. Needless to say, if I ever saw a Japanese Giant Hornet, you would see a Jabroniville-shaped hole in the nearest wall. To say nothing of an ENLARGED version.
Last edited by Jabroniville on Thu Jan 06, 2011 6:07 am, edited 2 times in total.

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Re: Jab's Builds: Magneto, Colossus, "Casablanca", Megatherium

Postby Jabroniville » Wed Jan 05, 2011 11:52 pm

Image
Image

I'm not an arachnophobe, but I would **** out three weeks' worth of food if I ever saw one of these things at this size.

GIANT SPIDER (Aranea gigantes)
Role:
Nightmare Fuel
PL 9 (138)- Minion Rank 10, Sidekick Rank 28
Normal Version:
PL 7-8
STRENGTH 7 STAMINA 6 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -5

Skills:
Athletics 4 (+11)
Close Combat (Bite) 2 (+10)
Expertise (Survival) 8 (+4)
Expertise (Craft Webs) 7 (+3)
Intimidation 15 (+12 Size)
Perception 8 (+8)
Stealth 6 (+9)

Advantages:
Fast Grab, Improved Critical (Bite), Improved Hold, Improved Initiative 3, Startle

Powers:
"Arachnid Physiology"
"Arachnid Senses" Senses 1 (Radius Sight) [1]
"Tremorsense" Senses 4 (Ranged Touch- Accurate 2 & Extended) [4]
Speed 3 (16 mph) [3]
Leaping 2 (30 feet) [2]
"Chitinous Exoskeleton" Protection 3 [3]
Movement 2 (Wall-Crawling 2) [4]
Extra Limbs 4 [4]
Burrowing 2 [2]

"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, +1 Speed) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Spider-Bite" Strength-Damage +1 Linked to Weaken Stamina 6 (Extras: Progressive +2) & Affliction 4 (Fort; Impaired/Disabled/Paralyzed) (Extras: Progressive +2) (Quirk: Takes 3-4 Rounds to Start -2) (29) -- [31]
    AE: "Irritating Hairs" Dazzle Visuals 4 (8)
    AE: "Webbing" Snare 8 (Flaws: Touch Range) (16)
Offense:
Unarmed +8 (+7 Damage, DC 22)
Bite +10 (+8 Damage, +6 Weaken & +4 Affliction, DC 23, 16 & 14)
Initiative +15

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +9, Fortitude +8, Will +0

Complications:
Disabled (Animal)- Spiders cannot speak to humans, nor use their legs to easily manipulate objects.

Total: Abilities: 30 / Skills: 50--25 / Advantages: 7 / Powers: 65 / Defenses: 11 (138)

Era: Modern
Range: Fantasy Realms
Colouring: Nearly any.
Size: Up to 12 feet long (700-1,500 lbs.)
Encounter Groups: Solitary.
Diet: Vegetation, flesh (via enzyme-draining)
Tactics: Stealthy approach followed by a sudden diving attack with lethal venom

-There's scary animals, and then there's SCARY ANIMALS. Giant Spiders show up all the time in various media as one of the token "enlarged normal animal" minions (not just Giant Mechanical Spiders, either), but not alot of people really react the way you probably would. A "World of Darkness" White Wolf book illustrated this quite well (quoting indirectly here- don't have the book): "Look at a spider. Have you ever really taken a close look at it's face? No part of it looks like what a person looks like, which is utterly horrifying. Now imagine that thing the size of a Volkswagen." I'm not particularly arachnophobic (I have smacked Spiders off me with my hands without shuddering, and had one living beside by bed's pillows in the windowsill for months), but holy frickin' bejeezus, I would fill my pants with dung and run screaming to the other end of the continent of a spider that was more than eight feet long showed itself at me.

-Because of that, I can't imagine a more horrific Minion to throw at the heroes. Lots of various games stat up Monstrous Spiders (including M&M, which has a fairly decent PL 7 version, and D&D, which has various Drow-based ones), but this one here's a nastier monster, a PL 9 nearly-pp-balanced thing that can either be a suitable Riding Monster for a villain you REALLY want to get across as weird, or as a solitary (or worse, GROUP) hunter, lying wait in it's web.

-This Giant Spider is quite dangerous, just below the "standard" starting level for PCs. It's big, strong, tough and has a deadly toxin in it's fangs, and has a Snare (though it can't just fire it out- it's a trail that it leaves behind when it moves, like an actual spider. Only a few Spider species can 'throw' a web, and they have to make a funky little net to do it).

Image

GIANT SCORPION (Scorpio gigantes)
Role:
Desert Nightmare Fuel
PL 9 (136)- Minion Rank 10, Sidekick Rank 28
Normal Version:
PL 8
STRENGTH 6 STAMINA 6 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -5

Skills:
Athletics 4 (+11)
Close Combat (Stinger) 1 (+9)
Expertise (Survival) 7 (+3)
Intimidation 13 (+11 Size)
Perception 5 (+5)
Stealth 6 (+9)

Advantages:
Fast Grab, Improved Critical (Stinger), Improved Initiative 2, Startle

Powers:
"Arachnid Physiology"
"Arachnid Senses" Senses 1 (Radius Sight) [1]
"Tremorsense" Senses 4 (Ranged Touch- Accurate 2 & Extended) [4]
Speed 3 (16 mph) [3]
"Chitinous Exoskeleton" Protection 4 [4]
Movement 2 (Wall-Crawling 2) [4]
Extra Limbs 6 [6]
Burrowing 4 [4]

"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, +1 Speed) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Stinging Tail" Strength-Damage +3 (Feats: Reach 3- one for each) Linked to Weaken Stamina 6 (Extras: Progressive +2) & Affliction 5 (Fort; Impaired/Disabled/Paralyzed) [39]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Stinger +10 (+8 Damage, +6 Weaken & +4 Affliction, DC 23, 16 & 14)
Initiative +11

Defenses:
Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +10, Fortitude +8, Will +0

Complications:
Disabled (Animal)- Scorpions cannot speak to humans, nor use their legs to easily manipulate objects.

