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

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Jabroniville
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Re: Jab's Builds: SS- Nuke, Tom Thumb, Golden Archer, Lady L

Postby Jabroniville » Tue Jan 11, 2011 12:05 am

Image

DOCTOR SPECTRUM (Joseph "Joe" Ledger)
Created By:
Roy Thomas & John Buscema
First Appearance: The Avengers #85 (Feb. 1971)
Role: Blaster/Object Creator, The Smarmy Ladies' Man, The Repentant Hero, Top Tier Guy
Alternate Company Equivalent Of: Green Lantern (Flying guy with Device that creates objects and fires energy, who gained the weapon from a crashed spaceship)
Fate: Alive but permanently monochromatic after having his Power Prism shattered by Black Archer.
Group Affiliations: The Squadron Supreme
PL 11 (182)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Athletics 4 (+6)
Close Combat (Unarmed) 1 (+9)
Deception 2 (+6, +8 Attractive)
Expertise (Astronaut) 9 (+11)
Intimidation 3 (+7)
Perception 4 (+6)
Persuasion 3 (+7, +9 Attractive)
Ranged Combat (Prism) 2 (+10)
Stealth 1 (+4)
Technology 4 (+6)
Vehicles 9 (+13)

Advantages:
Accurate Attack, Attractive, Beginner's Luck, Evasion, Improved Aim, Improved Disarm, Improved Smash, Interpose, Power Attack, Ranged Attack 4, Teamwork

Powers:
"The Power Prism" (Feats: Remote Control, Restricted to Joe 2) (Flaws: Removable) [75]
Create 12 (Extras: Movable) (37) -- (53)
    Dynamic AE: Blast 12 (Feats: Precise, Split) (26)
    Dynamic AE: Damage 11 (Feats: Dynamic) (Extras: Area- 60ft. Shapeable +2) (34)
    Dynamic AE: Snare 11 (Feats: Precise, Split) (36)
    Dynamic AE: Snare 10 (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (31)
    Dynamic AE: Snare 10 (Extras: Aera- 30ft. Burst, Selective) (Flaws: Touch Range) (31)
    Dynamic AE: Move Object 11 (23)
    Dynamic AE: Immunity 7 (Heat, Cold, Radiation, Vacuum, Pressure, Suffocation 2) (Extras: Affects Others +0, Area-Burst, Ranged) (8)
    Dynamic AE: "Enhanced Field" Force Field 4 (Extras: Impervious 15, Affects Others 8, Ranged 8) (36)
Force Field 5 (5)
"Pass Through Solid Objects" Movement 2 (Permeate, Space Travel) (4)
Flight 10 (500 mph) (20)
Immunity 7 (Heat, Cold, Radiation, Vacuum, Pressure, Suffocation 2) (7)
-- (89 points)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Prism Blast +10 (+12 Ranged Damage, DC 27)
Area Blast +11 Area (+11 Damage, DC 26)
Snare +10 (+11 Ranged Affliction, DC 21)
Snare Areas +10 Area (+10 Affliction, DC 20)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +4 (+9 Field, +13 Enhanced), Fortitude +7, Will +6

Complications:
Weakness (Fragile Prism)- The Prism is not invulnerable, and can be shattered by an object as minor as an arrow at close range. This is an insane called-shot, but possible nonetheless.
Weakness (Ultraviolet Radiation)- UV Rays can pass through Spectrum's shields.
Guilt (Nuke's Death)- Dr. Spectrum accidentally killed teammate Nuke while trying to restrain him, and went off the active combat roster for months as a result. This death haunts him, and caused him to drop his carefree jokester act.
Relationship (Foxfire)- Spec and Olivia are an item during the latter half of the Utopia Program.
Vulnerable (Mind Control)- The Squadron Supreme have proven themselves very easy to take over mentally for some reason as it has happened several times. This may be random chance, or an actual weakness.
Responsibility (The Utopia Program)- The Squadron has founded a program designed to cure all the world's ills- Crime, Poverty, Disease, War... even Death itself. Some members are more dedicated than others, but they all strive to help.

Total: Abilities: 58 / Skills: 42--21 / Advantages: 14 / Powers: 75 / Defenses: 14 (182)

-Spectrum's quite obviously a Green Lantern rip-off, but done in the most interesting way I've yet seen, as he can make objects & blasts of any colour on the "spectrum", and with a costume so classically "comic book" that I'd rank it as the top costume of the series, despite being one of the oldest designs (since the original Marvel Dr. Spectrums were all villains from earlier).

-Dr. Spectrum is one of the most important characters off-and-on of the Squadron series, in that he's an upper-tier powerhouse in combat, but rarely gets into fights. That's mainly because of his guilt at causing Nuke's death when he tried to restrain him early on. He plays a major part of several parts of the series, such as his friendship with the Golden Archer, anger at Blue Eagle, growing appreciation (nod, wink) for Foxfire and the other mind-wiped Institute of Evil members, and his final showing in the last battle. How good? Well, he lived, which is a pretty good sign in a series with the body count of "Squadron Supreme". He did end up merged with his Power Prism, though, turning him into a chalk-white person.

-My Dr. Spectrum build takes a lot from things I do with Green Lanterns, but updated for 3e. He's PL 11, using mostly +11-12 effects for his powers (blasts of varying shapes, Move Object & Snare), but doesn't have the "Willpower" Complication that GLs have. He's got the standard Array that also includes an enhanced Force Field- I mean, you never see a GL with a MASSIVE force bubble up, protecting tons of innocent people, when he's ALSO going full-out with his blasts. He can also use this trick to give other people the benefit of Life Support. This makes him a bit of a headache in battle, but does show exactly what GL-types are capable of. For some reason, he can also Permeate matter, which is something I've never understood, and he only did it twice- both during regular-day junk (flying into or out of a domicile just because it's easier than the door).

-By series' end, his powers are permanently a part of his body. This makes him a PL 11 (193) individual, but with a Complication noting his problems fitting in to daily life, as he's now whatever colour he's using as a weapon- otherwise he's pure white.
Last edited by Jabroniville on Wed Jul 03, 2013 9:36 pm, edited 2 times in total.

