Jab’s Builds! (Nightmare Creatures/Circus! Lawnmower Man! Metroid!)

Where in all of your character write ups will go.
Jabroniville
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Silver Banshee

Post by Jabroniville »

Image

SILVER BANSHEE (Siobhan McDougal)
Created By:
John Byrne
First Appearance: Action Comics #595 (Dec. 1987)
Role: Background Villain
Voice Actor: Kim Mai Guest
Finest Moment: Turned a dude into a shrivelled husk of a man.
PL 10 (122)
STRENGTH
6 STAMINA 6 AGILITY 4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 0

Skills:
Athletics 2 (+7)
Close Combat (Unarmed) 3 (+9)
Expertise (Arcane Lore) 4 (+4)
Expertise (Criminal) 4 (+4)
Insight 2 (+4)
Intimidation 10 (+10)
Perception 3 (+5)
Ranged Combat (Wail) 4 (+10)
Stealth 2 (+6)

Advantages:
All-Out Attack, Improved Critical (Wail), Power Attack, Ranged Attack 4, Startle

Powers:
"Banshee's Wail"
Weaken Abilities 10 (Extras: Broad, Area- 60ft. Cone) (30) -- [31]
  • AE: Weaken Abilities 10 (Extras: Broad, Ranged) (30)
Offense:
Unarmed +9 (+5 Damage, DC 20)
Wail +10 (+10 Ranged Weaken, DC 20)
Wail +10 Area (+10 Weaken, DC 20)
Initiative +4

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

Complications:
Prejudice (Obvious Superhuman)- She has a big white skull on her face. Kinda freaky.
Power Loss (Wail)- Gagging her forcibly removes Silver Banshee's ability to Wail.

Total: Abilities: 52 / Skills: 32--16 / Advantages: 8 / Powers: 31 / Defenses: 15 (122)

-Silver Banshee's another John Byrne creation added to the Superman mythos, but I wasn't aware of the link till just reading Wikipedia. I'm more aware of her as a backgrounder in big fight scenes (since she has a very distinctive look, especially in the plainer- by contrast to Marvel- DCU), "JLU" and now Gail Simone's "Secret Six", where she was a sex-fiend freaky girl who usually spent most of her time in a white-haired Normal Chick form that was nonetheless freakishly strong. In "JLU", she actually said NOTHING (despite having a Voice Actress credited), but got to wipe out a few Skartarian Barbarians (hey, that rhymes) with her Weakening Wail thingie. She's also a low-end metahuman, though Green Lantern easily defeated her just by gagging her. It's a BIG Weaken, but she's rather light on the tricks, what with her lack of showings.

About the Performer: Kim Wai Guest is a longtime voice actress who nonetheless doesn't get a lot of major roles- she played Mei Ling in "Metal Gear Solid". She was Silver Banshee, but has also played Katma Tui and Kim Park in other episodes. Despite being of Asian descent, she doesn't have an accent... but still gets cast to play a lot of Asian people...'s voices.
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Jack of Spades
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Re: Jab’s Builds! (Stargirl! J'onn J'onzz! Aquaman! The Ultimen! Mongul!)

Post by Jack of Spades »

The Banshee in Secret Six isn't Silver Banshee, but another banshee. They look similar when powered up because, well, they're both banshees.
Jack's Deck build threadFantasy Geographic Society campaign web site
Jabroniville
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Shadow Thief

Post by Jabroniville »

Image

THE SHADOW THIEF (Joseph Gardner's Dark Side)
Created By:
Gardner Fox & Joe Kubert
First Appearance: The Brave and the Bold #36 (July 1961)
Role: Cheeseball Unfair Fighter, Mirror Image Villain (To Hawkman)
Voice Actor: James Remar
Finest Moment: Beat up Green Lantern, Hawkgirl, Hawkman, Batman & Vixen
PL 12 (266)
STRENGTH
8 STAMINA 8 AGILITY 6
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 4 (+10)
Athletics 4 (+12)
Deception 4 (+6)
Expertise (Thief) 8 (+11)
Insight 3 (+6)
Intimidation 10 (+12)
Perception 7 (+10)
Stealth 6 (+12)
Technology 4 (+7)
Vehicles 4 (+6)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical (Weapons) 2, Improved Grab, Improved Hold, Improved Smash, Power Attack, Ranged Attack 5, Seize Initiative, Startle, Takedown

Powers:
"Shadow Being"
Insubstantial 4 (Feats: Selective) [21]
Concealment 2 (Visuals) [4]
Elongation 5 (200 feet) [5]
Movement 3 (Slithering, Wall-Crawling) [6]
Speed 3 (16 mph) [3]
"Shadow Clone" Summon 9 (Extras: Heroic +2, Controlled) [45]