Total: Abilities: 28 / Skills: 36--18 / Advantages: 5 / Powers: 74 / Defenses: 11 (136)

Era: Modern
Range: Fantasy Realms
Colouring: Black, many light colours
Size: Up to 12 feet long (700-1,500 lbs.)
Encounter Groups: Solitary.
Diet: Vegetation, flesh (via enzyme-draining)
Tactics: Stealthy approach followed by a sudden diving attack with lethal venom

-I always loved Scorpions. Like Spiders, but less creepy to look at, and having this bad-ass, 100% unique appearance. Sprawled-out little legs, giant pincers and a massive arced tail that delivers poison? This thing looks like it was designed by a batch of fifth-graders who decided to add everything they thought was cool onto one creature and drew it on the back of their math homework (I am familiar with this tendency). Emperor Scorpions are easily the coolest-looking of them all, being gigantic glistening black monsters (with a much weaker venom than the tiny ones, oddly enough).

-Scorpions stat up a bit like Spiders, but lose the Snare and gain Extended Reach on a Tail Strike with the Poison. It does more damage and is tougher, but is easier to hit and less accurate, so it balances out the same. It's can't Leap, but is still pretty very fast, and can burrow with greater speed. Altogether not as dangerous as the ambush-king Spiders, but I still wouldn't want to fight it.
Last edited by Jabroniville on Sat Jul 16, 2011 4:47 am, edited 1 time in total.

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Re: Jab's Builds: Colossus, Casablanca, Megatherium, Giant Bugs

Postby Woodclaw » Thu Jan 06, 2011 3:47 am

Oh crud... gaint size insects and arachnids are really pure nightmare fuel distilled. Some years ago I went to a exibition about them and I saw a reproduction of a scorpion in 100/1 scale, it was a nightmare, armored as a tank and probably hundred times more vicious.
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: Jab's Builds: Colossus, Casablanca, Megatherium, Giant Bugs

Postby The Fifth Wanderer » Thu Jan 06, 2011 7:22 am

I am so borrowing your giant insect builds. This thread is awesome.
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Re: Jab's Builds: Colossus, Casablanca, Megatherium, Giant Bugs

Postby catsi563 » Thu Jan 06, 2011 11:44 am

And tto add to the terror of gianty spiders and scorpions is the equally pee in your pants inducing thought that there are wasps out there that make a living hunting then and actualy killing them to feed their young *shudder* :shock:
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Re: Jab's Builds: Colossus, Casablanca, Megatherium, Giant Bugs

Postby Jabroniville » Thu Jan 06, 2011 11:21 pm

Image

THE DEADLY MANTIS (Hierodula gigantes)
Role:
Non-Asian Kaiju
PL 12 (137)- Minion Rank 10, Sidekick Rank 24
STRENGTH
15 STAMINA 10 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -5

Skills:
Expertise (Survival) 5 (+5)
Intimidation 13 (+15 Size)
Perception 6 (+6)

Advantages:
Diehard, Improved Critical (Claws) 2, Power Attack, Startle, Takedown Attack

Powers:
"Insect Physiology"
"Chitinous Exoskeleton" Protection 4 [4]
Movement 1 (Wall-Crawling) [2]
Senses 2 (Low-light Vision, Scent) [2]
Speed 3 (120 mph) [3]
"Six Legs" Extra Limbs 2 [2]
Burrowing 4 [4]

Flight 7 (Flaws: Winged) [7]

"Natural Size" Growth 14 (Str & Sta +14, +14 Mass, +7 Intimidation, -7 Dodge/Parry, +3 Speed) -- (72 feet) (Feats: Innate) (Extras: Permanent +0) [29]
"Tremendous Claws" Damage 12 (Extras: Penetrating, Area- 30ft. Burst) (36) -- [37]
    AE: "Standard Strike" Strength-Damage +0 (Extras: Penetrating 15) (16)
Offense:
Unarmed +8 (+16 Damage, DC 31)
Claw Swipe +12 Area (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +7 (DC 17), Toughness +14, Fortitude +12, Will +4

Complications:
Disabled (Animal)- Mantids cannot speak to humans, nor use their limbs to easily manipulate objects.

Total: Abilities: -2 / Skills: 24--12 / Advantages: 6 / Powers: 90 / Defenses: 21 (137)

Era: Modern
Range: Any Non-Arctic
Colouring: Light colours- mostly browns & greens
Size: Up to 12 feet long (700-1,500 lbs.)
Encounter Groups: Solitary.
Diet: Humanoids (or anything edible)
Tactics: Giant overwhelming dive-bomb with huge pincers.