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Re: Jab's Builds: G.Archer, Lady Lark, Amphibian, Dr. Spectr

Postby Jabroniville » Wed Jan 12, 2011 12:17 am

Image

PINBALL (Real Name Unknown)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #314 (1986)
Role: Joke Villain
Alternate Company Equivalent Of: Silly Batman Foes (goofy concept, but no clear link- his Wikipedia page says he's a semi-pastiche of The Penguin, but aside from being fat, there's no similarities here.)
Fate: Spine snapped by a falling Blue Eagle
Group Affiliations: The Redeemers
PL 7 (65)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Criminal) 5 (+5)
Insight 2 (+2)
Perception 2 (+2)

Advantages:
All-Out Attack, Interpose, Move-By Action, Set-Up, Teamwork

Powers:
"Pinball Costume" (Flaws: Removable) [16]
Alternate Form (Ball Shape) (Standard Action -2)
"Air Cushioned Lining" Protection 4 (Extras: Reflective) (8)
"Bounce" Leaping 1 (15 feet) (1)
Immunity 5 (Falling Damage) (5)

"Rolling Ball Attack" Strength-Damage +2 (Extras: Area- 30ft. Line 4) (6) -- (7)
    AE: "Body Slam" Strength-Damage +3 (3)
-- (19 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Body Slam +8 (+5 Damage, DC 20)
Rolling Ball Attack +4 Area (+4 Damage, DC 19)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +2 (+6 Ball Shape), Fortitude +4, Will +2

Complications:
Power Loss (Protection)- A big balloon-like cushion, Pinball's costume is still able to be punctured by sharp objects. Slashing or Piercing objects will deflate him, rendering the Protection nullified thereafter.
Enemy (Nighthawk)
Relationship (Remnant, Mink)- The three form an unlikely group of ex-Nighthawk Rogues, and are quite friendly with each other on a professional and personal level. Remnant is struck particularly hard by Pinball’s death.

Total: Abilities: 28 / Skills: 14--7 / Advantages: 5 / Powers: 16 / Defenses: 9 (65)

-Pinball is probably the dumbest and goofiest of the characters in Squadron Supreme, though he's not depicted as a real threat or anything. He's a big fat guy who can pull a string on his collar and get super-inflated into a ball-shape, and presumably overrun people, joining The Redeemers as criminals seeking to stop the Squadron's brainwashing of their kind. Though honestly, during the entire course of the story, I don't think he actually hits anybody. Captain America & Nighthawk treat him as little more than a nuisance, with Cap casually deflating him with a side-toss of his Shield in mid-conversation with 'Hawk. In the final battle, he takes one punch from The Whizzer and is basically knocked out, ending up as a makeshift crash pad for a de-powered Blue Eagle- the landing killing them both.

-Pinball's ridiculously cheap and ineffective, having only one half-decent attack (a PL 6.5 "Body Slam" or a PL 4 Line Area Damage effect), and minor protective powers. Cap's Shield & Blue Eagle falling both did damage to him pretty easily, so he's only +6 Toughness at-best. I added Reflective just to throw him a bone- I figure any attacks at +4 intensity would just bounce back. It makes him suck less, at least. Pretty much a joke, and easily the weakest character in the entire series.
Last edited by Jabroniville on Wed Jul 03, 2013 9:36 pm, edited 2 times in total.

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Re: Jab's Builds: G.Archer, Lady Lark, Amphibian, Dr. Spectr

Postby Jabroniville » Wed Jan 12, 2011 12:22 am

ImageImage

REMNANT (Real Name Unknown)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #314 (1986)
Role: Joke Villain
Alternate Company Equivalent Of: Silly Batman Foes (goofy concept, but no clear link- TV Tropes calls him a Joker pastiche, but I really don’t see it aside from the height)
Fate: Still alive at series’ end- disappears thereafter
Group Affiliations: The Redeemers
PL 8 (111)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 3 (+6)
Athletics 4 (+6)
Deception 4 (+6)
Expertise (Criminal) 4 (+5)
Expertise (Carpet-Making/Sewing) 8 (+9)
Intimidation 2 (+4)
Perception 4 (+6)
Ranged Combat (Carpets) 2 (+10)
Sleight of Hand 4 (+6)
Stealth 3 (+6)
Vehicles 2 (+4)

Advantages:
Accurate Attack, Daze (Deception), Evasion, Fast Grab, Improved Critical (Carpets), Improved Aim, Ranged Attack 6, Teamwork

Powers:
“Magic Carpets” (Flaws: Easily Removable) [18]
“Exploding Carpets” Blast 8 (Extras: Area- 15ft. Burst +1/2) (20) -- (24)
    AE: “Sharp & Burning Carpets” Blast 5 (Feats: Variable- Slashing/Fire) (Extras: Multiattack) (16)
    AE: “Arcing Carpets” Blast 5 (Feats: Split, Homing, Ricochet 2) (14)
    AE: “Wrapping Carpet” Snare 6 (Feats: Reach 4, Tether) (Flaws: Touch Range) (17)
    AE: “Whip” Strength-Damage +2 (Feats: Reach 4, Improved Hold, Improved Trip) (9)
“Flying Carpet” Flight 5 (60 mph) (Flaws: Platform) (5)
-- (29 points)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Whip +10 (+4 Damage, DC 19)
Exploding Carpets +8 Area (+8 Damage, DC 23)
Sharp Carpets +10 (+5 Ranged Damage, DC 20)
Snare +10 (+6 Affliction, DC 16)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +6, Will +2

Complications:
Enemy (Nighthawk)
Relationship (Pinball, Mink)- The three form an unlikely group of ex-Nighthawk Rogues, and are quite friendly with each other on a professional and personal level. Remnant is struck particularly hard by Pinball’s death.

Total: Abilities: 50 / Skills: 40--20 / Advantages: 13 / Powers: 18 / Defenses: 10 (111)

-Ol' Remmy here was kind of a non-entity for most of the series, being a strictly minor-league criminal with a goofy gimmick (magic carpets? Really?) and appearance (6’6”, skinny as hell, and sporting a pink mohawk) hiding from the Squadron. Joining Nighthawk's Redeemers with his teammates Mink & Pinball, he doesn't play much of a part in the final battle, though he actually survives it through sheer luck. He snares Blue Eagle’s army temporarily, gets burned a bit by Thermite (Thermy missed Whizzer), then weeps as his best buddy Pinball's back is broken. Yeah, that's about it for his combat skill. Oh, and I was curious as to where the name came from- it's just "remnant" leftover fabric from after you cut carpet, which is often sold at a discount. Why they decided that was a super-villainous name, I have no idea, but there it is.

-Remnant's not much of a fighter, but he at least costs more points than Pinball does, and is marginally more useful. His 'magic thread' or whatever appears to be just an array of gadget-like things he can use under a single theme, so I've statted them out as devices that are Removable. It's never quite clear exactly WHAT his power truly is, as he's been shown flying, thowing bits of fabric at people (presumably they would hurt if they connected- they shred Nighthawk’s costume a bit with glancing blows, so they’re not THAT dangerous), whipping with a long tendril, throwing burning cloth (no idea on that one), exploding (you see big bursts around Nighthawk in the Cap issue) and generally snaring people (Blue Eagle got this one). With his varied attacks, I actually gave him pretty good accuracy, but he's still only PL 8 and under-Skilled & Advantaged. He’s enough to be a pain to low-damage PL 10 Nighthawk, but against the Squadron, he’s a bit outmatched in general.
Last edited by Jabroniville on Wed Jul 03, 2013 9:37 pm, edited 3 times in total.

