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Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

The Mighty Crusaders

Post by Jabroniville »

THE MIGHTY CRUSADERS:

Next up- a truly weird case of someone trying and trying to make something popular without succeeding- The Mighty Crusaders!

The Crusaders are a collection of various characters created for MLJ Comics (a popular comic group formed by Maurice Coyne, Louis Silberkleit & John L. Goldwater) in the 1940s. Some of them were quite popular- in particular The Shield was a big hit- while others were entirely forgettable, and they had a measure of success for a good bit of time. However, the realities of superhero books faltering in the late '40s, combined with the meteoric rise of the heroes' co-star, Archie Andrews (who soon got the whole company re-named in his image), led to the eventual cancellation of the superhero line. Eventually disappearing, the heroes were brought back during the Superhero Boom of the 1960s.

This line called the team "The Mighty Crusaders", gathering together their old Golden Age ideas (plus some new guys) in a line that was first called The Archie Adventure line, then Mighty Comics. The books are considered pretty campy and terrible (I've read some bits and pieces online, and it's full of weird stuff like guys just casually joining the team with no explanation, which reminds me of the one-page comics I used to do as a kid, where I forgot to draw two guys into the story after already posting their names in the roster at the top, and then crammed them into the space in the last panel going "hey, I want to join your group!" and another dude popping out of a manhole cover because I could only fit his head in frame going "me too"), and didn't do that well, despite being written by Jerry Siegel, the co-creator of Superman. It didn't last all that long- only a couple years.

In 1983, the series got relaunched again as "Red Circle Comics" under Archie's line again (with Rich Buckler doing writing & art on the first issue, but soon leaving), being cancelled only two years later (with 13 issues published). The characters were partially the inspiration for Alan Moore's "Watchmen", with The Shield ending up dead in a river, but then switched to the recently-acquired Charlton Comics characters. 1992 saw ANOTHER re-launch, but it was published by DC Comics, who was licensing the characters from Archie. This "Impact Comics" mini-company called the team The Crusaders, and was directed towards younger kids, but it too got cancelled quickly (8 issues in).

Most of what I recall of the Crusaders was the one-page Mini-Comics Archie would use in their Digests & Double Digests during the '80s & '90s, which would feature one hero dealing with some trivial thing like a window-washer falling from his lift, or a guy who was littering, and giving a lecture to the reader. Many of them were surprisingly well-drawn, and many of their heroes actually had a pretty good design going on, though a mass "group picture" would reveal some stinkers (like Bob Phantom in his short-shorts and goblin-eared mask). I thought The Fox & The Comet were both pretty rad. Archie would even use the heroes as a kind of example of what kind of comics sold well in their world- rather than use name-changed parodies of established characters (despite the occasional use of "Marble" or "BC" Comics as an established company, they'd have characters reading the adventures of The Shield and The Web. The 2000s would see more cartoony-looking Origin Stories of the various characters (I remember The Black Hood, Blackjack and The Web getting some, while The Comet just beat up some bullies who were out to hurt some little kids and then told everyone to "say no to drugs!"), but still no book was forthcoming. Even modern books do this, as the weird "Life With Archie" series had Betty's company working on a "Mister Justice" film.

Amazingly, DC tried this AGAIN post-"Final Crisis", merging those heroes with the DC Universe and creating series around The Shield and The Web, lasting a bigger TEN issues each, but even some cross-overs with the mainstream DC Universe's characters couldn't make them sell again. In 2012, ARCHIE got back behind them, releasing a book called The New Crusaders (with the children of the elder heroes taking the lead). It debuted digitally on the Archie App (Archie is arguably the company most-interested in online applications of their project). It's still ongoing currently.

So why re-release the same characters FOUR TIMES, despite the fact that they're basically proven failures who haven't drawn a dime since the 1940s? I have no idea- I guess every time comics goes through a boom period (the '60s & '90s were of course, the big ones), someone goes grasping to cash in on the fad, and it just so happens that the most famous characters available are the Golden Age characters that once drew some money for the former MLJ Comics, and nobody wants to have to simply create a batch of new guys.

I know very little about most of them, which is part of why I wanted to build them. Most are "Generic Golden Age Two-Fisted Detective Hero", but a few have honest-to-goodness super-powers. They're a good example of the kind of generic, but solid, super-characters that you could easily point out to a non-fan of the most simplistic "this is what a super-hero looks and acts like" nature possible.

The roster:
The Shield- comics' first patriotic superhero
The Comet
The Fly
Fly Girl
The Black Hood
Black Jack
The Hangman
Mr. Justice
The Fox
The Jaguar
Captain Flag
Steel Sterling
Fireball
Firefly
The Web
The Wizard
Bob Phantom
Inferno

BLACK JACK (Jack Jones)
Created By:
Art Camy
First Appearance: Zip Comics #20 (Nov. 1941)
Role: Two-Fisted Superhero
Group Affiliations: The Mighty Crusaders
PL 8 (119)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+10)
Athletics 7 (+10)
Close Combat (Unarmed) 3 (+13)
Deception 4 (+7)
Expertise (Police Officer) 6 (+8)
Insight 2 (+5)
Intimidation 2 (+5)
Investigation 6 (+9)
Perception 3 (+6)
Stealth 3 (+7)

Advantages:
Agile Feint, Chokehold, Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Improved Hold, Move-By Action, Takedown 2, Ranged Attack 4

Offense:
Unarmed +13 (+3 Damage, DC 18)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +7, Will +7

Complications:
Motivation (Stopping Criminals)
Secret (Dead to the World)- Jack Jones is still believed to be dead, walled up in an old mansion.

Total: Abilities: 66 / Skills: 42--21 / Advantages: 15 / Powers: 0 / Defenses: 17 (119)

-Jack Jones was a patrolman who loved playing blackjack with his co-workers, but nearly met his end when one of them turned out to be corrupt, trapping him behind a freshly-made brick wall in an abandoned mansion. To survive, Jack slipped a playing card (his "pal" left it behind the wall to taunt him) through the fresh plaster so he could breathe, and was eventually rescued by the mansion's old owner. Saving Jack, the man (who had abandoned his house to search out his own fortune) suggested that he remain "dead", and hunt down criminals while under a disguise. He fought guys like The King of Diamonds, Black Seven and Poker Face... either they searched out the one hero with a card-based name, or there is one hell of a coincidence going on. As far as costumes go, he's got a pretty sweet one- he'd easily fit into mainstream Marvel or DC Comics just by virtue of having a decent, if plain, outfit.
-I figure Black Jack to be your "Typical Street-Level Hero", being an accurate, strong, fast guy who's a great fighter, but still decidedly human. He was a decent cop, if a bit easy to fool (I mean, his FRIEND was a corrupt cop?), and did the classic "studied martial arts and worked out" thing to become an amazing fighter.

INFERNO (Frank Verrano)
Created By:
Joe Blair & Charles Biro
First Appearance: Zip Comics #10 (Jan. 1941)
Role: Blaster
Group Affiliations: The Mighty Crusaders
PL 8 (103)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 6 (+10)
Athletics 6 (+8)
Close Combat (Unarmed) 2 (+10)
Deception 4 (+7)
Expertise (Circus Performer) 6 (+9)
Insight 2 (+4)
Intimidation 3 (+6)
Stealth 1 (+5)

Advantages:
Improved Critical (Fire Blast), Ranged Attack 3

Powers:
Fire Blast 8 (Diminished Range -1) (15) -- [17]
AE: "Fire Breath" Damage 8 (Extras: Area- 30ft. Cone +1/2) (12)
AE: "Breathe In Flames" Nullify 8 (Flame Effects) (Extras: Broad, Area- 30ft. Cone +1/2) (Flaws: Touch Range) (12)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Fire Blast +8 (+8 Ranged Damage, DC 23)
Fire Breath +8 Area (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +4, Fortitude +7, Will +6

Complications:
Motivation (Justice)- Turning straight, Inferno has now joined the fight against crime.
Relationship (Steel Sterling)- Initially a villain fighting Sterling, Inferno's life was saved by the hero, and the two became close friends.

Total: Abilities: 58 / Skills: 30--15 / Advantages: 4 / Powers: 17 / Defenses: 9 (103)

-Inferno is one of the first heroes to start out as a villain, being an evil circus performer who committed crimes before being stopped by Steel Sterling. When Sterling saved his life while on the trail of another crook, Inferno came to befriend the hero, and turned straight after a short stay in prison. He was one of the heroes DC attempted to bring back in their 2000s "Red Circle" run (an Impact Comics run featured him as Private Lance Stern, a government agent wearing power armour and cybernetics). He has the power to breathe in flames, and also shoot them out, and it doesn't look like he needs to do one to do the other.

THE SHIELD (Joe Higgins)
Created By:
Harry Shorten & Irv Novick
First Appearance: Pep Comics #1 (Jan. 1940)
Role: Patriotic Hero
Group Affiliations: The Mighty Crusaders, The F.B.I.
PL 10 (159)
STRENGTH
4/8 STAMINA 4/7 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 4 PRESENCE 4

Skills:
Athletics 6 (+10, +11 Heart)
Close Combat (Unarmed) 2 (+12)
Deception 3 (+7)
Expertise (Science) 5 (+10)
Expertise (FBI Agent) 4 (+9)
Insight 2 (+6)
Intimidation 2 (+6)
Investigation 5 (+9)
Perception 4 (+8)
Persuasion 2 (+6)
Technology 3 (+8)

Advantages:
Accurate Attack, Close Attack 2, Diehard, Extraordinary Effort, Fast Grab, Improved Critical (Unarmed), Improved Grab, Improved Hold, Power Attack, Ranged Attack 3, Takedown, Teamwork, Withstand Damage

Powers:
"Sacrum" Leaping 4 (120 feet) [4]
"Heart" Enhanced Strength 4 [8]
"Innervation" Enhanced Advantages 2: Improved Initiative 2 [2]
"Eyes" Senses 2 (Extended Vision 2) [2]
"Lungs" Enhanced Advantages 1: Great Endurance [1]
"Derma" Enhanced Stamina 3 [6]

"Invulnerable Suit" (Flaws: Removable) [15]
Protection 5 (Extras: Impervious 13) (18 points)

Offense:
Unarmed +12 (+8 Damage, DC 23)
Initiative +13

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +7 (+12 Suit, +7 Impervious), Fortitude +8, Will +9

Complications:
Motivation (Justice)
Power Loss (Formula)- Eventually, Joe's father's formula will work its way out of his system.
Relationship (Betty Warren)- Joe, like many Golden Age heroes, had a Stock Girlfriend character.
Relationship (Dusty Simmons)- "Dusty The Boy Detective" became a short-lived Teen Sidekick to Joe.

Total: Abilities: 76 / Skills: 38--19 / Advantages: 16 / Powers: 38 / Defenses: 10 (159)

-Joe Higgins witnessed his FBI Chemist father killed by criminals, and by rubbing his father's formula over six key body parts, along with a special invulnerable suit that combined with fluoroscopic rays, enabled him to possess superhuman powers. He became The Shield, the central character in MLJ Comics' line (until Archie came onto the scene a year later)- he was comics' first patriotic super-hero, and in fact was a big inspiration for Captain America (note the design of Cap's original triangular Shield compared to this guy's logo). Joe Simon would later crack a joke about MLJ being quite annoyed when Cap soon eclipsed The Shield in popularity by a ways.
In the 1960s, his son Bill was the main Shield of the "Mighty Crusaders" title- Bill was a complete failure in his life (seemingly cursed), but was a tolerable Shield, using the invulnerable suit to fight crime, as he had no powers). Bill was able to bring his father out of a suspended animation, and thus retired the suit to his dad. A second Shield was Lancelot Strong, an orphaned kid (shades of Superman's origin) who found a chemical formula his dad had made that gave him invulnerability, Lightning Blasts, Nightvision, Water-Breathing, Leaping (as far as a cannonball, apparently), and Super Speed. The early '90s Joe Higgins was a Flying Brick.
-The Shield is probably the most powerful of the Crusaders, packing PL 10 Mini-Powerhouse abilities and incredible durability onto the package of a great fighter. The formula that empowers him gave him tremendous physical abilities (he's bulletproof, can't be hurt by flames, and can bend machine guns with his bare hands), and he'd fit right in with Marvel or DC heroes.

CAPTAIN FLAG (Thomas "Tom" Townsend)
Created By:
Joe Blair & Lin Streeter
First Appearance: Blue Ribbon Comics #16 (Sept. 1941)
Role: Two-Fisted Superhero, Patriotic Hero
Group Affiliations: The Mighty Crusaders
PL 7 (116)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 5 (+9)
Athletics 7 (+10)
Close Combat (Unarmed) 1 (+11)
Deception 3 (+6)
Insight 2 (+5)
Intimidation 1 (+4)
Investigation 4 (+7)
Perception 3 (+6)

Advantages:
Agile Feint, Chokehold, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Takedown, Ranged Attack 4, Sidekick 15 (Yank)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Initiative +8

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

Complications:
Motivation (Justice & Patriotism)- Tom was saved from criminals by an eagle, who later appeared with an American Flag in its beak. He has taken this to be an omen.
Addiction (Alcohol)- Tom was a lush before he became a superhero.
Enemy (The Black Hand)- The international terrorist murdered Tom's father, and repeatedly engaged him in battle during the Golden Age.
Relationship (Veronica Darnell)- The sexy film star and Tom became attracted to each other while working together on a case.
Accident (Being Arrested)- Captain Flag has a tendency to arrive at the scene of a crime just as the police do, and getting arrested for carrying out some kind of murder.

Total: Abilities: 66 / Skills: 26--13 / Advantages: 26 / Powers: 0 / Defenses: 11 (116)

YANK THE BALD EAGLE
Role:
Animal Sidekick
PL 6 (71)- Sidekick Rank 15
Normal Version:
PL 3-4
STRENGTH 2 STAMINA 2 AGILITY 4
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -2

Skills:
Acrobatics 4 (+8)
Athletics 6 (+5)
Close Combat (Natural Weapons) 3 (+7)
Expertise (Survival) 6 (+6)
Intimidation 12 (+6 Size)
Perception 9 (+9)

Advantages:
Evasion, Fast Grab, Improved Critical (Natural Weapons), Improved Hold, Startle

Powers:
"Animal Senses" Senses 3 (Extended, Ultra & Low-Light Vision) [3]
"Natural Weapons- Talons & Beak" Strength-Damage +1 [1]

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

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation)

Offense:
Unarmed +4 (+2 Damage, DC 17)
Natural Weapons +7 (+3 Damage, DC 18)
Initiative +4

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

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

Total: Abilities: 18 / Skills: 30--15 / Advantages: 5 / Powers: 18 / Defenses: 15 (71)

-Saved from the criminals who strangled his father before his eyes by an eagle that attacked the men, then nursed back to health by the bird (?), Tom Townsend became Captain Flag after the eagle returned, this time with a flag in its beak. He fought the crooks (The Black Hand being the boss bad guy), met a sexy actress that became his love interest, and generally did Patriotic Hero stuff with Yank the Eagle by his side. Captain Flag is a bit generic, but has a classically-insane origin (the eagle FEEDS HIM when he's hurt), full of Golden Age-style horrors (Black Hand tortures Tom's father by having RATS GNAW ON HIS CHEST), and a half-decent costume, so it's too bad he only lasted for four issues back in the day, usually fighting Black Hand. In their final struggle, Black Hand was hanged as a pirate, ending his threat once and for all.
-Flag is a more minor-league hero than some of the others (often being KO'd by Black Hand or his goons), but does well enough. Also, his Eagle is MUCH stronger than a usual one- a regular Bald Eagle is NOT capable of grabbing a person in his talons and casually flying off with them.

BOB PHANTOM (Walter Whitney)
Created By:
Harry Shorten & Irv Novick
First Appearance: Blue Ribbon Comics #2 (Dec. 1939)
Role: Two-Fisted Superhero
Group Affiliations: The Mighty Crusaders
PL 8 (125)
STRENGTH
8 STAMINA 8 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 5 (+9)
Expertise (Broadway) 6 (+8)
Expertise (Writer) 5 (+7)
Deception 3 (+6)
Insight 2 (+5)
Intimidation 2 (+5)
Investigation 4 (+7)
Perception 3 (+6)

Advantages:
Agile Feint, Fast Grab, Improved Critical (Unarmed), Improved Initiative, Takedown, Ranged Attack 4

Powers:
Teleport 6 (Feats: Increased Mass) (13) -- [14]
AE: "Yellow Smoke" Concealment 2 (Vision) (Extras: Affects Others, 15ft. Cloud) (8)

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

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

Complications:
Enemy (Ah-Ku)- The Chinese femme fatale was an initial recurring foe.
Enemy (The Cops)- For some reason, the Police view Bob Phantom as a villain, and frequently shoot at him.
Relationship (Jinx Friday)- Bob Phantom had many interactions with a sidekick who was also a girl reporter and his secretary.

Total: Abilities: 80 / Skills: 30--15 / Advantages: 9 / Powers: 14 / Defenses: 7 (125)

-Bob Phantom may just win the record for worst single superhero codename in existence. I mean, BOB PHANTOM? Called "The Phantom" at other times, Bob often showed varied powers that would soon be ignored (he could Fly once), and it's not explained how he could avoid bullets, control windstorms or have different hair colour between issues- ah, the Golden Age. He appeared in twenty-five stories back in the day (a LOT more than most of his contemporaries, though he got no cover appearances), but was mostly-ignored when they updated him to the modern Crusaders team. In his stories, he was Walt Whitney (probably a riff on Walt Winchell, a highly-vicious and nasty man who invented the idea of a gossip column), a Broadway theatre reporter who gained powers somehow.
-Bob Phantom has a great deal of powers, making him a pretty-powerful PL 8 hereo- he once defeated a trio of Lions by himself (!), but could still be KO'd by the usual baton to the head.
-In the '90s Impact Comics run, Bob Phantom was some TV reporter who had some gadgets- a Wirepoon, goggles and a paint gun (not really an effective combat weapon, but it would hurt like the dickens, I bet), since that was the best thing he could throw together in a hurry. He'd only disguised as a superhero to get an interview with The Comet, but ended up roped into a super-battle ANYWAYS, using his paint gun to gum up a villain's powered armour (which was designed to be bulletproof).

THE HANGMAN (Robert "Bob" Dickering)
Created By:
Cliff Campbell & George Storm
First Appearance: Pep Comics #17 (July 1941)
Role: Two-Fisted Superhero
Group Affiliations: The Mighty Crusaders
PL 8 (117)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+10)
Athletics 7 (+10)
Close Combat (Unarmed) 3 (+13)
Deception 4 (+7)
Insight 2 (+5)
Intimidation 5 (+8)
Investigation 5 (+8)
Perception 3 (+6)
Stealth 3 (+7)

Advantages:
Agile Feint, Chokehold, Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Improved Hold, Move-By Action, Takedown 2, Ranged Attack 4

Offense:
Unarmed +13 (+3 Damage, DC 18)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +7, Will +7

Complications:
Relationship (John Dickering, Brother)- Bob's brother was the superhero known as The Comet. When John was killed by criminals, Bob swore vengeance against all criminals.
Relationship (Thelma Gordon)
Motivation (Justice)- The Hangman wants justice against criminals, but will not commit murders to do it.
Enemy (The Jackal, Captain Swastika, Others)- The Hangman encountered many villains in his career, though most of them died after one or two adventures. Captain Swastika once attempted to create a second American Civil War by breaking hundreds of criminals out of prison, and later hijacked a battleship.

Total: Abilities: 66 / Skills: 38--19 / Advantages: 15 / Powers: 0 / Defenses: 17 (117)

-The Hangman was introduced to avenge his brother John, the Comet (who was probably the first-ever superhero death in comics). A regular guy without powers, he was reintroduced in the '60s as a supervillain, but was a good guy against in Mighty Comics. In the '80s, The Hangman was Steve Dickering, Bob's son. In !mpact Comics, he was Eric Adams, a lawyer beaten for fighting for Native American rights, and was given powers by a mystical shaman in recompense. In the DC Comics update, he was a Confederate soldier falsely hanged for treason during the Civil War, and made a literal Deal with the Devil to hunt down evildoers.
-Generally speaking, the first Hangman ended up a generic Two-Fisted Adventurer, though his comics were a bit morbid. See, he wasn't a killer at all, but his nemeses often found themselves dead all the same, usually due to being hanged by the authorities, or by accident. One foe, The Jackal, escaped hanging TWICE, only to fall into a PIT OF LYE and meet his end there! Captain Swastika was killed by an icepick thrown by his second-in-command (named Ice-Pick), etc.
-Stat-wise, The Hangman is pretty much just like Black Jack, but with a few minor differences (he doesn't seem to have a day job, for instance). A good PL 8 Two-Fisted Adventurer can do some damage, but he's lacking in the gimmicks or rep necessary to push himself to the next level. I don't see any of these PL 7-8 dudes beating Daredevil, for instance.

THE JAGUAR (Ralph Hardy)
Created By:
Robert Bernstein & John Rosenberger
First Appearance: The Adventures of the Jaguar #1 (Sept. 1961)
Role: Jungle Man, Flying Brick
Group Affiliations: The Mighty Crusaders
PL 10 (162)
STRENGTH
2/10 STAMINA 2/8 AGILITY 2/4
FIGHTING 6/10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 5 (+9)
Athletics 6 (+16)
Deception 3 (+6)
Expertise (Zoologist) 10 (+13)
Insight 2 (+5)
Intimidation 4 (+7)
Investigation 3 (+6)
Perception 4 (+7)
Persuasion 2 (+5, +10 Attractive)
Stealth 3 (+7)

Advantages:
Agile Feint, Attractive 2, Chokehold, Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Improved Hold, Move-By Action, Power Attack, Takedown 2

Powers:
"Jaguar Belt" (Flaws: Removable) [57]
Enhanced Strength 8 (16)
Enhanced Stamina 6 (12)
Enhanced Agility 2 (4)
Enhanced Fighting 4 (8)
"Talk With The Animals" Comprehend 2 (Animals) (4)
"Rhinoceros Hide Times a Thousand" Protection 2 (Extras: Impervious 11) (12)
"The Strength of a Million Elephants" Power-Lifting 1 (50 tons) (1)
"A Hundred Polar Bears In One" Immunity 6 (Cold, Cold Damage) (6)
"A Thousand Times the Swimming Skills of an Otter" Swimming 8 (120 mph) (8)
-- (71 points)

"Twin Jets On Belt" (Flaws: Removable) [10]
Flight 6 (120 mph) (12 points)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Jaguar Belt +10 (+10 Damage, DC 25)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10 (+6 Impervious), Fortitude +2 (+8 Jaguar), Will +7

Complications:
Relationship (Jill Ross)- His secretary is also his love interest, and is the only person to know his secret as The Jaguar.
Relationship (Cat Girl)- A one-time foe of The Jaguar's, Cat Girl quickly fell in love with him, and repeatedly chases after him and tries to get him to love her.

Total: Abilities: 52 / Skills: 42--21 / Advantages: 14 / Powers: 67 / Defenses: 10 (162)

-Ralph Hardy is an archaeologist who discovered a fancy belt in an Incan cave that turned him into a fighter capable of taking out a giant snake. He ended up becoming The Jaguar, fighting a host of goofy-ass 1960s enemies like tiny aliens, robot whales and radioactive Giant Mice, as befitting a hero in a 1960s comic. He's actually a later addition than most of the Crusaders, then. And WOW his book sounds super-childish, with the kinds of powers that a kid would come up with ("My guy has the strength of a million elephants!" "Oh YEAH? Well MY guy has the strength of a million DINOSAURS!").
-The Jaguar is really powerful, and is one of the rare heroes with Super-Strength who actually uses an ARTIFICIAL method of flying. It's kind of an interesting thing, using high-tech gear on top of regular super-powers to make yourself a more well-rounded hero.

MISTER JUSTICE (Prince James of England, aka Paul Morse)
Created By:
Joe Blair & Sam Cooper
First Appearance: Blue Ribbon Comics #9 (Feb. 1941)
Role: Scary Hero
Group Affiliations: The Mighty Crusaders
PL 9 (198)
STRENGTH
3 STAMINA -- AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 4 PRESENCE 2

Skills:
Athletics 6 (+9)
Close Combat (Unarmed) 2 (+10)
Deception 3 (+5)
Expertise (Royalty) 4 (+6)
Expertise (History) 6 (+8)
Insight 2 (+6)
Intimidation 8 (+10)
Investigation 3 (+7)
Perception 3 (+7)
Ranged Combat (Soul-Destroying Blast) 2 (+10)
Stealth 3 (+6)

Advantages:
Chokehold, Diehard, Fast Grab, Great Endurance, Improved Critical (Soul-Destroying Blast), Improved Hold, Move-By Action, Power Attack, Startle, Takedown

Powers:
"Spectral Powers"
Immunity 30 (Fortitude Effects) [30]
Protection 4 [4]
Flight 5 (60 mph) (10) -- [11]
AE: "Flows Through Water as Easily as Air" Swimming 7 (60 mph) (7)

"Soul-Destroying Blast" Blast 8 Linked to Blast 8 (Extras: Will Save) (40) -- [41]
AE: "Astral Form" Remote Sensing (Vision & Hearing) 10 (Flaws: Physical Body is Defenseless) (20)

"Ethereal Form" Insubstantial 4 [20]

"Immortal Things of Evil Are Near!" Senses 3 (Detect Evil- Ranged, Radius) [3]

Offense:
Unarmed +10 (+3 Damage, DC 18)
Soul-Destroying Blast +10 (+8 Ranged Damage & Will Damage, DC 23)
Initiative +3

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

Complications:
Motivation (Fighting Injustice)- Murdered in England centuries ago, Prince James' Spirit has returned, and fights crime in America.
Enemy (The Dictator)- The embodiment of all evil has turned into a being not dissimilar to Adolph Hitler.
Power Loss (Insubstantial)- Mister Justice's body is affected normally by fire, even while ethereal.

Total: Abilities: 42 / Skills: 42--21 / Advantages: 14 / Powers: 109 / Defenses: 12 (198)

-Mister Justice is the spirit of Prince James, unjustly murdered by rebels centuries ago in England, but his spirit rose when his castle was destroyed en route to being rebuilt in America. Deciding to help capture some criminals, he hears a cop say "Mister Justice caught up with THESE guys!" and takes on a new name. His spirit foils injustice in all its forms (such as killing the King of the Vampires). His powers are pretty interesting, and he's one of the more cool-looking MLJ heroes, but it looks like he was only ever used in the Golden Age. His Blast is apparently able to destroy bodies AND souls, making it a sort of Linked Toughness & Will-Affecting Blast.

Secret identities: YOU'RE DOING IT WRONG.

FIREBALL (Ted Tyler)
Created By:
Paul Reinman
First Appearance: Pep Comics #12 (Feb. 1941)
Role: Forgotten Hero
Group Affiliations: The Mighty Crusaders
PL 7 (120)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 2 (+5)
Athletics 4 (+7)
Deception 3 (+5)
Expertise (Fireman) 7 (+9)
Insight 1 (+4)
Intimidation 2 (+4)
Perception 3 (+6)

Advantages:
Diehard, Fast Grab, Great Endurance, Ranged Attack 2

Powers:
"Absorbs & Controls Flame"
Fire Blast 8 (Flaws: Requires Flame) (8) -- [11]
AE: Damage 7 (Extras: Area- 30ft. Shapeable) (Flaws: Requires Flame) (7)
AE: "Fire Spout" Damage 7 (Extras: Area- 30ft. Line) (Flaws: Requires Flame) (7)
AE: "Fire Wave" Damage 7 (Extras: Area- 60ft. Cone) (Flaws: Requires Flame) (7)

Immunity 11 (Heat, Fire Damage, Ballistics Damage) [11]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Fire Blast +6 (+8 Ranged Damage, DC 23)
Fire Area Effects +7 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +5

Complications:
Motivation (Stopping Arsonists)- Ted Tyler was left for dead by one arsonist, and is devoted to stopping others.

Total: Abilities: 58 / Skills: 22--11 / Advantages: 5 / Powers: 22 / Defenses: 24 (120)

-Fireball is a pretty terrible character, packing perhaps THE most generic and dumb costume in comic books. I mean, what IS that? Also devoting yourself to fighting arsonists is hilariously one-note for a superhero. His power is somewhat unique for the era (a Fire-Absorber, basically), but also pretty limited, and he only lasted a mere 8 issues. He's most-notable for his terrible costume, his "who IS that guy?" nature in the background of Mighty Crusader pics, and that Archie one-pager where a tiny brush fire caused by some kids burning ants or leaves somehow draws the attentions of THREE SUPER-HEROES, all of whom arrive separately.

THE BLACK HOOD (Matthew Kipling "Kip" Burland)
Created By:
Cliff Campbell & Art "Camy" Camerata
First Appearance: Top-Notch Comics #9 (Oct. 1940)
Role: Two-Fisted Superhero
Group Affiliations: The Mighty Crusaders
PL 8 (121)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+10)
Athletics 7 (+10)
Close Combat (Unarmed) 3 (+13)
Deception 4 (+7)
Expertise (Police Officer) 6 (+8)
Insight 2 (+5)
Intimidation 2 (+5)
Investigation 6 (+9)
Perception 3 (+6)
Stealth 3 (+7)

Advantages:
Agile Feint, Chokehold, Diehard, Equipment 2 (Motorcycle), Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Improved Hold, Move-By Action, Takedown 2, Ranged Attack 4

Offense:
Unarmed +13 (+3 Damage, DC 18)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +7, Will +7

Complications:
Enemy (The Skull)
Relationship (Barbara Sutton)
Relationship (Sgt. McGinty)- McGinty is a close friend of Kip's (and his superior), but repeatedly tries to arrest the vigilante Black Hood.