-When I was a kid in Elementary School, there was a series of books in our library based around the old Monster Movies of the 1930s through to the '60s, featuring the likes of The Wolfman, Frankenstein, Wolfman Meets Frankenstein, and the various Godzilla films of that time period (the original, Destroy All Monsters, that crappy one with Minya), but one always kinda stood out to me, because it was neither famous nor Japanese, yet featured a Kaiju. "The Deadly Mantis" was about a gigantic Praying Mantis, freed from a glacier by human experiments after being frozen centuries ago, run amok and eventually destroyed. It was obviously a piece of crap movie, but the guy stuck out like a sore thumb amongst the Godzilla-kin & Lon Chaney-monsters. And so, here is his build.

-The Deadly Mantis is a gigantic PL 12 threat, but not so dangerous he can't be overcome by protracted military fire (they killed him with tons of nerve gas after luring him under a bridge in the film). He doesn't have Impervious Toughness (since human weapons like guns & flamethrowers still bothered him greatly and saw him off), but otherwise, he's a nasty +16 damage-dealing monster with a +12 Area Effect against hordes of men.
Last edited by Jabroniville on Fri Aug 26, 2011 10:31 pm, edited 3 times in total.

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Re: Jab's Builds: Casablanca Builds, Giant Spider, Deadly Ma

Postby Jabroniville » Thu Jan 06, 2011 11:53 pm

Image
Image

OMEGA RED (Arkady Rossovich)
Created By:
John Byrne & Jim Lee
First Appearance: X-Men #4 (Jan. 1992)
Role: The Rival (to Wolverine), Status Affecter
Group Affiliations: The Hand, The Red Mafia
PL 12 (225)
STRENGTH
7 STAMINA 8 AGILITY 4
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Acrobatics 2 (+6)
Athletics 4 (+11)
Deception 6 (+6)
Expertise (Crimelord) 6 (+8)
Expertise (Assassin/Agent) 6 (+8)
Expertise (History) 2 (+4)
Insight 8 (+10)
Intimidation 12 (+12)
Investigation 4 (+6)
Perception 6 (+8)
Stealth 4 (+8)
Technology 4 (+6)

Advantages:
Accurate Attack, All-Out Attack, Beginner's Luck, Chokehold, Close Attack 2, Daze (Intimidation), Diehard, Equipment (Armour +2), Evasion, Extraordinary Effort, Fascinate (Intimidation), Fast Grab, Follow-Up Strike, Great Endurance, Improved Critical (Coils), Improved Disarm, Improved Grab, Improved Hold, Improved Initiative 2, Improved Trip, Last Stand, Power Attack, Precise Attack (Close/Concealment), Ranged Attack 5, Seize Initiative, Startle, Takedown 2, Tracking

Powers:
"Mutant Powers: Death Pheromones"
Affliction 6 (Fort; Dazed & Fatigued/Stunned & Exhausted/Incapacitated) (Extras: Cumulative, Extra Condition, Area- 30ft. Cloud +2, Free Action +2) (Flaws: Scent-Dependent) [36]
Linked to
Weaken Stamina 5 (Extras: Area- 30ft. Cloud +2, Free Action +2) (Flaws: Scent-Dependent) [20]

"Maximized Life Drain" Weaken Stamina 10 [10]
Regeneration 8 (Flaws: Source- Requires Life Drain) [4]

"Carbonadium Coils"
Elongation 2 (Flaws: Limited to Coils) [1]
Extra Limbs 2 [2]

Offense:
Unarmed +14 (+7 Damage, DC 22)
Death Spores +5-6 Area (+5 Weaken & +6 Affliction, DC 15 & 16)
Life Drain +14 (+10 Weaken, DC 20)
Initiative +12

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +8 (+10 Armour), Fortitude +10, Will +8

Complications:
Obsession (The Carbonadium Synthezier)- Without this device, Arkady's Death Factor is permanent, and he cannot live without draining energy.
Weakness (Death Factor)- Arkady's life force itself will begin to drain if he does not steal the life forces of others with his abilities.

Total: Abilities: 70 / Skills: 64--32 / Advantages: 35 / Powers: 73 / Defenses: 15 (225)

-Omega Red is one of my faves from back in the day, mainly because of his awesome, unique Jim Lee-drawn appearance. A giant albino with huge freaking tentacles, a death-effect, red armour, and the whole badass aura of being Russian? I was there, dude. The fact that he could absolutely kick the CRAP out of an entire team of X-Men made him a real terror. Unfortunately, they demoted him pretty quickly, having him lose to Generation-X (no, really- Chamber WHUPPED him), and be the lackey to the one-time villain Soul Skinner. Later revisions haven't made him the elite villain he could've been early on, but I'm still waiting. He's one of the X-villains with potential, who WASN'T driven into the ground from over-use. He's supposed to be "dead" now, but c'mon, he's nigh-impervious to death- he's got "Death" in his power's NAME!