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Re: Jab's Builds: G.Archer, Lady Lark, Amphibian, Dr. Spectr

Postby Jabroniville » Wed Jan 12, 2011 12:26 am

Image

MINK (Real Name Unknown)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #314 (1986)
Role: Joke Villain
Alternate Company Equivalent Of: Catwoman (Sexy femme fatale who is in love with the dark urban vigilante)
Fate: Still alive at series’ end- disappears thereafter
Group Affiliations: The Redeemers
PL 8 (87)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Athletics 2 (+3)
Deception 3 (+6, +8 Attractive)
Expertise (Criminal) 5 (+6)
Expertise (Heiress) 4 (+5)
Insight 3 (+5)
Intimidation 1 (+4)
Perception 3 (+5)
Persuasion 3 (+6, +8 Attractive)
Sleight of Hand 4 (+4)
Stealth 2 (+6)

Advantages:
Agile Feint, Benefit (Wealth), Defensive Throw, Equipment 3 (Mink Gear), Evasion, Grab Finesse, Improved Critical (Claws), Power Attack, Set-Up, Teamwork
Equipment:
“Mink-Stink” Affliction 7 (Fort; Dazed & Impaired/Stunned & Disabled/Unaware) (Feats: Ranged 2) (Extras: Extra Condition, Cumulative) (Flaws: Limited to Scent) (Inaccurate -1) (13) -- (14)
    AE: “Three-Pronged Claws” Strength-Damage +3 (Feats: Split) (4)
Offense:
Unarmed +10 (+1 Damage, DC 16)
Claws +10 (+4 Damage, DC 19)
Mink-Stink +8 (+7 Affliction, DC 17)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +3

Complications:
Motivation (Thrills)- A bored wealthy heiress, Mink was driven to crime as a way to get a kick out of life.
Enemy/Relationship (Nighthawk)- Mink is a former flirtacious enemy of Nighthawk, but grew to be truly fulfilled by working with him, and clearly she wanted a relationship to form. When he is killed, she takes lethal revenge on his murderer.
Relationship (Pinball, Remnant)- The three form an unlikely group of ex-Nighthawk Rogues, and are quite friendly with each other on a professional and personal level.

Total: Abilities: 48 / Skills: 34--17 / Advantages: 12 / Powers: 0 / Defenses: 10 (87)

-Mink was alongside Remnant & Pinball for most of their portion of the story, fleeing the Squadron Earth, then joining the Redeemers to train with her ex-foe Nighthawk to battle the “heroes”. She kind of had the Spoiled Heiress thing going (years before a certain Hotel Chain would get their own famous example), and basically wanted to jump Kyle Richmond’s bones by the end of it. Durint the final battle, she didn’t get up to much- I didn’t see her throw much of anything except for the end, when Foxfire murdered Nighthawk. Angry as hell, she brutally stabbed her in the back with her Wolverine-Claws, declaring, “a heart for a heart, witch”. She was promptly KO’d by Dr. Spectrum, but this meant she actually got to SURVIVE the final battle. She failed to return for any subsequent adventures, so it seems likely that she didn't join the Squadron itself with the rest of the survivors. Too bad- she wasn't that bad a concept, a pretty platinum-blonde who had a couple gimmicks, but wasn't a major competitor.

-Like the other two 'loser Redeemers', Mink is no major threat, though her Mink Stink could likely be annoying. Her claws are barely strong enough to do some damage, but she still has Power Attack alongside most other female martial artists, so that should give her enough hitting power to damage Foxfire or anyone else of human stats. The Claws are PL 7, the “Worse than Mustard Gas” Mink-Stink is PL 7.5 (though really, all Nighthawk did was cough- actual Mustard Gas at that range would probably badly injure both victim and attacker).
Last edited by Jabroniville on Wed Jul 03, 2013 9:38 pm, edited 2 times in total.

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Re: Jab's Builds: Lady Lark, Amphibian, Dr. Spectrum, Redeemers

Postby Horsenhero » Wed Jan 12, 2011 8:38 am

Nice Dr. Spectrum build. I always liked this character and was glad to see him as one of the major players in the series. Of course, almost all the Squadron got...gasp...personal growth out of it and were treated as more than simply cardboard cut-outs.

And call me crazy, but, I liked Nighthawks original lame trio of Redeemers. Sure, compared to the rest of the the team he would assemble they were second string...okay third or fourth string (I'm pretty sure Aunt May could beat Pinball), but, they were fun. I would've liked to see Mink hang around for the subsequent stuff, but, they probably would have just killed her off in quick, meaningless fashion like Inertia and Redstone.

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Re: Jab's Builds: Lady Lark, Amphibian, Dr. Spectrum, Redeem

Postby Jabroniville » Thu Jan 13, 2011 12:36 am

Image

Some characters have larger image selections to choose from than others.

DOCTOR DECIBEL (Dr. Anton Decibel)
Created By:
Mark Gruenwald & Bob Hall
First Appearance: Squadron Supreme #5 (Jan. 1986)
Role: Mad Doctor, Background Character
Alternate Company Equivalent Of: Nobody Specific
Fate: Suffocated by Quagmire's otherworldly black-goo when it started gushing from his comatose body
Group Affiliations: The Alliance of Evil, The Squadron Supreme
PL 10 (111)
STRENGTH
2 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Athletics 3 (+5)
Close Combat (Unarmed) 2 (+8)
Expertise (Science) 5 (+9)
Insight 5 (+8)
Intimidation 5 (+7)
Investigation 4 (+7)
Perception 4 (+7)
Ranged Combat (Sonic Blast) 4 (+10)
Stealth 2 (+5)
Technology 4 (+8)
Treatment 10 (+14)

Advantages:
Daze (Intimidation), Defensive Attack, Defensive Roll, Improved Aim, Improved Critical (Sonic Blast), Precise Attack (Ranged/Cover), Ranged Attack 4, Skill Mastery (Treatment), Startle

Powers:
"Sonic Doctor's Mask" (Flaws: Easily Removable) [15]
"Focused Dazzle" Dazzle Hearing 10 (20) -- (24 points)
    AE: "Stunning Blast" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (16)
    AE: "Cone-Area Dazzle" Dazzle Hearing 10 (Extras: Area- 60ft. Cone) (Flaws: Touch Range) (20)
    AE: "Shatter Objects" Weaken Toughness 5 (Extras: Ranged, Affects Objects Only +0) (10)
    AE: "Sonic Blast" Blast 10 (20)
Offense:
Unarmed +8 (+2 Damage, DC 17)
Dazzle +10 (+10 Ranged Affliction, DC 20)
Area Dazzles +10 Area (+10 Affliction, DC 20)
Sonic Blast +10 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +2 (+3 D.Roll), Fortitude +5, Will +3

Complications:
Vulnerable (Mind Control)- The Squadron Supreme have proven themselves very easy to take over mentally for some reason as it has happened several times. This may be random chance, or an actual weakness.
Responsibility (B-Modded Villain)- Having been Behavior Modified by the Squadron, the ex-Institute of Evil members are unable to break the law for any reason, betray any Squadron member for ANY reason, etc. Their minds are no longer truly their own.
Reputation (Lady Lark's Mutilator)- Dr. Decibel is responsible for stealing Linda Lewis' ability to sing (they never explain why), and she will never forgive him for this.
Responsibility (The Utopia Program)- The Squadron has founded a program designed to cure all the world's ills- Crime, Poverty, Disease, War... even Death itself. Some members are more dedicated than others, but they all strive to help.