"Shadow Tendrils" Snare 10 (Feats: Split, Reversible) (32) -- [35]
  • AE: "Phasing Attack" Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Extras: Affects Corporeal) (21)
  • AE: "Shadow Blade" Strength-Damage +2 (Feats: Split, Penetrating 6) (9)
  • AE: "Shadow Choke" Affliction 10 (Strength; Hindered & Dazed/Defenseless & Stunned/Incapacitated) (Feats: Reversible) (Extras: Ranged, Extra Condition) (31)
Offense:
Unarmed +12 (+8 Damage, DC 23)
Phasing Attack +12 (+10 Affliction, DC 20)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +8, Fortitude +9, Will +6

Complications:
Motivation (Greed)
Motivation (Giving Katar Hol his Heart's Desire)
Weakness (Light)- Light causes the Shadow Thief intense pain, despite his great power. He drops in power, and it might just kill him. Eventually, he surpasses this limitation.

Total: Abilities: 88 / Skills: 54--27 / Advantages: 21 / Powers: 119 / Defenses: 11 (266)

-Shadow Thief had a peculiar pair of appearances on JLU, ignoring his comic book self and becoming the "Dark Self" of a certain adventuring Archaeologist, helping to reveal the actual backstory behind the Hawks and John Stewart. And of course he was packing that CHEESY-ASS POWER that lets you Snare, Phase, Slash and Choke anytime you want. He's tough enough to take out John Stewart, Vixen & Hawkgirl simultaneously, thus making him a PL 12. And DAMN is he expensive- making a Shadow Clone (a one-time power) boosts his cost by a lot, and he's got a swack of Power Feats as well.

About the Performer: James Remar also played Hawkman.
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HalloweenJack
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Re: Jab’s Builds! (Stargirl! J'onn J'onzz! Aquaman! The Ultimen! Mongul!)

Post by HalloweenJack »

Spam wrote: Sun Jul 21, 2019 2:26 am I can't think of Michael Jai White without thinking of Anaconda Malt Liquor. It gives you WOOOOO!

Who else gives you WOOOOO?

Little Richard.

And what is another name for Richard...?

"Anaconda Malt Liquor gives you little dick!"

A masterpiece of Blaxploitation logic.
that whole movie is just great. I mean from them reading blocking directions as part of the dialogue onward lol
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Brainithor

Post by Jabroniville »

Image

BRAINITHOR (Luthor/Brainiac Hybrid)
Role:
The Big Bad
Voice Actor: Corey Burton & Clancy Brown
Finest Moment: Nearly defeated the Big Seven and took over the entire Earth.
PL 13 (608)
STRENGTH
13 STAMINA -- AGILITY 1
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 13 AWARENESS 5 PRESENCE 6

Skills:
Deception 9 (+15)
Expertise (Science) 13 (+25)
Expertise (History) 12 (+24)
Expertise (Business) 7 (+20)
Expertise (Current Events) 1 (+14)
Insight 6 (+11)
Intimidation 5 (+4)
Investigation 6 (+7)
Perception 2 (+7)
Persuasion 9 (+15)
Technology 13 (+25)
Treatment 4 (+16)
Vehicles 7 (+9)

Advantages:
Benefit 5 (Wealth), Daze (Deception), Equipment 20 (Brainiac Ship, Computers, Force Field, etc.), Eidetic Memory, Inventor, Leadership, Power Attack, Ranged Attack 9, Skill Mastery 2 (Science, Technology), Ultimate Technology Skill, Ultimate Science Skill, Ultimate Business Skill, Well-Informed

Powers:
Protection 14 (Extras: Impervious 11) [22]
Regeneration 6 [6]
Flight 7 (250 mph) [14]
Communication (Technology) 4 [20]
Immortality 1 (Flaws: Requires Computer Access) [1]
Immunity 40 (Fortitude, Mental Effects) [40]

"Matter Rearranging"
Transform 12 (Anything to Technological Creations) (Extras: Area- 30ft. Burst, Continuous) [72]
"Create Justice Lords & Other Mechanical Creations" Summon 13 (Extras: Horde, Heroic +2, Controlled, 8 Minions +6, Variable +2) [182]

"Tendril Snares" Snare 12 (Extras: Multiattack) (48) -- [50]
  • AE: Blast 14 (Feats: Split) (29)
  • AE: "Tendrils" Strength-Damage +0 (Extras: Ranged 13, Multiattack 13) (Diminished Range -1) (25)
Offense:
Unarmed +12 (+13 Damage, DC 28)
Blasts +11 (+14 Ranged Damage, DC 29)
Tendril Snares +11 (+12 Ranged Affliction, DC 22)
Tendrils +11 (+13 Damage, DC 28)
Initiative +1

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

Complications:
Motivation (Collection of All Knowledge, Then Destroying Everything)- It's a little strange at times.
Enemy (Superman)
Obsession (Greed & Power)
Obsession (Man-Love for Brainiac)- Ever since he & Brainiac merged, Luthor had been obsessed with finding the Kryptonian Computer Menace again. The power and knowledge was just too much to give up.