Total: Abilities: 66 / Skills: 42--21 / Advantages: 17 / Powers: 0 / Defenses: 17 (121)

-Matt "Kip" Burland was a patrolman framed by The Skull for a crime, and was rescued by a hermit, who trained him to become The Black Hood, who cleared his name. There was also a Canadian version redrawn for a Canadian audience (what did they do? Put a bottle of maple syrup or Kraft Dinner on his chest logo?) Another Black Hood (Thomas Kipling Burland, Matt's nephew), from the '60s "Mighty Crusaders" run, was more of a gadget-user with a gun, "Bean-Bag" gun and a spring-loaded blackjack. A later Archie one-pager would show a younger Kip, disenfranchised from the police force because of all the corruption (Archie Comics was apparently telling kids that all cops are inherently corrupt), being trained by the elder Matt, who explained that Burlands had been the Black Hood throughout history. This was apparently taken from the '60s books as well. In some variant or another, Matt was killed by The Eraser while retired- The Eraser was soon killed by The Comet in vengeance.
-The Black Hood has more than a little in common with Black Jack, who I would assume is the rip-off, given how he was created a year later. As such, the build is pretty much identical, but with a Motorcycle instead. As a cop, he might even have a gun.

THE FLY (Thomas Troy)
Created By:
Joe Simon & Jack Kirby
First Appearance: The Adventures of The Fly #1 (Aug. 1959)
Role: Potential Flagship Hero
Group Affiliations: The Mighty Crusaders
PL 9 (160)
STRENGTH
8 STAMINA 8 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 2 (+10)
Deception 3 (+6)
Expertise (Lawyer) 4 (+7)
Insight 2 (+5)
Investigation 3 (+6)
Perception 5 (+8)
Stealth 2 (+6)
Technology 2 (+5)

Advantages:
Agile Feint, Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Improved Hold, Move-By Action, Takedown, Ranged Attack 6

Powers:
"Bug Wings" Flight 5 (60 mph) (Flaws: Winged) [5]
Movement 1 (Wall-Crawling) [2]
Senses 2 (Radius Sight & Infravision) [2]
Comprehend 2 (Animals) (Flaws: Limited to Insects) [2]
"Escape From Any Trap" Enhanced Skills 8: Sleight of Hand 8 (+12) [4]

"Wind Current Via Wing Beats" Affliction 6 (Strength/Athletics; Hindered & Vulnerable/Prone & Defenseless) (Extras: Area- 60ft. Cone, Extra Condition) (Flaws: Limited Degree, Instant Recovery) [6]

"Buzz Gun" (Flaws: Easily Removable) [11]
Affliction 6 (Fort; Dazed/Stunned/Asleep) (Extras: Multiattack, Ranged) (18 points)

Offense:
Unarmed +10 (+8 Damage, DC 23)
Initiative +9

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +7

Complications:
Relationship (Kim Brand- aka Fly Girl)
Weakness (Bright Lights)- This weakness is dropped in later stories.
Normal Identity (Tom Troy)- The Fly must rub his Magic Ring and say "I wish I were The Fly!" to transform into his super-powered form. His ordinary stats are ST 2, STA 3, AGI 3.

Total: Abilities: 88 / Skills: 30--15 / Advantages: 15 / Powers: 32 / Defenses: 10 (160)

-The Fly seems like a Spider-Man knock-off, but actually predates Peter Parker by a few years. He gained his powers from the emissary of the Fly People (really), who was waiting for someone "pure of heart" to use their powers to fight crime. He was popular enough to get not only a full thirty-seven issues in the 1960s run of the MLJ Heroes' updates (he was never a Golden Ager), but he even got a GIRL VERSION of himself, something reserved for only the MOST popular heroes! His resume is even more impressive, sharing his daddies with Captain America himself, and he even had Steve Ditko working on his book in the 1980s!
-The Fly exhibited a number of powers over the course of his run, primarily during the '80s Archie run, which gave him Growth, Shrinking, Vibrational Wings, Webbing, Firefly-lights and more... basically ripping off Spider-Man a lot. These were dropped for the Red Circle imprint.

FLY GIRL (Kim Brand)
Created By:
Joe Simon & Jack Kirby
First Appearance: The Adventures of The Fly #13 (July 1961)
Role: Potential Flagship Hero
Group Affiliations: The Mighty Crusaders
PL 8 (138)
STRENGTH
8 STAMINA 8 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 7 (+12)
Athletics 2 (+10)
Deception 2 (+6)
Expertise (Actress) 3 (+7)
Insight 2 (+4)
Investigation 3 (+5)
Perception 6 (+8)
Stealth 1 (+6)

Advantages:
Agile Feint, Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Improved Hold, Move-By Action, Takedown, Ranged Attack 6

Powers:
"Bug Wings" Flight 5 (60 mph) (Flaws: Winged) [5]
Movement 1 (Wall-Crawling) [2]
Senses 2 (Radius Sight & Infravision) [2]
Comprehend 2 (Animals) (Flaws: Limited to Insects) [2]
"Escape From Any Trap" Enhanced Skills 8: Sleight of Hand 8 (+12) [4]

"Wind Current Via Wing Beats" Affliction 6 (Strength/Athletics; Hindered & Vulnerable/Prone & Defenseless) (Extras: Area- 60ft. Cone, Extra Condition) (Flaws: Limited Degree, Instant Recovery) [6]

"Buzz Gun" (Flaws: Easily Removable) [11]
Affliction 6 (Fort; Dazed/Stunned/Asleep) (Extras: Multiattack, Ranged) (18 points)

Offense:
Unarmed +8 (+8 Damage, DC 23)
Initiative +9

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

Complications:
Relationship (Tom Troy, aka The Fly)
Weakness (Bright Lights)- This weakness is dropped in later stories.
Normal Identity (Kim Brand)- The Fly must rub her Magic Ring and say "I wish I were Fly-Girl!" to transform into her super-powered form. Her ordinary stats are ST 1, STA 2, AGI 3.

Total: Abilities: 80 / Skills: 26--13 / Advantages: 15 / Powers: 32 / Defenses: 8 (138)

-Fly-Girl (no relation to Jennifer Lopez) is the Distaff Counterpart of The Fly, given many similar powers. She was an actress who got saved by The Fly and decided she wanted to both bone him and join him on adventures, which he actually agreed to once two of his foes teamed up to commit two crimes at once. With her own Fly Ring, she gained The Fly's powers, and was actually the only female member of The Mighty Crusaders- it looks rather odd to see a massive roster of 20-ish guys in the old Archie Comics "Team Pictures", only to have a SINGLE WOMAN in the group, and have her entire concept be that she's a boobed version of a male hero. She got used briefly in the limited early '80s run of the heroes.
-The DC version (used because the rights for The Fly went back to the original creator- Joe Simon- one of the only times in comic history where that happened) was a Powersuit-wearing Internet show host who gained a suit from The Web, using Flight, Body Armour (bulletproof), HUD interface, a GPS tracker and Super-Strength. The regular Fly-Girl, built here, is your standard Distaff Counterpart- a weaker overall version of the male hero.

THE COMET (John Dickering)
Created By:
Jack Cole
First Appearance: Pep Comics #1 (Jan. 1940)
Role: Potential Flagship Hero
Group Affiliations: The Mighty Crusaders
PL 9 (160)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 2 (+10)
Deception 3 (+6)
Expertise (Lawyer) 4 (+7)
Investigation 3 (+6)
Perception 5 (+8)
Stealth 2 (+6)
Technology 2 (+5)

Advantages:
Agile Feint, Evasion, Improved Critical (Beam), Move-By Action, Ranged Attack 4

Powers:
"Dissolvo-Vision" Blast 10 Linked to Weaken Toughness 8 (Extras: Affects Objects, Ranged) (44) -- [45]
AE: "Disintegration Wave" Damage 8 (Extras: Area- 60ft. Cone) Linked to Weaken Toughness 8 (Extras: Affects Objects, Area- 60ft. Cone) (40)

Fligth 6 (120 mph) [12]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Disintegration Beam +8 (+10 Ranged Damage & +8 Ranged Weaken, DC 25 & 18)
Disintegration Wave +8 Area (+8 Damage & +8 Weaken, DC 23 & 18)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +7

Complications:
Responsibility (Uncontrolled Power)- John's eye beams will fire every time he crosses his eyes. He wears glasses to counter-act this in his everyday life.
Power Loss (Disintegration Beam)- John's powers will not work against silicon or silicon-based objects, such as glass.
Enemy (Satan)- A crimeboss named Satan was an early recurring foe, but his hypnotic minion Zadar had a mind-controlled Comet kill him for a share of the loot. Zadar was then accidentally killed the same way.
Relationship (Thelma Gordon, Queen Naija)- The Comet had a standard Girlfriend Reporter character, but eventually married the Queen of the alien world of Altrox. Naija was killed by Mechts soon after their marriage, however.
Motivation (Making Amends)- The Comet is desperate to make amends for the lives he snuffed out while under Zadar & Satan's control- he refuses to retire until he rights the scales of justice.

Total: Abilities: 66 / Skills: 30--15 / Advantages: 8 / Powers: 57 / Defenses: 14 (160)

-John Dickering discovered a gas "fifty times lighter than hydrogen" which, when injected into his bloodstream, allowed him to make great leaps and shoot energy beams from his eyes whenever he crossed them. Alas, his powers didn't work on silicon-based items, but they sure as hell worked on bad guys, whom he slaughtered with great abandon, given that this was a 1940s comic. He even killed some INNOCENTS, as a result of some mind-control by a hypnotist villain, and spent several issues trying to make good. Alas, The Comet became probably the VERY FIRST SUPERHERO to be killed in action when, in 1941, he was killed trying to save his brother Bob's life- John died in a hail of bullets, leaving Bob to become The Hangman.
-Another Comet came about in the 1960s "Mighty Crusaders" era, with a Powersuit for his similar powers. The original returned in the '80s, revealing that he'd been teleported to an alien world and rescussitated. He was also then cured of the homicidal tendencies that were apparently part and parcel of his gas-injecting origin. I think this is the same dude that was in the Archie one-pagers, where he pretty much looked like a flying version of Cyclops but in a spiffier costume.
-The Comet is actually REALLY quite powerful, able to disintegrate groups of criminals at once with his "Dissolvo-Vision" (hey, it was the '40s. They'd still be calling powers stuff like that twenty years later), or just Blast away at range. He eventually gains the ability to Fly- in the '40s, he was a Superman-ish Leaping-based guy.

THE WIZARD (Blane Whitney)
Created By:
Harry Shorten & Edd Ashe
First Appearance: Top-Notch Comics #1 (Dec. 1939)
Role: Two-Fisted Superhero
Group Affiliations: The Mighty Crusaders
PL 10 (175)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 6 (+10)
Athletics 7 (+10)
Close Combat (Unarmed) 3 (+13)
Deception 4 (+7)
Expertise (Science) 7 (+14)
Insight 2 (+6)
Intimidation 2 (+5)
Investigation 5 (+9)
Perception 7 (+11)
Stealth 3 (+7)
Technology 6 (+13)

Advantages:
Agile Feint, Chokehold, Diehard, Eidetic Memory, Equipment 8 ("Stratoplane"), Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Defense, Improved Initiative, Improved Hold, Inventor, Move-By Action, Takedown 2, Ranged Attack 4, Ultimate Science Skill

Powers:
"ESP" Remote Sensing (Vision) 10 [20]

"Invulnerable Suit" (Flaws: Removable) [12]
Protection 6 (Extras: Impervious 9) (15 points)

Offense:
Unarmed +13 (+3 Damage, DC 18)
Initiative +8

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

Complications:
Motivation (Fighting America's Enemies)- The Whitney family has fought America's enemies for centuries, donning the red mask of The Wizard.
Relationship (Roy the Superboy)- The Wizard grabbed himself a Teen Sidekick once.
Relationship (Admiral Grover Whitney)- The Wizard's brother is a member of Naval Intelligence, and the only one to know that his cover as a bored socialite is just a cover.
Relationship (Jane Barlow)

Total: Abilities: 78 / Skills: 52--26 / Advantages: 27 / Powers: 32 / Defenses: 12 (175)

-The Wizard is one of those guys who basically NEVER appeared in those Archie one-offs (much like Bob Phantom & the Fly pairing), so I knew basically nothing about him until doing a bit of research. I figured either a Two-Fisted Hero or a Superhero Wizard type of guy (both were VERY common back in the '40s, thanks to Batman/Shadow/The Phantom types and the popular comic strip "Mandrake the Magician"), but he's a bit more quirky. He's the latest in a lineage of Whitneys, all of whom have powers beyond those of ordinary men- ESP, Photographic Memory and genius. Plus he got an invulnerable suit (suit as in "tuxedo").
-The Wizard ends up being PL 10 thanks to the suit (no idea HOW invulnerable it is), but is your everyday PL 8 Fist-Fighter otherwise. He's also a super-genius who tends to invent something for every story, PLUS he has ESP that shows him crimes happening further away.

STEEL STERLING (John Sterling)
Created By:
Abner Sundell & Charles Biro
First Appearance: Zip Comics #1 (Jan. 1940)
Role: Magnetic Hero, Flying Brick
Group Affiliations: The Mighty Crusaders
PL 10 (147)
STRENGTH
8 STAMINA 6 AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 3 PRESENCE 3

Skills:
Athletics 2 (+10)
Deception 3 (+6)
Expertise (Private Detective) 4 (+7)
Expertise (Science) 6 (+11)
Insight 3 (+6)
Intimidation 2 (+5)
Investigation 6 (+9)
Perception 2 (+5)

Advantages:
Diehard, Equipment 7 (Sterling Scooter), Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Hold, Takedown, Ranged Attack 4

Powers:
Flight 5 (60 mph) [10]
"Invulnerable" Protection 6 (Extras: Impervious 9) [15]
Immunity 1 (Aging) [1]
"Electrolized Tongue Against Teeth" Senses 2 (Detect Telephone Conversations- Ranged) [2]

Equipment:
"Sterling Scooter" Medium-Sized Car with:
Flight 6 (120 mph) (+6)
"Heat-Ray/Repulsion Force Gun" Blast 8 (Feats: Variable- Heat or Force) (17) -- (18)
AE: "Magnetic Attractor" Move Object 5 (Extras: Area- 30ft. Burst) (Flaws: Limited to Metallic Objects, Limited to Towards Vehicle) (2.5)
"Seismo-Dial" Earthquake Detector (1)
-- (33 points)

Offense:
Unarmed +8 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12, Fortitude +6, Will +7

Complications:
Enemy (The Black Knight)
Relationship (Dora Cummings)- Not a pornstar- she's his girlfriend.
Relationship (Alec Ben "Looney" Lunar)- A circus mentalist-turned-PI, Lunar is a sidekick of sorts, but kind of a screw-up.
Secret (John Sterling)- Steel Sterling's cover is that he's the twin brother of Private Detective John Sterling, and he must keep up the ruse that John is kind of a douchebag.
Power Loss (All Powers)- Solar flare-ups cause Steel Sterling's powers to ebb.

Total: Abilities: 78 / Skills: 28--14 / Advantages: 17 / Powers: 28 / Defenses: 10 (147)

-I always thought Steel Sterling & Bob Phantom were the worst two Mighty Crusaders- I mean, Fireball had a crappy costume, but those two guys had AWFUL codenames that nobody could ever like. Sterling also has one of those totally generic outfits that could almost pass for normal clothes. He's a regular guy who experimented with chemicals to make himself semi-invulnerable to gain revenge on criminals (some of whom swindled, then murdered his father), and dove into molten metal to become STEEL STERLING- The Man of Steel (wait, what?).
-Sterling is a pretty simple PL 8 Powerhouse build that can also fly and is PL 10 on the defensive thanks to his immense Toughness save (apparently he can take a point-blank artillery shell to the chest and survive).

THE WEB (John Raymond)
Created By:
John Cassone
First Appearance: Zip Comics #27 (July 1942)
Role: Two-Fisted Hero
Group Affiliations: The Mighty Crusaders
PL 7 (108)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Athletics 7 (+10)
Close Combat (Unarmed) 1 (+11)
Deception 4 (+7)
Expertise (Professor of Criminology) 7 (+10)
Insight 3 (+7)
Intimidation 2 (+5)
Investigation 4 (+8)
Perception 2 (+6)

Advantages:
Agile Feint, Chokehold, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Takedown, Ranged Attack 4

Offense:
Unarmed +11 (+3 Damage, DC 18)
Initiative +8

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

Complications:
Relationship (Tim- Brother)- John's brother is a crook.
Motivation (Fighting Evil)- After Tim was caught in a web on his own deception (he cut John's phone line to prevent him from calling for help, which led the police to John's door when he didn't answer an evacuation warning), John became obsessed with the concept of criminals and "webs".
Relationship (Rose Wayne)

Total: Abilities: 70 / Skills: 34--17 / Advantages: 11 / Powers: 0 / Defenses: 10 (108)

-The Web was a guy who wa fascinated with what makes criminals bad- becoming a psychologist & criminologist after his brother was basically a childhood nuisance turned real criminal. He had one of the more interesting costumes of the Crusaders, and his update was done by Jerry Siegel of all people (his son, John Jr., took the role in the '60s). Oddly, he has no powers, despite an Archie story depicting a guy wearing a Web costume with real Wall-Crawling powers as part of the plot (he was a criminal who used the suit to steal the world's first comic book, drawn by Chuck Clayton's ancestor). His updated version in the 2000s at DC made him a Spider-Man-like guy who started off just messing around, but changed his ways when his brother was killed.

FIREFLY (Harley Hudson)
Created By:
Harry Shorten & Warren "Bob" Wood
First Appearance: Top Comics #8 (Sept. 1940)
Role: The First Insect-Based Superhero
Group Affiliations: The Mighty Crusaders
PL 8 (121)
STRENGTH
7 STAMINA 7 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 2 (+6)
Athletics 3 (+10)
Close Combat (Unarmed) 1 (+9)
Deception 4 (+7)
Expertise (Science) 7 (+13)
Insight 3 (+5)
Intimidation 2 (+5)
Investigation 5 (+7)
Perception 4 (+6)
Technology 3 (+9)

Advantages:
Fast Grab, Great Endurance, Improved Initiative, Takedown, Ranged Attack 2

Powers:
Leaping 4 (120 feet) [4]
"Bio-Luminescence" Environment 2 (Light) [2]

Offense:
Unarmed +11 (+3 Damage, DC 18)
Initiative +8

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

Complications:
Motivation (Fighting Crime)- I guess. Not a lot exists on this dude.

Total: Abilities: 82 / Skills: 34--17 / Advantages: 6 / Powers: 6 / Defenses: 10 (121)

-A biochemist who developed a serum that let him copy the "wonderful muscular coordination" that let insects have great strength and leaping ability, Harley Hudson became yet another forgettable MLJ hero, albeit the first hero in comics with real arthropod-based powers.

THE FOX (Paul Patton)
Created By:
Joe Blair & Irwin Hasen
First Appearance: Blue Ribbon Comics #4 (June 1940)
Role: Two-Fisted Hero
Group Affiliations: The Mighty Crusaders
PL 8 (118)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 3 (+8)
Athletics 7 (+10)
Close Combat (Unarmed) 3 (+13)
Deception 4 (+7)
Expertise (News Photographer) 6 (+8)
Insight 2 (+5)
Intimidation 3 (+6)
Investigation 5 (+8)
Perception 4 (+7)
Stealth 2 (+7)

Advantages:
Agile Feint, Chokehold, Diehard, Equipment 5 (Fox Car- Standard Car with higher Toughness), Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Improved Hold, Move-By Action, Takedown 2, Ranged Attack 2

Offense:
Unarmed +13 (+3 Damage, DC 18)
Initiative +9

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

Complications:
Motivation (Getting The Scoop)- The Fox became a superhero so he'd always be first on the scene when crimes happen.
Relationship (Ruth Ransom)- A standard Girl Reporter love interest.
Relationship (Delilah Monaco)- In the '60s, The Fox switched his interests for a go-go dancer. She eventually became The She-Fox in the '80s books.

Total: Abilities: 68 / Skills: 40--20 / Advantages: 18 / Powers: 0 / Defenses: 12 (118)

-The Fox was immediately my favourite Mighty Crusader, owing to the fact that he had the sweetest overall look... it actually pre-dates The Black Panther's by a long ways (even Wildcat, who had a similar look, came later), but at the time was more of a weird all-black bodysuit with a giant yellow chest symbol (sorta like Batman in some ways). As a kid, I even wrote a short story for school called "The Fox and Billy", about this dude plus some self-insert kid (who was Toad from Mario Bros. for some reason- I mentioned this on my build for Toad) who had to go on an adventure to save The Fox. I thought he was THAT COOL. And that was only from a one-page Archie story where he picked up some littering punkass and threw him into one of those mesh trash cans! He was pretty minor for the day (being a photographer who was a superhero so he could report on crimes more easily), but his son joined the '60s incarnation of the Mighty Crusaders, and he actually has an ongoing title written by Mark Waid going on right now!
-He's your standard PL 8 Brawler hero, who had some kind of martial arts training after his first forays into super-heroics left him getting beaten up. He had a Fox-Car and a Fox Den that was super-awesome apparently, but dropped it after a while, since it was probably too Batman-esque.

Not statted are guys who never made the "Mighty Crusaders" cut: Captain Commando (John Grayson, not the Capcom hero), The Falcon (Perry Chase, not Sam Wilson) and The Miracle Man (Zambini, not that guy Alan Moore worked on), all of whom are either generic fighters (first two) or a vaguely-stated "Magic Hero" (the last one). There are also heroes like Hercules (the son of Zeus- no idea what his powers were like here), The Green Falcon (a Robin Hood rip-off set to fight Prince John... I am fairly certain that Robin was Public Domain by that point, which makes this one odd), The Green Cobra (Green Hornet knock-off), and a handful of other assorted weirdos.

xxx

Acrobatics, Athletics, Close Combat (Type), Deception, Expertise (Acting, Art, Business, Carpentry, Cooking, Criminal, Current Events, Dance, History, Journalism, Law, Law Enforcement, Military,
Magic, Music, Philosophy/Theology, Politics, Pop Culture, Psychiatry, Science, Sociology), Insight, Intimidation, Investigation, Perception, Persuasion, Ranged Combat (Type), Sleight of Hand, Stealth, Technology, Treatment/Medicine, Vehicles

Accurate Attack, Agile Feint, All-Out Attack, Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Chokehold, Close Attack, Connected, Contacts, Cunning Fighter, Damaging Escape, Daze (old Distract), Def.Attack. Def.Roll, Def.Strike, Def.Throw, Diehard, Eidetic Memory, Equipment, Evasion (R), Extraordinary Effort, Fascinate, Fast Grab, Fav. Environment, Fav. Foe, Fearless, Follow-Up Strike, Grab Finesse, Great Endurance, Hide in Plain Sight, Imp.Aim, Imp.Critical, Imp.Defense, Imp.Disarm, Imp.Grab, Imp.Initiative, Imp.Hold, Imp.Smash, Imp.Trip, Improvised Tools, Improvised Weapon, Inspire, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Languages, Last Stand, Leadership, Luck, Minions, Move-By Action, Power Attack, Precise Attack (Ranged/Close,Cover/Conceal), Prone Fighting, Quick Draw, Ranged Attack, Redirect, Ritualist, Second Chance, Seize Initiative, Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing Mastery, Tough, Tracking, Trance, Ultimate Effort, Uncanny Dodge, Weapon Bind, Weapon Break, Well-Informed, Withstand Damage

STR 0 (50 lbs.) ---- (Bald Eagle)
STR 1 (100 lbs.) ---- (Jean Grey, Sue Storm; Wolves)
STR 2 (200 lbs.) ---- (NPC Thugs, NPC Cop, Black Tom Cassidy, Base Doom/Kang) (DCA- Black Canary, Robin)
STR 3 (400 lbs.) ---- (Nightwing, Silver Samurai, Black Canary II, Razor Fist; Cougars) (DCA- Nightwing)
STR 4 (800 lbs.) ---- (Daredevil, Batman, Demona "Gargoyles"'; Chimpanzees, Jaguars) (DCA- Batman, Vandal)
STR 5 (1,600 lbs.) ---- HUMAN MAXIMUM (Captain America, Hudson "Gargoyles", Hawkman, Bugbears; Lions)

STR 6 (3,200 lbs.) ---- (Goliath "Gargoyles", Sabretooth; Horses, Gorillas, Anacondas, Black Bears, Tigers) (DCA- Gorillas)
STR 7 (3 tons) ---- (car, van, truck) ---- (Cyborg; Grizzlies, Gryphons, Rhinoceros, Styracosaurus, Ankylosaurus, Peak for Most Animals) (DCA- Cheetah)
STR 8 (6 tons) ---- (lear jet, subway car) ---- (Elephants, Triceratops, T-Rex)
STR 9 (12 tons) ---- (fighter jet, semi truck) ---- (Spider-Man, The Beast, The Blob)
STR 10 (25 tons) ---- (humpback whale) ---- (Kid Omni-Man) (DCA- Aquaman)

STR 11 (50 tons) ---- (tank, train) ---- (Rogue, The Immortal, Marvel's Ares)
STR 12 (100 tons) ---- (767, cargo jet) ---- (Most Super-Bricks: Colossus, King Kong, Baseline Hulk) (DCA- Humpback Whale, Powerhouse)
STR 13 (200 tons) ---- (747, fishing liner) ---- (DCAU Superman, The Thing, Dragon Man)
STR 14 (400 tons) ---- (drilling rig)
STR 15 (800 tons) ---- (small bridge) ---- (The Juggernaut, DCAU Darkseid, Mary Marvel/CM3, Invincible)

STR 16 (1,600 tons) ---- (destroyer) ---- (Legion Supergirl, The Abomination) (DCA- Wonder Woman)
STR 17 (3,200 tons) ---- (freight train, nuclear sub) ---- (Mon-El, PC Superboy, Omni-Man)
STR 18 (6,000 tons) ---- (cargo freighter- empty) ---- (Thunderstrike, Captain Marvel, Black Adam, Prof. Hulk, She-Ra, Samaritan) (DCA- Grundy)
STR 19 (12,000 tons) ---- (cruiser, loaded freighter) ---- (Thor, Superman, He-Man) (DCA- Black Adam, Superman)
STR 20 (25,000 tons) ---- (ocean liner, large bridge)

SPEED CHART:
2 mph (Normal Human), 4 mph (Speed 1), 8 mph (Speed 2), 16 mph (Speed 3), 30 mph (Speed 4), 60 mph (Speed 5), 120 mph (Speed 6), 250 mph (Speed 7), 500 mph (Speed 8), 1,000 mph (Speed 9), 2,000 mph (Speed 10), 4,000 mph (Speed 11), 8,000 mph (Speed 12), 16,000 mph (Speed 13), 32,000 mph (Speed 14), 64,000 mph (Speed 15), 125,000 mph (Speed 16), 250,000 mph (Speed 17), 500,000 mph (Speed 18), 1,000,000 mph (Speed 19), 2,000,000 mph (Speed 20)

(One Degree): Dazed (single action of own control), Entranced (stunned unless a threat is obvious), Fatigued/Hindered (half-speed), Impaired (-2 penalty), Vulnerable (half-defense)
(Two Degrees): Compelled (single action control), Defenseless (0 defense bonus), Disabled (-5 penalty), Exhausted (impaired/hindered), Immobile (no moving from spot), Prone (-5 close attack/hindered), Restrained (hindered/vulnerable), Stunned (no actions)
(Three Degrees): Asleep (defenseless/stunned/unaware), Controlled (all actions), Incapacitated (defenseless/stunned/unaware), Paralyzed (defenseless/immobile/stunned aside from mental actions), Transformed (altered traits), Unaware (unable to Percieve/Interact)

Attack Bonuses:
+6: Elite Wolves, Cassowaries, Komodo Dragons, Black Rhinos, Dolphins, Most Sharks,
+7: The Yeti, Worm, Jaguars, Dire Wolves, Smaller Bears (Black, Sloth), Terror Birds, Most Snakes (Constrictors & Vipers), White Rhinos, Gorillas, Great White Sharks, Megalodons, Thunderball, Stilt-Man, Bulldozer (Headbutt), Sasquatch
+8: Rusty & Skids, Boom-Boom/Meltdown, Siryn, Most of the Serpent Society (Coachwhip, Rock Python, Puff Adder, etc.), Blockbuster, G.W. Bridge, Grizzly IV, Most Big Cats (Lion, Leopard), Brown & Polar Bears, Haast's Eagles, Elephants, Killer Whales, The Wrecker, Piledriver, Titania, The Absorbing Man, Tony Stark
+9: The Thing, Karma, Rictor, Warpath, Copperhead, Short-Faced Bears, Crocodiles (In Water), Sperm Whale, Mister Hyde, The Gamecock, She-Hulk, James Rhodes,
+10: Harry Osborn, Fancy Dan, Hobgoblins, The Prowler, Sunspot, Cannonball, Asp, Black Mamba, Anaconda, Scalphunter, Harpoon, Arclight, The Wendigo, Sauron, Dragon Man, Zaran & Machete, The Beast, Julia Carpenter, Thor (Hammer), Hercules
+11: U.S. Agent, Vulture, The Lizard, Norman Osborn, Hammerhead, Mac Gargan, Tombstone, Spider-Girl (May), Callisto, Feral, Dani Moonstar, Shatterstar (Swords), Diamonback, King Cobra, Sabretooth (Unarmed), Jessica Drew, Luke Cage, Thor (Unarmed),
+12: The Puma, Kraven the Hunter, Black Cat, Callisto (Knife), Wolfsbane, Domino, Cable, The Punisher, Namor, Ares
+13: Bucky-Cap, Spider-Man, The Kingpin, Carnage, La Tarantula, Shatterstar (Unarmed), Sabretooth (Claws), Black Knight (sword)
+14: Black Widow, Silver Sable, Batroc the Leaper, Swordsman (Sword),
+16: Captain America

Damage:
+1: Kitty Pryde, Emma Frost (unarmed)
+2: Barracudas, Most Humans (200 lbs.)
+3: Black Widow, Iron Fist (standard attack), Rottweiler, Lynx, Eagles, Mandrills, Nighthawk, Night Thrasher (Unarmed)
+4: Daredevil, Mastiff, Wolves, Crossbones
+5: Standard Gun, Captain America, Bullseye (Objects/Adamantium Fists), Daredevil (Club), Hyenas, Eels, Rattlers, Stags, Chimps, Swarm, Red Skull
+6: Agent 13 (Gun), Black Widow (Bite), The Kingpin, Dire Wolf (Bite), Cougars/Leopards, Dolphins, Pythons, Horses, Elk, Orangutans
+7: Punisher, Cable & Domino's Rifles, Vermin, Jaguars, Lioness, Cobras, Gorillas, Spider-Girls, Black Knight (Sword)
+8: Spider-Man (Unarmed/Snare), Captain America (Shield), Wolverine (Claws), Lions, Black Bears, False Killer Whales, Bull Sharks, Anacondas, Terror Birds, Crocs, Moose, Bulls,
+9: Tigers, Brown/Polar Bears, Hammerheads, Colossal Squids, Salties, Irish Elk, Giraffes, Hippos, Black Rhinos, The Shocker, Titania I, Poundcakes
+10: Smilodons, Cave Bears, Great Whites, White Rhinos, Elephants, Killer Whales, Hydro Man, Piledriver's Fists, Texas Twister's Wind, Foxfire & Quagmire's Attacks, Gladiatrix
+11: Jack of Hearts (Blast), War Machine (Blasts), Mr. Hyde, Giant Snakes, Woolly Rhinos, King Kong, Dr. Octopus (Arms), Venom, The Lizard, Electro, Frenzy, Unuscione, Power Princess, Tiger Shark, Rogue, Stegosaurus' Thagomizer
+12: Iron Man (Blasts), Humpbacks, The Scorpion (Tail), Thunderball & Bulldozer's Weapons, Dr. Spectrum's Blasts
+13: Sperm Whales, Indricotherium, Namor, The Thing, Colossus, Ultron, The Mandarin's Area Attacks, T-Rex's Bite
+14: The Wrecker (Crowbar), Magneto's Blasts, Exodus' Blasts, Namor & Tiger Shark (in Water), Ultron's Attacks, Sasquatch, The Mandarin, Loki's Blasts
+15: Zeuglodons, Megalodons, Gilgamesh, Hulk (Baseline), Inertia's Blasts, The Executioner's Axe, Apocalypse
+16: Thor (Unarmed), Hercules, Giant-Man (Maximum Size), The Kraken, Redstone, The Abomination, The Juggernaut, Odin & Zeus (Unarmed), Air-Walker
+17: Hyperion, Ulik the Troll, Red Hulk, Fenris Wolf (Teeth), Red Shift
+18: Thor (Hammer), The Champion of the Universe, Black Bolt's Scream, Odin (Spear), Surtur & Ymir (Area Effects)
+19: King Caesar, Anguirus, Silver Surfer, Firelord, Nova, Stardust
+20: Hulk (maximum rage), Godzilla (Showa), Red Ronin, The Destroyer, Zeus (Thunderbolt), Terrax (Axe)
+21: Red Ronin's Blade, Odin (Blast)
+22: Godzilla (Showa- Breath Weapon), Godzilla (Heisei), The Destroyer (Blast), Morg (Blast)
+23: Jormungand, Morg (Axe)
+24: Godzilla (Heisei- Breath Weapon), Mechagodzilla (Showa- Weapons)
+25: Mechagodzilla (Heisei- Weapons), Space Godzilla (Breath Weapon), Jormungand (Breath)
+26: Destroyah (Oxygen Destroyer), Ymir, Surtur (Unarmed or Blast)
+28: Surtur (Twlight Sword)
Jabroniville
Posts: 24807
Joined: Fri Nov 04, 2016 8:05 pm

World Heroes

Post by Jabroniville »

WORLD HEROES:

"World Heroes" is pretty much the bastards child of SNK's fighting game series. There are worse one-shots and little-known side games ("Aggressors of Dark Kombat", for example), but the four games comprising the World Heroes Universe stand out as being beneath SNK's notice for the most part. The first game came out in 1992, hot on the tails of the success of "Street Fighter II", and shows it- the game's fairly derivative on many levels, though it maintains a unique control system at first (you press the buttons harder to get more damaging attacks- something dropped from some sequels). The main heroes Hanzo & Fuuma are obvious Ryu/Ken Clones, right down to the Head-Swapping, Shotoclone Movesets, and rival natures, most guys fit the standard archetypes already established by Capcom, and the engine is pretty familiar.