Total: Abilities: 48 / Skills: 48--24 / Advantages: 12 / Powers: 15 / Defenses: 12 (111)

-Decibel isn't really based off of anybody in particular that I can see. He gets the shortest shrift of just about everybody in the series as well- showing up as the second-in-command of the Institute of Evil, he's some kind of mad doctor who mutilated Lady Lark's vocal cords, but ends up B-Modded into the Squadron's doctor. He shows up from time-to-time as a medical professional (trying to get Lark to forgive him- and failing), usually to pooh-pooh someone's decision (such as Arcanna's decision to go on hero-ing while very pregnant- he cannot go against her decision because of his B-Modding), and then he dies- choked to death by Quagmire's Darkforce goop. One of the most casual deaths in the series, and practically glossed over by everybody as "aw gee whiz".

-Dr. Decibel is basically just Lady Lark with some different stats, mainly a large amount of focus in Expertise & Medicine. He's a GREAT doctor, but not much of a combatant, coming up way short for a PL 10, much like most of the Institute. He's still a PL 10, though- those Blasts are every bit as nasty as Lady Lark's.
Last edited by Jabroniville on Mon Jul 15, 2013 2:24 am, edited 4 times in total.

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Re: Jab's Builds: Lady Lark, Amphibian, Dr. Spectrum, Redeem

Postby Jabroniville » Thu Jan 13, 2011 12:38 am

Image

Who is the idiot that decided THAT POSE would be the one to be in EVERY SINGLE BIO in the later "Official Handbooks"?

Image

BLUE EAGLE (James Dore, Jr.)
Created By:
Roy Thomas & John Buscema
First Appearance: The Avengers #85 (Feb. 1971- American Eagle), #148 (June 1976- Cap'n Hawk), Squadron Supreme #1 (Blue Eagle)
Role: Flying Guy, Conservative Aggravator, The Cynic
Alternate Company Equivalent Of: Hawkman (flying Conservative stick-in-the-mud)
Fate: Neck broken as he was de-powered by Lamprey and sent flying into the unconscious Pinball
Group Affiliations: The Squadron Supreme
PL 9 (112)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 0

Skills:
Aerobatics 10 (+14)
Athletics 4 (+6)
Deception 5 (+5)
Expertise (Politics) 4 (+6)
Insight 5 (+8)
Intimidation 6 (+6)
Investigation 4 (+7)
Perception 4 (+7)
Stealth 4 (+8)
Vehicles 4 (+4)

Advantages:
All-Out Attack, Close Attack 3, Defensive Attack, Equipment 3 (Gear), Evasion, Improved Critical (Mace) 2, Improved Defense, Improved Initiative, Improved Smash, Move-By Action, Power Attack, Quick Draw, Set-Up, Teamwork, Takedown 2

Powers:
"Blue Eagle's Harness" (Flaws: Removable) [10]
Flight 6 (120 mph) (12 points)

Equipment:
"Blue Eagle's Gear"
"Mace" Strength-Damage +4 (Extras: Penetrating) (8)
"Helmet & Suit" Protection 1 (1)
"Shield" Enhanced Dodge 3 & Parry 2 (5)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Mace +11 (+6 Damage, DC 21)
Initiative +8

Defenses:
Dodge +10 (+13 Shield, DC 20-23), Parry +10 (+12 Shield, DC 20-22), Toughness +4 (+5 Suit), Fortitude +7, Will +5

Complications:
Vulnerable (Mind Control)- The Squadron Supreme have proven themselves very easy to take over mentally for some reason as it has happened several times. This may be random chance, or an actual weakness.
Responsibility (Father's Legacy)- John Dore Sr. was the first American Eagle during World War II, and John Jr. sought to live up to his legacy at first. After a political falling-out, John Jr. split from his dad and became "Cap'n Hawk". When his father died as a result of the Squadron's brainwashed activities, John Jr. brought the legacy back as the Blue Eagle.
Relationship (Lady Lark)- John & Linda were starting to fall for each other partway through The Utopia Program, but were split up by Golden Archer's treachery.
Reputation (Cynic)- Blue Eagle is even more devoted to justice and "right" over his comrades, and this often makes him seem cruel and overly-suspicious. He suspects nearly everybody of wrongdoing, and nearly always asks for the most extreme response possible (such as B-Modding the new recruits). He comes across as a jerk, but he's actually correct more often than not.
Responsibility (The Utopia Program)- The Squadron has founded a program designed to cure all the world's ills- Crime, Poverty, Disease, War... even Death itself. Some members are more dedicated than others, but they all strive to help.

Total: Abilities: 46 / Skills: 50--25 / Advantages: 18 / Powers: 10 / Defenses: 13 (112)

-Mark Gruenwald really did a spectacular job making each Squadron member unique and interesting. Not only were all of the Institute of Evil members possessing their own personalities BEFORE B-Modding, they got new ones after, and someone who could easily have been a generic boring guy, the "Hawkman" of the team- Blue Eagle, ended up one of the most interesting guys in the whole series. Rather than just go with the flow, he was shown as the most angry and moralistic member of the group, often demanding resignations, B-Modding of everyone even a little suspicious, threats, etc. from those he believed were doing wrong. And rather than by some jerk-ass Strawman Political, alot of the time he was right, or at least COULD BE right, which is what made the series so interesting, as you were constantly left only half-agreeing with some guys. After all, he suggested B-Modding the team's new recruits, and while that was VERY extremist and unbelievably jerk-ish, it would have saved tons of lives- proving his instincts were correct.