Total: Abilities: 94 / Skills: 94--47 / Advantages: 45 / Powers: 407 / Defenses: 15 (608)

-Luthor & Brainiac merged in the Season One finale of "JLU", and what a final villain he was. Turning an entire building to something else in moments, then taking on the League and easily coming out on top, etc. You know you're a bad-ass when one of the heroes has to spend all his saved Hero Points at once (because he didn't show up in ANY episodes prior to that, just about) by using never-before-seen power levels and running around the Earth a dozen times to knock the Brainiac off of you. He was so big and bad that the next season couldn't HELP but feel like a let-down, but 'only' having FREAKIN' DARKSEID as the main villain.

-Yeah... that's expensive. Not a guy you want to be fighting, especially with TWO Continuous super-pricey powers going on. "Only" PL 13, he's insanely hard to injure, hits like a ton of bricks, can summon seven beings capable of grappling with the Big Seven for several minutes, turn a building into a tentacled machine-abomination, and generally warp any matter into whatever he can come up with. The definition of an over-pointed final villain. He's even got boosted Intellect and all of Brainiac & Luthor's Skills & Advantages!
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Re: Jab’s Builds! (Stargirl! J'onn J'onzz! Aquaman! The Ultimen! Mongul!)

Post by Jabroniville »

And that’s it! This ends like, a month of re-posting JLU stuff with new commentary. Took soooooooo long just to do actor research, lol.

Next Up: Mook Templates! The Injustice Society! A Marvel jobber villain trio yet unstatted! Then three or four versions of Double Dragon!
Jabroniville
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Thugs

Post by Jabroniville »

Image

THUGS:
-Moreso than any other type of Mook, THIS is the "Common Thug" most-often seen. Spider-Man usually whips out an angsty monologue at the BEGINNING of an issue of his comic, while beating on about three or four of these guys. Most of 'em don't even get any lines, though one usually shouts out a warning. They all have the Skill Expertise (Criminal), which I figure is a catch-all for "knowing the names, knowing where to fence stolen goods, and knowing how to make drugs/how to spot easy marks for theft)". The lowest-level ones are usually only armed with basic gear (Knife, Pipe, Trash Can), while upper-level ones have Guns (which I stat up as +5 Ranged Damage weapons, because +2-4 for something that is FATAL in real life is just silly). They venture from PL 3 bargain-basement losers, to actually efficient crime-bosses with solid stats enough to challenge a mid-level New Mutant for a little while.

GANG LEADER
Role:
Elite Mook
Group Affiliations: None
PL 7 (104)
STRENGTH
3 STAMINA 3 AGILITY 2
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Skills:
Athletics 3 (+6)
Deception 2 (+6)
Expertise (Criminal) 8 (+10)
Insight 4 (+7)
Intimidation 3 (+7)
Investigation 4 (+7)
Perception 2 (+5)
Persuasion 2 (+6)
Stealth 4 (+6)

Advantages:
Benefit (Gang Leader), Contacts, Connected, Daze (Intimidation), Equipment 3, Fast Grab, Improved Critical (Any Attack), Improved Hold, Inspire, Power Attack, Ranged Attack 5, Seize Initiative, Taunt, Teamwork

Equipment:
"Gangster's Arsenal"
"Leather Jacket" Protection 1 (1)
"Brass Knuckles" Strength-Damage +1 (Feats: Subtle) (2)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Pistol" Blast 5 (10)

Offense:
Unarmed +9 (+3 Damage, DC 18)
Knuckles or Knife +9 (+4 Damage, DC 19)
Pistol +9 (+5 Ranged Damage, DC 20)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +3 (+4 Jacket), Fortitude +5, Will +3

Total: Abilities: 60 / Skills: 32--16 / Advantages: 20 / Powers: 0 / Defenses: 8 (104)

-This is basically an elite Gang Lord, who in the traditional movie/comic book form, actually knows how to fight.

Image

ELITE BIKER
Role:
Elite Mook, Fighting Game Character
Group Affiliations: None
PL 7 (92)
STRENGTH
3 STAMINA 5 AGILITY 1
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 3 (+4)
Athletics 4 (+7)
Deception 4 (+6)
Expertise (Biker) 8 (+8)
Insight 2 (+2)
Intimidation 6 (+8)
Investigation 4 (+4)
Perception 4 (+4)
Vehicles 6 (+8) -- Flaws: Limited to Ground Vehicles

Advantages:
All-Out Attack, Chokehold, Close Attack, Defensive Throw, Diehard, Equipment 2 (Motorcycle, Gang Paraphernalia), Fast Grab, Improved Critical (Unarmed), Improved Grab, Improved Hold, Power Attack, Startle, Taunt