But the game kinda stands out for it's goofy, insane roster. This kind of Comedy game is more popular in Japan for the most part, but it kinda prevents anyone from taking the game too seriously. I mean, that's the POINT, but Fighting Game fans can be a particular bunch- I know very few gamers who like it when TOO many characters in the Fighting Game are silly. And this one is just NUTTY- a South Islander Witch Doctor, a Flamingly Gay Mad Monk of Russia, Joan of Arc and HULK HOGAN? When you add the series' goofiness with the power of Fatal Fury, or KING OF FIGHTERS, which came out in 1994 (when the "WH" sequels were being released), it just falls short.

The games aren't really considered BAD, though. Some gamers have gone back and found a fairly well-done engine with quality gaming. They're just silly and stupid, with some terrible designs. The main heroes are a perfect example- Hanzo & Fuuma are ninjas, but look MUCH worse than Samurai Shodown's Hanzo (same basis as WH's) or Galford. The graphics are big and pretty for the era (beyond SNES graphical power, even), but they're so dull and cartoonishly-coloured that they come across a bit flat (sorta like Art of Fighting does versus Fatal Fury). Erick the Red and Julius Carn just look like generic Soldiers from any other series- not elite Generals. Janne D'Arc is a horribly-boring design compared to Shodown's Charlotte, who uses the same design type (hot blonde chick in armour with a sword). Ryoko is as generic as can be, as is Shura (back when dime-a-dozen Muay Thai fighters were uncommon, but he's still Just Some Guy in Muay Thai Gear). And in a Fighting Game, Character Design is possibly the MOST important aspect after the overall Gaming System.

The most damning thing I can think of to say about the character designs in the series is this: Even the best ones pretty much look like a generic Mook Design for the run-of-the-mill henchman you regularly beat the crap out of in Beat 'Em Ups or Action Games. Seriously, these guys should normally be seen with fifteen other dudes who look just like them, working for a different-coloured dude who HIMSELF works for another, much better-designed fellow who leads the whole group. THAT is how dull these designs are!

As such, the "World Heroes" legacy is a minor one. It shares a link with Samurai Shodown in that it was an ongoing SNK series outside of the main continuity of "King of Fighters", but it lacks the latter's fame or respect. The graphics would be done a thousand times better even a couple years later, the boring designs held it back, and it's goofiness left SNK forgetting it for years, as Shodown got a ton of sequels, and even some appearances in "Capcom (vs) SNK" games. Hell, "LAST BLADE" got into some of those, and it's a much-later game series! World Heroes didn't get any cred until "SNK Fighting Coliseum" came out in the 2000s, featuring re-done sprites of Hanzo, Fuuma, Mudman and Neo-Dio. It's legacy is minor, but it's still looking like some inventive fun.

"World Heroes" consists of four main games, with an Anthology collection being released in 2008 for the PS2. It went, in order: World Heroes (1992), World Heroes 2 (1993), World Heroes 2 Jet (1994), World Heroes Perfect (1995). World Heroes 2 added EIGHT new characters to the cast of nine, while "Jet" (basically an additional upgrade to "2") added two new characters and a boss. "Perfect" was the final, presumptuously-named, sequel (gamers in modern times would joke that it should be renamed "World Heroes Adequate"), adding a Boss and a Secret Character (back when those were all the rage).

So why am I building these semi-losers? Well, I was gonna get to SNK as a whole, but these guys are just so much fun to make fun of and notice stuff about, and they're all pretty simple builds anyhow. As a bunch of elite fighters throughout time, they're pretty good, but I figure they're much weaker than Capcom fighters as a whole, so they'll almost all balance out to PL 8. They're just too silly to match the Ryus & Chun-Lis of the world.

The Cast (with historical basis):
World Heroes:
Hanzo Hattori (Hanzo Hattori)
Fuuma Kotaro (Fuuma Kotaro)
Muscle Power (Hulk Hogan)
Janne D'Arc (Jeanne d'Arc)
Kim Dragon (Bruce Lee)
Rasputin (Grigori Rasputin)
Julius Carn (Genghis Khan)
Brocken (none)
Geegus (none)

World Heroes 2:
Erick (Erik the Red)
Ryoko Izumo (Ryoko Tamura)
Johnny Maximum (Joe Montana)
Captain Kidd (William Kidd)
Shura (none)
Mudman (none)
Neo-Geegus (none)
Dio (none)

World Heroes 2 Jet:
Ryofu (Lu Bu)
Jack (Jack the Ripper, Spring-Heeled Jack)
Zeus (none)

World Heroes Perfect:
Neo-Dio (none)
Son Gokuu (Son Gokuu)

MUSCLE POWER
Historical Basis:
Terry "Hulk Hogan" Bollea
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes
Home Country: U.S.A.
Role: The Powerhouse, The Pro Wrestler, Patriotic Guy
Vague Martial Art Basis: Professional Wrestling
PL 8 (116)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 0 PRESENCE 5

Skills:
Acrobatics 3 (+7)
Athletics 6 (+10)
Close Combat (Unarmed) 4 (+11)
Expertise (Martial Arts) 5 (+6)
Expertise (Professional Wrestling) 6 (+7)
Expertise (Promos) 7 (+12)
Intimidation 4 (+9)
Perception 3 (+3)

Advantages:
Chokehold, Daze (Intimidation), Defensive Throw, Diehard, Fearless, Great Endurance, Improved Critical (Tornado Backbreaker) 2, Improved Critical (Unarmed), Improved Grab, Last Stand, Prone Fighting, Ranged Attack 2, Startle

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Power Strike" Strength-Damage +1 [1]
"Super Jumps" Leaping 1 (15 feet) [1]

"Special Moves"
"Tornado Backbreaker/Muscle Bomber" Strength-Damage +3 (Flaws: Distracting, Grab-Based) (Inaccurate -2) [2]

Offense:
Unarmed +11 (+5 Damage, DC 20)
Tornado Backbreaker +7 (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +4 (+5 D.Roll), Fortitude +7, Will +4

Complications:
Motivation (Protecting His Titles)- Muscle Power is the title-holder of nearly every belt in the 21st Century. Seeing Neo-Geegus as a challenger, he is motivated to enter the "World Heroes" tournament.
Weakness (Predictability)- Muscle Power, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 50 / Skills: 38--19 / Advantages: 15 + 11 / Powers: 4 / Defenses: 17 (116)

-Muscle Power is actually a play on Hulk Hogan himself, as The Hulkster was a big superstar in Japan during several points of his career (he even won the International Grand-Prix World Title from Antonio Inoki, the "Hogan" of New Japan Pro Wrestling). Decked out in an ultra-patriotic get-up, he was a CLEAR rendition of Hogan at first, but later games altered him to be moustache-less to avoid a lawsuit or copywrite infringement (Japanese copywrite laws are even weirder than Western ones, but it's generally frowned up on to copy living people's personas over here. See "Mike Bison" of "Street Fighter" fame). He's also the game's token Powerhouse and Grappler-character, and most of his moves are Zangief-like in origin- one even uses the 360-controller motion!
-Sorta like a mini-Zangief, Muscle Power has more grappling ability than any other World Hero, and he's the strongest of the guys as well. This makes him comparatively inaccurate compared to the others, but it gives him a big advantage in M&M at times. And yes, as a Hulk Hogan Expy, Muscle Power has immense Charisma (arguably Hogan's greatest advantage, even more than his natural 6'6" 290+lb. frame) and promo skills, and is easily able to hold even foreign crowds in the palm of his hand.

JULIUS CARN
Historical Basis:
Temujin, aka "Genghis Khan"
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes
Home Country: Mongolia
Role: The Powerhouse, The Dictator
Vague Martial Art Basis: Unknown
PL 8 (125)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 5

Skills:
Acrobatics 2 (+6)
Athletics 4 (+8)
Deception 2 (+7)
Expertise (General) 11 (+14)
Insight 2 (+5)
Intimidation 3 (+8)
Perception 2 (+5)
Persuasion 2 (+7)
Ranged Combat (Bow & Arrow) 4 (+10)

Advantages:
Chokehold, Close Combat, Daze (Intimidation), Defensive Throw, Diehard, Fearless, Improved Critical (Unarmed), Improved Grab, Ranged Attack 6, Startle

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Super Jumps" Leaping 1 (15 feet) [1]

"Special Moves"
"Explosion" Strength-Damage +2 (Inaccurate -1) & Takedown (total 2) [2]

Offense:
Unarmed +12 (+4 Damage, DC 19)
Explosion +10 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +4 (+5 D.Roll), Fortitude +7, Will +6

Complications:
Motivation (Great General)- Carn wants to be the most powerful General in all the world.
Weakness (Predictability)- J. Carn, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 68 / Skills: 32--16 / Advantages: 15 + 11 / Powers: 3 / Defenses: 12 (125)

-Julius Carn is effectively Genghis Khan (no idea why an historical character needs his name changed, but maybe Mongolians would be upset? Doesn't seem like the kind of thing a Japanese gaming company would care about, though), but with Julius Caesar's first name. He's got a TRULY awful design, though, as he's a short, squat guy with giant ape arms and itty-bitty legs, making this supposedly-badass war general look like a goofball. He can make little explosions with his hands, and he has a quick little hoppy-jumpy style with his spiked shoulder pad and knuckles.
-Carn is PL 8 like the standard World Hero, and adds on what the real-life Great Khan would have had (minus the insane Benefit of ruling an Empire that extends from China to Persia- the Khanate Empire would eventually become the world's largest historical contiguous empire once Genghis died and his descendants took power. TRULY the stuff of nightmares, as these were some straight-up BASTARDS if you pissed them off).

KIM DRAGON
Historical Basis:
Bruce Lee
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes
Home Country: Korea
Role: The Bruce Lee Clone, Fast Guy
b]Vague Martial Art Basis:[/b] Jeet Kune Do
PL 8 (128)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 8 (+14)
Athletics 9 (+11)
Close Combat (Unarmed) 3 (+13)
Expertise (Acting) 5 (+9)
Expertise (Martial Arts) 8 (+9)
Insight 2 (+4)
Intimidation 2 (+6)
Perception 4 (+6)
Persuasion 1 (+5)

Advantages:
Agile Feint, Assessment, Defensive Throw, Evasion, Grab Finesse, Great Endurance, Improved Critical (Dragon Kick) 2, Improved Critical (Unarmed) 2, Improved Initiative, Instant Up, Ranged Attack 2, Startle, Takedown (total 2)

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Power Strike" Strength-Damage +1 [1]
"Super Jumps" Leaping 1 (15 feet) [1]

"Special Moves"
"Dragon Kick" Strength-Damage +2 (Inaccurate -1) [1]
"Fast Punches" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) [2]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Dragon Kick +11 (+5 Damage, DC 20)
Initiative +10

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

Complications:
Responsibility (Fame)- Kim Dragon is quite famous and well-known, especially in his native Korea. He will be easily-recognized.
Weakness (Predictability)- Kim Dragon, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 60 / Skills: 42--21 / Advantages: 16 + 11 / Powers: 5 / Defenses: 15 (128)

-Kim Dragon is quite possibly the FIRST Bruce Lee Clone in fighting games- he certainly predates Fei Long by a chunk of time, and he's WAY ahead of the Laws from "Tekken". Turned into a Korean movie star, Dragon does Chun-Li-type Multiattack damage and he has a launching Kick attack, and he's generally one of the "Weak but Fast" guys of the "World Heroes" games. Curiously, but he & Fei Long share an attack name, though the motions are different (Fei Long's Dragon Kick is a jumping Dragon Punch-style attack that burns, while Kim's version is a straightforward Forward Rush move). He's effectively a Mini-Fei Long in stats.

ERICK
Historical Basis:
Erik Thorvaldsson (aka "Erik the Red")
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes 2
Home Country: Norway
Role: The Powerhouse, The Berserker, The Explorer
Vague Martial Art Basis: Berserker Rage
PL 8 (125)
STRENGTH
5 STAMINA 5 AGILITY 2
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 2 (+4)
Athletics 6 (+9)
Deception 1 (+5)
Expertise (Explorer) 12 (+12)
Insight 2 (+4)
Intimidation 4 (+8)
Perception 5 (+7)
Ranged Combat (Water) 4 (+10)
Vehicles 8 (+8) (Flaws: Limited to Boats)

Advantages:
Close Combat, Daze (Intimidation), Diehard, Equipment (Axe +1, Shield), Fearless, Improved Critical (Axe), Improved Critical (Hammer), Ranged Attack 6, Startle, Takedown 2 (Total 2)

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Special Moves"
"Horn Dive" Leaping 1 (15 feet) [1]
"Lightning Hammer" Strength-Damage +2 (Feats: Reach) (Inaccurate -1) [1]
"Ice Breath" Damage 3 (Feats: Reach) Linked to Snare 5 (Flaws: Touch Range, Instant Recovery) (Feats: Reach) (10) -- [11]
AE: "Water Wave" Blast 5 (Flaws: Distracting) (5)

Equipment:
"Axe" Strength-Damage +2 (2)
"Shield" Enhanced Dodge & Parry 1 (2)

Offense:
Unarmed +10 (+5 Damage, DC 20)
Axe +10 (+6 Damage, DC 21)
Lightning Hammer +9 (+7 Damage & +6 Area Damage, DC 20 & 21)
Water Wave +10 (+5 Ranged Damage, DC 20)
Initiative +2

Defenses:
Dodge +8 (+9 Shield, DC 19), Parry +9 (+10 Shield, DC 20), Toughness +5 (+6 D.Roll), Fortitude +7, Will +6

Complications:
Motivation (Adventure & Travels)- Erick wants to see the whole world.
Weakness (Predictability)- Erick, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 54 / Skills: 40--20 / Advantages: 15 + 11 / Powers: 13 / Defenses: 12 (125)

-Erick was a new addition (from "World Heroes 2"), but he's a pretty boring, dull design. I mean, he's just a big fat viking in blue- there's nothing unique or stand-outish about his design at all! At least guys like Carn & Ryofu are TRYING- Erick is indistinuishable from what most games or media would use as a Generic Viking Design. Not a lot of work went into him- he's like the "Heat Man" of "World Heroes", to use the Mega Man parlance. He fights kinda like Carn with his basics (Strong Guy), but acts as a partial Blaster/Area Effect guy with his Water Wave & Lightning Hammer (it does Strength-Damage to melee guys, but can project a column of lightning upwards and hit jumpers too). Equipment is rather funny in Fighting Games, because in-game there is NO WAY to disarm somebody, short of some very difficult-to-perform moves (hitting Vega's claw a lot, the "Sword Battle" portions of "Samurai Shodown"). Yet they get these big boosts to hit from a single point of Equipment. Not really fair, but it's the only way to do things. Of course, you'll note that M&M has a lot more options than a four-button video game in combat, so Disarm away!

RYOFU
Historical Basis:
Lu Bu
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes 2
Home Country: China
Role: The Fight-Seeker
Vague Martial Art Basis: Chinese Martial Arts
PL 8 (125)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 4 (+8)
Athletics 5 (+8)
Deception 2 (+4)
Expertise (Soldier) 9 (+12)
Insight 3 (+6)
Intimidation 4 (+6)
Perception 3 (+6)
Stealth 2 (+6)

Advantages:
Assessment, Diehard, Equipment (Double-Bladed Staff), Improved Critical (Blades) 2, Improved Critical (Fire) 2, Ranged Attack 6

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Special Moves"
"Fire Blast" Blast 5 (Flaws: Distracting) (5) -- [8]
AE: "Flame Spit" Damage 4 (Feats: Reach 2) (Flaws: Requires Fuel) (4)
AE: "Rapid Strike" Strength-Damage +0 (Extras: Multiattack 5) (Flaws: Distracting) (2.5)
AE: "Burning Blade" Strength-Damage +4 (Feats: Reach) (Flaws: Requires Staff) (3)

Equipment:
"Double-Bladed Staff" Strength-Damage +2 (Feats: Reach, Improved Trip) (4)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Staff +11 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4 (+5 D.Roll), Fortitude +7, Will +6

Complications:
Motivation (Adventure)- Ryofu was a great warrior in search of great adventure. Zeus came to him and offered him a place in his army for more adventures. However, once Ryofu saw Zeus' true nature, he turned against him.
Weakness (Predictability)- Ryofu, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 64 / Skills: 32--16 / Advantages: 13 + 11 / Powers: 8 / Defenses: 13 (125)

-Ryofu (based off of Lu Bu, of "Romance of the Three Kingdoms" fame- he's Chinese, a super-great warrior, and betrayed his potential-leader, something that the real Lu Bu did twice) is one of those guys who just wants to fight everyone and have adventures, so he's a natural for a fighting game. He's got a wicked Double-Bladed Staff, and he's one of the least-goofy designs of the series, so he's actually pretty decent. He debuted in the third of the four games.

JOHNNY MAXIMUM
Historical Basis:
Joe Montana
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes 2
Home Country: U.S.A.
Role: The Powerhouse, Sports Star Martial Artist
Vague Martial Art Basis: American Football
PL 8 (113)
STRENGTH
5 STAMINA 5 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 3 (+6)
Athletics 6 (+11)
Close Combat (Unarmed) 3 (+11)
Expertise (Football Player) 9 (+12) -- Uses Agility
Intimidation 11 (+11)
Perception 2 (+2)
Ranged Attack (Field Goal Kick) 6 (+12)

Advantages:
Daze (Intimidation), Diehard, Fearless, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Grab, Ranged Attack 6, Startle, Takedown (total 2), Taunt, Ultimate Strength Check

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Elite Athlete"
Speed 1 (4 mph) [1]
Leaping 1 (15 feet) [1]

"Special Moves"
"Football Shot" Blast 4 (Flaws: Distracting) (4) -- [5]
AE: "Power Tackle" Strength-Damage +2 (Inaccurate -1) (2)

Offense:
Unarmed +11 (+5 Damage, DC 20)
Field Goal +12 (+4 Ranged Damage, DC 19)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +5 (+6 D.Roll), Fortitude +8, Will +5

Complications:
Motivation (Violence)- J. Max plays football for the violence, and joined the competition here to commit more of it.
Relationship (Wife & Son)- J. Max's wife and son are close to him, but he does not approve of his son following in his footsteps.
Weakness (Predictability)- J. Max, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 42 / Skills: 40--20 / Advantages: 17 + 11 / Powers: 7 / Defenses: 16 (113)

-Johnny Maximum is essentially a play on Japanese impressions of American Football Players- ie. mindlessly aggressive psychotics who live for violence and pain. Despite joining the World Heroes Competition just to hurt people, he doesn't want his son to follow in his footsteps. He's arguably the best design of the entire series, as he has this BAD-ASS "Dark Football Player From Hell" thing going on, and his moves are pretty cool, too- he's actually one of the most unique variants of the "Shotoclone" design, copying many of Ryu & Ken's moves (Fireballs shaped like footballs, a straight-across move, and an "uppercut" that travels diagonally), but done by the game's strongest guy instead of the all-around "Ryu/Mario" types.
-Maximum is among the strongest "World Heroes" characters, and he's an adept grappler AND Blaster, though he's among the cheapest characters in the game on points, as he lacks versatility or any kind of "People Skills", while the others are often great generals and/or soldiers. J. Max is just a big, dumb guy who hits things- even in video games, the Powerhouse builds tend to come out cheaper on points.

HANZO HATTORI
Historical Basis:
Hanzo Hattori
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes
Home Country: Japan
Role: The Ryu
Vague Martial Art Basis: Samurai Swordfighting
PL 9 (159)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 14 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 7 (+13)
Athletics 9 (+11)
Deception 5 (+8)
Expertise (Samurai) 10 (+13)
Expertise (Ninja) 9 (+12)
Insight 4 (+7)
Intimidation 3 (+6)
Perception 5 (+8)
Ranged Combat (Shuriken) 4 (+14)
Sleight of Hand 4 (+8)
Stealth 6 (+12)

Advantages:
Beginner's Luck, Defensive Attack, Evasion, Hide in Plain Sight, Improved Critical (Shuriken), Improved Critical (Unarmed), Improved Critical (Special Moves) 2, Improvised Tools, Quick Draw, Ranged Attack 6, Skill Mastery (Ninja)

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Jumpy Attacks" Leaping 1 (15 feet) [1]
"Martial Artist" Strength-Damage +1 [1]
"Self-Shuriken Attack/Dragon Punch Rip-Off" Strength-Damage +2 (Inaccurate -1) [1]
"Shuriken Toss" Blast 3 [6]

Offense:
Unarmed +14 (+3 Damage, DC 18)
Special Moves +12 (+5 Damage, DC 20)
Shuriken Toss +14 (+3 Ranged Damage, DC 18)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +3 (+4 D.Roll), Fortitude +6, Will +7

Complications:
Motivation (Training & Enlightenment)- Hanzo travels the world to fight and improve himself.
Rivalry (Fuuma Kotaro)- A Fuuma Clan member once defeated a Hattori, and Hanzo strives to prevent that from recurring.
Weakness (Predictability)- Hanzo, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 76 / Skills: 66--33 / Advantages: 17 + 11 / Powers: 9 / Defenses: 13 (159)

-Hanzo (based off of the same Samurai & Ninja featured in Japanese Television, anime, "Kill Bill", etc.) is The Ryu of "World Heroes", in that he's the vanilla, all-around fighter with several Shotoclone Copycat moves (including an actual Dragon Punch), who's headswapped with a close rival (Fuuma). Actually there's about zip-all original about this guy, and the boring-ness of him is part of what kills the "WH" series as a whole. I mean, I know it's a standard to make "The Hero" the least-interesting guy visually (Ryu, Ryo of "Art of Fighting", Akira of "Virtua Fighter", Dmitri of "Dark Stalkers", etc.), but c'mon, at least TRY with some of 'em!
-Hanzo gets upgraded to a PL 8.5 character, because I figure The Hero should be an elite fighter compared to the others. And by "Elite" I mean "he could enter in "Fatal Fury" and not be an immediate joke", because PL 8.5 is not that bad-ass. He's pricey thanks to have far more Skills than a normal World Hero, as well as being fast and smart. Note that his Projectile attack is very weak (in-game, it's one of those super-quick but "barely above a punch" damaging moves), but accurate, and lacks the Distracting Flaw on most such attacks in the game.

FUUMA KOTARO
Historical Basis:
Fuuma Kotaro
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes
Home Country: Japan
Role: The Ryu
Vague Martial Art Basis: Samurai Swordfighting
PL 9 (159)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 14 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 7 (+13)
Athletics 9 (+11)
Deception 5 (+8)
Expertise (Samurai) 10 (+13)
Expertise (Ninja) 9 (+12)
Insight 4 (+7)
Intimidation 3 (+6)
Perception 5 (+8)
Ranged Combat (Shuriken) 4 (+14)
Sleight of Hand 4 (+8)
Stealth 6 (+12)

Advantages:
Beginner's Luck, Defensive Attack, Evasion, Hide in Plain Sight, Improved Critical (Shuriken), Improved Critical (Unarmed), Improved Critical (Special Moves) 2, Improvised Tools, Quick Draw, Ranged Attack 6, Skill Mastery (Ninja)

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Jumpy Attacks" Leaping 1 (15 feet) [1]
"Martial Artist" Strength-Damage +1 [1]
"Self-Shuriken Attack/Dragon Punch Rip-Off" Strength-Damage +2 (Inaccurate -1) [1]
"Shuriken Toss" Blast 3 [6]

Offense:
Unarmed +14 (+3 Damage, DC 18)
Special Moves +12 (+5 Damage, DC 20)
Shuriken Toss +14 (+3 Ranged Damage, DC 18)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +3 (+4 D.Roll), Fortitude +6, Will +7

Complications:
Motivation (The Ladies)
Rivalry (Hanzo Hattori)- A Fuuma Clan member once defeated a Hattori, and Hanzo strives to prevent that from recurring.
Weakness (Predictability)- Fuuma, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 76 / Skills: 66--33 / Advantages: 17 + 11 / Powers: 9 / Defenses: 13 (159)

-Fuuma Kotaro is based upon the real-life clan leader who is allegedly responsible for the death of the original Hanzo (having lured him into a trap in a closed-off sea channel), and was later beheaded on orders from the Tokugawa Ieyasu. He's "The Ken" of the series, right down to being a red, long-haired head-swap of The Ryu, Hanzo. He's pretty much just like Hanzo in every way, though, though his attacks are more-often multi-hit, but have less range. I would anticipate him using Power Attack more often.

SHURA
Historical Basis:
Nai Khanom Tom
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes 2
Home Country: Thailand
Role: Standard Cookie-Cutter Muay Thai Guy
Vague Martial Art Basis: Muay Thai Kickboxing
PL 8 (111)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 7 (+12)
Athletics 6 (+8)
Close Combat (Unarmed) 5 (+13)
Expertise (Martial Arts) 10 (+11)
Insight 2 (+4)
Intimidation 4 (+6)
Perception 2 (+5)

Advantages:
Defensive Attack, Diehard, Improved Critical (Rapid Attack), Improved Critical (Unarmed) 2, Improved Critical (Special Moves) 2, Ranged Attack 2

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Jumpy Attacks" Leaping 1 (15 feet) [1]
"Martial Artist" Strength-Damage +1 [1]
"Jumping Kick/Uppercut" Strength-Damage +2 (Inaccurate -1) [1]
"Rapid Attacks" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) [2]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Shuriken Toss +14 (+3 Ranged Damage, DC 18)
Initiative +6

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +6, Will +6

Complications:
Motivation (Searching for His Brother)- Shura believes that his brother is dead (though he is not), and is searching for his corpse.
Weakness (Predictability)- Shura, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 52 / Skills: 36--18 / Advantages: 9 + 11 / Powers: 5 / Defenses: 16 (111)

-Shura is based off of a legendary (possibly fictional/mythical) Muay Thai fighter who once kicked 10 Burmese guys' asses in front of their king. In-game, he's basically the equivalent of every single OTHER Muay Thai fighter in Fighting Games... these guys are so dime-a-dozen, they make all the BOXERS look 100% original. Even "Tekken" has Bruce, and there's been others in "Art of Fighting", "Fighter's History" and more. Essentially zero originality in a genre ruled by Sagat anyways. Shura's another "Middle Range" fighter like the Ninja Twins.