-Eagle was smart and cool enough to have Lady Lark fall for him, but his jerky tendencies (he was angry because Quagmire's post-B-Modding left him still kind of a flirty smarmadon) resulted in Quagmire's death/disappearance- while Eagle was gone, Quagmire was left rescuing over thirty workers from a gas leak by himself, and it crippled him. He wore the costume of Blue Eagle after giving up his Cap'n Hawk identity, one he created after a falling-out with his late father, a Golden Age hero named American Eagle. Like I said, a really well-rounded character.

-His final fate in the battle was a broken neck, resulting from a fall caused by Lamprey draining his wings of their power. He was able to sail to the ground, but his attempted landing on Pinball ended up killing them both nonetheless. It was one of the odder deaths of the final battle (I mean, what heroes actually die from FALLS anymore?), though heroes probably SHOULD suffer worse from some of the landings they take. Lady Lark ended up honoring him by co-opting his powers onto hers later on, though she never found out that during that final battle, Blue Eagle smashed Black Archer's head in, a final revenge for B-Modding Lady Lark in the first place.

-Unfortunately for him, Blue Eagle comes up very cheap. That's kinda what happens when you're really just a melee fighter who can fly, without being a supreme martial artist, and you don't have just ass-loads of extra-powers and the Poochie-ness of being your writer's favourite character (coughHawkmancough). So Eagle's good in combat, fitting PL 9 with his Mace and Shield, doing a ton of damage if he Power Attacks (as Black Archer figured out, to his eternal regret).
Last edited by Jabroniville on Wed Jul 03, 2013 9:44 pm, edited 1 time in total.

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Re: Jab's Builds: Lady Lark, Amphibian, Dr. Spectrum, Redeem

Postby Jabroniville » Thu Jan 13, 2011 12:41 am

Image

SHAPE (Raleigh Lund)
Created By:
Mark Gruenwald & Bob Hall
First Appearance: Squadron Supreme #5 (Jan. 1986)
Role: The Fool
Alternate Company Equivalent Of: Nobody Specific (elongation-themed characters)
Fate: Still alive and on the team
Group Affiliations: The Alliance of Evil, The Squadron Supreme
PL 8 (80), PL 9 (80) Versus Physical Impacts
STRENGTH
6 STAMINA 6 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -3 PRESENCE -2

Skills:
Insight 3 (+0)
Intimidation 8 (+6)
Perception 5 (+2)
Stealth 2 (+4)

Advantages:
All-Out Attack, Fast Grab, Improved Hold, Improved Pin, Set-Up, Power Attack

Powers:
"Pliable Body"
Elongation 4 (120 feet) [4]
Immunity 5 (Falling Damage) [5]
Protection 2 (Extras: Impervious 10) (Flaws: Limited to Physical Impacts) [6]

"Elongation Tricks"
"Malleable Form" Insubstantial 1 (Feats: Precise) (6) -- [10]
    AE: "Mallet Hands" Strength-Damage +2 (2)
    AE: "Net Body" Enhanced Dodge 2 & Parry 1 (3)
    AE: "Flattened Body" Flight 2 (8 mph) (Flaws: Gliding) (2)
    AE: "Form Shapes" Morph (Shapes) 2 (Flaws: Limited to Simple Shapes) (Quirk: Retains Colours -1) (4)
Offense:
Unarmed +8 (+6 Damage, DC 21)
Mallet Hands +8 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (+10 "Net Body", DC 18-20), Parry +8 (+9 "Net Body", DC 18-19), Toughness +6 (+8 Physical Impacts, +5 Impervious), Fortitude +8, Will +1

Complications:
Vulnerable (Mind Control)- The Squadron Supreme have proven themselves very easy to take over mentally for some reason as it has happened several times. This may be random chance, or an actual weakness.
Relationship (Arcanna's Family)- Shape was more of less "adopted" by Arcanna's family, and he has a newfound sense of happiness because of them- he has outgrown his old bitterness at the world.
Disabled (Mentally Retarded & Hideous)- A blob-like humanoid, Shape cannot pass for a normal human. He is also clearly mentally retarded, and unable to pass for a normal person anyways.
Responsibility (B-Modded Villain)- Having been Behavior Modified by the Squadron, the ex-Institute of Evil members are unable to break the law for any reason, betray any Squadron member for ANY reason, etc. Their minds are no longer truly their own. Shape himself is a complex issue- he followed the Institute loyally, but loves Arcanna and her family, and honestly enjoys being a likeable hero much more than he ever did being a villain. Once his B-Modding is undone, he no longer knows which way to turn.
Responsibility (The Utopia Program)- The Squadron has founded a program designed to cure all the world's ills- Crime, Poverty, Disease, War... even Death itself. Some members are more dedicated than others, but they all strive to help.

Total: Abilities: 28 / Skills: 18--9 / Advantages: 6 / Powers: 25 / Defenses: 12 (80)

-You know you're reading a man who's great with characters when even the retarded guy as a huge amount of depth to his personality. Shape was basically an idiotic henchman at first, a loyal toady to Ape X and the Institute of Evil as a generic buffoon. Soon, he'd been B-Modded into loyalty to the Squadron, and started hanging out with Arcanna's kids, finding a newfound sense of happiness with his new family. Described as "mentally handicapped" (basically with the mind of a small child), Shape got un-brainwashed, but nonetheless stuck by the Squadron because he actually enjoyed the love and admiration he got now that he wasn't a villain. In the final battle, he ignored the fighting, and saved Arcanna's unborn child, thus getting one of the few happy endings.

-Well, when you're whole gimmick is that you're literally mentally retarded, you're probably gonna come up cheap in points, and Shape certainly does. He's not the WORST combatant ever, but he's likely the worst fighter of the entire series (next to Pinball, of course...), his attacks consisting solely of grappling somebody with an elongated limb. He can elongate, morph into simple shapes (which would likely not fool anybody, so it's 1 rank), hammer people with giant fists, glide (not in the main series, but Wikipedia says that one), and he's likely immune to a large amount of damage as a result of being so pliable. So he's not WORTHLESS (his grapples are quite good), but he's just in no way a major, well-rounded fighter with lots of options. He's PL 8 overall, unless you're hitting him with blunt force, at which point he gets some enhanced Toughness, and he has to be using his Net Body Alt-Effect at the same time (and thus he can't use his best attack simultaneously).
Last edited by Jabroniville on Wed Jul 03, 2013 9:44 pm, edited 3 times in total.

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Re: Jab's Builds: Dr. Spectrum, Mink, Decibel, Blue Eagle, Shape

Postby Horsenhero » Thu Jan 13, 2011 8:41 am

Again, these builds are great! As lovingly done as your beloved D-list jobber villains and for that I'm eternally grateful. My own thoughts on the characters represented though, are: Dr. Decibel (by power, not origin or skillset) is Sonar (JLA villain) and Shape is Clayface, just a lot...less. Some of the others still have me stumped though (Foxfire and Quagmire specifically).