-Omega Red is a freakishly devastating build, PL 12 with his Life Drain, and PL 10.5 on offense in general (and PL 11 with his Parry defense). It's enough to challenge a whole squad of X-Men, especially when combined with his normal Death Spores, capable of dropping Gambit AND Rogue simultaneously, and killing dozens of normal humans in his radius. FEAR the "Free Action" Extra- he can use it simultaneously with any of his other powers, only turning it off when "allies" come within reach. It's a Linked Affliction (many victims just drop unconscious) & Weaken Stamina (others die) effect, and is one of the most deadly things a super-villain has ever used as a baseline power.
Last edited by Jabroniville on Wed Jul 03, 2013 9:26 pm, edited 3 times in total.

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Re: Jab's Builds: Casablanca, Giant Spider, Mantis, Omega Red

Postby Horsenhero » Fri Jan 07, 2011 8:20 am

I like the build Jab, but, I have to disagree about Omega Red's potential level. I like the character, but, mostly because he's a great "fun-house mirror image" Wolverine villain. I never really saw him as a team crushing character because...well...if not protected by his shield of Mary Sue-ism, Wolvierine isn't a team smashing character and Omega Red is a bizarro world version of Wolverine. Still, a fun character who has not suffered complete overexposure like Sabretooth or Venom, and a very nice build.

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Re: Jab's Builds: Casablanca, Giant Spider, Mantis, Omega Red

Postby Jabroniville » Fri Jan 07, 2011 10:14 pm

Image
Image

I think Spidey had to turn in his "Super Hero Union Card" if he actually lost to this loser.

BOOMERANG (Fred Myers)
Created By:
Stan Lee & Jack Kirby
First Appearance: Tales to Astonish #81 (July 1966)
Role: DC Villain Rip-Off, Terrible Villain
Group Affiliations: The Sinister Syndicate, The Secret Empire
PL 9 (137)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 3 (+8)
Athletics 3 (+5)
Close Combat (Unarmed) 2 (+10)
Deception 3 (+5)
Expertise (Major League Pitcher) 3 (+5)
Expertise (Criminal Thug) 3 (+5)
Intimidation 2 (+4)
Perception 4 (+5)
Sleight of Hand 3 (+5)
Stealth 2 (+7)
Technology 2 (+4)

Advantages:
Accurate Attack, Improved Aim, Improved Critical (Boomerangs) 2, Improved Disarm, Improved Smash, Precise Attack 2 (Ranged/Cover & Concealment), Quick Draw, Ranged Attack 11

Powers:
"Boomerang Costume" (Flaws: Removable) [11]
Protection 2 (2)
"Jet Boots" Flight 4 (30 mph) (Feats: Dynamic) (9) -- (11)
Dynamic AE: "Jet Boot Fire" Damage 6 (6)
-- (13 points)

"Trick Boomerangs" (Flaws: Easily Removable) [26]
"Gasarangs" Affliction 6 (Feats: Homing, Ricochet 3) (Fort; Dazed & Vision Impaired/Stunned & Vision Disabled/Vision Unaware) (Extras: Ranged, Area- Cloud, Extra Condition) (Diminished Range -1) (27) -- (32 points)
    AE: "Shatterangs" Blast 8 (Feats: Homing, Ricochet 3) (Extras: Area- 15ft. Burst +1/2) (Diminished Range -1) (23)
    AE: "Razorangs" Blast 5 (Feats: Homing, Ricochet 3) (Extras: Multiattack, Penetrating) (Diminished Range -1) (23)
    AE: "Bladarangs" Blast 6 (Feats: Homing, Ricochet 3) (Extras: Multiattack, Penetrating) (Diminished Range -1, Inaccurate) (26)
    AE: "Screamarangs" Auditory Dazzle 8 (Feats: Homing, Ricochet 3) (Extras: Area- 30ft. Burst) (Diminished Range -1) (27)
    AE: "Reflexerangs" Affliction 7 (Feats: Homing, Ricochet 3) (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged, Multiattack) (Diminished Range -1, Inaccurate) (23)
    AE: "Gravityrangs" Affliction 6 (Feats: Homing, Ricochet 3) (Strength or Agility; Hindered/Immobile) (Extras: Ranged, Area- Shapeable) (Flaws: Limited Degree) (Diminished Range -1) (21)
Offense:
Unarmed +10 (+2 Damage, DC 17)
Razorangs +13 (+5 Ranged Damage, DC 20)
Bladarangs +11 (+6 Ranged Damage, DC 21)
Shatterangs +8 Area (+8 Damage, DC 23)
Gasarangs +6 Area (+6 Affliction, DC 16)
Screamarangs +8 Area (+8 Affliction, DC 18)
Reflexarangs +11 (+7 Ranged Affliction, DC 17)
Gravityrangs +6 Area (+6 Damage, DC 16)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3 (+5 Costume), Fortitude +6, Will +4

Total: Abilities: 50 / Skills: 30--15 / Advantages: 20 / Powers: 37 / Defenses: 15 (137)

-Boomerang's a pretty shameless rip-off of the DC character, and a card-carrying Marvel D-League villain, but what the hell? He's interesting enough in the Marvel Universe as a jobber to get statted up when I've got losers like Pink Pearl & Ion in here. Essentially a terrible origin story (an EVIL BASEBALL PITCHER who eventually turned to crime) mixed with a silly shtick (the "Gimmick Weapons Guy" combined with boomerangs), thrown out there with little personality beyond "mean guy". He gets demolished alot by heroes these days, compared to his early appearances threatening Spider-Man. Nowadays, I've seen Spidey beat him casually while also fighting two other costumed villains.