Powers:
"Power Fighter"
Strength-Damage +1 [1]
Protection 1 [1]

Equipment:
"Gangster's Arsenal"
Motorcycle
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +10 (+4 Damage, DC 19)
Initiative +1

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

Total: Abilities: 42 / Skills: 38--19 / Advantages: 15 / Powers: 2 / Defenses: 14 (92)

-This guys is based off of one of my favourite generic video game characters ever- Jack Turner from "The Art of Fighting". Now, Jack SUCKED- he was just a big burly biker dude who punched guys and had a Flying Headbutt attack. But part of my appreciated his Mookishness. His design is PERFECT for that big, fat Elite Mook at the back of a gang of thugs meant to brawl with your PL 8-10 solo hero. Strong enough to be a challenge, but he wouldn't outright house the good guy.

POWERFUL THUG
Role:
Elite Mook
Group Affiliations: None
PL 6 (80)
STRENGTH
3 STAMINA 3 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 3 (+6)
Deception 2 (+4)
Expertise (Criminal) 6 (+6)
Insight 3 (+5)
Intimidation 5 (+7)
Perception 1 (+3)
Persuasion 2 (+4)
Stealth 2 (+4)

Advantages:
Connected, Equipment 3, Fast Grab, Improved Critical (Any Attack), Improved Hold, Power Attack, Ranged Attack 3, Taunt, Teamwork

Equipment:
"Gangster's Arsenal"
"Leather Jacket" Protection 1 (1)
"Brass Knuckles" Strength-Damage +1 (Feats: Subtle) (2)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Pistol" Blast 5 (10)

Offense:
Unarmed +7 (+3 Damage, DC 18)
Knuckles or Knife +7 (+4 Damage, DC 19)
Pistol +7 (+5 Ranged Damage, DC 20)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+4 Jacket), Fortitude +5, Will +2

Total: Abilities: 46 / Skills: 24--12 / Advantages: 13 / Powers: 0 / Defenses: 9 (80)

-This is probably as powerful a Thug as you're likely to find outside of a "Thug-Specific" campaign- he's PL 6, well beyond the norm for street toughs, and he's much more accurate than most. He can use Power Attack, but it's uses falter a bit at this level- at full bore, he's only gonna be +2 to hit. He'd be most effective as the top-level Mook in a gang of Mooks.

Image

ELITE THUG
Role:
Elite Mook
Group Affiliations: None
PL 5 (64)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Athletics 3 (+5)
Deception 2 (+4)
Expertise (Criminal) 5 (+5)
Insight 2 (+3)
Intimidation 4 (+6)
Perception 2 (+3)
Persuasion 2 (+4)
Stealth 2 (+4)

Advantages:
Equipment 3, Fast Grab, Improved Critical (Any Attack), Power Attack, Ranged Attack 2, Taunt, Teamwork

Equipment:
"Gangster's Arsenal"
"Leather Jacket" Protection 1 (1)
"Brass Knuckles" Strength-Damage +1 (Feats: Subtle) (2)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Pistol" Blast 5 (10)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Knuckles or Knife +6 (+3 Damage, DC 18)
Pistol +5 (+5 Ranged Damage, DC 20)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3 (+4 Jacket), Fortitude +4, Will +1

Total: Abilities: 38 / Skills: 22--11 / Advantages: 10 / Powers: 0 / Defenses: 5 (64)

-Better than most Mooks are ever gonna get, the Elite Thug is probably the most-likely leader of a common Street Gang in any M&M game. He's usually calling the shots, and he's a bit bigger and tougher than his fellows.

TOUGH-GUY THUG
Role:
Elite Mook
Group Affiliations: None
PL 4 (45)
STRENGTH
2 STAMINA 3 AGILITY 1
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 2 (+4)
Deception 2 (+3)
Expertise (Criminal) 4 (+4)
Intimidation 4 (+5)
Perception 1 (+1)
Persuasion 2 (+3)
Stealth 3 (+4)

Advantages:
Equipment 2, Fast Grab, Improvised Weapon, Power Attack, Ranged Attack 1

Equipment:
"Thug's Arsenal"
"Leather Jacket" Protection 1 (1)
"Two-By-Four" Strength-Damage +2 (2)
"Big Chain" Strength-Damage +1 (Feats: Reach 2) (3)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Knuckles or Knife +6 (+3 Damage, DC 18)
Pistol +5 (+5 Ranged Damage, DC 20)
Initiative +2

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

Total: Abilities: 26 / Skills: 18--9 / Advantages: 8 / Powers: 0 / Defenses: 3 (45)

-These are slightly tougher than your everyday Thug, but still crappy Jobber Thugs. We saw a LOT of this type of guy in "Gargoyles", usually wielding a big chain or a garbage can lid as a temporary weapon (Dodge & Parry +1?) that only lasted a couple rounds. I swear I must have seen a dozen thugs on that show swinging chains around to harass that yuppie couple (that poor couple could never seem to catch a break).