BROCKEN
Historical Basis:
Nazi Germany Soldiers
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes
Home Country: Germany
Role: The Nazi, Killer Robot, Science-Must-Rule Guy
Vague Martial Art Basis: German Stormtrooper Fighting
PL 8 (150)
STRENGTH
3 STAMINA -- AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 6 (+11)
Athletics 5 (+8)
Close Combat (Unarmed) 1 (+13)
Deception 3 (+5)
Expertise (Science) 3 (+6)
Expertise (Nazi Soldier) 8 (+11)
Intimidation 5 (+7)
Perception 4 (+6)
Technology 3 (+6)
Vehicles 2 (+6)

Advantages:
Improved Critical (Special Moves) 2, Improved Critical (Unarmed), Improved Critical (Missiles) 2, Ranged Attack 7, Startle

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Robotic Body"
Immunity 30 (Fortitude Effects) [30]
Protection 4 [4]

"Jumpy Attacks" Leaping 1 (15 feet) [1]
"Robotic Limbs" Strength-Damage +0 (Feats: Reach 2) [2]
"Electric Grab/Sonic Cone" Strength-Damage +2 (Feats: Varible- Sonics, Electric) (Inaccurate -1) [2]
"Missiles" Blast 5 (Flaws: Distracting) [5]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Missiles +11 (+5 Ranged Damage, DC 20)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude --, Will +6

Complications:
Motivation (Proving Science Is The Best)
Responsibility (Nazi Germany)
Weakness (Predictability)- Brocken, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 52 / Skills: 40--20 / Advantages: 13 + 11 / Powers: 44 / Defenses: 10 (150)

-ohhhh Japanese people. They do so become fascinated with the Nazis as player characters (and sometimes even heroes!) sometimes. It's generally a link to their history as allied powers during World War II- you can even see this with a number of German characters in manga & anime (such as Asuka from "Evangelion"). Brocken is basically a take-off of Brocken Man from "Kinikkuman" (aka "Muscle" over here) and/or Stroheim from "JoJo's Bizarre Adventure", though to video game fans, he pretty much just looks like a rip-off of M. Bison (since Bison copies Stroheim as well as a dude named Kato from "Doomed Megalopolis"- Fighting Games in general owe a HUGE debt to that manga, which has oddly never really hit big over here at all). In any case, Brocken probably wouldn't have ripped-off Brocken Man had Bison not come out first, so he's still less original than the Dictator of Capcom's series. Dude's basically the "Dhalsim" of the game, with Stretchy Limbs and Blasts and stuff, and he's the most expensive of the PL 8 crew thanks to his Robotic frame.

RYOKO IZUMO
Historical Basis:
Ryoko Tamura
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes 2
Home Country: Japan
Role: The Cute Girl, Ordinary Martial Artist
Vague Martial Art Basis: Judo
PL 8 (122)
STRENGTH
2 STAMINA 2 AGILITY 7
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+13)
Athletics 5 (+7)
Close Combat (Unarmed) 6 (+14)
Expertise (Martial Arts) 9 (+10)
Insight 2 (+5)
Perception 2 (+5)
Persuasion 2 (+5)

Advantages:
Agile Feint, Chokehold, Defensive Attack. Defensive Throw, Evasion, Grab Finesse, Improved Critical (Unarmed) 3, Improved Grab, Improved Initiative, Prone Fighting, Uncanny Dodge

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Jumpy Attacks" Leaping 1 (15 feet) [1]
"Power Throw" Enhanced Strength 1 (Flaws: Limited to Throwing) [1]
"Energy Ball & Other Super-Moves" Damage 4 (Inaccurate -1) [3]

Offense:
Unarmed +14 (+2 Damage, DC 18)
Special Moves +12 (+4 Damage, DC 19)
Initiative +5

Defenses:
Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +2 (+3 D.Roll), Fortitude +5, Will +6

Complications:
Motivation (Improving and Testing Herself)
Weakness (Predictability)- Ryoko, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time she tries the same technique (or same combo of techniques) in a short span, she will be at -2 to Accuracy, AND to her Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 56 / Skills: 32--16 / Advantages: 13 + 11 / Powers: 6 / Defenses: 20 (122)

-Ryoko is based off of a then-famous Japanese martial arts superstar (same one upon whom Ryoko from "Fighter's History" is based), and was thrown into the second "World Heroes" game as the token Cute Girl- around the mid-90s, EVERY Fighting Game was adding in Cute Girl types to appeal to perverted businessmen and Otaku alike- Japan is VERY odd for stuff like that. Prior to this, most Fighting Game Chicks were actually quite tough & bad-ass, in the Chun-Li or King vibe, or Busty/Hot, in the Mai Shiranui vibe. Once this era hit, we had Cammy (who is still tough-looking) and a horde of SNK-created characters, soon followed by Capcom throwing a legion of teenagers into "Street Fighter Alpha". Nowadays, I'd hazard a guess that EVERY Fighting Game includes at least one "Cute Girl", save "Mortal Kombat" and "Virtua Fighter".
-Ryoko's the lightest and fastest World Hero, and is the only one to hit the +14/+2 attack/damage ratio. She's a pretty elite grappler for her size (one YouTube review describes her as a mix of Chun-Li and ZANGIEF!), and she's very quick.

JANNE D'ARC
Historical Basis:
Joan of Arc (aka Jean D'Arc)
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes
Home Country: France
Role: The Chick, Lady Knight
Vague Martial Art Basis: Medieval Swordfighting
PL 8 (123)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+11)
Athletics 5 (+7)
Close Combat (Sword) 1 (+13)
Expertise (French Knight) 9 (+10)
Insight 3 (+6)
Perception 4 (+7)
Persuasion 3 (+6)
Ranged Combat (Fire Bird) 4 (+12)

Advantages:
Agile Feint, Defensive Attack. Evasion, Improved Critical (Sword) 2, Improved Initiative, Ranged Attack 6, Uncanny Dodge

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Super Sword" (Flaws: Easily Removable) [5]
"Fire Bird" Blast 3 (6) -- (8 points)
AE: Strength-Damage +1 (Feats: Reach) (2)
AE: "Power Strike" Strength-Damage +3 (Feats: Reach) (Inaccurate -1) (3)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Sword +13 (+3 Damage, DC 18)
Power Strike +11 (+5 Damage, DC 20)
Fire Bird +12 (+3 Ranged Damage, DC 18)
Initiative +5

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +3 (+4 D.Roll), Fortitude +6, Will +6

Complications:
Motivation (Improving and Testing Herself)
Weakness (Predictability)- Ryoko, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time she tries the same technique (or same combo of techniques) in a short span, she will be at -2 to Accuracy, AND to her Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 62 / Skills: 32--16 / Advantages: 13 + 11 / Powers: 5 / Defenses: 16 (123)

-Janne is interesting for one reason: She pre-dates two later female Fighting Game characters who would come to improve upon her own gimmicks. Her base concept is "Cute blonde-haired female knight from France who kicks ass with a Sword", which was later taken for Charlotte in "Samurai Shodown". She also invents the Chain Sword, that opens up into linked blades attached by a chain, something later used for the barely-dressed Fap-bait Ivy from "Soul Calibre". Janne herself is a pretty basic "The Chick" character, being an accurate, quick fighter with some fragility issues.

CAPTAIN KIDD
Historical Basis:
William Kidd
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes 2
Home Country: Scotland
Role: Friendly Pirate
Vague Martial Art Basis: Pirate Brawling
PL 8 (129)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+11)
Athletics 8 (+11)
Close Combat (Unarmed) 2 (+13)
Deception 4 (+7)
Expertise (Pirate) 11 (+12)
Insight 3 (+6)
Intimidation 3 (+6)
Perception 4 (+7)
Persuasion 3 (+6)

Advantages:
Improved Critical (Unarmed), Improved Critical (Special Moves) 2, Improved Initiative, Ranged Attack 7, Uncanny Dodge

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Ghost Pirate Ship/Flying Shark Uppercut" Blast 5 (Flaws: Distracting) [5]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Pirate Ship/Shark Uppercut +11 (+5 Ranged Damage, DC 20)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4 (+5 D.Roll), Fortitude +6, Will +6

Complications:
Motivation (Curing Boredom)- Having already stolen all the treasures he could find, Captain Kidd grew bored, and entered the World Heroes Tournament.
Weakness (Predictability)- Captain Kidd, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 68 / Skills: 44--22 / Advantages: 12 + 11 / Powers: 5 / Defenses: 11 (129)

-Captain Kidd was a character added for the first sequel, and immediately stood out with his pretty-good design and his sweet Energy Attacks (he throws a PIRATE SHIP at you!). He's basically the historical Kidd but a bar-fighting type of ass-kicker, and he fights because piracy now bores him. So deep down, he's just a good guy after all, I suppose. He's sort of a mid-tier athletic dude, kind of a Ryu/Guile-type level character who's not too big, nor too small, and he has two kinds of Energy Blasts (or maybe that's water...), a shark that can travel across the screen or upwards (sorta like a Dragon Punch that's a Blast), and a Pirate Ship that trails along the ground.

RASPUTIN
Historical Basis:
Grigori Rasputin
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes
Home Country: Russia
Role: Perverse Omnisexual
Vague Martial Art Basis: Russian Magic
PL 8 (149)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 5

Skills:
Acrobatics 7 (+11)
Athletics 8 (+10)
Close Combat (Unarmed) 2 (+13)
Deception 4 (+9)
Expertise (Magic) 7 (+10)
Expertise (Religion & Philosophy) 9 (+12)
Insight 2 (+5)
Perception 3 (+6)
Persuasion 3 (+8)
Treatment 4 (+7)

Advantages:
Improved Critical (Giant Fists), Improved Critical (Magic Attacks) 2, Improved Initiative, Last Stand, Ranged Attack 8, Ritualist

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Magical Limbs" Strength-Damage +1 (Feats: Reach) [2]
"Fire Ball" Blast 4 (Feats: Variable- Fire or Lightning) (9) -- [11]
AE: "Translocate" Teleport 2 (Feats: Change Direction) (Flaws: Limited to Short Range) (3)
AE: "Ice Ball" Blast 2 Linked to Affliction 6 (Strength; Hindered & Vulnerable/Immobile & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (Flaws: Distracting, Limited to 1-2 Rounds) (Inaccurate -1, Diminished Range -1) (5)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Magical Limbs +13 (+3 Damage, DC 18)
Fire Ball +12 (+4 Ranged Damage, DC 19)
Ice Ball +10 (+2 Ranged Damage & +6 Ranged Affliction, DC 17 & 16)
Initiative +4

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

Complications:
Motivation (Love Cult)- Rasputin wishes to enlarge his cult of personality and show the world what "eternal love" is all about.
Prejudice (Omnisexual)
Weakness (Predictability)- Rasputin, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 70 / Skills: 48--24 / Advantages: 14 + 11 / Powers: 14 / Defenses: 16 (149)

-Only in Japan could you see the infamous Mad Monk of Russia turned into a flamingly-gay (well, bi) flouncy idiot doing a "Marilyn Pose" and hitting on absolutely every character in sight. The real-life Grigori Rasputin maintained a large cult of personality, and many allegations that he was the lover of the Russian Queen Alexandra (Boney M would have us believe that it was a fact- real history is more unsure), and focused a lot on his potential healing powers as a result of being a man of God. And he also has one of the most legendary deaths of anyone in recorded history- being poisoned, stabbed, shot, strangled and dumped into a river, before finally FREEZING to death. People were SO AFRAID OF HIM that they took every possible means to end his life!
-Rasputin is just a goof in World Heroes. Basically taking every Gay Stereotype ever and combining them into one character, he's a handy way for Japanese game designers to poke fun at Russia (a leftover grudge from the Russo-Japanese War? Are Russians the "P.C." way to make fun of Westerners, since they were a more reliable "bad guy" to Japan during the 20th Century?). He's a quicker, ranged-type fighter, and has the largest number of unique attacks out of the whole crew from what I can tell. He can throw out larger Fist Attacks with some extended Reach, throw Balls of Fire & Lightning, Teleport and even Freeze people like Sub-Zero! Combining that with the real-life Rasputin's incredible charisma and healthiness, and you've got a pretty expensive PL 8 fighter.

JACK
Historical Basis:
Jack the Ripper & Spring-Heeled Jack
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes 2 Jet
Home Country: England
Role: Psychopathic Murderer
Vague Martial Art Basis: Genocide
PL 8 (119)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 9 (+13)
Athletics 13 (+15)
Deception 4 (+4)
Expertise (Murder) 10 (+10)
Intimidation 8 (+8)
Perception 8 (+8)
Stealth 8 (+12)

Advantages:
Close Attack, Equipment (Claws- Strength-Damage +1- Split), Improved Critical (Claws) 2, Improved Initiative, Ranged Attack 4, Startle

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Electricity" Energy Aura 3 (Flaws: Distracting) (Feats: Inaccurate -1, Quirk- Lasts for 3 Rounds Max) (7) -- [8]
AE: "Spin Attacks" Strength-Damage +2 (Extras: Multiattack 5) (Inaccurate -1) (6)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Claws +13 (+3 Damage, DC 18)
Energy Aura +11 (+3 Damage, DC 18)
Spin Attacks +11 (+5 Damage, DC 20)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +6, Will +4

Complications:
Motivation (Killing)- A psychopathic serial killer, Jack has hooked up with Zeus in order to kill as many people as possible.
Weakness (Predictability)- Jack, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 46 / Skills: 60--30 / Advantages: 10 + 11 / Powers: 8 / Defenses: 14 (119)

-A riff on both Jack the Ripper and the Cryptid/Mystery Man "Spring-Heeled Jack", Jack dresses like a punk rocker with Freddy Krueger's choice in gloves, despite being from 19th Century England. As a fighter, he mixes Vega's fighting style with Sagat's & Blanka's, using a combination of tremendous reach (he's seven feet tall AND has a large set of weapons) and agility with his Multiattack abilities and "Electrical Aura" trick (cribbed from my Blanka build) to form a pretty serious threat. He reminds me a lot of the kind of '90s-style Insane Murderer type characters you got a lot of in this era- Toshinden's Chaos was very much the same sort of Insane Murderer character.

SON GOKUU
Historical Basis:
Son Wukong
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes Perfect
Home Country: China
Role: Free-Wheeling Adventurer
Vague Martial Art Basis: Mind Stick Technique
PL 8 (122)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 9 (+14)
Athletics 11 (+14)
Expertise (Traveller) 10 (+10)
Intimidation 2 (+5)
Perception 4 (+5)
Stealth 2 (+7)

Advantages:
Close Attack, Equipment (Staff +1- Reach), Improved Critical (Special Moves) 2, Improved Critical (Unarmed), Improved Initiative, Ranged Attack 4, Startle

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Summon Bee Clones" Blast 3 (Feats: Accurate 2, Indirect) (Extras: Multiattack) (Flaws: Distracting) (9) -- [12]
AE: "Spinning Staff" Strength-Damage +2 (Extras: Multiattack 5) (Flaws: Distracting) (5)
AE: "Fire Fists & Boulder Crush" Strength-Damage +2 (Feats: Variable- Bludgeoning or Fire) (Inaccurate -1) (2)
AE: "Genie Sucker" Affliction 10 (Fort; Transformed to Tiny & Without Special Moves) (Extras: Ranged) (Flaws: Limited to 2-3 Rounds, Limited to Last Degree) (Diminished Range -1, Inaccurate -1) (3)

Offense:
Unarmed +13 (+3 Damage, DC 18)
Staff +12 (+4 Damage, DC 19)
Fire Fists +11 (+5 Damage, DC 20)
Spinning Staff +11 (+5 Damage, DC 20)
Bee Clones +10 (+3 Ranged Damage, DC 18)
Genie Sucker +6 (+10 Ranged Affliction, DC 20)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +7, Will +7

Complications:
Motivation (Adventure)- Son Gokuu goes wherever there is adventure and excitement.
Weakness (Predictability)- Son Gokuu, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 62 / Skills: 38--19 / Advantages: 11 + 11 / Powers: 12 / Defenses: 16 (122)

-Son Gokuu is based off of Sun Wukong, the Japanese "Monkey King" legend that also brought us Goku from Dragon Ball. In the mythology, he is a shapeshifter of great power who can also leap for miles and lift tons of weight, but here he's just another Standard Martial Artist with pretty basic stats. He has some varied moves though, like a weird "Bee Swarm" power that basically makes some tiny, flying versions of himself come out, and attack enemies in a weird, varying pattern (Indirect & Accurate, to reflect how hard it can be to avoid them), turning the enemy into a tiny version of themself for a few seconds, swinging his Staff (which basically comes out of nowhere), using it and his fists for Flaming Attacks, and more. So in all, he's one of the most unique Fighting Game characters ever in terms of weird moves.

MUDMAN
Historical Basis:
None (a generic Pacific Islander)
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes
Home Country: Papua New Guinea
Role: Ethnic Stereotype, Magic Man
Vague Martial Art Basis: Spiritual Fighting Style
PL 8 (141)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 9 (+13)
Athletics 11 (+13)
Expertise (Religion & Philosophy) 11 (+13)
Exertise (Survival) 4 (+7)
Insight 4 (+7)
Intimidation 2 (+5)
Perception 4 (+7)
Persuasion 2 (+5)
Stealth 2 (+6)
Treatment 5 (+7)

Advantages:
Close Attack, Equipment (Mask +1- Reach), Improved Critical (Special Moves) 2, Improved Critical (Unarmed), Ranged Attack 4, Ritualist, Startle

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Mud Flight" Leaping 1 (15 feet) [1]
"Mudman Attack" Strength-Damage +2 (Inaccurate -1) [1]
"Flying Blue Chi-Pygmy" Blast 3 (Extras: Multiattack) (9) -- [10]
AE: "Angel Lift" Move Object 4 (Flaws: Distracting) (4)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Mask Attacks +13 (+3 Damage, DC 18)
Mudman Attack +11 (+5 Damage, DC 20)
Chi-Pygmy +8 (+3 Ranged Damage, DC 18)
Initiative +9

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

Complications:
Motivation (Stopping Evil)- Mudman is deeply-religious, and seeks to remove evil from the world, and thus allow himself a place in Heaven.
Weakness (Predictability)- Mudman, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 66 / Skills: 54--27 / Advantages: 10 + 11 / Powers: 12 / Defenses: 15 (141)

-An homage to a manga called Mudmen, Mudman is one of very few characters not actually based off of an established real or fictional figure. He's the funniest character in the WH series, full of goofy attacks and has a whacky appearance (the giant face mask is pretty notable), and he ended up being on of the very few WH guys used for Neo-Geo Battle Coloseum, a 2000s 2-D Fighting Game that went all over SNK history- he, Fuuma, Hanzo & Neo-Deo were all used!

GEEGUS & NEO-GEEGUS
Historical Basis:
None
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes (Geegus), World Heroes 2 (Neo-Geegus)
Home Country: Alien World
Role: Ditto Fighter, Boss (of WH1), Sub-Boss (Neo-Geegus, WH 2)
Vague Martial Art Basis: Alien Fighting Style
PL 9 (163)
STRENGTH
5 STAMINA 4 AGILITY 5
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+13)
Athletics 8 (+12)
Expertise (Alien Conqueror) 8 (+11)
Deception 2 (+5)
Insight 2 (+5)
Intimidation 4 (+7)
Perception 3 (+6)
Stealth 1 (+6)
Technology 4 (+7)
Vehicles 2 (+6)

Advantages:
Improved Critical (Unarmed) 2, Improved Initiative, Ranged Attack 4, Startle

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Ditto Fighter" Variable 4 (Flaws: Limited to World Heroes Characters He's Mimicking) [24]
Morph 2 (Humanoids) (Flaws: Limited to World Heroes Characters, Limited to Silvery-Grey Body) [6]

Offense:
Unarmed +13 (+5 Damage, DC 20)
Special Moves (Varying Accuracies & Damages- Equal to World Heroes Fighters He's Copying)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +4 (+5 D.Roll), Fortitude +8, Will +7

Complications:
Motivation (Destroying Earth)
Weakness (Predictability)- Dio, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 78 / Skills: 42--21 / Advantages: 8 + 11 / Powers: 30 / Defenses: 15 (163)

-Geegus is a Ditto Fighter character who can take the appearance (in metallic silver) of any World Heroes character, and his attempt to destroy Earth is at the heart of the storyline of the first game. He's a bit plain, but pre-dates Virtua Fighter's boring Dural as a Shapeshifting T-1000 Rip-Off Boss Character. He was replaced in the sequel by "Neo-Geegus", instead of using a female version.
-Using a "Ditto Fighter" in a pen & paper RPG brings up some interesting differences between a Fighting Game and an RPG. When you think about it, they key advantages of a Ditto Fighter are basically lost in translation: one of the best uses is to find the one character who's GOOD against a certain foe (like how in most elite fighting games, certain characters have an advantage over certain others- sometimes a dramatic one), thus one-upping him no matter what. Alas, the complexities of a real-world video game are impossible to directly translate, so stuff like "Move Priority" over certain moves, or "So & So is GREAT Against So & So" don't have much real effect in M&M, unless you're playing a guy with a specific weakness. Similarly, a big advantage in a fighting game is to switch fighters, thus buggering up your opponent's strategy, so suddenly he's defending against a Speedster instead of a Mighty Glacier. For a sit-down RPG you don't need anywhere near the same amount of reflexes you would in a fighting game, so this switch will also fail to have any real effect.
-Thus, someone like Geegus (and "Neo-Geegus", who is basically identical in stats from what I can see) has a major ability that doesn't come across as effectively as it perhaps should, since he's basically just stuck with equalling the ability of some other World Hero. HOWEVER, he has a slight upgrade to PL 9 to reflect how disconcerting or "countering" it can be to have a specific opponent designed to take out another one. And it's Variable, not Shapeshift, since he actually has to waste a Move to do it (sometimes he even looks rather "open" after doing it, but I'll leave that out).

DIO
Historical Basis:
None
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes 2
Home Country: Alien World
Role: Boss
Vague Martial Art Basis: Alien Fighting Style
PL 10 (164)
STRENGTH
5 STAMINA 5 AGILITY 6
FIGHTING 14 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+13)
Athletics 8 (+12)
Expertise (Alien Conqueror) 8 (+11)
Deception 2 (+5)
Insight 2 (+5)
Intimidation 4 (+7)
Perception 3 (+6)
Stealth 1 (+6)
Technology 4 (+7)
Vehicles 2 (+6)

Advantages:
Agile Feint, Daze (Intimidation), Diehard, Evasion, Great Endurance, Improved Critical (Unarmed) 2, Improved Critical 2 (Special Moves), Improved Initiative 2, Instant Up, Move-By Action, Ranged Attack 4, Startle

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
"Claws" Strength-Damage +1 [1]
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]

Shapeshift 1 (Various Body Powers) [8]

Offense:
Unarmed +14 (+5 Damage, DC 20)
Claws +14 (+6 Damage, DC 21)
Special Moves +12 (+8 Damage, DC 23)
Initiative +14

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +5 (+6 D.Roll), Fortitude +9, Will +7

Complications:
Motivation (Killing)- Dio was created to destroy Earth, but instead rebelled against his creator Damudo and simply moves across the eras of time, killing fighters.
Weakness (Predictability)- Dio, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 86 / Skills: 42--21 / Advantages: 18 + 11 / Powers: 13 / Defenses: 14 (164)

-Ya know, it's actually kind of sad to look at early fighting games and discover that a hell of a lot of the early designs are basically taken from popular manga from the same time period. Both Capcom and SNK LIBERALLY ripped off concepts from both each other, and from popular shonen manga, in particular JoJo's Bizarre Adventure, a Martial Arts-ish manga that became very influential, but never made a full jump over to the West. Guys like M. Bison and Dio here are often just swipes from stuff like that. It's kind of like discovering that Superman has a lot stolen from a novel called Gladiator, despite being treated like "The Original Super-Hero". I remember when someone here knocked on Capcom for doing it with "supposedly original characters", but really, SNK was far worse, as they stole from CAPCOM as much as anyone, in ADDITION to JoJo and other stuff.
-Dio greatly resembles the character Baoh from JoJo, but takes his name and personality from Dio (named after Ronnie James Dio, as the manga's writer was a HUGE fan of rock music and often named characters after classic rock acts. My personal favourite is Speedwagon), complete with the high-pitched annoying voice and screaming cries. In effect though, this character is REALLY ANNOYING TO WATCH, as every video is just him going "YO!" "YO!" "YO!" "WRRYYYYYY!!!!" over and over again- ya get sick of it.
-Dio is a hyper-fast Boss Character (though not nearly as notorious as SNK's other legendary additions. To best reflect fighting a true SNK Boss, you should build your heroes at PL 8, then build the villain at PL 15. It is THAT FREAKING HARD. SNK Bosses are up there with Battletoads in terms of unfair, overly-impossible threats that make you the KING of your group of friends if you can do it. It once took me THIRTY-SEVEN TRIES EACH to beat Rugal in KOF '94 and '95), using his speed and agility to rapidly attack the slower player characters. He's not overly fancy, basically being a low-end Weapon Creator who stabs away rapidly, but he's top-tier for THIS bunch of losers.

NEO-DIO
Historical Basis:
None
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes Perfect
Home Country: Alien World
Role: Boss
Vague Martial Art Basis: Alien Fighting Style
PL 11 (184)
STRENGTH
5 STAMINA 5 AGILITY 6
FIGHTING 16 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+13)
Athletics 8 (+12)
Expertise (Alien Conqueror) 8 (+11)
Deception 2 (+5)
Insight 2 (+5)
Intimidation 4 (+7)
Perception 3 (+6)
Stealth 1 (+6)
Technology 4 (+7)
Vehicles 2 (+6)

Advantages:
Agile Feint, Daze (Intimidation), Diehard, Evasion, Great Endurance, Improved Critical (Unarmed) 2, Improved Critical 2 (Special Moves), Improved Initiative 3, Instant Up, Move-By Action, Ranged Attack 6, Startle

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
"Claws" Strength-Damage +1 [1]
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]

Shapeshift 1 (Various Body Powers) [8]

"Energy Blasts" Blast 6 (Feats: Variable- Electricity or Fire) (13) -- [14]
AE: "Ice Ball" Blast 2 Linked to Affliction 6 (Strength; Hindered & Vulnerable/Immobile & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (Flaws: Distracting, Limited to 1-2 Rounds) (Inaccurate -1, Diminished Range -1) (5)

Offense:
Unarmed +16 (+5 Damage, DC 20)
Claws +16 (+6 Damage, DC 21)
Special Moves +14 (+8 Damage, DC 23)
Initiative +14

Defenses:
Dodge +12 (DC 22), Parry +16 (DC 26), Toughness +5 (+6 D.Roll), Fortitude +9, Will +7

Complications:
Motivation (Killing)- Neo-Dio has returned in order to kill more people.
Weakness (Predictability)- Neo-Dio, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 90 / Skills: 42--21 / Advantages: 21 + 11 / Powers: 27 / Defenses: 14 (184)

-Neo-Dio is essentially a faster, cooler-looking version of Dio, gaining some more powers in the process.