-I REALLY couldn't imagine Boomerang being a PL 9 because he's such a loser, but really, with highly-touted accuracy AND some very powerful Boomerangs, there's really no way of getting around it. At least he's only PL 7 defensively, meaning he goes down EASILY, and since the game's more biased towards high-powered guys, he's at a disadvantage anyways. At aiming, he's just below the Hawkeye/Bullseye crowd, but Boomerang requires some thought, mainly because he's very skilled, but has some rather powerful Boomerangs in his array, and he obviously just doesn't fit as a PL 10 guy, being such a loser. He's a good, accurate fighter with some Combat Advantage options and some minor-league crook Skills, and could actually hold his own with a pretty good hero for a while. In the end, though, he's just not versatile enough. And yeah, this guy is actually PC-level expensive in this edition- the Skills & Advantages add up I guess.

-Boomerangs are basically a slightly lower-range Blast with the Homing & Ricochet Feats attached to it. Ricochet because it can move around corners, and is the standard M&M rulebook way to do a Boomerang (despite their assertion that you "feint alot" while using them), but also Homing because the definitive version of a Boomerang in comics is something that misses once, then comes back around to hit the guy on the back of the head. I mean, it's quite simple. For his various types of Boomerangs, I took the regular one, then added some Wiki-read stuff. I used Tear Gas, the Audio Dazzle, an Explosion for the Shatterang (half-ranks for the Extra since it's half the range of the 30ft. standard), Penetrating for the Razorangs (Bladarangs are basically the same deal, but are buzz-saws that do more damage but are trickier to aim), and Multiattack for the the Blasts. Reflexerangs & Gravityrangs are just stolen from Thorpocalypse, since I didn't see them on any other source material & he's got the only other build of the guy I could find on the Tank. I'll be sure to pay him some imaginary dollars for it :).
Last edited by Jabroniville on Sat Jul 16, 2011 4:45 am, edited 1 time in total.

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Re: Jab's Builds: Casablanca, Giant Spider, Mantis, Omega Re

Postby Jabroniville » Fri Jan 07, 2011 10:16 pm

Image

He probably woulda been a bigger deal if he didn't wear the silly little booties.

THE GREY GARGOYLE (Paul Pierre Duval)
Created By:
Stan Lee & Jack Kirby
First Appearance: Journey Into Mystery #107 (Aug. 1964)
Role: Unused '60s Villain
Group Affiliations: The Masters of Evil, A.I.M.
PL 11 (192)
STRENGTH
1/10 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 5 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 4 (+7)
Close Combat (Unarmed) 1 (+9)
Deception 3 (+4)
Expertise (Science) 4 (+9)
Expertise (Science) 4 (+13) -- Flaws: Limited to Chemistry
Insight 2 (+3)
Intimidation 4 (+5)
Perception 2 (+3)
Stealth 2 (+5)
Technology 2 (+7)

Advantages:
Chokehold, Fast Grab, Improved Hold, Power Attack

Powers:
"Hand of Stone"

"Stone Body" (Alternate Form- Move Action) [-1]
Enhanced Strength 9 [18]
Protection 8 (Extras: Impervious 15) [23]
Immunity 10 (Life Support) [10]

"Petrification Touch" Affliction 12 (Fort; Impaired & Hindered/Immobile & Defenseless/Transformed to Stone & Unaware) (Extras: Continuous +3, Extra Condition) (Flaws: Instant Recovery- One Hour) [48]
Transform 6 (3,200 lbs.) (Objects into Stone) (Extras: Continuous) [30]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Hand of Stone +10 (+12 Affliction, DC 22)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +9 (DC 19), Toughness +3 (+11 Stone Body, +8 Impervious), Fortitude +7, Will +5

Complications:
Power Loss (Stone Body)- Grey Gargoyle will lose his body alteration power after one hour. He must also first tough his own body to enact the change. Touching magical items (such as the Black Knight's Ebony Blade) has also reverted him to human form in the past. Similarly, his Transformation power ends after one hour.

Total: Abilities: 44 / Skills: 26--13 / Advantages: 4 / Powers: 118 / Defenses: 13 (192)

-Grey Gargoyle's a classic '60s villain who never really went anywhere, being a goofy gimmick on your everyday mad scientist, with classic Kirby & Lee tendencies like alliterative names, booties, and undies on the outside. He's just recognizable enough to be visible in group shots of villains, but otherwise, he pretty much never gets much focus.

-Grey Gargoyle's a very dangerous villain, since his power is very "all or nothing"- people he touches tend to turn to stone, and that's that. It's a powerful Affliction effect, going along the Transformed, Hindered & Defenseless lines, while also being Continuous AND Progressive (since it appears to redouble on people). He can also Transform everyday objects. He reverts to human form if he grasps and tries to transform a magical object like Black Knight's sword, but otherwise has few weaknesses, being a quite tough villain in combat- the guy used to slug it out with THOR. He's a solid PL 11 villain, very dangerous to PCs, especially since he's not entirely inaccurate. Pretty easy to hit, however, being only PL 10 defensively.
Last edited by Jabroniville on Wed Jul 03, 2013 9:26 pm, edited 3 times in total.