GENERIC GANG LEADER
Role:
Gang Leaders
PL 4 (47)
STRENGTH
1 STAMINA 1 AGILITY 0
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Deception 5 (+8)
Expertise (Criminal) 9 (+10)
Insight 4 (+7)
Intimidation 2 (+5)
Investigation 2 (+5)
Perception 3 (+6)
Persuasion 4 (+7)
Ranged Combat (Gun) 3 (+3)

Advantages:
Benefit (Gang Leader), Equipment 3 (Pisol, Knife), Connected

Equipment:
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Pistol" Blast 5 (10)

Offense:
Unarmed +3 (+1 Damage, DC 16)
Knife +3 (+2 Damage, DC 17)
Pistol +3 (+5 Ranged Damage, DC 20)
Initiative +0

Defenses:
Dodge +2 (DC 12), Parry +3 (DC 13), Toughness +1, Fortitude +2, Will +4

Total: Abilities: 22 / Skills: 32--16 / Advantages: 5 / Powers: 0 / Defenses: 4 (47)

-This is my "Generic Gang Leader" build from HBO's Oz, just modified to actually be well-armed for a street dealer. These guys aren't physically impressive, but if you want the more gritty, realistic type of crime boss (as opposed to the "I'm in charge, so I'm the best fighter" Boss), this is your guy.

Image

GARDEN VARIETY THUG
Role:
Mook
Group Affiliations: None
PL 3 (32)
STRENGTH
2 STAMINA 2 AGILITY 1
FIGHTING 3 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+4)
Deception 3 (+3)
Expertise (Criminal) 3 (+3)
Intimidation 4 (+4)
Stealth 2 (+3)

Advantages:
Equipment, Fast Grab, Improvised Weapon, Ranged Attack 1

Equipment:
"Thug's Arsenal"
"Leather Jacket" Protection 1 (1)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +3 (+2 Damage, DC 17)
Knife +3 (+3 Damage, DC 18)
Initiative +1

Defenses:
Dodge +2 (DC 12), Parry +3 (DC 13), Toughness +2 (+3 Jacket), Fortitude +2, Will +0

Total: Abilities: 20 / Skills: 14--7 / Advantages: 4 / Powers: 0 / Defenses: 1 (32)

-Your baseline Thug. Toss 5 of them on one PL 8 hero, or 20 on one PL 10 hero- there'll still be many a Thug ass kicked.
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Powerhouses

Post by Jabroniville »

Image

POWERHOUSES:
-Here's a section of Mooks for BIG GUYS- the uber-strong, scary types of dudes that occasionally threaten heroes. These aren't your typical Thugs & Gang-Bangers- these guys are MONSTERS, packing steroid (or super-steroid)-added muscles. Most often, you'll see this type of dude hidden behind The Power Broker, the guy who often gives E-League villains (The Power-Tools AND The Grapplers) power-upgrades. Many of them are jokes and really stupid, but a few are high enough in power to give U.S. Agent or Spider-Man a quick workout.
Contrasting guys like the Ninjas and the Martial Artists, these guys are really on the cheap, namely because they never showcase Skills or any fighting ability in the comics, nor any intelligence. They're just big, stupid brawlers with giant Liefeldian muscles.

ROID MONSTER
Role:
Elite Mooks
Group Affiliations: None
PL 8 (72)
STRENGTH
8 STAMINA 8 AGILITY 1
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 2 (+10)
Deception 2 (+4)
Expertise (Criminal) 4 (+4)
Intimidation 6 (+8, +9 Size)
Ranged Combat (Thrown Objects) 4 (+8)

Advantages:
Chokehold, Close Attack, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Grab, Improved Hold, Improvised Weapon, Interpose, Power Attack, Ranged Attack 4, Startle, Takedown

Powers:
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Power-Lifting 1 (12 tons) [1]
Leaping 2 (30 feet) [2]
Protection 1 [1]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +7 (DC 17), Toughness +9, Fortitude +9, Will +0

Total: Abilities: 42 / Skills: 14--7 / Advantages: 15 / Powers: 4 / Defenses: 4 (72)

-The Roid-Monsters is hugely powerful, but quite simple otherwise. He's a masterful grappler, but not much of a thinker.