ZEUS
Historical Basis:
None
Created By: Kenji Sawatari & Kimitoshi Yokoo
First Appearance: World Heroes 2 Jet
Home Country: Alien World
Role: Boss
Vague Martial Art Basis: Alien Fighting Style
PL 10 (162)
STRENGTH
7 STAMINA 6 AGILITY 5
FIGHTING 13 DEXTERITY 3
INTELLIGENCE 4 AWARENESS 3 PRESENCE 5

Skills:
Acrobatics 8 (+13)
Athletics 7 (+14)
Expertise (Alien Conqueror) 8 (+12)
Deception 2 (+7)
Insight 2 (+5)
Intimidation 5 (+10)
Perception 3 (+6)
Technology 5 (+9)
Vehicles 2 (+5)

Advantages:
Daze (Intimidation), Great Endurance, Improved Critical (Unarmed) 2, Improved Critical 2 (Special Moves), Improved Initiative, Ranged Attack 7, Startle

"World Heroes" Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]
Speed 1 (4 mph) [1]

"Absorbs Projectiles" Deflect 13 (13) -- [14]
AE: "Rapid Attacks" Strength-Damage +0 (Extras: Multiattack 7) (Inaccurate -1) (6)

Offense:
Unarmed +13 (+7 Damage, DC 22)
Special Moves +11 (+9 Damage, DC 24)
Initiative +9

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +6 (+7 D.Roll), Fortitude +9, Will +7

Complications:
Motivation (Power)- Zeus wishes to conquer history from his Time Castle.
Weakness (Predictability)- Zeus, like all "World Heroes" fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 88 / Skills: 34--17 / Advantages: 15 + 11 / Powers: 16 / Defenses: 15 (162)

-Zeus is an extra-dimensional super-strong being responsible for World Heroes 2 Jet's tournament. He recruits Ryofu (Lu Bu) and Jack (the Ripper) to his charge, and attempts to conquer all of time. In World Heroes Perfect, he attempted revenge and challenged the heroes again, but in the second round of the fight (regardless of who wins), he will be murdered by Neo-Dio, who announces himself as the NEW Big Boss! Visually, he's a rip-off of two Fist of the North Star characters- Raoh & Souther. And they pronounce his name like "Zaius" from The Planet of the Apes.
-Zeus is the strongest character in the game (though is noticeably worse than Neo-Do, who basically Akumas him and takes his place in the final game of the series), with some nasty stuff that is nonetheless pretty basic (he has a LOT of Anti-Air Attacks & Projectile Quashers in the game, which of course is fairly meaningless in an M&M campaign aside from generally making him hard to hit for a guy who's so big).


ss

Acrobatics, Athletics, Close Combat (Type), Deception, Expertise (Acting, Art, Business, Carpentry, Cooking, Criminal, Current Events, Dance, History, Journalism, Law, Law Enforcement, Military,
Magic, Music, Philosophy/Theology, Politics, Pop Culture, Psychiatry, Science, Sociology), Insight, Intimidation, Investigation, Perception, Persuasion, Ranged Combat (Type), Sleight of Hand, Stealth, Technology, Treatment/Medicine, Vehicles

Accurate Attack, Agile Feint, All-Out Attack, Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Chokehold, Close Attack, Connected, Contacts, Cunning Fighter, Damaging Escape, Daze (old Distract), Def.Attack. Def.Roll, Def.Strike, Def.Throw, Diehard, Eidetic Memory, Equipment, Evasion (R), Extraordinary Effort, Fascinate, Fast Grab, Fav. Environment, Fav. Foe, Fearless, Follow-Up Strike, Grab Finesse, Great Endurance, Hide in Plain Sight, Imp.Aim, Imp.Critical, Imp.Defense, Imp.Disarm, Imp.Grab, Imp.Initiative, Imp.Hold, Imp.Smash, Imp.Trip, Improvised Tools, Improvised Weapon, Inspire, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Languages, Last Stand, Leadership, Luck, Minions, Move-By Action, Power Attack, Precise Attack (Ranged/Close,Cover/Conceal), Prone Fighting, Quick Draw, Ranged Attack, Redirect, Ritualist, Second Chance, Seize Initiative, Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing Mastery, Tough, Tracking, Trance, Ultimate Effort, Uncanny Dodge, Weapon Bind, Weapon Break, Well-Informed, Withstand Damage

STR 0 (50 lbs.) ---- (Bald Eagle)
STR 1 (100 lbs.) ---- (Jean Grey, Sue Storm; Wolves)
STR 2 (200 lbs.) ---- (NPC Thugs, NPC Cop, Black Tom Cassidy, Base Doom/Kang) (DCA- Black Canary, Robin)
STR 3 (400 lbs.) ---- (Nightwing, Silver Samurai, Black Canary II, Razor Fist; Cougars) (DCA- Nightwing)
STR 4 (800 lbs.) ---- (Daredevil, Batman, Demona "Gargoyles"'; Chimpanzees, Jaguars) (DCA- Batman, Vandal)
STR 5 (1,600 lbs.) ---- HUMAN MAXIMUM (Captain America, Hudson "Gargoyles", Hawkman, Bugbears; Lions)

STR 6 (3,200 lbs.) ---- (Goliath "Gargoyles", Sabretooth; Horses, Gorillas, Anacondas, Black Bears, Tigers) (DCA- Gorillas)
STR 7 (3 tons) ---- (car, van, truck) ---- (Cyborg; Grizzlies, Gryphons, Rhinoceros, Styracosaurus, Ankylosaurus, Peak for Most Animals) (DCA- Cheetah)
STR 8 (6 tons) ---- (lear jet, subway car) ---- (Elephants, Triceratops, T-Rex)
STR 9 (12 tons) ---- (fighter jet, semi truck) ---- (Spider-Man, The Beast, The Blob)
STR 10 (25 tons) ---- (humpback whale) ---- (Kid Omni-Man) (DCA- Aquaman)

STR 11 (50 tons) ---- (tank, train) ---- (Rogue, The Immortal, Marvel's Ares)
STR 12 (100 tons) ---- (767, cargo jet) ---- (Most Super-Bricks: Colossus, King Kong, Baseline Hulk) (DCA- Humpback Whale, Powerhouse)
STR 13 (200 tons) ---- (747, fishing liner) ---- (DCAU Superman, The Thing, Dragon Man)
STR 14 (400 tons) ---- (drilling rig)
STR 15 (800 tons) ---- (small bridge) ---- (The Juggernaut, DCAU Darkseid, Mary Marvel/CM3, Invincible)

STR 16 (1,600 tons) ---- (destroyer) ---- (Legion Supergirl, The Abomination) (DCA- Wonder Woman)
STR 17 (3,200 tons) ---- (freight train, nuclear sub) ---- (Mon-El, PC Superboy, Omni-Man)
STR 18 (6,000 tons) ---- (cargo freighter- empty) ---- (Thunderstrike, Captain Marvel, Black Adam, Prof. Hulk, She-Ra, Samaritan) (DCA- Grundy)
STR 19 (12,000 tons) ---- (cruiser, loaded freighter) ---- (Thor, Superman, He-Man) (DCA- Black Adam, Superman)
STR 20 (25,000 tons) ---- (ocean liner, large bridge)

SPEED CHART:
2 mph (Normal Human), 4 mph (Speed 1), 8 mph (Speed 2), 16 mph (Speed 3), 30 mph (Speed 4), 60 mph (Speed 5), 120 mph (Speed 6), 250 mph (Speed 7), 500 mph (Speed 8), 1,000 mph (Speed 9), 2,000 mph (Speed 10), 4,000 mph (Speed 11), 8,000 mph (Speed 12), 16,000 mph (Speed 13), 32,000 mph (Speed 14), 64,000 mph (Speed 15), 125,000 mph (Speed 16), 250,000 mph (Speed 17), 500,000 mph (Speed 18), 1,000,000 mph (Speed 19), 2,000,000 mph (Speed 20)

(One Degree): Dazed (single action of own control), Entranced (stunned unless a threat is obvious), Fatigued/Hindered (half-speed), Impaired (-2 penalty), Vulnerable (half-defense)
(Two Degrees): Compelled (single action control), Defenseless (0 defense bonus), Disabled (-5 penalty), Exhausted (impaired/hindered), Immobile (no moving from spot), Prone (-5 close attack/hindered), Restrained (hindered/vulnerable), Stunned (no actions)
(Three Degrees): Asleep (defenseless/stunned/unaware), Controlled (all actions), Incapacitated (defenseless/stunned/unaware), Paralyzed (defenseless/immobile/stunned aside from mental actions), Transformed (altered traits), Unaware (unable to Percieve/Interact)

Attack Bonuses:
+6: Elite Wolves, Cassowaries, Komodo Dragons, Black Rhinos, Dolphins, Most Sharks,
+7: The Yeti, Worm, Jaguars, Dire Wolves, Smaller Bears (Black, Sloth), Terror Birds, Most Snakes (Constrictors & Vipers), White Rhinos, Gorillas, Great White Sharks, Megalodons, Thunderball, Stilt-Man, Bulldozer (Headbutt), Sasquatch
+8: Rusty & Skids, Boom-Boom/Meltdown, Siryn, Most of the Serpent Society (Coachwhip, Rock Python, Puff Adder, etc.), Blockbuster, G.W. Bridge, Grizzly IV, Most Big Cats (Lion, Leopard), Brown & Polar Bears, Haast's Eagles, Elephants, Killer Whales, The Wrecker, Piledriver, Titania, The Absorbing Man, Tony Stark
+9: The Thing, Karma, Rictor, Warpath, Copperhead, Short-Faced Bears, Crocodiles (In Water), Sperm Whale, Mister Hyde, The Gamecock, She-Hulk, James Rhodes,
+10: Harry Osborn, Fancy Dan, Hobgoblins, The Prowler, Sunspot, Cannonball, Asp, Black Mamba, Anaconda, Scalphunter, Harpoon, Arclight, The Wendigo, Sauron, Dragon Man, Zaran & Machete, The Beast, Julia Carpenter, Thor (Hammer), Hercules
+11: U.S. Agent, Vulture, The Lizard, Norman Osborn, Hammerhead, Mac Gargan, Tombstone, Spider-Girl (May), Callisto, Feral, Dani Moonstar, Shatterstar (Swords), Diamonback, King Cobra, Sabretooth (Unarmed), Jessica Drew, Luke Cage, Thor (Unarmed),
+12: The Puma, Kraven the Hunter, Black Cat, Callisto (Knife), Wolfsbane, Domino, Cable, The Punisher, Namor, Ares
+13: Bucky-Cap, Spider-Man, The Kingpin, Carnage, La Tarantula, Shatterstar (Unarmed), Sabretooth (Claws), Black Knight (sword)
+14: Black Widow, Silver Sable, Batroc the Leaper, Swordsman (Sword),
+16: Captain America

Damage:
+1: Kitty Pryde, Emma Frost (unarmed)
+2: Barracudas, Most Humans (200 lbs.)
+3: Black Widow, Iron Fist (standard attack), Rottweiler, Lynx, Eagles, Mandrills, Nighthawk, Night Thrasher (Unarmed)
+4: Daredevil, Mastiff, Wolves, Crossbones
+5: Standard Gun, Captain America, Bullseye (Objects/Adamantium Fists), Daredevil (Club), Hyenas, Eels, Rattlers, Stags, Chimps, Swarm, Red Skull
+6: Agent 13 (Gun), Black Widow (Bite), The Kingpin, Dire Wolf (Bite), Cougars/Leopards, Dolphins, Pythons, Horses, Elk, Orangutans
+7: Punisher, Cable & Domino's Rifles, Vermin, Jaguars, Lioness, Cobras, Gorillas, Spider-Girls, Black Knight (Sword)
+8: Spider-Man (Unarmed/Snare), Captain America (Shield), Wolverine (Claws), Lions, Black Bears, False Killer Whales, Bull Sharks, Anacondas, Terror Birds, Crocs, Moose, Bulls,
+9: Tigers, Brown/Polar Bears, Hammerheads, Colossal Squids, Salties, Irish Elk, Giraffes, Hippos, Black Rhinos, The Shocker, Titania I, Poundcakes
+10: Smilodons, Cave Bears, Great Whites, White Rhinos, Elephants, Killer Whales, Hydro Man, Piledriver's Fists, Texas Twister's Wind, Foxfire & Quagmire's Attacks, Gladiatrix
+11: Jack of Hearts (Blast), War Machine (Blasts), Mr. Hyde, Giant Snakes, Woolly Rhinos, King Kong, Dr. Octopus (Arms), Venom, The Lizard, Electro, Frenzy, Unuscione, Power Princess, Tiger Shark, Rogue, Stegosaurus' Thagomizer
+12: Iron Man (Blasts), Humpbacks, The Scorpion (Tail), Thunderball & Bulldozer's Weapons, Dr. Spectrum's Blasts
+13: Sperm Whales, Indricotherium, Namor, The Thing, Colossus, Ultron, The Mandarin's Area Attacks, T-Rex's Bite
+14: The Wrecker (Crowbar), Magneto's Blasts, Exodus' Blasts, Namor & Tiger Shark (in Water), Ultron's Attacks, Sasquatch, The Mandarin, Loki's Blasts
+15: Zeuglodons, Megalodons, Gilgamesh, Hulk (Baseline), Inertia's Blasts, The Executioner's Axe, Apocalypse
+16: Thor (Unarmed), Hercules, Giant-Man (Maximum Size), The Kraken, Redstone, The Abomination, The Juggernaut, Odin & Zeus (Unarmed), Air-Walker
+17: Hyperion, Ulik the Troll, Red Hulk, Fenris Wolf (Teeth), Red Shift
+18: Thor (Hammer), The Champion of the Universe, Black Bolt's Scream, Odin (Spear), Surtur & Ymir (Area Effects)
+19: King Caesar, Anguirus, Silver Surfer, Firelord, Nova, Stardust
+20: Hulk (maximum rage), Godzilla (Showa), Red Ronin, The Destroyer, Zeus (Thunderbolt), Terrax (Axe)
+21: Red Ronin's Blade, Odin (Blast)
+22: Godzilla (Showa- Breath Weapon), Godzilla (Heisei), The Destroyer (Blast), Morg (Blast)
+23: Jormungand, Morg (Axe)
+24: Godzilla (Heisei- Breath Weapon), Mechagodzilla (Showa- Weapons)
+25: Mechagodzilla (Heisei- Weapons), Space Godzilla (Breath Weapon), Jormungand (Breath)
+26: Destroyah (Oxygen Destroyer), Ymir, Surtur (Unarmed or Blast)
+28: Surtur (Twlight Sword)
Jabroniville
Posts: 24807
Joined: Fri Nov 04, 2016 8:05 pm

The Simpsons, Part 1

Post by Jabroniville »

THE SIMPSONS:

-Where do I even start with this one? Is there ANYONE on the interwebs who's not intimately familiar with this show? I say, bar none, The Simpsons is the greatest single TV show of all time. Yeah, okay, so the later seasons have been sucky compared to the old days, but that doesn't diminish what came before!

When the show first started out, it created a sensation amongst my friends and I- we were about eight years old at the time, and the idea of a cartoon where characters said "Hell" and "damn" was mind-blowing. Bart's hell-raising antics were of course like candy to young boys all eager to rebel, and the show's impact was all over the place (usually with cheap bootleg merchandise). My mom immediately banned me from watching such a program, which IMMEDIATELY resulted in me being an even BIGGER fan, because that's of course how little kids are. And like all kids whose parents ban the watching of something, I found a friend whose parents DIDN'T care what he wanted, and simply watched the show over at HIS place!

The show itself debuted in 1989, based off of some crudely-drawn sketches Matt Groening had created in a hurry for The Tracey Ullman Show (he was going to use his comic strip Life in Hell, but realized that he'd ruin his only shot with his life's work if the show failed, so he quickly drew up characters based off of his own family- Homer & Marge are his parents, and his sisters are Lisa & Maggie. Bart was just an anagram for "brat" and kind of like himself- and pitched that instead). Groening, a cartoonist at heart, teamed up with Sam Simon (an excellent judge of characterization and motivations) and James L. Brooks (writer of such films as As Good As It Gets, and a legendary writer of great dialogue owing to his days on The Mary Tyler Moore Show and other programs), and the three formed a quirky, weird animated show that was considered at the time to be more realistic than many LIVE-ACTION SITCOMS of the era.

The early seasons are crude, weird stuff- especially the first one- like a lot of "Shock Humor" cartoons from the time, the ENTIRE GAG is often that a character swears, or someone gets hurt or embarassed. It took a while to pick up on more clever gags that REALLY pushed the limits, and many plots were simple subversions of then-modern Domestic Comedies. The second season picks up a bit- it isn't as bad as some people say it is- the animation sure picks up, so there's no more "Black Smithers" or "Blonde Barney", no background characters who overly-resemble the main cast (early crowd shots included men with Bart's hairstyle, which Groening felt were distracting), and fewer front-profile shots of the characters, which Groening axed because they lost all sense of character when that happened, as they really get into the heart of the characters. By the third season, things hit a peak from which they don't really drop until about Season Nine or so- fans debate over which season was the suckiest one (fans were complaining as early as SEASON THREE that the show had slipped, but general consensus is that around Season Ten things got worse).

In that time, though, they'd basically rewritten TV comedy, and reinvented cartoons. Suddenly we had Beavis & Butt-Head, Family Guy (probably the most direct knock-off) and South Park (which amped up the crudeness and added a lot more social commentary). The Simpsons' brand of social satire and pop culture references (some VERY obscure) was totally unique for its time. And they pretty much ended up parodying EVERYTHING. There were avante-garde jokes as well, as most of the writers were overly-eductated Harvard grads with an intellectual bent, but there's plenty of simple sight gags, references and physical comedy. The fact that the show has some of the greatest comedic writers in history helps- George Meyer is one of the best gag writers (other writers complain that when a fan tells them that an episode of theirs is that fan's favourite, their favourite gag is INEVITABLY one written by Meyer), Conan O'Brien is of course notable elsewhere (he wrote the episode where Bart falls in love with Laura Powers, who herself is in love with Jimbo, the "Monorail" episode, and the gag where Homer saves himself from going over the ravine by turning the radio dial all the way to the other side), and John Schwartzwelder, an odd recluse, is the most prolific writer overall, and the one with the weirdest stories.

The characters are legendary, of course. Bart was the intial fan-favourite, especially amongst kids, but Homer soon eclipsed him with his moronic antics. Lisa gets most of the "touching" episodes, and lets the writer get out their blatant Liberalism (they're pretty much all Harvard-bred lefties, and it shows- they're not above satirising the left, as the Hippie-Hating Schwartzwelder has shown). Marge is a great nag, and more interesting than the usual "Mom Is the Most Normal" character. Mr. Burns is a classic villain, Principal Skinner is a great antagonist to Bart, etc. The show has probably had more Focus Episodes on unique minor characters than any other program.

The Voice Acting is top notch- most of the actors were simply Tracey Ullman cast members at first, though they're all pretty obscure (it was a big shock to many kids that Bart Simpson was A WOMAN, for instance)- you'll see them on sitcoms once in a while (Dan Castellanetta has a much nerdier voice and appearance in real life, so is easily hidden. Marge & Lisa's voice actors are REALLY distinctive, by contrast), but they're not that well-known. Castellanetta gets a lot of Voice Acting work these days owing to his range, however. He, Harry Shearer and Hank Azaria basically take up the lion's share of most of the roles, voicing dozens of distinct characters each (scenes with Burns & Smithers are all Shearer talking to himself).

And yeah, in the end, the show has basically commented on every aspect of the human experience, in its own way. Politics, religion, the world itself (many legendary episodes portray various countries, many of whom were offended by the show's traditional ability to take the piss out of anything- Rio de Janeiro's residents were VERY angry over their city being depicted as a monkey-ridden hellhole, and the Japanese didn't like seeing the Emperor tossed into a bin of sumo thongs). Some of their best work is in the episodes that are about Television itself- the one where Poochie joins Itchy & Stratchy perfectly reflects how tired shows try to add things, and how thoughtless "cool" characters often ruins TV shows. The episode where Homer is dragged through the mud by TV tabloids as the "Scandal of the Week" is was so freaking accurate that it NO LONGER GOES FAR ENOUGH in pointing out how modern scandals and news reporting works! Even in the DVD Commentary, they point out that "things have only gotten WORSE!" since then ("She's sitting on her/clip/SWEET CAN-").

For my money, the best episode is Last Exit to Springfield, the one where Homer becomes a union boss at the Power Plant and they go into strike mode and arbitration. Just absolute 100% brilliance from beginning to end. But the dialogue in this series is so great that you can probably find an absolutely hilarious quote for EVERY CHARACTER, and there's more than 30 episodes that could easily be justified as "the best one".

Some of my favourite moments and quotes:

Bart realizes that his own MOTHER is the substitute teacher, and that he can't prank her. So he runs up and shoves her out of the way of a GIANT WOODEN LOG SWOOPING TOWARDS HER FACE, which leaves a crater in the wall. Marge just chuckles at this surely-fatal trick and says that kids haven't changed a bit.

Martin Prince playing My Dinner With Andre- The Arcade Game.

Bart: Well, you know what I think? I think Casper is the ghost of Richie Rich. (shows comics of Casper & Richie Rich)
Lisa: Hey, they do look alike!
Bart: Wonder how Richie died.
Lisa: Perhaps he realized how hollow the pursuit of money really is and took his own life.

Any shot of the Springfield Republican Party Headquarters, which is depicted as a Transylvanian Castle filled with cartoonish super-villains like Dracula, Mister Burns and Arnold Schwarzenegger.

(Mayor Qwimby announces that they couldn't afford an Abe Lincoln statue, and reveals a toothy-grinned ex-President with the title "Malaise Forever")
Squeaky-Voiced Teen: JIMMY CARTER? He's HISTORY'S GREATEST MONSTER!!! (note: I use this quote every time someone refers to him, without question. The best part is the commentary track on the DVD where the writer admits he DOES hate Jimmy Carter that much, and Matt Groening is aghast to the point of speechlessness)

Mr. Burns: "Dough-nuts?.... I told you, I DON'T LIKE ETHNIC FOOD!"

"*I* was saying 'Boo-urns'..."

"WHAT'S GOING ON HERE!!? And I want a NON-GAY EXPLANATION..."

"So when I took the test, the answers were stuck in my head. It was like a whole different KIND of cheating!"

Page: Senator, there's a problem at the essay contest.
Senator: Please, son, I'm very busy.
Page: A little girl is losing faith in democracy!
Senator: (dramatic close-up) *gasp* Good LORD.

At the union negotion, Homer thinking Mr. Burns is hitting on him ("Sure I'm flattered- maybe even a little curious").

Mr. Burns going through an elaborate, Get Smart-style series of locked doors, complicated mechanisms, and other security checks, only to end up shooing a mangy dog out of a shack with an open screen door.

Squeaky-Voiced Teen: "You won't get away with this for long! One day, we'll form a UNION, and fight back! Then we'll go too far, and become CORRUPT, and SHIFTLESS, and the Japanese will eat us alive!"

Kent Brockman describes Unions as a "rampaging dinosaur", causing Homer to scream. But without a change in his expression. A deadpan scream.

"Kids- you tried your best, and failed miserably. The lesson is: NEVER TRY."

"JEBUSSSSSSS!!! HELP ME, JEBUSSSSSS!!" (apparently this still has the record amongst the writers for the "dumbest-possible moment for Homer", which is an inter-staff competition)

"Me fail English? That's unpossible!"

"Am I too late for the 4:30 Auto-Gyro to the Prussian Consolate in Siam?"

Barney Gumble and Wade Boggs getting into a violent argument over whether England's greatest Prime Minister was Pitt the Elder or Lord Palmerston.

"Ladies and Gentlemen, do these sound like the actions of a MAN WHO HAD HAD ALL THAT HE COULD EAT?!?"

One of the guys from Phish describing Homer as a huge "poth-eed", mispronouncing "pothead" on the piece of paper.

Homer has been banned from Moe's Tavern, a portly man wearing a top hat and good suit enters Moe's Tavern. He looks remarkably like Homer, except he has a long mustache
Man: "Good evening, may I trouble you for a beer?"
Moe: "Oh, get out of here, Homer!"
Man: "Who could Homer be? My name is Guy Incognito. I...AUGH!"
Guy Incognito is pummelled and tossed out of Moe's Tavern, where he lies unconscious on the street. Homer is walking by and stops to see Guy Incognito bears a striking resemblance to him
Homer: (Gasps) "Oh my God! This man is my exact double!" (Gasps) That dog has a puffy tail!" "Homer runs off to chase dog"

*Homer finds himself in the She-She Lounge, entirely surrounded by butch-looking women.*
"Waaaaiiiiittt a minute. There's something BOTHERING me about this place... I KNOW! This LESBIAN BAR doesn't have a FIRE EXIT! Enjoy your deathtrap, LADIES!" *walks out*
Lesbian: "What's her problem?"

Homer falling down Springfield Gorge on a skateboard, hitting every rock on the way down. He's finally lifted into an ambulance... which immediately crashes into a try, sending a stretcher-ridden Homer back down the same Gorge, hitting every rock on the way down.

Moe: "Flaming Moe's.
Bart: "Uh, yes, I'm looking for a friend of mine. Last name Jass. First name Hugh."
Moe: "Uh, hold on, I'll check. (Calling) Hugh Jass! Somebody check the men's room for a Hugh Jass!"
Hugh: "Uh, I'm Hugh Jass."
Moe: "Telephone. (Hands over the receiver)
Hugh: "Hello, this is Hugh Jass."
Bart: (Surprised) "Uh, hi."
Hugh: "Who's this?"
Bart: "Bart Simpson."
Hugh: "Well, what can I do for you, Bart?"
Bart: "Uh, look, I'll level with you, Mister. This is a crank call that sort of backfired, and I'd like to bail out right now."
Hugh: "All right. Better luck next time. (hangs up) What a nice young man."

*Marge & Lisa at a Christian Rock performance in church*
Lisa: "Isn't that the drummer from Satanica?"
Marge: *looks, gasps with an appreciative smile* "It IS!"
(this one cracks me up- not only does LISA recognize the drummer from a band called SATANICA, but so does MARGE, who seems HAPPY about it, and he's ALSO playing CHRISTIAN ROCK)

The Gay Steel Mill. 'Nuff said. ("EVERYBODY DANCE NOW!")

The humorless Elliot Ness-style Prohibitionist tries to throw out some mocking laughter, but can't physically make himself do it- "Well! You all know what laughter sounds like!"

"That horrible act of child abuse became one of our biggest running gags."
(a recurring comment on the commentaries is how horrible an act it is to actually STRANGLE YOUR CHILD, but since it's a cartoon, it's funny)

Bart's Big Brother: "Bart, I could KISS YOU! Except they made me sign a form, promising that I wouldn't."

"No one who speaks GERMAN could be an evil man."

Mayor Quimby's nephew's insistence upon the French waiter correctly pronouncing "CHOWDAH!"

The boys at Springfield Elementary declare Lisa (in drag as a boy) "cool" after she beats the crap out of "the most harmless kid ever", Ralph Wiggum. Pretty much dead-on accurate to how boys were when *I* was in school.

Homer: "Ah my new watering hole." (goes inside, barman pulls a shotgun on him)
Barman: "WHADDA YOU WANT??"
Homer: "A beer!"
Barman: "Okay then." (gives him a beer in a filthy glass)
Homer: "... Can I have a clean glass?"
Barman: "*UGH*" (cleans glass) "Here you go, YOUR MAJESTY!"
-I could literally do this for like ten pages. The show has THAT MUCH.


Wesson: "Agent Wesson, Department of Labor. This man is an illegal alien!"
Burns: "That's preposterous. Zutroy here is as American as apple pie."
Zutroy: "Tocnikrabda, mistah Boons."
Female agent: "This plant violates every labor law in the book. We found a missing Brazilian soccer team working in your reactor core!"
Burns: "That plane crashed on MY property."
Wesson: "Look, Mr. Burns: we want to see some changes. For starters, you can reverse your sexist employment policies, and hire at least one woman."
Burns: "All right...I'll bring in a woman. But I still stand by my hiring policies. (A quacking duck in a hardhat pulls a wagon in) GET BACK TO WORK, STUART!"

The Roster:
The Major Characters:
Homer
Bart
Marge
Lisa
Moe
Mr. Burns
Krusty the Clown
Ned Flanders
Apu Nahasapeemapetalon

The Supporting Cast:
Barney Gumble
Lenny & Carl
Abe Simpson
Sideshow Bob
Smithers
Patti & Selma
Chief Wiggum

Springfield Elementary:
Principal Skinner
Mrs. Krabappel
Groundskeeper Willie
Otto
Martin Prince
Milhouse
The Bullies
Nelson Muntz
Ralph Wiggum
Super Nintendo Chalmers

Beloved Recurring Characters:
Duffman
Sideshow Mel
Rainier Wolfcastle
Comic Book Guy
Lindsey Naegle
Kent Brockman
Professor Frink
Dr. Hibbert
Dr. Nick Riviera
The Van Houtens
Cletus the Slack-Jawed Yokel
Bleeding Gums Murphy
Troy McClure
Lionel Hutz
Gil
Uncle Herb Powell
Drederick Tatum
Cecil
Reverend Lovejoy
Mona Simpson
Fat Tony
Mayor Quimby
Disco Stu

The Most Iconic Guest Stars:
Sideshow Raheem
Alan Moore, Art Spiegelman & Dan Clowes
Jay Sherman
Stan Lee
Darryl Strawberry
Frank Grimes
Hank Scorpio



"Rasta-fy him by 10 percent or so."

LINDSEY NAEGLE
First Appearance:
"The Itchy & Stratchy & Poochie Show" (1997)
Role: Spineless Bureaucrat, Meddling Network Executive
PL 0 (29), PL 3 (29) Defenses
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Expertise (Business) 6 (+10)
Expertise (Pop Culture) 6 (+10)

Advantages:
Benefit (Wealth), Ultimate Business Skill

Offense:
Unarmed +15 (+3 Damage, DC 18)
Special Moves +13 (+5 Damage, DC 20)
Guns +15 (+5 Ranged Damage, DC 20)
Initiative +18

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +1, Will +3

Complications:
Obsession (Focus Groups & Market Movements)- Naegle has no opinion that wasn't carefully crafted by years of focus groups, interviews, meaningless industry buzzwords and market research. She is constantly attempting to meddle in things, and commercialize everything to meet the requirements of all possible audiences. She requests "A totally outrageous paradigm", and more "Ziff! Zazz! Zork! Kapowza!". Everything with her is about "synergy".
Hatred (Youth)- Naegle led a movement to ban youth from public places in Springfield. She advocates the Childfree lifestyle.
Addiction (Alcohol)- She's less obvious than most Springfieldianites about it, but has admitted as much directly to Lenny.
Responsibility (Can't Keep Secrets)- Despite her conniving nature, Lindsey frequently spouts out the truth in a matter-of-fact, perky manner. ("Why do you keep changing jobs?" "I'm a sexual predator!")

Total: Abilities: 20 / Skills: 12--6 / Advantages: 2 / Powers: 0 / Defenses: 1 (29)

-Lindsey Naegle is a bit of a late-comer to the show's recurring cast (which is probably why even a lot of long-term fans probably don't even know her name), but came to fill an important role- that of the conniving, market-obsessed Executive Businessperson who has never made a decision that wasn't based off of market research or focus groups. This was PERFECT, as you can bet that TV show writers have had to deal with Lindsey Naegles on a constant basis, often being asked to add or drop new characters, take out bits that could offend a portion of the audience, and more. This of course results in the most bland, by-the-book type of TV shows imaginable- the kind of generic sitcoms with a Black Best Friend (to appeal to minorities and fend off accusations of racism) who is generally more flawless and upbeat than the main character (to avoid accusations of racism), Flawless Wives and Stupid Husbands, casts full of beautiful young people (The Wire and Breaking Bad have utterly spoiled me on the rest of television- I can't even watch Agents of S.H.I.E.L.D.), and more.