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Re: Jab's Builds: Dr. Spectrum, Mink, Decibel, Blue Eagle, Shape

Postby Yojimbo28 » Thu Jan 13, 2011 8:35 pm

Dr. Decibel = Doctor Polaris.

Even his headphones look like Polaris' magnet horns.

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Re: Jab's Builds: Dr. Spectrum, Mink, Decibel, Blue Eagle, Shape

Postby Jabroniville » Thu Jan 13, 2011 8:55 pm

I think they're really just whole-cloth-invented villains, with a few links to a DC-type world. Ape X is obviously an homage to DC's Apes, etc. Foxfire & Quagmire (giggity) are just '80s punkers a lot of the way, and both have VERY Marvel-esque powers.

Decibel as Polaris isn't bad, though it might partially be the artist's quirk.

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Re: Jab's Builds: Dr. Spectrum, Mink, Decibel, Blue Eagle, S

Postby Jabroniville » Thu Jan 13, 2011 10:57 pm

ImageImage

FOXFIRE (Olivia Underwood)
Created By:
Mark Gruenwald & Bob Hall
First Appearance: Squadron Supreme #5 (Jan. 1986)
Role: The Bad Girl, The Repentant Villainess
Alternate Company Equivalent Of: Nobody Specific
Fate: Stabbed in the back by Mink after murdering Nighthawk
Group Affiliations: The Alliance of Evil, The Squadron Supreme, The Redeemers
PL 10 (138)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 4 (+7)
Athletics 3 (+4)
Close Combat (Unarmed) 2 (+8)
Deception 6 (+7)
Expertise (Streetwise) 5 (+5)
Insight 4 (+5)
Intimidation 6 (+7)
Perception 3 (+4)
Persuasion 3 (+4)
Ranged Combat (D-Blasts) 4 (+9)
Stealth 2 (+5)

Advantages:
All-Out Attack, Improved Critical (Bio-Blasts), Power Attack, Ranged Attack 5, Startle, Teamwork

Powers:
"Dry-Rot Energy"
"Disintegration Wave" Weaken Toughness 10 (Extras: Area- 30ft. Shapeable, Affects Objects) Linked to Damage 10 (Extras: Area, Penetrating) (60) -- [64]
    AE: "Disintegration Blast" Weaken Toughness 10 (Extras: Ranged, Affects Objects) Linked to Blast 10 (Extras: Penetrating) (60)
    AE: "Weaken Inner Workings" Weaken Stamina 12 Linked to Damage 10 (Extras: Penetrating) (32)
    AE: "Bioluminescence" Dazzle Vision 10 (20)
Offense:
Unarmed +8 (+1 Damage, DC 16)
Bio-Blast +9 (+10 Ranged Damage & Weaken, DC 25 & 20)
Disintegration Wave +10 Area (+10 Damage & Weaken, DC 25 & 20)
Iniitative +3

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +3, Fortitude +6, Will +3

Complications:
Vulnerable (Mind Control)- The Squadron Supreme have proven themselves very easy to take over mentally for some reason as it has happened several times. This may be random chance, or an actual weakness.
Power Loss (Dry-Rot)- Foxfire's power does not work on Darkforce-related energy, such as Quagmire's otherworldly goop.
Responsibility (B-Modded Villain)- Having been Behavior Modified by the Squadron, the ex-Institute of Evil members are unable to break the law for any reason, betray any Squadron member for ANY reason, etc. Their minds are no longer truly their own. Foxfire herself is a complex issue- she followed the Institute loyally, but fell in love with Dr. Spectrum, and finds herself unwilling to attack him and his allies any longer.
Responsibility (The Utopia Program)- The Squadron has founded a program designed to cure all the world's ills- Crime, Poverty, Disease, War... even Death itself. Some members are more dedicated than others, but they all strive to help.

Total: Abilities: 30 / Skills: 42--21 / Advantages: 10 / Powers: 64 / Defenses: 13 (138)

-Out of the entire Squadron cast, most of them avoid looking like they're straight out of the 1980s. Standard super-hero costumes are generally okay through the ages as long as you don't go too obvious with the interests of the era (Dazzler's disco outfit, Rogue's punker gear from the '80s, '90s guys and their guns & spikes), so the generic hero uniforms in the series are safe. Foxfire is not one of these. With her bright blonde hair done in a Grace Jones-short-cut style, torn-up leggings, weird makeup and general skin-showing, she plants this series VERY much in the 1980s. She had an interesting little story going, where she hooked up with Doctor Spectrum once she'd been B-Modded, and kept her attraction once she'd been 'cured' of it. Turns out that sex really DOES equal redemption! Who knew? She avoided fighting in the Final Battle, but when Spectrum was downed, she did one of the worst things in the entire series- she waltzed up to teammate Nighthawk- and "Dry-Rotted" the inside of his heart, killing him instantly. Explaining that he felt very little pain, she was stabbed in the back by Mink, dying hours later in surgery as yet another body in the series.

-Foxfire's a one-trick pony and a Glass Cannon, but boy, what a trick. She can collapse an entire building using a Shapeable variant of her "Dry-Rot" over several rounds (stated to be a few minutes), and can kill someone just by touching them. Weaken Toughness Linked to Blast adds up, but she's still under the standard costs of a PL 10 thanks to her limitations elsewhere (Mink is NOT as ass-kicker, yet killed her with one shot, thanks to the standard "Alternate Universes mean people die easier" trope active throughout all of comics). And yes, her Dry-Rot won't work on Quagmire's Darkforce. She tried it and it didn't do anything.
Last edited by Jabroniville on Wed Jul 03, 2013 9:44 pm, edited 3 times in total.

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Re: Jab's Builds: Dr. Spectrum, Mink, Decibel, Blue Eagle, S

Postby Jabroniville » Thu Jan 13, 2011 11:03 pm

Image
Image

QUAGMIRE (Jerome Meyers)
Created By:
Mark Gruenwald & Bob Hall
First Appearance: Squadron Supreme #4 (Dec. 1985)
Role: The Hedonist, Punker
Alternate Company Equivalent Of: Nobody Specific
Fate: Suffocated by Quagmire's otherworldly black-goo when it started gushing from his comatose body
Group Affiliations: The Alliance of Evil, The Squadron Supreme
PL 10 (172)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 2 (+5)
Athletics 3 (+6)
Close Combat (Unarmed) 2 (+10)
Deception 3 (+5)
Expertise (Criminal) 6 (+6)
Insight 2 (+2)
Intimidation 6 (+8)
Perception 2 (+2)
Ranged Combat (Tar) 2 (+10)
Stealth 3 (+6)
Vehicles 3 (+3)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Improved Critical (Snare), Power Attack, Ranged Attack 8, Startle