ELITE STRONGMAN
Role:
Elite Mooks
Group Affiliations: None
PL 7 (72)
STRENGTH
7 STAMINA 7 AGILITY 1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 2 (+9)
Deception 2 (+4)
Expertise (Criminal) 4 (+4)
Intimidation 6 (+8)
Ranged Combat (Thrown Objects) 4 (+6)

Advantages:
Chokehold, Close Attack, Fast Grab, Great Endurance, Improved Grab, Improved Hold, Improvised Weapon, Interpose, Power Attack, Ranged Attack 2, Startle, Takedown

Powers:
Power-Lifting 1 (6 tons) [1]
Leaping 2 (30 feet) [2]
Protection 1 [1]

Offense:
Unarmed +7 (+7 Damage, DC 22)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +8, Fortitude +8, Will +0

Total: Abilities: 44 / Skills: 14--7 / Advantages: 13 / Powers: 4 / Defenses: 4 (72)

-Elite Strongmen are around the level of the Power-Tools. They're half-decent fighters, and really rough hitters.

BIG BRUISER
Role:
Elite Mooks
Group Affiliations: None
PL 6 (54)
STRENGTH
7 STAMINA 7 AGILITY 1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE 0

Skills:
Athletics 1 (+8)
Deception 2 (+2)
Expertise (Bouncer/Streetwise) 4 (+3)
Intimidation 7 (+7)

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

Powers:
Power-Lifting 1 (6 tons) [1]
Leaping 1 (15 feet) [1]

Offense:
Unarmed +5 (+7 Damage, DC 22)
Initiative +1

Defenses:
Dodge +3 (DC 13), Parry +5 (DC 15), Toughness +7, Fortitude +7, Will +0

Total: Abilities: 38 / Skills: 14--7 / Advantages: 5 / Powers: 2 / Defenses: 2 (54)

-A Big Bruiser is just like the prior level, but worse at fighting. This is your usual Power Broker goon. You could shift his Powers away, lower his Strength, and boost the accuracy to get a more skilled fighter-type who is still human.

ELITE WEIGHTLIFTER
Role:
Mooks
Group Affiliations: None
PL 5 (44)
STRENGTH
4 STAMINA 4 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE 1

Skills:
Athletics 2 (+6)
Deception 2 (+3)
Expertise (Bouncer/Streetwise) 5 (+4)
Intimidation 5 (+6)

Advantages:
Chokehold, Fast Grab, Improved Hold

Offense:
Unarmed +6 (+4 Damage, DC 19)
Initiative +2

Defenses:
Dodge +3 (DC 13), Parry +6 (DC 16), Toughness +4, Fortitude +5, Will +0

Total: Abilities: 32 / Skills: 14--7 / Advantages: 3 / Powers: 0 / Defenses: 2 (44)

-Pretty much a good example of a pro weightlifter in the comics, or just a really big Mook. He's strong as hell, but "only" human.

TOUGH GUY
Role:
Mooks
Group Affiliations: None
PL 4 (40)
STRENGTH
3 STAMINA 4 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE 1

Skills:
Athletics 2 (+5)
Deception 2 (+3)
Expertise (Bouncer/Streetwise) 5 (+4)
Intimidation 5 (+6)

Advantages:
Chokehold, Fast Grab, Improved Hold

Offense:
Unarmed +5 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +3 (DC 13), Parry +5 (DC 15), Toughness +4, Fortitude +5, Will +0

Total: Abilities: 28 / Skills: 14--7 / Advantages: 3 / Powers: 0 / Defenses: 2 (40)

-Tough Guys are just standard Thugs, but really big and strong. They're still very good at grappling, but just for their PL- most real heroes can overpower them.
Jabroniville
Posts: 24800
Joined: Fri Nov 04, 2016 8:05 pm

Martial Artists

Post by Jabroniville »

Image

MARTIAL ARTISTS:
-Here's a little something I've been working on- Mooks of a different sort, to match my Hand Ninja Mooks I put in before. These guys represent Martial Artists throughout the media- be they noble defenders of their Dojo's honour, priestly Warrior Monks, or hyper-violent Angry Kung Fu Guys. The more elite versions can challenge real heroes- the others are just disposable Mooks.

A few of them have honest-to-goodness super-powers like Movie or Comic Book monks can sometimes possess, just because that's cool. In real life, people can't leap 15 feet from a standing jump, nor can they defeat like 10 guys at once, and in fact a good, well-built MMA-type fighter would beat the HELL out of a skinny monk. But real life is boring and lame.

MASTER MONK
Role:
Mooks
Group Affiliations: None
PL 8 (130)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 4 PRESENCE 2

Skills:
Acrobatics 6 (+11)
Athletics 5 (+8)
Close Combat (Unarmed) 1 (+12)
Expertise (The Martial Arts) 12 (+13)
Insight 4 (+8)
Intimidation 6 (+8)
Perception 6 (+10)
Persuasion 3 (+5)
Stealth 1 (+6)
Treatment 4 (+5)

Advantages:
Accurate Attack, Agile Feint, Assessment, Chokehold, Defensive Attack, Defensive Roll, Diehard, Equipment (Martial Arts Weapons), Fast Grab, Great Endurance, Improved Critical 3 (Unarmed, Chosen Weapon- any Combo), Improved Disarm, Improved Smash, Improved Trip, Instant Up, Power Attack, Prone Fighting, Ranged Attack 6, Takedown 2, Uncanny Dodge