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Re: Jab's Builds: Casablanca, Giant Spider, Mantis, Omega Re

Postby Jabroniville » Fri Jan 07, 2011 10:22 pm

Image

THE ABOMINATION (Emil Blonsky)
Created By:
Stan Lee & Gil Kane
First Appearance: Tales to Astonish #90 (April 1967)
Role: The Hulk's Opposite Number
Group Affiliations: The KGB
PL 12 (217)
STRENGTH
16 STAMINA 14 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Close Combat (Unarmed) 4 (+8)
Deception 4 (+6)
Expertise (Spy) 6 (+8)
Insight 3 (+5)
Intimidation 13 (+15)
Investigation 4 (+6)
Perception 2 (+4)
Stealth 4 (+4)
Technology 2 (+4)

Advantages:
All-Out Attack, Crushing Pin, Daze (Intimidation), Diehard, Extraordinary Effort, Fascinate (Intimidation), Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Grab, Improved Initiative, Improved Hold, Power Attack, Ranged Attack 6, Startle

Powers:
Power Lifting 5 (50,000 tons) [5]
Leaping 11 (4 miles) [11]
Protection 2 (Extras: Impervious 15) [17]
Immunity 12 (Heat, Cold, Radiation, Pressure, Poison, Disease, Drowning, Radiation Damage) [12]
Features 1: Goings into Suspended Animation if Thrown Into Unliveable Conditions [1]
Regeneration 6 (Feats: Regrowth) [7]

"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, +1 Speed) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Super-Strength Feats"
"Thunderclap" Dazzle Hearing 12 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range, Distracting) (24) -- [29]
    AE: "Groundstrike" Affliction 12 (Dodge; Hindered/Prone) (Extras: Area- 120ft. Burst +3) (Flaws: Limited Degree, Instant Recovery, Limited to Ground) Linked to Damage 12 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (22)
    AE: "Groundstrike Line" Affliction 12 (Dodge; Hindered/Prone) (Extras: Area- 120ft. Line +3) (Flaws: Limited Degree, Instant Recovery, Limited to Ground) Linked to Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (22)
    AE: "Shockwave" Damage 12 (Extras: Area- 60ft. Burst +2) (Flaws: Both Grounded) (24)
    AE: "Super-Breath" Move Object 12 (Extras: Area- 120ft. Cone +2) (Flaws: Limited to One Direction) (24)
    AE: Penetrating Strength Damage 13 (13)
Offense:
Unarmed +8 (+16 Damage, DC 31)
Assorted Strength Feats +12 Area (+12 Damage/Affliction, DC 27/22)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +16 (+8 Impervious), Fortitude +16, Will +6

Complications:
Responsibility (Nadia, Ex-Wife)- Nadia is a famous ballet dancer who was once married to Blonsky. He frequently gets obsessed over her, or tries to protect her.
Prejudice (Monster)- Blonsky cannot take human form, and is permanently stuck as a gigantic monster. He can not pass even remotely for a human being.
Enemy (The Hulk)

Total: Abilities: 64 / Skills: 42--21 / Advantages: 20 / Powers: 91 / Defenses: 21 (217)

-Rather than the Leader, it's this guy who's ended up being Hulk's most recurring foe by the simple virtue of... well, that age-old rule in comics that states "Every single hero shall have an evil version of himself out there, to show what would happen if he ever went bad. And also for him to have bad-ass fight scenes with, since they're so equal". A Russian secret agent who deliberately exposed himself to a Gamma Bomb, he was lucky enough to not die, but happened to turn into a gigantic green monster dude with funny lips, who's gone on to threaten The Hulk countless times. This pretty much makes him an uber-jobber with a 2-100 record against the big guy (as well as making him a jobber to every single OTHER Hulk-enemy that comes down the pike COUGHredhulkCOUGH), but he's enough of a threat to challenge any other Marvel hero as well.

-A big nasty bastard, The Abomination is a PL 12 monster who's a notch above even the Hulk in overall strength until Banner starts to Rage (an Uncontrolled attribute), meaning that Blonsky often has the upper hand in their fights. He's mostly the same as the Hulk stat-wise (but lacks the "Rage" boosts), gaining Gills, Suspended Animation, as well as the skills of a Soviet Spy who doesn't become a 'tard in his giant green form.
Last edited by Jabroniville on Wed Jul 03, 2013 9:26 pm, edited 4 times in total.

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Re: Jab's Builds: Casablanca, Giant Spider, Mantis, Omega Red

Postby Horsenhero » Fri Jan 07, 2011 10:25 pm

Heh. I like Grey Gargoyle as a villain, but, the gloves and boots do look like he snuck in and picked through Black Panthers' laundry. Pretty nice build though. He's not a team buster, but, he'll give characters headaches if they aren't prepared for him. Melee guys suffer the worst...obviously.