Powers:
"Otherworldly Tar-Like Darkforce"
"Tar Snare" Affliction 10 (Strength or Sleight of Hand; Hindered, Vulnerable, Visual Impaired & Dazed/Immobile, Prone, Visual Disabled & Stunned/Incapacitated) (Extras: Ranged, Extra Condition +3, Cumulative, Progressive +2, Contagious) (Flaws: Limited to One Sense) (80) -- [85]
    AE: "Tar Storm" Affliction 10 (Strength or Sleight of Hand; Hindered, Vulnerable & Dazed, Visual Impaired /Immobile, Prone, Visual Disabled & Stunned/Incapacitated) (Extras: Area- 30ft. Shapeable, Extra Condition +3, Cumulative, Progressive +2, Contagious) (Flaws: Limited to One Sense) (80)
    AE: "Tar Whips" Damage 10 (Extras: Area- 30ft. Burst) (20)
    AE: "Tar Blast" Blast 10 (20)
    AE: "Sticky Fingers" Movement (Wall-Crawling) (2)
    AE: "Multiple Tendrils" Extra Limbs 4 (4)
Offense:
Unarmed +10 (+3 Damage, DC 18)
Snare +10 (+10 Ranged Affliction, DC 20)
Tar Storm +10 Area (+10 Affliction, DC 20)
Tar Whips +10 Area (+10 Damage, DC 25)
Tar Blast +10 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +4, Fortitude +8, Will +3

Complications:
Vulnerable (Mind Control)- The Squadron Supreme have proven themselves very easy to take over mentally for some reason as it has happened several times. This may be random chance, or an actual weakness.
Responsibility (B-Modded Villain)- Having been Behavior Modified by the Squadron, the ex-Institute of Evil members are unable to break the law for any reason, betray any Squadron member for ANY reason, etc. Their minds are no longer truly their own.
Reputation (Lady Lark's Mutilator)- Dr. Decibel is responsible for stealing Linda Lewis' ability to sing (they never explain why), and she will never forgive him for this.
Responsibility (The Utopia Program)- The Squadron has founded a program designed to cure all the world's ills- Crime, Poverty, Disease, War... even Death itself. Some members are more dedicated than others, but they all strive to help.

Total: Abilities: 40 / Skills: 34--17 / Advantages: 15 / Powers: 85 / Defenses: 15 (172)

-Alongside Foxfire, Quagmire is the most recognizably 80s character in Squadron Supreme. A big hairy guy with punker ("I hate punkers" as the mighty Casey Jones once said) makeup and hair, it's pretty hard to imagine him outside his element without an image change. Humorously, his name at one time was conceivably cool and fitting, but of course now would draw immediate comparisons to a certain horny cartoon character, and thus he'll probably never be used again except as a joke. His lot in the series was to be B-Modded into servitude, but lack the social graces anyways, so he still acted like a horn-dog punk, drawing the ire of Blue Eagle. However, he was shown to be truly heroic anyways, as he nearly suffocated on the nerve-gas agents used on the Pacifier Pellets in a factory explosion, as he pulled dozens of men to safety by himself. Trapped in a coma, he began leaking the same goo-energy he wielded from his NOSE, creating a massive problem for the team, and killing Dr. Decibel. With his life support plug removed, he vanished, alongside all his goo, where he reappeared in the Marvel Universe proper to harrass Quasar (another Gruenwald book).

-Quagmire is fairly one-sided, but that is one REMARKABLE Snare. It's literally FOUR different Affliction effects, all hitting simultaneously- he goes across the Snare-type ones (Vulnerable & Hindered lines), Dazzles visuals by obscuring people's sight, AND it Suffocates people, leaving them Incapacitated at the end. And that's NOT ALL! He uses it at Range, makes in Cumulative (building up over time), THEN makes it Progressive (the Snare gets worse as you struggle with it, as well as the Suffocation), and THEN it's Contagious (anyone touching you will also get stuck). High physical Abilities to go along with the best Snare effect I've ever seen in comics to make Quagmire a FEARSOME opponent. He's still only PL 7.5 on defense, though, so you've got a better chance of stopping him than most guys with incredibly-expensive powers.
Last edited by Jabroniville on Wed Jul 03, 2013 9:45 pm, edited 2 times in total.

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Re: Jab's Builds: Spectrum, Blue Eagle, Shape, Foxfire, Quag

Postby Jabroniville » Fri Jan 14, 2011 11:55 pm

Image

POWER PRINCESS (Zarda)
Created By:
J.M. DeMatteis & Don Perlin
First Appearance: The Defenders #112 (Oct. 1982)
Role: Hot Amazon, Moral Guardian, Team Leader/Co-Leader
Alternate Company Equivalent Of: Wonder Woman (tall busty super-strong flying amazonian warrior taught at an isolated island of super-people)
Fate: Still alive and on the team
Group Affiliations: The Squadron Supreme, The Exiles
PL 11 (180)
STRENGTH
11 STAMINA 10 AGILITY 4
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Deception 3 (+6, +8 Attractive)
Expertise (Current Events) 6 (+10)
Expertise (Politics) 3 (+7)
Expertise (History) 4 (+8)
Insight 4 (+7)
Intimidation 4 (+7)
Investigation 2 (+5)
Perception 5 (+8)
Persuasion 5 (+8, +10 Attractive)
Ranged Combat (Shield) 4 (+11)
Technology 2 (+6)
Vehicles 2 (+2)

Advantages:
Accurate Attack, Attractive, Beginner's Luck, Cunning Fighter, Defensive Attack, Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Disarm, Improved Grab, Interpose, Jack-of-All-Trades, Languages (Various), Power Attack, Ranged Attack 7, Redirect, Set-Up, Takedown 2, Teamwork

Powers:
"Utopian Physiology"
Immunity 3 (Aging, Poison, Disease) [3]

"Flying Shield" (Feats: Indestructible) (Flaws: Easily Removable) [25]
Flight 7 (250 mph) (14)
Enhanced Advantages 2: Evasion, Withstand Damage (2)
"Shield Toss" Blast 9 (Feats: Dynamic, Ricochet 2, Split) (Diminished Range -1) (21) -- (23)
    Dynamic AE: "Shield Bash" Strength-Damage +0 (Extras: Penetrating 5) (6)
    Dynamic AE: Enhanced Dodge 2 & Parry 2 (Extras: Sustained +0) (4)
-- (39 points)

Offense:
Unarmed +11 (+11 Damage, DC 26)
Shield Toss +11 (+9 Ranged Damage, DC 24)
Iniitative +4

Defenses:
Dodge +10 (+12 Shield, DC 20-22), Parry +10 (+12 Shield, DC 20-22), Toughness +10, Fortitude +12, Will +6

Complications:
Vulnerable (Mind Control)- The Squadron Supreme have proven themselves very easy to take over mentally for some reason as it has happened several times. This may be random chance, or an actual weakness.
Relationship (Howard Shelton, Hyperion)- Zarda was married (common-law) to Howard for decades, but he aged while she didn't. Broken by his death, she quickly fell into the arms of the Hyperion of another world- this made her realize that she truly loved the original, and they soon grew closer thanks to her prodding.
Responsibility (B-Modded Villain)- Having been Behavior Modified by the Squadron, the ex-Institute of Evil members are unable to break the law for any reason, betray any Squadron member for ANY reason, etc. Their minds are no longer truly their own. Foxfire herself is a complex issue- she followed the Institute loyally, but fell in love with Dr. Spectrum, and finds herself unwilling to attack him and his allies any longer.
Responsibility (The Utopia Program)- The Squadron has founded a program designed to cure all the world's ills- Crime, Poverty, Disease, War... even Death itself. Some members are more dedicated than others, but they all strive to help.