(The friends are out bowling, and Lenny & Carl immediately write their names as POO and ASS)
Lenny: "Hey, Homer! What dirty nickname do you want?"
Homer: "Are POO and ASS taken?"

"To alcohol! The cause of- and solution to- ALL of life's problems!"

HOMER JAY SIMPSON
First Appearance:
"The Tracey Ullman Show" (1987)
Played By: Dan Castellaneta
Role: The Boorish Dad, Jerk-Ass, The Alcoholic, The Dumbass
PL 3 (80)
STRENGTH
1 STAMINA 1 AGILITY -1
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE 0

Skills:
Acrobatics 3 (+2)
Deception 5 (+5)
Expertise (Nuclear Safety Inspector) 1 (-1)
Expertise (Account Executive) 1 (-1)
Expertise (Acting) 1 (+1)
Expertise (Singing) 10 (+10) -- Flaws: Limited to Barbershop or While Lying Down
Expertise (Soldier) 1 (-1)
Expertise (Agent) 5 (+3)
Expertise (Astronaut) 1 (-1)
Expertise (Asking Man at Product Demonstrations) 1 (-1)
Expertise (Attack Dog Trainer) 1 (-1)
Expertise (Baby Proofer) 1 (-1)
Expertise (Bartender) 1 (-1)
Expertise (Beef Jerky Maker) 1 (-1)
Expertise (Blackjack Dealer) 1 (-1)
Expertise (Bodyguard) 1 (-1)
Expertise (Bootlegger/Smuggler) 8 (+6)
Expertise (Bowling) 5 (+5) -- Uses Dexterity
Expertise (Bounty Hunter) 1 (-1)
Expertise (Butler) 1 (-1)
Expertise (Candle Maker) 1 (-1)
Expertise (Art) 2 (+0)
Expertise (Carny) 1 (-1)
Expertise (Chauffer) 1 (-1)
Expertise (Child Caretaker) 1 (-1)
Expertise (Chief of Police) 1 (-1)
Expertise (Little League Coach) 1 (-1)
Expertise (Cook) 1 (-1)
Expertise (Con Artist/Grifter) 1 (-1)
Expertise (Convenience Store Clerk) 1 (-1)
Expertise (Curling) 8 (+8) -- Uses Dexterity
Expertise (Salesman- Love Tonic, Knives, Springs & Sugar) 3 (+2)
Expertise (Deacon) 1 (-1)
Expertise (Farmer) 1 (-1)
Expertise (Film Critic) 1 (-1)
Expertise (Film Producer) 1 (-1)
Expertise (Fireman) 1 (-1)
Expertise (Fishing) 1 (-1)
Expertise (Food Critic) 1 (-1)
Expertise (Foot Locker) 1 (-1)
Expertise (Fortune Cookie Writer) 1 (-1)
Expertise (Business) 1 (-1)
Expertise (Garbage Commissioner) 1 (-1)
Expertise (Grease Collector) 1 (-1)
Expertise (Prison Guard) 1 (-1)
Expertise (Hairdresser) 1 (-1)
Expertise (Internet Service Provider) 1 (-1)
Expertise (Mall Santa) 1 (-1)
Expertise (Marriage Counselor) 1 (-1)
Expertise (Mattresses) 1 (-1)
Expertise (Manure) 1 (-1)
Expertise (Mayor) 1 (-1)
Expertise (Mini-Golf) 1 (-1)
Expertise (Music) 8 (+7)
Expertise (Religion) 1 (-1)
Expertise (Monorail Conductor) 1 (-1)
Expertise (Mob Boss) 1 (-1)
Expertise (Mountain Climber) 1 (-1)
Expertise (Naval Officer) 1 (-1)
Expertise (Oil Rigs) 1 (-1)
Expertise (Football Team Owner) 1 (-1)
Expertise (Quiz Master) 1 (-1)
Expertise (Public Speaker/Spokesperson) 1 (+0)
Expertise (Paparazzo) 1 (-1)
Expertise (Personal Assistant) 1 (-1)
Expertise (Roadie) 1 (-1)
Expertise (Referee) 1 (-1)
Expertise (Rollercoasters) 1 (-1)
Expertise (Sanitation Commissioner) 1 (-1)
Expertise (Plows) 4 (+3)
Expertise (Silhouette Model) 1 (-1)
Expertise (Sprawl-Mart Greeter) 1 (-1)
Expertise (Talk Show Host) 1 (+1)
Expertise (TV Producer) 1 (-1)
Expertise (Telemarketer) 1 (-1)
Expertise (Town Crier) 1 (+1)
Expertise (Union Leader) 1 (-1)
Expertise (Computers) 1 (-1)
Expertise (Writer) 1 (-1)
Intimidation 3 (+2)
Persuasion 4 (+3)
Technology 1 (-1)

Advantages:
"Why You Little...!" Fast Grab, Inventor

Powers:
"Homer Simpson Syndrome"
Regeneration 2 [2]
Enhanced Advantages 1: Ultimate Toughness Save [1]

"Almighty Fatass"
"Wall of Fat" Protection 3 (Last 2 Ranks Limited to Shots to the Stomach) [2]
Immunity 1 (Overeating) [1]
Quickness 2 (Flaws: Limited to Eating) [1]
Enhanced Strength 1 (Flaws: Uncontrolled) [1]

"Hyper-Polyglot" Comprehend 2 (Speak & Understand Languages) (Flaws: Must Hear Them For a While First) [2]

Offense:
Unarmed +2 (+1 Damage, DC 16)
Strength Boost +2 (+2 Damage, DC 17)
Initiative -1

Defenses:
Dodge +0 (DC 10), Parry +2 (DC 12), Toughness +1 (+2 Fat, +4 Shots to the Stomach) , Fortitude +1, Will +1

Complications:
Relationship (Marge Simpson, Wife)- Homer gladly takes his wife for granted, often being careless with her feelings. However, he considers her the most important person in his life, and quickly comes to horribly regret anything he does that upsets or hurts her. No matter how attractive (or perfect) a woman is, and while he will openly-drool over any of them, he is unable to leave Marge for any of them- he distinctly remembers her as the first woman in his life who didn't leave or reject him.
Relationship (Lisa- Daughter)- Homer finds Lisa annoying, preachy and a know-it-all. However, he is also in awe of her genius, and often does things he hates just to spend time with her.
Relationship (Maggie- Daughter)- Though Homer is prone to forgetting she exists, he took his hated job at the Power Plant back just so that he could support her. "Do It For Her" is the memo on the plaque at his workstation. He once gave up the promise of wealth to ensure that she kept her new teddy bear.
Relationship (Bart- Son)- Homer & "The Boy" have a great deal in common (love of sloth, greed and gluttony, for three), but are often at odds due to Bart's open disrespect for his father, and love of pranking Homer. Homer frequently strangles his son in an violent rage, though Bart usually deserves this "horrible act of child abuse". When they see eye-to-eye, they become gleeful partners in crime (such as Homer's bootlegging operation, or when Bart was impressed at how Homer lied and cheated his way through a fight with Bart's Big Brother).
Relationship (Friends)- Homer is close with his Bartender Moe, and the barflies Barney, Lenny & Carl (and to a lesser extent the other ones, including the guy who calls him Bill). Of those, Barney is probably his closest friend, since Moe often tries to murder him.
Relationship (Abe & Mona Simpson- Parents)- Homer was often neglected and disrespected by his father, and now finds him to be a dreadful bore and a pain to be around, and so frequently disrespects, neglects or antagonizes him. Despite their differences (and mutual dislike), the two have often become partners in crime, and learned to enjoy each others' company. By contrast, Homer misses his mother desperately, though is often hurt by how she's chosen to live her life apart from him.
Rivalry (Stupid Sexy Flanders)- Homer feels lessened due to Flanders' comparative wealth, well-behaved family, nice things, and good manners. As a result, Homer frequently disrespects Ned, borrows and then keeps Ned's things, insults him, and speaks negatively of him to others. Despite this, he is still willing to give Ned (mostly) terrible advice, and sometimes considers Ned his best friend.
Relationship (Mister Burns)- Homer fears his malevolent boss greatly, but often ends up helping him with whatever Burns' current problem is. Despite all this, Burns never seems to know his name.
Prejudice (Fat & Bald)- Homer feels disrespected due to his obesity and lack of hair. When he grows some hair, he becomes more popular at work- when the hair goes away, he is immediately disrespected.
Motivation ("That's the kind of guy I am this week!")- Homer is prone to random flights of fancy, and grows obsessed with a new idea or position quickly. He will act as if this is his life's dream, but consistently get bored of (or fail at) whatever his new job is.
Hatred (Gay Men)- Homer's greatest fear is that Bart will become a homosexual- he takes Bart to a manly steel mill to get him to be manlier (this backfires spectacularly), won't let him hang out with a gay man, and flew into a psychotic rage when Bart lied about having an attraction to Milhouse. Eventually, he gets over this, and even has gay roommates after a fight with Marge.
Addiction (Alcohol)- Oh, is it EVER. He's not bad as Barney, but is worse than Lenny or Carl, both lushes in their own right.
Addiction (Food)- Homer is arguably the most gluttonous person in Springfield. He has been known to sleep-eat, and believes that Donuts can do anything. There is not an All-You-Can-Eat restaurant in town that will allow him through their doors. The only way Lisa was able to get him to toss aside a poisoned pastry was to convince him that it was "Low Fat!"- he screamed in horror and threw it away, where it exploded.
Responsibility (Stupid & Forgetful)- Homer is dumb even by the standards of stupid people. This is due to either his Simpson genes, or having stuck a crayon into his brain when he was a child- both are canon. He has been known to forget the existence of his youngest daughter, the names of his best friends ("THAT's Lenny? Awwww, I wanted the BLACK one..."), what the number to "9-1-1" is, how to spell "smart", and more.
Responsibility (Accident-Prone)- Homer has driven his car into a chestnut tree while absent-mindedly singing about how great he is, and has destroyed nearly everything in his (and Flanders') home at least once. He has nearly destroyed Springfield several times (often just while SAFETY INSPECTOR of the Springfield Nuclear Power Plant).
Responsibility (Temper)- Homer is prone to violent rages, particularly against "The Boy". He even once punched out his boss after one too many insults.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: -2 / Skills: 132--66 / Advantages: 2 / Powers: 10 / Defenses: 4 (80)

-While Bart was initially the most-popular character of The Simpsons, especially amongst the young male audience, the stupid, buffoonish Homer would quickly outpace him after a few seasons, largely as his stupidity grew, and Dan Castelanetta slowly altered the voice (unintentionally) away from the slow Walter Matthau impression. Homer was actually rather normal, though still stupid, at first, and often wanted his family to improve their behavior (a trait later picked up by Marge). Eventually, the writers would write increasingly-dumb moments for him (largely for the sake of a gag), and he became the iconic Bumbling Father, a character that soon became so iconic that male activists would point out that this was now actively making men look stupid in the media, while treating women as the smarter gender- in effect, discriminating in the OPPOSITE direction.
-But in any case, Homer was made a dope because it was funny, and soon he would dominate the show. A common recurring gag was his endless series of obsessions and jobs (one writer gave him an obsession with Thomas Edison when he realized that he himself would annoy the crap out of his friends with whatever his latest "project" or obsession was, and projected it onto Homer), and the wacky mayhem that would ensue. He & Marge would have many challenges to their marriage, and looks into their past, giving the show some of its sweetest moments (particularly in the one featuring their High School introduction and Prom).
-Homer is a bit hopeless in a fight (though has noticeably great durability, owing to a rare condition called Homer Simpson Syndrome that gives him an extra-protective layer around his brain), at one point being unable to physically hurt a FLY that flew into the path of his punch, but has, throughout the course of his life, amassed just enough ability in about seventy different skills to do them all badly (I COULD HAVE just given him "Beginner's Luck" or "Jack-Of-All-Trades", but then I wouldn't have been able to list every one of them in his build, so you can see why that was unacceptable :)). Homer is brutally physically-unfit (with no cardio, but oddly-good acrobatic skills from his time as Dancin' Homer), stupid, unwise and more, and even his relatively-high Deception can often fail him ("Hello, I am Mister Burns, and I would like to make a withdrawal!" "Okay Mister Burns, what's your last name?" "I DON'T KNOW...") owing to his own bone-headery and lack of foresight.

Lenny: *ignoring a rope to safety* "There's nothing up there for me!"
Carl: *walks into frame* "I WOULDN'T BE SO SURE."
Lenny: "Carl CARLSON??"

LENNY (Lenford Leonard)
First Appearance:
"Life on the Fast Lane" (1990)
Played By: Harry Shearer
Role: Background Buddy
PL 1 (23)
STRENGTH
1 STAMINA 1 AGILITY 0
FIGHTING 1 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Expertise (Nuclear Physics) 4 (+4)
Expertise (Singing) 2 (+3)
Expertise (Music) 2 (+3)
Expertise (Writer) 4 (+4)
Expertise (Soldier) 4 (+4)
Technology 2 (+2)

Advantages:
Benefit (Stonecutters/No Homers Club), Ranged Attack 4

Offense:
Unarmed +1 (+1 Damage, DC 16)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +1 (DC 11), Toughness +1 , Fortitude +1, Will +1

Complications:
Relationship (Carl Carlson)- Lenny and Carl are inseparable buddies, to the point where even HOMER can sort of tell what's going on (though Marge insists that Homer not rush them). Lenny sees Carl's face in the stars (as does Carl), and writes newspaper articles about Carl ("The Truth About Carl: He's Great").
Addiction (Alcohol)- Though not as bad as Homer, Lenny & Carl are included with he & Barney as being responsible for the majority of Springfield's drunk-driving accidents.
Responsibility (Buddhist)
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.
Relationship (Ex-Wife)
Relationship (Mother)- She wishes that Carl were her son. The feeling is mutual.
Responsibility (Power-Crazy)- When Lenny took over the Power Plant after Burns was turfed, he went on a legendary reign of terror.

Total: Abilities: 8 / Skills: 18--9 / Advantages: 5 / Powers: 0 / Defenses: 1 (23)

CARL CARLSON (aka The Black One)
First Appearance:
"Life on the Fast Lane" (1990)
Played By: Hank Azaria
Role: Background Buddy, Black Best Friend
PL 1 (15)
STRENGTH
1 STAMINA 1 AGILITY 0
FIGHTING 1 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Expertise (Nuclear Physics) 4 (+4)
Expertise (Singing) 2 (+3)
Expertise (Bowling) 2 (+2) -- Uses Dexterity
Technology 2 (+2)

Advantages:
Benefit (Stonecutters/No Homers Club)

Offense:
Unarmed +1 (+1 Damage, DC 16)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +1 (DC 11), Toughness +1 , Fortitude +1, Will +1

Complications:
Relationship (Lenny)- Lenny and Carl are inseparable buddies, to the point where even HOMER can sort of tell what's going on (though Marge insists that Homer not rush them). Lenny sees Carl's face in the stars (as does Carl), and writes newspaper articles about Carl ("The Truth About Carl: He's Great").
Addiction (Alcohol)- Though not as bad as Homer, Lenny & Carl are included with he & Barney as being responsible for the majority of Springfield's drunk-driving accidents.
Responsibility (Buddhist)
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.
Relationship (Lenny's Mother)- She wishes that Carl were her son. The feeling is mutual.

Total: Abilities: 8 / Skills: 10--5 / Advantages: 1 / Powers: 0 / Defenses: 1 (15)

-Lenny & Carl are the (maybe) Heterosexual Life Partners that pal around with Homer & Barney at Moe's Tavern, and are generally seen as funny side characters that make a joke or two- neither has ever really gotten an episode of focus, despite having FIVE-HUNDRED EPISODES in order to get one! Lenny is a bit whackier and prone to random statements, while Carl is more taciturn and cynical, making him the straight man. The Simpson Family appear to have an enhanced opinion of Lenny (even BART is horrified when they believe that Lenny is ill), while Homer seems to prefer the company of "the black one". Lenny is apparently a "war hero", and is a card-carrying member of the NRA, so has some Ranged Attack.

BARNEY (Bernard Arnold Gumble)
First Appearance:
"Simpsons Roasting on an Open Fire" (1989)
Played By: Dan Castellaneta
Role: Background Buddy, Black Best Friend
PL 3 (42)
STRENGTH
2 STAMINA 2 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1/3 AWARENESS -2/0 PRESENCE -2/2

Skills:
Expertise (Nuclear Physics) 4 (+4)
Expertise (Singing) 10 (+8/+12)
Expertise (Bowling) 2 (+2) -- Uses Dexterity
Expertise (Film-Making) 10 (+9/+13)
Expertise (Plows) 4 (+3/+7)
Expertise (Naval Officer) 2 (+1/+5)
Expertise (British Prime Ministers) 5 (+4/+8)
Expertise (Department Store Santa) 1 (+0/+4)
Vehicles 4 (+4)

Advantages:
Benefit (Stonecutters/No Homers Club), Equipment 2 (Derringer Pistol- Blast 3)

Powers:
"Town Drunk"
Enhanced Intelligence 4 (Flaws: Limited to While Sober) [4]
Enhanced Awareness 2 (Flaws: Limited to While Sober) [2]
Enhanced Presence 4 (Flaws: Limited to While Sober) [4]

Offense:
Unarmed +4 (+2 Damage, DC 17)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +4 (DC 14), Toughness +2 , Fortitude +2, Will +0/+2

Complications:
Relationship (Homer, Moe, Lenny & Carl- Barney's closest friends, though Moe is abusive.
Addiction (Alcohol)- OHHHHHHHHHHHHH GOD. Barney has been known to go into fugue states while drunk on a frequent basis, goes insane whenever he's separated from Moe's Tavern for any length of time, and once went crazy and lost the opportunity of a lifetime when, after changing his lifestyle in order to become an Astronaut, ended up getting wastd on NON-ALCOHOLIC CHAMPAGNE and ran off in a frenzy. He has threatened people with death when forcibly kept away from booze on two separate occasions (and has a Derringer on him for occasions just like that). A single night of sobriety once sent him on a two-month bender that left Homer's car parked illegally in New York City.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.
Relationship (Linda Ronstradt, Kako, Selma, The Woman In Front of the Drug Store Who's Always Yelling Things)- Barney has had many short relationships, but nothing substantial.

Total: Abilities: 6 / Skills: 42--21 / Advantages: 3 / Powers: 10 / Defenses: 2 (42)

-Barney the barfly became a classic "Drunk" character in the show pretty much right away (Matt Groening based him off of a Jackie Gleason supporting character, and his own belief that the unspoken rule of not using alcoholism as a gag was silly) as Homer's drinking buddy, generally getting a funny line or two along with his classic belch. The writers would develop him a bit more, giving him some tragedy in his backstory (a dead father and a genius intellect that was ruined when Homer introduced him to drinking the night before the SATs), and eventually even sobered him up- some writers didn't like this change (it's inherently less funny), but it gave him some more depth. Of course, they later started switching him back and forth (generally, just look at his appearance and it's pretty obvious).
-Barney has had quite a few jobs, and is a good enough fighter to K.O. Wade Boggs with a single punch. Note the differences in his stats when sober- it happens so rarely that he's actually got Limits on his mental capabilities! I mean, you could assume that EVERYONE has lowered stats when wasted, but Barney takes it to an ENTIRELY different level!

DUFFMAN (Barry Duffman, Joel Duffman, Sid, Larry, Chip Davis)
First Appearance:
"The City of New York (vs) Homer Simpson" (1997)
Played By: Hank Azaria
Role: Background Character, One-Note Gag
PL 2 (24)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Expertise (Dancing) 4 (+4)
Expertise (Duff Beer) 4 (+4)

Advantages:
Equipment (Boom Box- Plays "Oh Yeah")

Offense:
Unarmed +0 (+2 Damage, DC 17)
Initiative +2

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +2 , Fortitude +2, Will +1

Complications:
Prejudice (Bisexual)
Relationship (Son & Daughter)
Relationship (Doris, Booberella, Grady)- One Duffman has been seen in a long-term relationship with the male Grady.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.
Responsibility (Duff Beer)- Duffman is a tool of the Duff Beer Company, and must always back up his bosses. Duffman must keep his secret identity, and hide the fact that there are numerous Duffmen.
Disabled (Dyslexia)- "Duffman's secret shame".

Total: Abilities: 18 / Skills: 8--4 / Advantages: 1 / Powers: 0 / Defenses: 1 (24)

-Duffman is a one-note gag created for the eighth season that is basically a parody of Budweiser's "Bud Man"- a dancing beer spokesman with a distinctive catchphrase and theme song (Yello's "Oh Yeah", which is also his catchphrase). This often leads to other cute side gags ("Duffman can never die! Only the actors to PLAY him!")

MOE SZYSLAK (Momar Syzlak)
First Appearance:
"The City of New York (vs) Homer Simpson" (1997)
Played By: Hank Azaria
Role: Background Character, One-Note Gag
PL 4 (23)
STRENGTH
0 STAMINA 1 AGILITY 0
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
Deception 4 (+3)
Expertise (Singing) 2 (+1)
Expertise (Bartender) 2 (+2)
Expertise (Criminal) 4 (+4)
Intimidation 5 (+4)
Perception 1 (+0)
Persuasion 8 (+7) -- Flaws: Limited to Starting Riots
Vehicles 4 (+4)

Advantages:
Benefit (Stonecutters/No Homers Club), Equipment 2 (Shotgun, Butcher Knife), Ranged Attack 2, Startle

Offense:
Unarmed +2 (+0 Damage, DC 15)
Shotgun +2 (+5 Ranged Damage, DC 20)
Knife +2 (+1 Damage, DC 16)
Initiative +2

Defenses:
Dodge +0 (DC 10), Parry +2 (DC 12), Toughness +1, Fortitude +1, Will +1

Complications:
Responsibility (Moe's Tavern)- Moe runs a dive bar in Springfield which only ever seems to have six regular clients- Homer, Barney, Lenny, Carl and two other guys (Sam & Larry, apparently). As such, he is often eager to drum up new business, and despises "cheapskate" Designated Drivers.
Responsibility (Depression)- Moe is suicidal, but consistently fails in his attempts to take his own life. He has attempted suicide so often that the Suicide Prevention Hotline has blocked his number.
Relationship ("Midge")- Moe is in love with Marge, Homer's wife, and frequently attempts to woo her, especially if he thinks Homer is out of the picture.
Temper- Moe has one of the worst tempers in Springfield, often pointing guns or knives at his closest friends, much less others who deliberately antagonize him, such as the mystery phone prankster.
Enemy (The Phone Prankster)- Moe has asked the bar's patrons for a Hugh Jass, Seymour Butts, Amanda Hugankiss ("Aw, why can't I find Amanda Hugankiss?" "Maybe your standards are too high!").
Secret (Criminal Dealings)- Moe has had smuggled Orcas, Pandas, and other illegal activities going on his his Tavern at various times. He is also a registered Sex Offender who has stalked many women.
Secret (Good Side)- Moe often hides his sentimentality from others- he loves his cat, the rats who live in his bar, and both reads to children and feeds the homeless.
Hatred (The Irish)
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 2 / Skills: 26--13 / Advantages: 6 / Powers: 0 / Defenses: 2 (23)

-Moe the Bartender was an early recurring character (so ugly that Matt Groening, the most anal-retentive of the staff in terms of keeping characters on-model, never minded if the animators went off the character sheet with him), and a necessary character to keep Homer & Barney sudsed to the gills. An angry, suicidally-depressed character, his emotional extremes are a constant running gag, and his reactions to Bart's prank calls were a reference to Louis "Red" Deutsch, who was famous for such reactions that (recorded by pranksters) often ended up on radio shows. His last name was given in "Who Shot Mr. Burns?" in order to give him the initials that were given as a major clue ("M.S." also fit Maggie Simpson, or, if upside-down, Waylon Smithers), and Hank Azaria based his early voice off of Al Pacino in Dog Day Afternoon, but made it more gravelly over time.
-Despite his training as a boxer ("Kid Gorgeous", then "Kid Presentable", then a further series of nicknames until he ended up looking like he does now), Moe isn't that much of a fighter (he was knocked out 40 times), nor is he much of a bartender (he only pours Duff Beer, and knows very little about wine or other spirits).

DISCO STU (Discotheque Stuart, aka Nautical Stu, Normal Stu)
First Appearance:
"Two Bad Neighbors" (1996)
Played By: Hank Azaria
Role: Background Character, One-Note Gag
PL 0 (8), PL 1 (8) Defenses
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Singing) 4 (+4)
Expertise (Dancing) 6 (+6) -- Flaws: Limited to Disco
Expertise (Sea Captain) 4 (+4)
Expertise (Nightclub Owner) 3 (+3)

Advantages:
None

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

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

Complications:
Obsession (Disco)- Disco Stu is pretty much only known for his nickname and obsession. Alas, he has since admitted that he doesn't even really LIKE disco anymore, and fears that he has let it define him as a person.
Responsibility (Christian)- Disco Stu is apparently SUPER Christian.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.
Relationship (Selma Bouvier)- He was the only one of Selma's husbands that Marge liked.

Total: Abilities: 0 / Skills: 14--7 / Advantages: 0 / Powers: 0 / Defenses: 1 (8)

-Disco Stu was basically created for a single gag, but the writers ended up getting a kick out of Hank Azaria's performance, and so he stuck around, generally making a joke while speaking in third person. He once became "Normal Stu" after Professor Frink helped him out with his obsession, but we'll see how long that lasts. He's about as "normal" as a Simpsons character gets.

ABE SIMPSON (Abraham Jay-Jedediah Simpson II, aka Grifty McGrift, Grampa Simpson)
First Appearance:
"The Tracey Ullman Show" (1987)
Played By: Dan Castellaneta
Role: Senile Old Man, Grouchy Old Man
PL 0 (0)
STRENGTH
-1 STAMINA -2 AGILITY -2
FIGHTING 0 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Expertise (History) 4 (+3)
Expertise (Soldier) 6 (+5)
Expertise (Singing & Dancing) 2 (+1)
Expertise (Strike-Breaker) 2 (+1)
Expertise (Salesman) 4 (+3)
Expertise (Watchman at a Cranberry Silo) 4 (+3)
Expertise (Farming) 4 (+3)

Advantages:
Benefit (Stonecutters/No Homers Club)

Offense:
Unarmed +0 (-1 Damage, DC 14)
Initiative -2

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness -2, Fortitude -2, Will +1

Complications:
Relationship (Homer Simpson, Son)- Abe was a poor father to Homer, often being distant and unforgiving of Homer's many errors. The two manage to connect on the rare occasion, and Abe was always proud that Homer wasn't "a short man". Homer usually can't hide his disgust and boredom towards Abe, and often avoids him, having shipped him off to a retirement home immediately after Abe paid for Homer's new house.
Responsibility (Complaining)- Like most elderly people, Abe loves to complain.
Disabled (Elderly)- Abe is extremely old and senile, and is thus prone to telling stories that don't go anywhere, breaking limbs for almost no reason, having frequent strokes, and more.
Secret (Illegitimate Children)- Abe has fathered three children- Herb Powell was adopted adn became wealthy, while Abbie is a Homer-like English woman.
Relationship (Mona Simpson, Wife)- Mona left Abe years ago to join the Hippie Underground, causing Abe to lie and tell Homer that his mother was dead. He is still angry at her for leaving him, but still asked for sex when they met decades later.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: -16 / Skills: 26--13 / Advantages: 1 / Powers: 0 / Defenses: 2 (0)

-Abe Simpson is a senile, grouchy old coot and subject of many gags about the elderly in the show- the writers often get a kick out of the random nature of Abe's claims and statements (while the also-old Mr. Burns usually gets the jokes about his antiquated ways and prejudices instead). Because of the funny continuity of the long-running series, Abe is old enough to have served in World War II while also fathering a man who's only about forty as of 2014. There's been a few nice moments with Abe (like the times he reconnects with Homer, announces his pride that Homer isn't short, and when a lady he took a shine to passed away, leaving him staring down at his wrinkled hands and spending money to give the others at Springfield Retirement Castle some dignity). Building someone with 0 Power Points (his Skills cancel out his low Abilities, which were obviously higher in his youth) is pretty rare, but if that fits anyone, then it fits a slow, senile old man.