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Re: Jab's Builds: Omega Red, Boomerang, G. Gargoyle, Abomination

Postby Jabroniville » Sat Jan 08, 2011 7:22 pm

THE SQUADRON SUPREME:

(Note: Spoiler City here- both in this description and in the Builds themselves. It's a series with A LOT of death and crazy stuff in it. I strongly recomment anyone who hasn't read it DO SO before reading further- I honestly think Spoilers would affect enjoyment of things)

Mark Gruenwald was a damn fine comic book writer, and one of the consummate pros who had a neat mix of fanboyish tendencies and the abilities of an actual writer, making his stuff very unique. It was inspired by the efforts of the Silver Age writers, but included the strange ideas and "what if?" stuff that made young comic fans question the tropes of the day. A lot of "Gru's" writing involved the backstory and the secrets behind superheroes, like how teams were made, how villainous scams were pulled off, and how everything worked behind-the-scenes. So you had The Avengers' Support Staff working at the Mansion to keep the finances, things working, etc., which is what a REAL super-team would need. Very few writers, before or since, ever thought of stuff like that. He also specialized in giving human traits to even the minor characters, as loser scrubs like Bushmaster would gain some kind of pathos, or a reasonable reason for doing what they did. He also liked dealing with the realistic depictions of super-powers (Speedsters needed to eat a lot of food to keep their energy up, strong guys only being a BIT strong, etc.), huge amounts of continuity (he was one of the first comic book writers to get REALLY obsessed with it, which has had positive & negative effects on comics nowadays), and showcasing even the most minor of characters (Gru LOVED to utilize crappy mook villains in his stories- The Superia Strategem in the Cap book used characters like Ion, Poundcakes & Pink Pearl, who you'd NEVER see nowadays).

Gruenwald's Captain America run is fairly legendary, both for some great stories (The Bloodstone Hunt probably the most famous), great characters (Crossbones & Diamondback are his creations), Super-Mook Villain Teams (THE SERPENT SOCIETY~~- to which I owe him an eternal dork-debt), and more. It had it's weak points (CapWolf), and eventually got REALLY bad (The Fighting Spirit/Jack Flagg trainee heroes era that suffered from every possibly 1990s comic-book malady, Liefeldian art, and stupid "EXTREEEME" stuff), but it stands as a great, super-long run.

But "The Squadron Supreme" was his magnum opus, his "Ninth Symphony" of sorts. The Squadron themselves made their debut in The Avengers #85 (Feb. 1971), and were created by Roy Thomas (himself a student of the genre, even moreso than Gru, if possible) and John Buscema. They were good versions of the "Squadron Sinister", a gang of super-villains created by Thomas and the other Buscema (Sal) in Avengers #69 (Oct. 1969), a gang of Justice League homages/parodies that were set up as a quick threat to Marvel's A-team. It was cute and a one-shot, so it lacks the embarassment of a long-running rip-off like Marvel's Nightwatch, Image's various X-Men rips, and the endless supply of Batman & Supermanalogues created over the years.

The Squadron Sinister was fairly short-lived, and are mostly an eyeblink on the comic book radar- Evil Hyperion (Superman) got a bit of play, The Whizzer (The Flash) vanished until showing up in the 2000s-era "Thunderbolts" series, Doctor Spectrum (Green Lantern) vanished, and Nighthawk actually did a Face Turn and joined Marvel's C-List heroes in "The Defenders", becoming a bit of a long-running type. Nothing too impressive. The Squadron Supreme were the good guys, and showed up a couple years later, as obviously Thomas & Marvel knew a good idea when they saw one. While having cutesy homages to the Distinguished Competition's heroes was fun, it also showed how effective such a team could be, and they became semi-recurring characters, mostly in Thomas-written books, where new members were added to homage other JLA members, such as Tom Thumb (The Atom) and The Golden Archer (Green Arrow).

But with Mark Gruenwald's 1985-1986 Limited Series, a huge 12-part epic, came their finest moment. The team had been mind-controlled into taking over their Earth (a recurring theme with them is being controlled to fight The Avengers), and had just recovered, but America (one with, much like the DC Universe, plenty of fictional cities- this time including States such as Freedonia & New Troy, and cities like Cosmopolis) lay in shambles. In a huge moment, Hyperion, the team's overall leader, comes up with a solution based off of the ideals Power Princess' (Wonder Woman) Paradise Island-based people- to "fix" the mess they made, they will have to cure ALL the world's ills- they will make a true Utopia on Earth. They won't just fight the next big supervillain, but they'll stomp out crime ITSELF. They'll cure disease, pain, poverty, famine, murder (by getting rid of weapons) and even death itself. Only problem is, they'll basically have to take total control of the ravaged world to do it. But hey- they'll give up the power within one year (back to the 'proper' government officials), so it's all good, right?

And the road to hell, they say, is paved with good intentions.

Nighthawk rejects their "Utopia Program", and bails on the team, promising to fix the mess they're going to make of the world. Things go pretty well at first, but speed-bumps constantly spring up, and another Gruenwald trademark, that of super-humans being unable to truly fix things despite their power, rears it's head. First, many groups reject the Squadron's authority. Then team member Nuke dies, having gone crazy after his parents were killed by his powers. A Behavior Modification Device is created, designed to "cure" criminal behavior by literally BRAINWASHING people into good behavior, removing all free will. But of course only those VOLUNTEERING for the service will get it, so it can't go bad, can it? Well that works until Squadron member Lady Lark rejects Golden Archer's marriage proposal, and then mysteriously turns up the next day accepting it after all, and then getting even MORE obsessed with the guy. A group of super-villains attacks the Squadron, but are B-Modded into subservience. One member dies of cancer. Another disappears after falling into a coma while saving lives- and kills another member in the process. Many of the ex-villains are hampered from helping substantially thanks to the specific rules imposed by their B-Modding.