Powers:
Leaping 1 (15 feet) [1]
"Martial Arts Strike" Strength-Damage +1 [1]

Equipment:
"Martial Arts Weapons"
"Bo Staff" Strength-Damage +2 (Feats: Reach 2) (4)
"Nunchuku" Strength-Damage +1 (Feats: Improved Disarm) (2)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Martial Strike +12 (+4 Damage, DC 19)
Nunchuku or Bo Staff +11 (+4-5 Damage, DC 19-20)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +7, Will +6

Total: Abilities: 62 / Skills: 48--24 / Advantages: 28 / Powers: 2 / Defenses: 14 (130)

-The Master Monk is a truly elite fighter- he's so good that he actually costs more than a PL 8 (120) PC starting character would. This makes him ideal for the leader of a martial arts squad, or even a powerful enemy for a single hero.

ELITE FIGHTER
Role:
Mooks
Group Affiliations: None
PL 7 (110)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+11)
Athletics 5 (+8)
Close Combat (Unarmed) 1 (+10)
Expertise (The Martial Arts) 10 (+11)
Insight 3 (+6)
Intimidation 4 (+6)
Perception 4 (+7)
Stealth 1 (+6)
Treatment 2 (+3)

Advantages:
Accurate Attack, Agile Feint, Assessment, Chokehold, Defensive Attack, Defensive Roll, Diehard, Equipment (Martial Arts Weapons), Fast Grab, Improved Critical 2 (Unarmed, Chosen Weapon- any Combo), Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Power Attack, Ranged Attack 5, Takedown 2

Powers:
Leaping 1 (15 feet) [1]

Equipment:
"Martial Arts Weapons"
"Bo Staff" Strength-Damage +2 (Feats: Reach 2) (4)
"Nunchuku" Strength-Damage +1 (Feats: Improved Disarm) (2)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Nunchuku or Bo Staff +9 (+4-5 Damage, DC 19-20)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+4 D.Roll), Fortitude +6, Will +4

Total: Abilities: 58 / Skills: 36--18 / Advantages: 23 / Powers: 1 / Defenses: 10 (110)

-Elite Fighters are again pricey, and can be fought in larger groups. A SPECTACULAR fighter in the real world, but he couldn't kick 10-15 guys' asses at once like movie or comic book martial artists could.

MONK SQUAD LEADER
Role:
Mooks
Group Affiliations: None
PL 6 (85)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

Skills:
Acrobatics 6 (+10)
Athletics 5 (+7)
Close Combat (Unarmed) 2 (+10)
Expertise (The Martial Arts) 8 (+9)
Insight 2 (+4)
Intimidation 4 (+4)
Perception 4 (+6)
Persuasion 2 (+2)
Stealth 2 (+6)
Treatment 1 (+2)

Advantages:
Accurate Attack, Agile Feint, Defensive Attack, Equipment (Martial Arts Weapons), Fast Grab, Improved Critical (Unarmed or Chosen Weapon), Improved Disarm, Improved Hold, Improved Trip, Power Attack, Ranged Attack 3, Takedown

Powers:
Leaping 1 (15 feet) [1]

Equipment:
"Martial Arts Weapons"
"Bo Staff" Strength-Damage +2 (Feats: Reach 2) (4)
"Nunchuku" Strength-Damage +1 (Feats: Improved Disarm) (2)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Nunchuku or Bo Staff +8 (+4-5 Damage, DC 19-20)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +2

Total: Abilities: 44 / Skills: 36--18 / Advantages: 14 / Powers: 1 / Defenses: 7 (85)

-Monk Squad Leaders are what you'd give a group of PL 4-5 Mooks as a leader. They're better than your average NPC Cop would be (even a named character!), but could challenge a PL 8 Rookie Hero for a bit. This is probably as good as a "real world" human being could get.

DOJO REPRESENTATIVE
Role:
Mooks
Group Affiliations: None
PL 5 (60)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 4 (+8)
Athletics 4 (+6)
Expertise (The Martial Arts) 5 (+6)
Intimidation 4 (+4)
Perception 3 (+4)

Advantages:
Accurate Attack, Close Attack, Defensive Attack, Improved Critical (Unarmed or Chosen Weapon), Improved Disarm, Improved Trip, Ranged Attack 3

Offense:
Unarmed +8 (+2 Damage, DC 17)
Initiative +4

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

Total: Abilities: 36 / Skills: 20--10 / Advantages: 9 / Powers: 0 / Defenses: 5 (60)

-These are some of the top students in most dojos, the guys sent by the Dojo leader to "prove" his own style, and beat up rival Dojo dudes. They're no great shakes in super-powered battles, but in real life, this is pretty damn elite. A good UFC/MMA fighter would probably attain this PL pretty easily (just add some hitting power and stamina, reducing accuracy & defense), as they tend to be MUCH bulkier than your average Asian-styled martial artist.