BART SIMPSON (Bartholomew JoJo Simpson, aka El Barto, The Boy, Bartman)
First Appearance:
"The Tracey Ullman Show" (1987)
Played By: Nancy Cartwright
Role: Problem Child, The Prankster, Icon of the Early '90s
PL 1 (39)
STRENGTH
-1 STAMINA 0 AGILITY 2
FIGHTING 0 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE 2

Skills:
Athletics 5 (+4)
Deception 6 (+8)
Expertise (Singing & Dancing) 5 (+6)
Expertise (News Reporter) 4 (+4)
Expertise (Juvenile Delinquency) 8 (+8)

Advantages:
Beginner's Luck, Jack-Of-All-Trades, Ranged Attack 6

Powers:
"Polyglot" Comprehend 2 (Speak to & Understand Languages) (Flaws: Must Hear Them Spoken For a Short While) [2]

Offense:
Unarmed +0 (-1 Damage, DC 14)
Initiative +2

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

Complications:
Reputation (Troublemaker)- Deemed "Not College Material" in Preschool after adding an extra clap to "B-I-N-G-O", Bart learned from an early age that the best way to get noticed and be happy was to prank others. He's an underachiever ("and he seems to be PROUD of it"), and generally will immediately rebel from any authority figures put in front of them, no matter who they are.
Rivalry (All Authority Figures)- The police, the teachers, the Principal (ESPECIALLY the Principal), Bart openly disrespects them all.
Relationship (Homer Simpson- Father)- Bart has very little respect for his father, except for the times when "Homer" (as he calls him) lies or cheats. Despite many similiarities (and Homer's attempts to connect), Bart sees him as yet another dull authority figure.
Relationship (Marge Simpson- Mother)- Bart seems okay with his mother, but is frequently embarassed by her attention and seeks to avoid discipline from her as well. Despite this, when she finds out that he shoplifted from a store, and thus started to ignore him rather than dote on him, he took it even harder than she did, and craved her adulation.
Relationship (Lisa Simpson- Sister)- Bart & Lisa are fairly close in age, and thus tremendous rivals who continuously fight and vie for their parents' attention. They can be utterly cruel to each other ("Is My Brother Dumber Than a Hamster?") as only siblings can, but ultimately will come to each other's defense- Bart has protected Lisa from bullies, tried to raise her spirits ("as your brother, this is the hardest thing I've ever had to say: You're NOT ugly"), and the two refused to engage in the blood sport of hockey when pitted against each other by the community.
Relationship (Milhouse & the Others)- Bart's best pal is Milhouse, though he openly disrespects his loser-y friend. Nelson started off as a bully, but they eventually found common ground and hang out, despite the occasional beating. Various other boys are part of Bart's circle, but not close.
Enemy (Sideshow Bob)- Bart helped reveal to the world that Bob had framed Krusty for robbery, and Bob has sworn vengeance upon the boy as a result. On SEVERAL occasions, Bob has escaped or been released from prision, and either tried to murder Bart, or engaged in some other horrible crime while Bart was close by. They've done this song and dance over a dozen times by now.
Relationship (Krusty the Clown)- Bart has no respect for his father, but worships a Clown that looks just like him. Bart could initially see no wrong in the bored, defeated entertainer, and even now runs to his defense.
Relationship (The Girl of the Week)- Bart is prone to falling in love with girls very quickly, often leading him down troubled paths as he attempts to either change to make the girl like him more, or to commit worse felonies when the girls turns out to be even nastier than HE is (like Jessica Lovejoy, whom he was attracted to because "she's smart, beautiful and a liar").
Responsibility (Animals)- Though not a bleeding-heart vegetarian like Lisa, Bart frequently takes animals under his care, feels terrible for accidentally killing a bird ("you even compensated for the crooked sight!"), and is devoted to his dog Santa's Little Helper.
Disabled (Child)- Children are very short, have tiny arms, and aren't as fast as adults. They can never Intimidate an adult without a weapon, no matter their Presence, and are very lightweight, making them easy to pick up.
Disabled (Allergies)- Bart is allergic to butterscotch, imitation butterscotch, glow-in-the-dark monster make-up, and shrimp.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 10 / Skills: 28--14 / Advantages: 8 / Powers: 2 / Defenses: 5 (39)

-Words cannot DESCRIBE the worship boys my age had towards Bart Simpson, circa 1989. With cool catchphrases, and a willingness to swear at adults, Bart was our freaking HERO. I mean, who says "I'm ________, who the Hell are you?" to adults? He was like the rebellious bad-ass kid we all wanted to be, and that's a huge part of what set off the massive wave of Simpson popularity (and cheap knock-off merchandise) when the show first came out. Hell, a massive portion of the early episodes were about Bart at the expense of all the other characters, and this was when the show followed a more direct, focused route in each episode, rather than the "First 10 minutes doesn't matter; tons of whacky gags abound" stuff- episodes about Bart's being bullied by Nelson, failing his classes and needed to take a make-up test, fooling his teacher into falling in love with Gordie Howe, etc.- he was EVERYWHERE. Time Magazine even named him one of the most influential figures of the 20th Century- the only fictional character to make the list.
-Bart eventually had his role reduced a bit, but was generally always #2 in the show even when Homer became more focused-on. His rebellious nature and his ability to be manipulated by fads and the actions of others make him perfect for a lot of stuff, and Nancy Cartwright's iconic delivery of his lines is still some of the better work in voice acting. He's been likened to a modern incarnation of Tom & Huck, as well as the American Founding Fathers and Punk rockers, all thanks to his nihilistic, anti-authoritarian nature. Being only a child, he's not much of a fighter (and bullying children can make short work of him), but he displays frightening accuracy with firearms (such as a Grenade Launcher, accurately hitting Principal Skinner's car from miles away)- owing to his time in American Public School.
-And despite being a child, Bart has pretty good Charisma, often making him a natural leader amongst other children (like at Kamp Krusty), and even adults are often taking in by his lies. He'd have Shrinking, except I no longer feel the need to give that to children- I just lower there stats and let that be that, since futzing with all their stats and the enhanced Defenses is annoying. Children are a bit tricky to stat, as you lower their Abilities too much and they end up weaker than small animals, but it seems unlikely that they'd be high enough to potentially threaten an adult.

MILHOUSE VAN HOUTEN
First Appearance:
"Simpsons Roasting on an Open Fire" (1989)
Played By: Pamela Hayden
Role: The Nerd, The Best Friend (to Bart)
PL 0 (-4)
STRENGTH
-2 STAMINA -1 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE -2

Skills:
Deception 6 (+4)
Expertise (Singing & Dancing) 6 (+4)
Vehicles 6 (+6)

Advantages:
"Look! It's Bart- and he's DOING STUFF!" Daze (Deception)

Offense:
Unarmed +0 (-2 Damage, DC 13)
Initiative +0

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

Complications:
Relationship (Bart Simpson)- Milhouse seems to look up to Bart, but frequently joins in the fun if Bart is on the outs of popularity, and the two are known to compete for things (like rare comic books or girls).
Relationship (Parents)- Milhouse happily pitted his parents against each other in order to get more presents during their divorce.
Reputation (Nerd)- Milhouse is one of the most easily-victimized children in the school. He's so annoying that his Psychiatrist begged him to stop calling her.
Disabled (Allergies)- Like a lot of nerds, Milhouse is highly-allergic to numerous substances: honey, wheat, dairy, non-dairy, holly, mistletoe, the red part of candy canes, nectarines, and even his own tears. He is also a bed-wetter and asthmatic, and has had both ringworms and stigmata.
Disabled (Child)- Children are very short, have tiny arms, and aren't as fast as adults. They can never Intimidate an adult without a weapon, no matter their Presence, and are very lightweight, making them easy to pick up.
Prejudice (Homosexual Tendencies)- The boys consider him a sissy, a psychiatrist took him for gay, and he's generally quite effeminate.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: -12 / Skills: 12--6 / Advantages: 1 / Powers: 0 / Defenses: 1 (-4)

-Named after Richard Milhouse Nixon by the left-leaning writing staff (Groening says "it was the most unfortunate name I could think of as a child"), Milhouse is the classic Nerd/Butt-Monkey character, with great lengths taken to show just HOW violent people are towards his whiny self- a personal favourite is the time he inadvertently passed a love note to Nelson and waved at him, with the scene immediately cutting to Milhouse being led into an ambulance. The writers gave him every "nerd" trope in the book (allergies, desperation for female attention, victim-mentality, crying), but admit that they're all much more like Milhouse than Bart.
-Milhouse is altogether there partly so that Bart can have someone to talk to (especially once the other kids faded into the background), but they get a lot of stuff out of his crushes on various women- he has a crush on Marge, openly pines for Lisa (they're shown in various states of relations in the future, implying she never quite escaped him), and various other Girls of the Week, usually screwing things up due to his over-persistence and desperation.

CLETUS THE SLACK-JAWED YOKEL (Cletus Del Roy Spuckler)
First Appearance:
"Bart Gets An Elephant" (1994)
Played By: Hank Azaria
Role: Background Character, One-Note Gag
PL 1 (1)
STRENGTH
1 STAMINA 1 AGILITY 1
FIGHTING 0 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Expertise (Whittling) 5 (+3)
Expertise (Dirt Farmer) 4 (+2)
Perception 6 (+4) -- Flaws: Limited to Finding Garbage or Roadkill

Advantages:
None

Powers:
Senses 4 (Precognition) (Flaws: Limited to While Whittling) [2]

Offense:
Unarmed +0 (+1 Damage, DC 16)
Initiative +0

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

Complications:
Relationship (Brandine)- She is the finest mother, sister and wife he's ever had.
Relationship (Children)- Cletus appears to care for all of his 51 children.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.
Addiction (Alcohol)- Both Cletus & Brandine are alcoholics, despite her near-constant state of pregnancy.

Total: Abilities: -6 / Skills: 8--4 / Advantages: 0 / Powers: 2 / Defenses: 1 (1)

-Some folks'll never eat a toad, but then again some folk'll- it's Cletus the Slack-Jawed Yokel! Cletus is a One-Note Gag Character who got repeated use due to the various funny jokes you can come up with about Hillbillies, usually involving stupidity, moonshine, incest, and other white-trashy activities (such as naming your kids after quirky things the way celebrities do). Despite his one-note nature, he has been focused on a couple times, largely through his numerous offspring, who can be used for both gags and a focus episode or two, since you can attach just about any personality traits to ONE of them.

"I've said it before and I'll say it again: Democracy simply doesn't work."

KENT BROCKMAN (Kenny Brockelstein)
First Appearance:
"The Telltale Head" (1990)
Played By: Harry Shearer
Role: Background Character, Newsman
PL 1 (20)
STRENGTH
0 STAMINA 1 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 1 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (News Reporter) 3 (+5)
Investigation 2 (+3)
Perception 1 (+2)

Advantages:
Benefit 2 (Stonecutters/No Homers Club, Member of the Media)

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

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

Complications:
Motivation (Wealth, Ratings & Respect)- Kent is always there to sensationalize the news stories of the day, wanting to get as much attention as possible.
Rivalry (Arnie Pie)- Arnie & Kent frequently argue on-air, while Arnie does his "Arnie in the Sky" reporting via helicopter.
Responsibility (Potty-Mouth)- Kent often gets in trouble for swearing on the air, as his awful temper gets him into trouble.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 12 / Skills: 10--5 / Advantages: 2 / Powers: 0 / Defenses: 1 (20)

-Kent Brockman respresents kind of a necessity in shows like this- the news reporter who gives handy exposition to the situations at hand. But the show also goes all-out with him, to use him as kind of a figurehead of the modern news juggernaut, satirizing the profession and how sensationalistic it's gotten. Kent is opinionated, vicious, and sensationalistic, always there to exaggerate something to get more ratings. Not the most well-rounded of characters, he nonetheless gets a lot of great lines, as his biases and penchant for swearing keep things pretty dynamic. My favourite Kent-based thing (aside from the "I, for one, WELCOME our ant overlords" bit) is probably the video introduction to his Eye on Springfield segment, an absolute tour de force of goofy 1980s video & editing tropes, complete with girls in swimsuits for no apparent reason, shots of bloopers, and smarminess in general.

MAJOR QUIMBY ("Diamond" Joe Quimby)
First Appearance:
"The Call of the Simpsons" (1990)
Played By: Dan Castellaneta
Role: Background Character, Corrupt Politician
PL 1 (23)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 0 PRESENCE 2

Skills:
Deception 6 (+8)
Expertise (Singing) 2 (+4)
Expertise (Politics) 6 (+8)
Expertise (Oratory) 4 (+6)

Advantages:
Benefit 5 (Stonecutters/No Homers Club, Wealth 3, Mayor of Springfield)

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

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

Complications:
Motivation (Money & Power)- Mayor Quimby just likes being in charge.
Secret (Corrupt and Lascivious)- Mayor Quimby is hilariously, obviously corrupt, and flagrantly cheats on his wife with a number of mistresses, some of whom he impregnates or buys breast implants.
Relationship (The Quimby Clan)- All of the Quimbys are as corrupt and prone to disgracing themselves, either publically or privately.
Enemy (Republicans)- The Democratic Quimbys are the bitter rivals of the equally-evil Republican faction, which is comprised of vampires, film actors
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 8 / Skills: 18--9 / Advantages: 5 / Powers: 0 / Defenses: 1 (23)

-Mayor Quimby is a jab at the Kennedy Clan, and is thus the disgraceful, spoiled, corrupted Mayor of Springfield (setting off a storm of "Whacky Mayor" characters, who were often corrupt, with Family Guy's Adam West, South Park's voter-obsessed female Mayor, and even Kevin Smith took a stab at one in Clerks: The Animated Series, pointing out the others in the DVD commentary). Using an obvious pastiche of the trademark R-hating, er-ing, New England/Boston Kennedy Accent ("um, er, the uh, cah is in the yahd"). In a commentary, the writers chuckled about Ted Kennedy HATING the character (I mean, Ted was a lush and a womanizer, and even MEMBERS OF HIS FAMILY talk openly about how he was a spoiled brat who grew up the same way; not to mention his killing a woman by driving into a river), but he showed up in a live-action bit to convince the showrunners to make Massachusetts' Springfield the "official" one, so apparently got over it. The Kennedys and Quimbys are both about equally screwed up and funny-sounding, which is why the parody works so well.
-Quimby is a good liar and orator at times, though his vices and personal problems bite him in the ass come election time and he often looks bad anyways. Like most Simpsons characters, he's a great liar until he says something outright stupid (calling Springfield "Sprungfeld" once, or admitting to use taxpayer money to murder his enemies) or turns into a buffoon, making statting him up a bit tricky. He's good enough at his job to get re-elected despite being openly caught cheating on his wife and taking bribes- it's so obvious that when he openly blurted out that "The Mayor's office is NOT FOR SALE!", the response of the ENTIRE ROOM was to laugh uproariously. He just says stuff like "I'm a bad wittle boy" and his Oratory Skill motivates the easily-influenced Springfieldianites elect him via a landslide. His stats basically go entirely into Dishonesty and Benefits- the perfect build for a politician.

"HAW-haw!"

NELSON MUNTZ (Nelson Mandela Muntz)
First Appearance:
"Bart the General" (1990)
Played By: Nancy Cartwright
Role: Bullying Kid
PL 5 (35)
STRENGTH
1 STAMINA 2 AGILITY 0
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

Skills:
Athletics 2 (+3)
Deception 4 (+4)
Expertise (Singing) 3 (+2)
Expertise (Football) 2 (+3)
Expertise (Juvenile Delinquency) 6 (+5)
Intimidation 5 (+5)
Perception 2 (+1)

Advantages:
Close Attack 2, Daze (Intimidation), Improved Critical (Unarmed), Ranged Attack 4

Powers:
"Punch to the Gut" Affliction 5 (Fort; Dazed/Stunned/Incapacitated) [5]
Strength-Damage +1 [1]

Offense:
Unarmed +4 (+2 Damage, DC 17)
Punch to the Gut +4 (+5 Affliction, DC 20)
Initiative +0

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

Complications:
Relationship (Parents)- Nelson has a disinterested mother and an absentee "Papa" (though he had good reasons- being kidnapped by the Circus).
Secret (Likes Odd Things)- Nelson has an appreciation for odd things, like eating tadpoles, Snow White and other things. He can also punch people for odd reasons, like "taking credit for another's work!" and "wasting teacher's valuable time!"
Relationship (The Other Kids)- Nelson appears to dislike Bart & Milhouse, but still hangs out with him. His other friends seem to be Jimbo, Dolph & Kearney, who are bullies just like him. Still, he fears any of them uncovering his more sensitive side. Despite bullying Martin Prince more than any other kid, he actually seems to enjoy his company, and only bullies him to keep up appearances.
Reputation ("It's That KID- Who LAUGHS at everything!")- Everyone in town knows Nelson for his mocking laugh, and enjoys seeing his comeuppance, like at the hands of the unusually-tall man in the tiny car.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 4 / Skills: 24--12 / Advantages: 8 / Powers: 6 / Defenses: 5 (35)

-Nelson Muntz was initially just a generic "Bully" character (complete with a pair of identical minions that were smaller and taunted the good guys- most bullies I knew had kids JUST LIKE THAT behind them, which helped make the initial story so evocative) there to terrorize Bart Simpson in one of those early stories that typified early Simpsons episodes- it was more about a standard story than a giant stretch of whacky antics. And Hell, I consider the bit where Bart gathers an army of bullied children to curbstomp the big bully one of my favourite moments as a child- I mean, I was put into school a bit earlier than I probably should have been, and was thus MUCH smaller than most of the other kids, and I pretty routinely got picked on for that and various other things, so the standard "Childhood Bullying" story was one with which I could EASILY relate.
-However, the writers quickly altered the character, having him make a bit of peace with Bart- he would punch him and other kids for pissing him off, but they still sort of formed a gang of sorts. His iconic "HAW-Haw!" became a major catchphrase (getting lower-pitched as the seasons went on), but they started showing repeated glimpses of a more sensitive side, playing with the gruff exterior of an ugly bully by showing that he missed his "Papa" and craved attention and had more "feminine" interests.
-Nelson is one of the toughest kids in town statistically, being shown to beat up even the OTHER bullies at one point (though they've also beaten HIM up), and his trademark Punch to the Gut (it's own Power here) can affect just about anyone- he could probably take a handful of the ADULTS in town.

"You're kissing a GIRL- that is SO gay!"

DOLPH (Dolphin Starbeam)
First Appearance:
"The Telltale Head" (1990)
Played By: Tress MacNeille
Role: Bullying Kid, Background Character
PL 3 (30)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

Skills:
Athletics 2 (+4)
Deception 4 (+4)
Expertise (Singing) 2 (+2)
Expertise (Hockey) 2 (+4)
Expertise (Juvenile Delinquency) 5 (+5)
Intimidation 5 (+5)
Perception 2 (+1)

Advantages:
Languages 2 (English, Spanish, German, Hebrew, Arabic, Korean, Latin, Old English, Klingon, Esperanto)

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

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

Complications:
Relationship (Parents)- The child of aging hippies, Dolph rejected his upbringing.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 16 / Skills: 22--11 / Advantages: 2 / Powers: 0 / Defenses: 1 (30)

KEARNEY ZZYZWICZ
First Appearance:
"The Telltale Head" (1990)
Played By: Nancy Cartwright
Role: Bullying Kid
PL 3 (30)
STRENGTH
3 STAMINA 3 AGILITY 1
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Athletics 1 (+4)
Deception 3 (+3)
Expertise (Singing) 2 (+2)
Expertise (Juvenile Delinquency) 5 (+4)
Intimidation 5 (+5)
Perception 2 (+1)

Advantages:
Improved Critical (Unarmed)

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

Defenses:
Dodge +1 (DC 11), Parry +3 (DC 13), Toughness +3, Fortitude +3, Will +0

Complications:
Relationship (Kearney, Jr.)- Kearney has a young son of his own, who ALSO attends Springfield Elementary.
Relationship (Parents)- Kearney's dad is an older version of himself and a convicted felon; his mother lives in an insane asylum.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 18 / Skills: 18--9 / Advantages: 1 / Powers: 0 / Defenses: 1 (30)

JIMBO JONES (Corky James Jones, aka Jamesbo, Dr. J & Hector Gutierrez)
First Appearance:
"The Telltale Head" (1990)
Played By: Pamela Hayden
Role: Bullying Kid, Good-Looking Bad-Boy Who Plays By His Own Rules
PL 3 (30)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE 1

Skills:
Athletics 2 (+4)
Deception 4 (+4)
Expertise (Singing) 2 (+3)
Expertise (Hockey) 2 (+4)
Expertise (Juvenile Delinquency) 5 (+5)
Intimidation 5 (+5)
Perception 2 (+1)

Advantages:
Improved Critical (Unarmed)

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

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

Complications:
Relationship (Parents)- Jimbo is embarassed by his mother, who frequently walks around topless. Kearney & Dolph like this, and Kearney has even DATED her.
Secret (Coward)- Despite his tough exterior, Jimbo will panic and cry if threatened by someone scarier than himself (like a knife-wielding Moe).
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 16 / Skills: 22--11 / Advantages: 1 / Powers: 0 / Defenses: 1 (30)

-Of the three, Dolph gets the least to do and say (he's Jewish and the child of aging hippies), while most of Kearney's gags revolve around the fact that his Elementary School student has a SIX-YEAR OLD SON. This off-kilter gag is pretty perfect for the show, and they kept it going over time. Jimbo is based off of Bender from The Breakfast Club and named after James L. Brooks (Dolph is named for an old classmate of Matt Groening's). Jimbo's best appearance was in a Conan O'Brien-written episode, where he hooked up with the girl Bart had a crush on (Laura Powers). They got some great gags out of the whole "Girls like bad boys" thing (Bart rips on him- "What do you see in him? He's just a good-looking rebel who plays by his own rules!" and Laura & Lisa immediately do the "drooling sigh" thing), and Jimbo's ludicrous attempts at secution ("Now my PANTS are chafing me!").

DOCTOR HIBBERT (Julius Hibbert)
First Appearance:
"Bart the Daredevil" (1990)
Played By: Harry Shearer
Role: Background Character, One-Note Gag
PL 0 (25), PL 2 (25) Defenses
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Singing) 2 (+4)
Expertise (Male Stripper- Malcolm Sex) 4 (+6)
Perception 2 (+4)
Treatment 2 (+6)

Advantages:
Benefit (Wealth)

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

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +1, Will +2

Complications:
Motivation (Greed)- Dr. Hibbert charges and arm and a leg for medical practices, and will gleefully charge extra simply because Homer has an additional heart attack ("I'm afraid [the price] is now $40,000"). He will engage in malpractice if necessary, like failing to announce that a restaurant he owned was responsible for a man's meat-poisoning death.
Responsibility (Laugh)- Dr. Hibbert cannot help but chuckle to himself at every situation, even when it's not appropriate.
Secret (Practicing Medicine Without a License)- He tugged on his collar nervously when Lisa announced that SOMEBODY in Springfield was doing this- it turns out it was Homer, though.
Relationship (Bernice Hibbert- Wife)- Dr. Hibbert's wife is close to him, but apparently an alcoholic (she passes out when she sees the headline that Prohibition had been enacted in Springfield).
Secret (Twin Brother)- Dr. Hibbert probably has a twin brother who lives in another town. Homer seems to uncover this (they look EXACTLY alike), but doesn't pick up on the connection and so it's glossed over. He also has a Half-Brother who is probably "Bleeding Gums" Murphy.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 16 / Skills: 14--7 / Advantages: 1 / Powers: 0 / Defenses: 1 (25)

-When The Simpsons was put against the Cosby Show juggernaut on Thursday nights, the show's creative staff realized that they were probably gonna get a drubbing, but decided to run with it and make a direct parody of Dr. Huxtable (complete with ugly sweaters)- Hibbert debuts warning Bart against a career imitating daredevil stunt-artists. He's a combination of surgeon AND general medical practitioner, since they often need both things in the series, and it's easier to just use one guy (not much different from how every scientist in comics knows EVERY form of science). His skill at Medicine is iffy, as he often fails his diagnoses or engages in malpractice- he's better than Doctor Nick, but despite his high Intelligence (ESPECIALLY for this town), he's not THAT great at his job.

"The most REWARDING part was when they gave me my money!"

DOCTOR NICK (Nick Riviera)
First Appearance:
"Bart Gets Hit By A Car" (1991)
Played By: Hank Azaria
Role: Background Character, One-Note Gag
PL 0 (13), PL 1 (13) Defenses
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Deception 2 (+5)
Expertise (Singing) 2 (+5)
Expertise (Infomercial Host) 2 (+5)
Technology 3 (+3)
Treatment 1 (+1)

Advantages:
Inventor

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

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

Complications:
Motivation (Greed)- Dr. Nick only does what he does for money.
Responsibility (Laugh)- Dr. Hibbert cannot help but chuckle to himself at every situation, even when it's not appropriate.
Responsibility (Quack)- Dr. Nick is only barely competent at medicine, and has made mistakes such as reattaching someone's limbs incorrectly ("Mr. Gregg -- with a leg for an arm and an arm for a leg!"), connecting a neckbone to his wrist-watch, and more.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 6 / Skills: 10--5 / Advantages: 1 / Powers: 0 / Defenses: 1 (13)

-While Dr. Hibbert is a semi-competent professional, Dr. Nick Riviera is an openly-corrupt quack who took the job to give girls "any prescription you want", and does any sort of disreputable surgery necessary for much cheaper than any responsible physician would charge. He's been shown digging up corpses for body parts, and received his medical degree from Hollywood Upstars Medical College- he's generally used for whatever Dr. Hibbert wouldn't be appropriate for (though Hibbert's quackery has increased over time), and most of the mileage comes from Hank Azaria's "Funny Foreigner" voice, which the animators took to be a parody of Gabor Csupo (of Klasky Csupo, the first animation company to work on the series)- he was actually doing a funny version of Ricky Ricardo.

KIRK VAN HOUTEN (Kirk Evelyn Van Houten)
First Appearance:
"Bart's Friend Falls In Love" (1992)
Played By: Hank Azaria
Role: Background Character, Pathetic Divorcee
PL 0 (3)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Deception 3 (+2)
Expertise (Singing) 1 (+0)
Expertise (Soldier) 1 (+1)
Expertise (Cracker Factory Middle Manager) 2 (+2)
Expertise (Assistant To The Guy Who Puts Fliers Under Windshield Wipers) 1 (+1)
Expertise (Holding One of Those Spinning Signs) 1 (+1)
Expertise (Scarecrow) 1 (+1)

Advantages:
None

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

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

Complications:
Relationship (Luann- Wife & Ex-Wife)- Kirk & Luann had a mostly-unhappy marriage, which ended in divorce. This rendered Kirk a despondent loser of a man who openly pines for his ex (and cries frequently), who enjoyed life without him. Eventually, they hooked back up.
Relationship (Milhouse- Son)- Kirk seems to care for his son, and attempts to spoil him following the divorce.
Responsibility (Poor Provider)- Kirk is a middling, untalented man who cannot easily pay for things- he lives off of alimony payments and the funds from various terrible, demeaning jobs.
Addiction (Alcohol)- He has been seen at A.A. meetings.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: -2 / Skills: 10--5 / Advantages: 0 / Powers: 0 / Defenses: 0 (3)

LUANN VAN HOUTEN (nee Mussolini)
First Appearance:
"Homer Defined" (1991)
Played By: Maggie Roswell
Role: Background Character, Successful Divorcee
PL 1 (10)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Deception 3 (+4)
Expertise (Singing) 1 (+2)
Expertise (Real Estate) 2 (+3)
Persuasion 2 (+3)

Advantages:
None

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

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

Complications:
Relationship (Kirk- Husband & Ex-Husband)- Kirk & Luann had a mostly-unhappy marriage, which ended in divorce. Luann enjoyed her life without him, but eventually, they hooked back up.
Relationship (Milhouse- Son)- Luann spoils her son rotten, despite giving him a series of "Uncles". She openly disrespected her husband in front of him.
Responsibility (Promiscuous)- Luann has had many partners post-Kirk, cheating on her boyfriend Pyro with his best friend Gyro (the two American Gladiators began Jousting in anger at the revelation), and once attending Dr. Hibbert's Key Party.
Prejudice (Shelbyville)- Luann is from Shelbyville, something that torments Kirk.

Total: Abilities: 6 / Skills: 8--4 / Advantages: 0 / Powers: 0 / Defenses: 0 (10)

-Of all the weird aspects of cartoons and the art choices made in them, I think my two favourite are the whole "Animals of different breeds will have babies that have looks correspondant to the breed of their same-gendered parent" (what I call "Lady and the Tramp Syndrome"), and "The parents of a quirky-looking character will both look exactly like said character so that we can tell they're his parents, even if it makes them look like siblings"- both Milhouse's parents and Jughead Jones' parents do this, and it's hilariously weird both times.
-The Van Houtens were initially just "Milhouse's Parents" at first, though there was a neat bit where Bart (on the outs with Marge over his stealing) desperately wanted some motherly attention, and thus asked to watch her do "Mom Things" (and is there a bigger "Mom Thing" that sending out Christmas Cards to people they barely see anymore?). A few seasons in, they had a dramatic divorce that made Kirk a whiny, useless idiotic failure of a man ("Can I Borrow a Feeling?" anyone?), while Luann got an hourglass, svelte physique (which looks weird with her "Lady Milhouse" head), a series of boyfriends (Pyro, Gyro, Otto, The Sea Captain), and a more successful life. This was MUCH funnier, and a lot of mileage was gotten out of Kirk specifically. For whatever reason, the writers had them re-marry in a much later season. Neither is particularly talented, but they represent the "Average Adult" of Springfield better than most of the weirdos around them.