And yeah, they make good, and really fix a lot of stuff, but then Nighthawk returns with his OWN gang of heroes (as well as un-B-Modded villains), and points out the major faults of their plans: Their "Utopia" is great, but only so long as good people like the Squadron are around to maintain it. Behavior Modification is a slippery slope, especially once they start using it on unwilling victims, and it would allow the next rulers to brainwash the citizenry to their way of thinking. The fact that the Squadron got rid of all guns seems like a GREAT idea, if not for the fact that guns allow citizens to resist evil governments and villains, which are WAY more common in comics than in real life (I'm a Gun Control-favourer normally, but in a world where evil overlords pop up every other week?). The Utopia Program could never last.

It ends with tons of death, adding a huge amount of gravitas to the series overall- since it's basically an Elseworlds of unused characters, they can do ANYTHING they want. It's a great boon to nearly any writer to have easily-killable characters, as there's no "Psssh- they'll be back next year. They'd NEVER kill off Cap forever." The characters you enjoy actually CAN DIE, and WILL. Some people hate the bloodthirstiness of constant-death in comics, as writers attempt to force a "serious" outlook on their work by callously wiping out the supporting cast, but I honestly think it works more often than not, as long as the deaths aren't pointless and foolish, and are handled by good writers. Every death was made to be important and tragic. Nearly the entire cast dies or is horribly mangled by series' end, and it's part of what makes the whole thing a great example of why heroes SHOULDN'T try to "Do too much". It's kind of a weak comment whenever Superman or Thor uses it as an example as to why they don't just ignore the rule of law and kick some ass, so HERE's a story where heroes IGNORED the old tropes, and the huge price they paid for it.

And yeah, it's an awesome series. Some weird dialogue (characters speak in REALLY heavy exposition to sum up previous issues, and various statements are super-dated) and iffy art (three or four different artists altogether, though it's mostly kept to "Generic Comic Book" style all over, so nothing stands out as really bad) in places is easily glossed-over in one of the biggest epics ever seen, where every event and issue had huge repercussions. Almost all "Heroes in the Real World"-type storylines in comics are inspired by either this or Watchmen, and for good reason. It turns basically a bunch of deliberate JLA rip-offs, makes great characters of all of them (another Gru specialty- making Mooks & losers interesting and giving them depth), wipes out half of them, and crafts a great story out of all of it. Highest possible recommendation, and it should be on the "Must Read" list, alongside Dark Knight Returns, Watchmen, Kingdom Come, Marvels and others.

Successive stories based off of the Squadron are less successful, in general. Gruenwald did a "Sequel" one-shot, "The Death of a Universe", which I felt was kind of over-wrought and a bit too "big" in scope, lacking the humanity of the big Limited Series. It was all "OOOOH a big cosmic entity is eating the galaxy so let's go up in a spaceship and stop it using convoluted hero & villain planning", and it just falls flat to me. The fact that the Squadron villains were pretty bad (Scarlet Centurion and Master Menace are just generic baddies) adds to the pointless deaths of casually-wiped-out characters (contrasted by the good ones in the prior story), and the HUGE downer ending, replacing the semi-positive tone the last book ended on... I just didn't like it.

This book sent them into the Marvel Universe proper, where they dealt with Quasar in Gru's ongoing book for a bit, but then disappeared after Gruenwald's death in 1996. Kurt Busiek & George Perez brought them back in their epic Avengers run, AGAIN being mind-controlled, and thankfully didn't kill any of them. They brawled with The Avengers, got a severe talking-to by Cap about how bad a group of heroes they were, and finally teamed up with them to stomp on a super-item-packing Imus Champion. Finally, they were returned to their homeworld, where they met a new Evil Government, who had in fact done just what Nighthawk said someone would, and taken over the world using the Behavior Modification set-up the Squadron had implented to "correct" everyone. It ended with a seven-man squad of characters promising to set right what they did wrong, putting together a "new" JLA-ish team with various homage characters returning (including a new Nighthawk and a Martian Manhunter-Expy Skrull). I KINDA liked the Busiek Squadron, but many of the characters felt exceptionally wrong. Seeing them fight The Avengers was pretty sweet, though.

The Squadron book's cast consists of the following (JLA analogues are present in the original cast- I'll get into the others in more detail later):

The Squadron Supreme (original cast):
Hyperion (Superman)
Power Princess (Wonder Woman)
Doctor Spectrum (Green Lantern)
Nighthawk (Batman)
The Whizzer (The Flash)
The Skrullian Skymaster (Martian Manhunter)
Arcanna (Zatanna)
Nuke (Firestorm)
Tom Thumb (The Atom)
The Golden Archer (Green Arrow)
Lady Lark (Black Canary)
Blue Eagle (Hawkman)
Amphibian (Aquaman)

The Institute of Evil (a gang of evil villains who were later B-Modded into being Squadron members. They are not based off of anybody in particular):
Ape-X
Lamprey
Quagmire (giggity)
Doctor Decibel
Foxfire
Shape

The Redeemers (various superhumans formed to oppose the Squadron by Nighthawk):
Master Menace
Mink
Remnant
Pinball
Thermite
Haywire
Inertia
Redstone
Moonglow


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