DOJO TRAINEE
Role:
Mooks
Group Affiliations: None
PL 4 (46)
STRENGTH
2 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 3 (+6)
Athletics 3 (+5)
Expertise (The Martial Arts) 4 (+4)
Intimidation 4 (+4)
Perception 2 (+2)

Advantages:
Accurate Attack, Close Attack, Defensive Attack, Improved Critical (Unarmed or Chosen Weapon), Improved Disarm, Improved Trip, Ranged Attack 3

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

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +0

Total: Abilities: 26 / Skills: 16--8 / Advantages: 9 / Powers: 0 / Defenses: 3 (46)

-The Barebones Martial Artist Mook. These guys can be fought in small groups (for a single PL 8 hero), or MASSIVE squads of 20 guys (if you're Daniel Rand on a tear, and they're standing between you and true enlightenment or some stuff). They're just starting out, but they can be troublesome in numbers.
Jabroniville
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Re: Jab’s Builds! (Stargirl! J'onn J'onzz! Aquaman! The Ultimen! Mongul!)

Post by Jabroniville »

kreuzritter wrote: Sat Jul 20, 2019 12:27 pm I'd sent jab a copy of Justice League vs the Fatal Five in the mail, but he never got it, apparently
Yeah, I dunno what happened. 3-4 weeks is way too long, even for Canada Post. But I never got a notice in the mail (it's unlikely a DVD would fit into my mail slot in my apartment), and I didn't hear you saying it got sent back.
bsdigitalq
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Re: Jab’s Builds! (Ultimen! Mongul! Doomsday! Brainithor!)

Post by bsdigitalq »

Thanks to Jab, I've been rewatching Justice League and JLU. Mmmmmph, so much nostalgia. Feels good.
Shock
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Re: Jab’s Builds! (Ultimen! Mongul! Doomsday! Brainithor!)

Post by Shock »

Jab, I found a loser that you seem to have missed statting up so far. Despite 35 names in your list using the word Crimson...

Feast your eyes on the Crimson Daffodil!
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JDRook
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Re: Martial Artists

Post by JDRook »

Jabroniville wrote: Mon Jul 22, 2019 11:00 am Image

MASTER MONK
Role:
Mooks
Group Affiliations: None
PL 8 (130)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 4 PRESENCE 2

Skills:
Acrobatics 6 (+11)
Athletics 5 (+8)
Close Combat (Unarmed) 1 (+12)
Expertise (The Martial Arts) 12 (+13)
Insight 4 (+8)
Intimidation 6 (+8)
Perception 6 (+10)
Persuasion 3 (+5)
Stealth 1 (+6)
Treatment 4 (+5)

Advantages:
Accurate Attack, Agile Feint, Assessment, Chokehold, Defensive Attack, Defensive Roll, Diehard, Equipment (Martial Arts Weapons), Fast Grab, Great Endurance, Improved Critical 3 (Unarmed, Chosen Weapon- any Combo), Improved Disarm, Improved Smash, Improved Trip, Instant Up, Power Attack, Prone Fighting, Ranged Attack 6, Takedown 2, Uncanny Dodge
Instant Up is okay, but I'm a big fan of giving anyone with high Acro and the right concept Skill Mastery: Acrobatics instead, since it effectively includes Instant Up and gives several other movement options like tightrope fighting and routine tumbling. It may not be right for every character, but for martial artists, particularly the more flashy wushu or wire-fu types, it's a slam dunk.
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catsi563
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Re: Jab’s Builds! (Ultimen! Mongul! Doomsday! Brainithor!)

Post by catsi563 »

gotta remember though instant up renders the action a free action with no skill needed.

Skill mastery means the move action is effectively done with no roll needed, but still takes a move action to do unless the GM allows the -5 penalty to apply for making it a free action
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
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Re: Jab’s Builds! (Ultimen! Mongul! Doomsday! Brainithor!)

Post by FuzzyBoots »

catsi563 wrote: Mon Jul 22, 2019 6:33 pm gotta remember though instant up renders the action a free action with no skill needed.

Skill mastery means the move action is effectively done with no roll needed, but still takes a move action to do unless the GM allows the -5 penalty to apply for making it a free action
Your premise is bad.
You can make a DC 20 Acrobatics check to go from prone to standing as a free action rather than a move action. A failed check means you remain prone.
Instant Up does mean you can get up even if someone has drained your Agility or Acrobatics, but honestly, I don't see martial artists as a good case for that. As a side note, since this was introduced in regular d20, I've felt that, if you attempt that check and fail, you use up that Move action in the process of the flop. Otherwise, there's no reason for everyone to not try a kip-up.
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