Total: Abilities: 90 / Skills: 48--24 / Advantages: 27 / Powers: 28 / Defenses: 11 (180)

-A major character throughout the whole series, Power Princess started off as the #2, but became the leader of the Squadron after Hyperion's bout with being replaced by a duplicate, and later blinded by him. Along the way, we saw her form the Utopia Program, coddle some of the male characters (particularly Spectrum after Nuke's death, even though he embarassed her by cutting her top-strap), fall in love with the Clone Hyperion, then decide she loved the regular one after all, and finally lead the Squadron into their ill-fated final battle. She actually accomplished little there, getting the SNOT kicked out of her by Inertia, who kept using Hyperion's punches against her. She actually got a mainstream Marvel showing in The Exiles before Claremont took over with his Sage-Love, but I never read any of that run.

-Oh, and she was really, really curvy. In a field where nearly every woman is either built like She-Hulk or like a little wilting flower, it's nice to see someone with actual hips and curves instead of toned muscle mass and a six-pack. Though John Buscema's single issue on the title took it to new extremes, making her look REALLY hot.

-Power Princess is a well-balanced, powerful PL 11, fit to lead the team (Despite a lack of battlefield command), very strong, doing lots of damage, and being relatively hard to hit thanks to her shield. The shield itself is basically just like Cap's, though she uses it much less often, implying she'd not as good with it. She basically uses it to deflect gunfire, then MAYBE toss it, but tends to just punch the crap out of people instead. She's durable, but not enought to stand against Hyperion's punches, but she's otherwise very, very good, and certainly could take most of the Squadron in a fight. PL 11 is quite nasty in a world where only a handful make PL 10.
Last edited by Jabroniville on Wed Jul 03, 2013 9:52 pm, edited 2 times in total.

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Re: Jab's Builds: Spectrum, Blue Eagle, Shape, Foxfire, Quag

Postby Jabroniville » Fri Jan 14, 2011 11:59 pm

Image

HAYWIRE (Harold Danforth)
Created By:
Mark Gruenwald & Paul Ryan
First Appearance: Squadron Supreme #10 (June 1986)
Role: Snare Guy, Happy-Go-Lucky Guy
Alternate Company Equivalent Of: No one specific
Fate: Still alive and on the team
Group Affiliations: The Squadron Supreme, The Redeemers
PL 10 (124)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 2 (+6)
Athletics 3 (+5)
Close Combat (Unarmed) 3 (+9)
Deception 5 (+7)
Intimidation 3 (+5)
Perception 4 (+5)
Persuasion 2 (+4)
Ranged Combat (Tanglewire) 4 (+10)
Stealth 2 (+6)
Technology 2 (+3)

Advantages:
Evasion, Fast Grab, Improved Aim, Improved Critical (Tanglewire) 2, Improved Trip, Ranged Attack 6, Set-Up, Taunt, Teamwork

Powers:
"Steel-Like Tanglewire"
Snare 10 (Feats: Chokehold, Split, Reversible, Tether) (34) -- [38]
    AE: "Creeping Tanglewire" Snare 10 (Feats: Reversible, Tether) (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (32)
    AE: "Tanglewire Spray" Snare 10 (Feats: Reversible, Tether) (Extras: Area- 60ft. Cone) (Flaws: Touch Range) (32)
    AE: "Tanglewire Trip" Affliction 10 (Dodge; Hindered/Prone) (Feats: Reversible) (Extras: Ranged) (Flaws: Limited Degree) (11)
    AE: "Create Tanglewire" Create 4 (Feats: Precise) (Extras: Continuous) (13)
Offense:
Unarmed +9 (+2 Damage, DC 17)
Snare/Trip +10 (+10 Ranged Affliction, DC 20)
Area Snares +10 Area (+10 Affliction, DC 20)
Iniitative +4

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

Complications:
Vulnerable (Mind Control)- The Squadron Supreme have proven themselves very easy to take over mentally for some reason as it has happened several times. This may be random chance, or an actual weakness.
Relationship (Inertia)
Secret (Mole)- Haywire is secretly a member of The Redeemers, a team brought together by Nighthawk to join the Squadron, and destroy it's Utopia Program from within.

Total: Abilities: 40 / Skills: 30--15 / Advantages: 15 / Powers: 38 / Defenses: 16 (124)

-Haywire popped in with a bunch of the other "moles" in the Squadron's last few issues, using a big Snare-type power and acting like a sort of ladies' man, cocky type. In the final battle, he didn't do much other than neutralize The Whizzer (which is in itself pretty impressive, as he was one of the more competent Squadron members- he handed a bunch of guys their asses), tying him up with his Tanglewire effect and preventing his escape. Thus, he actually SURVIVED the final bout to become a recurring member, showing up in mainstream Marvel Universe stuff, where he was casually killed after trying to petition Death to bring his girlfriend Inertia back to life.

-Haywire stats out like an under-pointed PL 10 (he's got a PL 8's cost) which is where he should be. He's a brutal one-trick pony though, only having one really good attack and Alt-Effects off of that, and he's only PL 7.5 defensively, so it's not too hard to nail him in battle. That Snare, though... one of the more epic ones in comics, it can trap you with an Area effect, suffocate you (at least, he just threatened to do so to Lamprey, but I'd tend to believe him), trip you, creep along any given Area, or just Create a bunch of it that sticks around permanently. He can make it go Precise (he snapped off Inertia's bikini top as a joke one time), Split, Tether (like the 2e Snare or modern Create have as Feats), or Reverse all of them at will. Brutally effective, and it'd make him one of the elite Team Guys in comics if he was more well-rounded as a character. Like most of the "moles", he's a very good liar- they acted under extreme supervision against the Squadron for a period of several weeks.
Last edited by Jabroniville on Wed Jul 03, 2013 9:59 pm, edited 2 times in total.


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