MARGE SIMPSON (Marjorie Jacqueline Simpson, nee Bouvier)
First Appearance:
"The Tracey Ullman Show" (1987)
Played By: Julie Kavner
Role: The Mom, The Sensible One, Bored Housewife
PL 3 (59)
STRENGTH
1/2 STAMINA 1 AGILITY 2
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+4)
Deception 3 (+5)
Expertise (Housewife- Cooking & Cleaning) 6 (+8)
Expertise (Police Officer) 3 (+5)
Expertise (Anti-Violence Activist) 2 (+4)
Expertise (Pretzels) 3 (+5)
Expertise (Real Estate) 3 (+5)
Expertise (Painter) 3 (+5)
Expertise (Power Plant Employee) 2 (+4)
Expertise (Erotic Baker) 2 (+4)
Expertise (Writer) 2 (+4)
Expertise (Teacher) 2 (+4)
Expertise (Gym Owner) 3 (+5)
Expertise (Waitress) 2 (+4)
Expertise (Worker at La Maison Derriere) 2 (+4)
Expertise (Weathergirl) 3 (+5)
Insight 1 (+4)
Perception 2 (+5)
Vehicles 2 (+2)

Advantages:
Benefit (Ambidexterity)

Powers:
"Mom Powers" Enhanced Strength 1 (Flaws: Uncontrolled) [1]
"Beehive" Features 1: May Keep Objects in Hair [1]

Offense:
Unarmed +3 (+1 Damage, DC 16)
Mom Strength +3 (+2 Damage, DC 17)
Initiative +2

Defenses:
Dodge +2 (DC 12), Parry +3 (DC 13), Toughness +1, Fortitude +2, Will +5

Complications:
Relationship (Homer- Husband)- Marge truly loves Homer, in part because he needs her so desperately. But the man is also horribly lazy, annoying, rude and out-of-shape, often leaving Marge wondering what she ever saw of him in the first place. She usually ends up having to act as disciplinarian to HIM as well as her own children. Despite this, she is MUCH more jealous than Homer is regarding the opposite sex.
Relationship (Bart- Son)- Marge is probably the only person in town with a positive impression of her "Special Little Guy"- despite his nature as a hellraiser. She often has difficulty defending him to others, and is the only person who can bring him out of his more destructive episodes.
Relationship (Lisa & Maggie- Daughters)- Marge dotes on her other two children as well, and is one of the few adults that Lisa respects.
Relationship (Patty & Selma- Sisters)- Marge is the only one in town who likes her sisters, though they always disrespect her husband.
Reputation (Wet Blanket)- Marge is well-known to be pretty risk-averse and moralistic, making her a bit dull to be around.
Secret (Dyes Her Hair)- Marge has been "grey as a mule" since she was seventeen, and uses Blue Dye #56 to turn it back to its natural blue colour.
Motivation (Being Taken Seriously)- Marge often wants to belong, going out of her way to try and impress others (even if they're snooty rich women). Her nature as a simple housewife often leaves her unfulfilled.
Addiction (Gambling)- Homer and her family were desperate to save Marge from the Neon Claws of GAMBLOR.
Phobia (Flying)- When Marge discovered that her father was a male flight attendant, she built up a fear of flying (added to by various other traumatic incidences).
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 28 / Skills: 50--25 / Advantages: 1 / Powers: 2 / Defenses: 3 (59)

-The "Wife" character in fiction can be a tricky one- it's the default of most male writers to make them the un-fun "Wet Blanket" character, which often results in them being a bit of a boring character type. The alternative generally turns that aspect to it's most violent, making them a harpy-esque, nasty "Mean Wife" character- most adult cartoons and sitcoms end up going this route at some point, while most children's toons go with the earlier. So The Simpsons is actually pretty rare in that they made an ENTERTAINING Wet Blanket, frequently giving Marge new things to do and new fads to "Mmmmmm" over disapprovingly. With a husband like Homer and a son like Bart, she can't help but come across as the sensible one, but making her go censorship crazy over cartoons & Video Games, a hypocrit at times, and giving her the occasional fad (like the time she became a roid-using Female Bodybuilder) actually makes her a pretty fun type of character when she COULD have been exceptionally dull, like the moms in most comic strips.
-Marge's attractiveness can vary heavily- she's rather Olive Oyl-y in most shots, but she gains a different body type out of her trademark outfit, much like Ned Flanders & Groundskeeper Willie, only gaining killer hips and boobs instead of big muscles- her Playboy photo shoot and the few times she wears a bikini pretty much showcase this. She isn't considered a sexpot by most of the town (except for that time she was accidentally given enormous breast implants), though both Nelson & Milhouse express an attraction to her, as does Moe.
-A rather competent women with many different jobs over the years, Marge is a bit pricey. She's also shown unusual strength at various times (like her ability to lift even HOMER off the ground), as well as more Willpower than the typical Simpson.

PATTY BOUVIER (Patricia Alvarine Bouvier)
First Appearance:
"Simpsons Roasting on an Open Fire" (1989)
Played By: Julie Kavner
Role: Hateful Sister-In-Law, Joyless Bore
PL 2 (59)
STRENGTH
1 STAMINA 1 AGILITY 0
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE -1

Skills:
Deception 2 (+4)
Expertise (Department of Motor Vehicles) 3 (+3)
Expertise (World Traveller) 2 (+2)
Perception 1 (+2)

Advantages:
None

Offense:
Unarmed +3 (+1 Damage, DC 16)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +3 (DC 13), Toughness +1, Fortitude +1, Will +1

Complications:
Relationship (Each Other)- The sisters' only long-term relationship has been with each other.
Relationship (Marge Simpson- Little Sister)- The twins hate Marge less than they do anyone else.
Obsession (MacGyver)
Enemy (Homer Simpson)- The twins despise Homer more than anyone else alive, and even CELEBRATE when they hear that he's died. Patty hates him more than Selma does.
Prejudice (Lesbian)
Addiction (Smoking)
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 10 / Skills: 8--4 / Advantages: 0 / Powers: 0 / Defenses: 3 (59)

SELMA BOUVIER (Selma Terwilliger-Hutz-McClure-Stu-Simpson-D'Amico, nee Bouvier)
First Appearance:
"Simpsons Roasting on an Open Fire" (1989)
Played By: Julie Kavner
Role: Hateful Sister-In-Law, Joyless Bore, Worried Spinster
PL 2 (59)
STRENGTH
1 STAMINA 1 AGILITY 0
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE -1

Skills:
Deception 2 (+4)
Expertise (Department of Motor Vehicles) 3 (+3)
Expertise (World Traveller) 2 (+2)
Perception 1 (+2)

Advantages:
None

Offense:
Unarmed +3 (+1 Damage, DC 16)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +3 (DC 13), Toughness +1, Fortitude +1, Will +1

Complications:
Relationship (Each Other)- The sisters' only long-term relationship has been with each other.
Relationship (Marge Simpson- Little Sister)- The twins hate Marge less than they do anyone else.
Obsession (MacGyver)
Enemy (Homer Simpson)- The twins despise Homer more than anyone else alive, and even CELEBRATE when they hear that he's died. Patty hates him more than Selma does.
Motivation (Children & Marriage)- Selma is extremely worried that she will die old and alone. "Single, eh? Well, he passes the Selma Test."
Relationship (Ling)- Selma adopted a little girl from China.
Relationship (Jub-Jub)- Selma inherited her late Aunt Gladys' iguana
Addiction (Smoking)
Disabled (No Sense of Taste or Smell)- A bottle-rocket accident ruined Selma's senses.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 10 / Skills: 8--4 / Advantages: 0 / Powers: 0 / Defenses: 3 (59)

-Patty & Selma sort of take the place of the usual "Mother in Law" character, being a pair of disapproving, ugly, chain-smoking sisters who hate their sister's husband and frequently either wish for a divorce, or celebrate his death. Initially pretty similar, it's later shown that Patty CHOSE celibacy, while Selma had it thrust upon her- their hideousness, chain-smoking and joyless behavior (though Patty is a bit more nasty) pretty much makes them very unlikeable characters. Selma often made various attempts to get a man, and even adopted a little girl from China, while Patty eventually came out as a lesbian. Oddly, Homer's ACTUAL Mother-In-Law is rather nice and unassuming, but isn't seen often, as playing her AND Marge AND the sisters tends to destroy Julie Kavner's voice (which is rather Marge-like, but less raspy).
-Humorously, much was given about their obsession with MacGyver (then a CURRENT show), to the point where they even kidnapped Richard Dean Anderson YEARS later

THE SEA CAPTAIN (Captain Horatio or Pete McCallister)
First Appearance:
"New Kid On The Block" (1992)
Played By: Hank Azaria
Role: Background Character, One-Note Gag
PL 2 (18)
STRENGTH
1 STAMINA 1 AGILITY 0
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Restaurant Manager) 2 (+2)
Expertise (Sea Captain) 2 (+2)
Expertise (Real Estate) 1 (+1)
Vehicles 1 (+1)

Advantages:
Benefit (Rank- Captain), Ranged Attack 2

Offense:
Unarmed +2 (+1 Damage, DC 16)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +2 (DC 12), Toughness +1, Fortitude +1, Will +1

Complications:
Disabled (Crippled)- The Sea Captain has one glass eye (or two), and an artificial leg.
Responsibility (Lonely)- The Sea Captain is so desperate for companionship that he'll take a nude picture of PATTY AND SELMA on voyages with him.
Responsibility (Failure)- The Sea Captain actually sucks at all of his jobs, often sinking boats and owning a failing restaurant.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 8 / Skills: 6--3 / Advantages: 3 / Powers: 0 / Defenses: 4 (18)

-The Sea Captain is a one-note gag created by Conan O'Brien to run the "All-You-Can-Eat" restaurant that fails to supply Homer with ALL that he can EAT. Given the show's love of funny accents, he soon became a regular (well, it was only Season Three), making pirate-esque comments, complaining about loneliness at sea, and being a failure. Like many Simpsons characters, he has a specialty, but actually sucks at it, incompetently driving his ships, boats and dingies into the briny depths.

PRINCIPAL SKINNER (Walter Seymour Skinner, aka Armin Tamzarian)
First Appearance:
"Simpsons Roasting On An Open Fire" (1989)
Played By: Harry Shearer
Role: Stodgy Educator, Mama's Boy
PL 2 (28)
STRENGTH
1 STAMINA 1 AGILITY 0
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Expertise (Soldier) 3 (+5)
Expertise (Singing) 6 (+6)
Expertise (Educator) 4 (+6)

Advantages:
Benefit (Stonecutters/No Homers Club), Ranged Attack 3, Tracking

Offense:
Unarmed +2 (+1 Damage, DC 16)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +2 (DC 12), Toughness +1, Fortitude +1, Will +2

Complications:
Relationship (Agnes Skinner- Smother)- Seymour is practically attached to his mother by the umbilical cord- he still lives with her, frequently gets angry lectures, and cannot say "no" to her for too long. This has driven him into psychiatric care, and hampers his relationships with other women.
Responsibility (Shell Shock)- Seymour occasionally has flashbacks to Vietnam ("JOHNNNNYYYYYYYYYYYYYYYYYY!!!"), his time in captivity as a Prisoner of War, and to his chagrin cannot "get the spices right" on his replicas of the rice meal he was fed while imprisoned.
Responsibility (Springfield Elementary)- Skinner's main goal is to see the School maintain adequate funding. He is also a strict disciplinarian, obsessed with proper order.
Rivalry (Bart Simpson)- Bart is the premier hellraiser at Springfield Elementary, and has chosen Skinner as his biggest prank-target (as the easiest and most obvious target of all of the authority figures in Bart's life).
Rivalry (Superintendent Chalmers)- Chalmers is a frequent source of fear for Skinner, as the man can fire him, and is extremely hard to please. Spingfield's lowering test scores, dilapidated nature, and "ugly, UGLY children" are a source of strain in their relationship.
Disabled (Allergic to Peanuts)
Secret (Is Actually Armin Tamzarian)- He and nobody else in Springfield is allowed to talk about this, "under penalty of TORTURE".
Relationship (Edna Krabappel)- The cynical, vulgar teacher is the most important non-Agnes female figure in Skinner's life, and the two dated off and on for a long period of time.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 16 / Skills: 6--3 / Advantages: 5 / Powers: 0 / Defenses: 4 (28)

-When you have an outrageous prankster of a young boy, the most natural antagonist is of course the stuffy, strict educator- Calvin has Mrs. Wormwood and the stern, tired Principal, and Bart Simpson has Edna Krabappel and Seymour Skinner. Based off of every boring Principal Matt Groening ever had, and named after a behavioral psychologist by writer Jon Vitti, Skinner is a bland, strict panty-waste often left whimpering at his mother or Superintendent Chalmers' nasty words, and is a frequent victim of Bart's pranks. The show's writers have actually gotten a LOT of mileage out of this character, having him make friends with Bart after he'd lost his job (the best bit? Sticking "Teach Me" on Bart's back while Bart put a "Kick Me" on SKINNER's back, after both reaffirmed that they can no longer be friends).
-His relationship with Mrs. Krabappel was pretty funny at times, and I was kind of annoyed when they had them split up- this show is worse than COMICS for just ending random relationships. A lot of mileage is derived from that relationship, his rivalry with Bart, his obsession with keeping the school afloat, his fear of Chalmers, and how his Mother smothers him with her lecturing.
-Of course, Skinner is also the subject of the most controversial episode of Simpsons lore- The Principal and the Pauper, which reveals that he is actually a street tough and orphan who has stolen the original Skinner's identity post-Vietnam. This went over about as well as The Clone Saga did for Marvel, if not WORSE, as fans were EXTREMELY upset that even this comparatively-minor character just had his entire backstory rewritten for a one-episode gag story. And I mean, people HATED it. Matt Groening himself considers it non-canon, while Harry Shearer stood up in a cast-reading and lectured the writers ("That's so wrong. You're taking something that an audience has built eight years or nine years of investment in and just tossed it in the trash can for no good reason, for a story we've done before with other characters. It's so arbitrary and gratuitous, and it's disrespectful to the audience."). It's considered by most fans I've met to be the official "Jump the Shark" moment, where the show started it's inevitable decline as well. The writer, Ken Keeler, threw a BITCH FIT on the DVD commentary about this, going into a whiny rampage about "Don't you think it's FUNNY that someone who's JUST A CARTOON CHARACTER can provoke this kind of reaction?" or something like it- it came across as a pretty pathetic, though apparently his whole point was that the episode was meant to SATIRIZE how fans react when things like this happen- it's so unclear in the episode that even KNOWING about it doesn't make the point any more clear from the show. It actually sounds a bit like an excuse.
-Skinner, like a lot of Simpsons characters, has shown the occasional burst of incredible ability (both at fighting and at durability- he once handily walked through a flowing river by walking along the riverbed). He's one of the B-Sharps, so he's definitely got a higher level of Singing that the song-heavy Springfieldianites. He's a member of MENSA and apparently VERY intelligent, but doesn't really showcase it, so INT 2 is fine for him.

(The class and a smoking Mrs. K are watching a Sex Education Video called "Fuzzy Bunny's Guide to You-Know-What")
Troy McClure: (narrating) "And THEN, on their HONEYMOON..."
(porno music plays)
Students: "EEEEWWWWWWWWWWWWWWWWWWWW!!!"
Mrs. K: (takes a drag) "She's faking it."

EDNA KRABAPPEL (Edna Krabappel, later Flanders)
First Appearance:
"Simpsons Roasting On An Open Fire" (1989)
Played By: Marcia Wallace
Role: Downbeat Cynic, Stern Teacher
PL 1 (17), PL 2 (17) Defenses
STRENGTH
0 STAMINA 1 AGILITY 0
FIGHTING 1 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 1 PRESENCE 0

Skills:
Deception 3 (+3)
Expertise (Singing) 6 (+6)
Expertise (Educator) 2 (+4)
Insight 1 (+2)

Advantages:
None

Offense:
Unarmed +1 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +1 (DC 11), Toughness +1, Fortitude +1, Will +2

Complications:
Relationship (Seymour Skinner)- She seems to like him alright, but his stand-offishness and obsession with his mother make her skin crawl.
Addiction (Alcohol & Tobacco)
Responsibility (Cynic)- Edna has largely lost faith with life, and no longer cares about much. She usually gets merely annoyed by Straight-A Martin Prince, and barely even cares when Bart tries to prank her.
Obsession (Finding a Man)- Having been left by her husband years ago, Mrs. Krabappel flits from man to man, and is known to be highly sexually-aggressive.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 10 / Skills: 12--6 / Advantages: 0 / Powers: 0 / Defenses: 1 (17)

-Mrs. Krabappel was initially going to be a standard "crabby teacher" character, but Marcia Wallace's brilliant, cynical performance eventually led to a more downbeat, sad character who'd had her ass kicked by life (it was established that she had been left by her husband), resulting in a more apathetic woman. Her desperation for male companionship became a recurring joke- she was sometimes just an open flirt, but some episodes put a lot of sadness into her, like when she fell in love with "Woodrow", a fictional "Secret Admirer" created by Bart Simpson to put one over on her (he soon came to regret it, upon seeing her reaction to being stood up). She's a bit of a neat, unique character, though they kind of went off the rails when she hooked up with Comic Book Guy. She later turned up having married NED FLANDERS of all people. Alas, we'll never see the character again, because her Voice Actress, Marcia Wallace, passed away last year.
-And BTW, I would totally do her.

Ned Flanders: Let's thank the Lord for another beautiful day.
Chalmers: "Thank the Lord"? That sounded like a PRAYER... A PRAYER IN A PUBLIC SCHOOL! God has NO PLACE within these walls, just like FACTS don't have a place within an organized religion!"

SUPERINTENDENT CHALMERS (Gary Chalmers)
First Appearance:
"Whacking Day" (1993)
Played By: Hank Azaria
Role: The Straight Man
PL 1 (21), PL 2 (21) Defenses
STRENGTH
1 STAMINA 1 AGILITY 0
FIGHTING 1 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Expertise (Singing) 3 (+3)
Expertise (Educator) 3 (+5)
Expertise (Superintendent of Schools) 3 (+5)
Insight 3 (+5)

Advantages:
Benefit (Rank- Superintendent of Schools)

Offense:
Unarmed +1 (+1 Damage, DC 16)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +1 (DC 11), Toughness +1, Fortitude +1, Will +2

Complications:
Responsibility (The Only Sane Man)- Chalmers is one of the only "normal" characters in the show, and is able to see just HOW zany everyone in Springfield is.
Relationship (Agnes Skinner)- They once dated. *shudders*
Relationship (Seymour Skinner)- Something about "SKIN-NERRRRR!" really bugs Chalmers, and he frequently goes out of his way to deride and lecture the Principal about how to properly do his job.
Responsibility (The School District)- It's his job, but he doesn't really care about it ("the way Public Schools are sliding, they'll ALL be like this in a matter of months!").
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 14 / Skills: 12--6 / Advantages: 1 / Powers: 0 / Defenses: 0 (21)

-Superintendent Chalmers is basically there as a foil for Skinner, but the writers' love of having a Straight Man to all these crazy people in Springfield let him be a recurring character, using his distinctive, gruff voice ("SKIN-NERRRR!") and lecturing tone.
Last edited by Jabroniville on Wed May 27, 2020 3:51 am, edited 1 time in total.
Jabroniville
Posts: 24807
Joined: Fri Nov 04, 2016 8:05 pm

The Simpsons, Part 2

Post by Jabroniville »

Groundskeeper Willie: It won't last. Brothers and sisters are natural enemies. Like Englishmen and Scots! Or Welshmen and Scots! Or Japanese and Scots! Or Scots and other Scots! Damn Scots! They ruined Scotland!
Principal Skinner: You Scots sure are a contentious people.
Groundskeeper Willie: You just made an enemy for life!

GROUNDSKEEPER WILLIE (Dr. William MacDougal III, aka G.K. Willington Esquire & William MacMoran)
First Appearance:
"Principal Charming" (1991)
Played By: Dan Castellaneta
Role: Walking Stereotype, Crazy Man, Violent Glaswegian
PL 5 (54)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Athletics 6 (+9)
Expertise (Singing) 2 (+1)
Expertise (Groundskeeping/Janitor) 4 (+4)
Expertise (Musical Instruments) 4 (+3)
Intimidation 6 (+5)

Advantages:
Benefit (Stonecutters/No Homers Club), Equipment 2 (Rifle), Close Attack 2, Fast Grab, Great Endurance, Power Attack, Ranged Attack 2

Powers:
"Deceptively-Ripped Physique" Features 1: Quick Change [1]

Offense:
Unarmed +7 (+3 Damage, DC 18)
Rifle +2 (+5 Ranged Damage, DC 20)
Initiative +3

Defenses:
Dodge +3 (DC 13), Parry +5 (DC 15), Toughness +4, Fortitude +6, Will +1

Complications:
Hatred (The French)- "Bonjur-r-r-r-r-r-r-r, ya Cheese-Eatin' Surrender-Monkeys!"
Responsibility (The Ugliest Man in All of Scotland)
Secret (Many)- Willie's origin, past and family life changes with each telling.
Hatred (Everyone)- Willie has stated that he wishes the entire town and its citizens would die. "AWWWW... It brings us LOVE! ... KILL IT!"

Total: Abilities: 28 / Skills: 22--11 / Advantages: 11 / Powers: 1 / Defenses: 3 (54)

-It says something about this show's influence that Groundskeeper Willie is considered the most widely-recognized Scot in the entire world- The Times says he's more well-known than either Billy Connolly OR Sean Connery! The thickness of his hilarious brogue (and most comics imitating the accent) is so intense that I can barely tell a real Scottish accent when I hear it, because it's "not Scottish enough" (true story: I thought Mrs. Hughes on Downton Abbey was from Yorkshire, like Alfred was!). Willie was supposed to be a one-shot character in a single episode (the animators & writers weren't that taken with him at first), but soon he became a hit, and more and more gags were written for him. They also used the hilarious "Has a surprisingly-ripped physique" gag for him & Flanders, revealing this SUPER-muscular body every time he takes off his clothes. His anger and extra-pathetic life are used for constant gags.
-Willie is a true rarity- a Simpsons character who is ACTUALLY A GOOD FIGHTER, as he's able to wrestle a Timber Wolf to exhaustion, climb through the vents at Springfield Elementary with ease (but only while greased), and beat the snot out of Homer.

OTTO (Otto Mann)
First Appearance:
"Homer's Odyssey" (1990)
Played By: Christopher Collins/Chris Latta (1st Season), Harry Shearer
Role: Funny Stoner, Adult Child
PL 2 (12)
STRENGTH
1 STAMINA 1 AGILITY 1
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Athletics 2 (+3)
Expertise (Singing) 2 (+1)
Expertise (Guitar) 4 (+3)
Expertise (Pop Culture) 4 (+3)
Expertise (Educator) 1 (+0)
Vehicles 1 (+1)

Advantages:
None

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

Defenses:
Dodge +1 (DC 11), Parry +2 (DC 12), Toughness +1, Fortitude +1, Will +0

Complications:
Addiction (Alcohol)- "My name is OTTO, and I like to get BLOTTO!"
Addiction (Drugs)- Otto is a major-league stoner, usually being on weed, but it's been implied he's tried glue, heroin & LSD, among other things. He once gave a urine sample that "only contains trace amounts of human urine".
Obsession (Heavy Metal)- All he did in High School was play guitar, and he once left a beautiful girl at the altar because she didn't like Metal.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 4 / Skills: 14--7 / Advantages: 0 / Powers: 0 / Defenses: 1 (12)

-It says a lot about the mind of a child when I thought Otto was LEGITIMATELY cool when the show first came on- despite him being a lazy, unintelligent slacker, he had basically everything a kid wants in an adult- lax rules, a "Party Dude" attitude and a willingness to hang around with kids. Only a couple years would basically educate me that "OHHHHHHH... Otto's supposed to be a LOSER!" He's basically your average Heavy Metal fan and stoner (and the biggest signifier than the show debuted in the 1980s, given his appearance). The show actually used him a LOT at first, often being an adult companion to Bart who would comment on Bart's stuff and give him horrible advice (advising him that jumping Springfield Gorge was "COOOOOOLLLLLL!")- he even got a whole episode of focus when he came to live with the Simpson clan for a while, allowing him to get his Driver's License!
-Alas, that episode was what actually killed the character for the writers- they basically used him as much as they could early-on, and ran out of ideas for him- they admit this on the DVD Commentary. Eventually, they would play up his drug use (not something they would have dared as much early on) and make him a more minor character. I also had no idea he was originally voiced by Cobra Commander/Starscream himself- Chris Latta! Latta didn't get along with Sam Simon, and so left the show in it's first season, giving Otto & Mr. Burns to Harry Shearer. Otto's YET ANOTHER Springfieldianite with a job he actually sucks at- he crashes the School Bus as often as not!

BLEEDING GUMS MURPHY (Murphy Kenneth Hibbert)
First Appearance:
"Moaning Lisa" (1990)
Played By: Ron Tyler & Daryl L. Colely
Role: Mentor Figure, Bluesman
PL 0 (11), PL 1 (11) Defenses
STRENGTH
0 STAMINA -1 AGILITY -1
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Expertise (Singing) 5 (+7)
Expertise (Jazz Musician) 7 (+9)

Advantages:
None

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative -1

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness -1, Fortitude -1, Will +2

Complications:
Addiction (Faberge Eggs)
Relationship (Lisa Simpson)- Murphy admires the girl, and mentors her in the ways of the jazzman.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 4 / Skills: 12--6 / Advantages: 0 / Powers: 0 / Defenses: 1 (11)

-Bleeding Gums Murphy was Lisa's mentor for a couple of seasons, but didn't get used a whole lot- Lisa's whole Activist/Genius thing became a lot more important than her would-be Rebellious Streak. He was based off of Sonny Rollines, who retired from the pro scene to play saxophone alone on a bridge. This culminated with the killing of the character via some Mystery Illness, and Lisa sang some terrible "Jazz Man" song. But it led to a nice Lisa/Bart moment (he gave up his $500 check from a court case against the Krusty-Os cereal company after he ingested a jagged "O" in order to buy Murphy's only album for her), as well as the famous "Faces in the Clouds" gag that saw Murphy, Mufasa, Darth Vader & The Voice of CNN all pop up ("AVENGE ME, KIMBA- I mean, SIMBA!").

Lisa: "We're the MTV generation- we experience neither highs NOR lows!"
Homer: "REALLY? What's it like?"
Lisa: *shrugs* "EHH..."

LISA SIMPSON (Lisa Marie Simpson)
First Appearance:
"The Tracey Ullman Show" (1987)
Played By: Yeardley Smith
Role: Child Genius, The Activist
PL 1 (39)
STRENGTH
-2 STAMINA -1 AGILITY 1
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 1

Skills:
Deception 5 (+6)
Expertise (Singing & Dancing) 6 (+7)
Expertise (News Reporter) 2 (+3)
Expertise (Bleeding-Heart Liberal) 9 (+12)
Expertise (Science) 3 (+6)
Expertise (Jazzwoman) 4 (+5)
Insight 2 (+5)
Perception 1 (+4)
Technology 2 (+5)
Treatment 2 (+5)
"I Got It..." Vehicles 2 (+2)

Advantages:
Beginner's Luck, Jack-Of-All-Trades, Ranged Attack 2

Offense:
Unarmed +0 (-2 Damage, DC 13)
Initiative +1

Defenses:
Dodge +1 (DC 11), Parry +1 (DC 11), Toughness -1, Fortitude +0, Will +6

Complications:
Reputation (Activist Outsider)- People are prone to getting tired of being around Lisa when she gets all preachy, and her brainy nature has left her with few close friends.
Relationship (Homer Simpson- Father)- Lisa is frequently disgusted and embarassed with her "baboon" of a father, and often yells at him. Despite this, she appreciates the effort he puts into being with her, and usually ends up apologizing for yelling at him.
Relationship (Marge Simpson- Mother)- Marge is about the only person Lisa REALLY gets along with.
Relationship (Bart Simpson- Brother)- Bart & Lisa are fairly close in age, and thus tremendous rivals who continuously fight and vie for their parents' attention. They can be utterly cruel to each other ("Is My Brother Dumber Than a Hamster?") as only siblings can, but ultimately will come to each other's defense- Bart has protected Lisa from bullies, tried to raise her spirits, and the two refused to engage in the blood sport of hockey when pitted against each other by the community. Lisa, for her part, has had to come to Bart's aid while he saves Krusty the Clown, defends himself against Sideshow Bob, and more.
---
Relationship (Milhouse)- Milhouse has a nerdy crush on Lisa, which is a constant source of embarassment for her.
Relationship (The Boy Of The Week)- Lisa gets crushes easily, especially on bad boys (Nelson) or activists (most of the others).
Responsibility (Vegetarian/Activist)- Lisa will not eat meat (after imagining a sequence of all the animals that go into meat products, like the raccoon that goes into a hot dog), and is a strident activist for all the usual "lefty" causes.
Disabled (Child)- Children are very short, have tiny arms, and aren't as fast as adults. They can never Intimidate an adult without a weapon, no matter their Presence, and are very lightweight, making them easy to pick up.
Responsibility (Integrity)- Lisa is unwilling to profit off of evil actions, and has even turned down money from Mister Burns, because he got it with his evil "Omni-Net" idea.
Responsibility (Genius)- Lisa greatly enjoys being superior to others, and loses her cool when a rival shows up who is better at everything. When the school staff goes on strike, she goes on a kind of "School Withdrawal", and needs her mother to write an "A" on a piece of paper, so she stops freaking out.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 10 / Skills: 38--19 / Advantages: 4 / Powers: 0 / Defenses: 4 (39)

-Lisa Simpson was initially another bratty kid (watch the early episodes, when she often helps Bart with his mayhem), until the writers touched on making her the "Brains" of the family, as well as a bit melancholic and dissatisfied with the way the world was (James L. Brooks was central to this- giving her a "sad" episode to counteract all the whacky antics seen thus far)- Soon, she came to reflect the writers' viewpoints on various subjects (copying George Meyer's Buddhism and Vegetarianism... there's a hilarious bit on the commentary when Meyer goes into a rant about how "this is EXACTLY what makes people Vegetarians! You just keep picturing all of this!" when Lisa imagines all of the animals that die for her food, and then Matt Groening starts shouting that "He's like this ALL THE TIME at work!").
-However, while the writers clearly share Lisa's view, they're usually quite careful to make it less preachy, but ensuring that we all saw how ANNOYING she could be, and also how intolerant she was of the beliefs of others- when she became a vegetarian, she immediately started ranting and raving, ruining her dad's barbeque, etc. There was also the time she went on a rant about "that's right- a GIRL on the football team!" only to have it revealed that there WERE girls on the team already. Lisa was taken aback, then changed gears to rant about the football being made from "The skin of an INNOCENT PIG!" When it's revealed that the balls are now synthetic, Lisa, now frustrated at her activism being for naught, just starts to cry and runs away.

Reporter #2: Drederick, ah, what do you think of Homer Simpson?
Drederick Tatum: I think he's a good man. I like him. I got nothing against him, but I'm definitely gonna make orphans of his children.
Reporter #3: Uh, you know, they DO have a mother, Champ?
Drederick Tatum: Yes, but I would imagine that she would die of grief.

DREDERICK TATUM
First Appearance:
"Homer vs. Lisa and the 8th Commandment" (1991)
Played By: Hank Azaria
Role: Mike Tyson Parody, Thuggish Boxer
PL 8 (60)
STRENGTH
3 STAMINA 5 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Athletics 2 (+5)
Close Combat (Unarmed) 4 (+10)
Intimidation 12 (+11)

Advantages:
Benefit 2 (Wealth), Daze (Intimidation), Improved Critical (Unarmed) 2, Power Attack, Startle

Powers:
"Pro Boxer" Strength-Damage +2 [2]

Offense:
Unarmed +11 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +4 (DC 14), Parry +8 (DC 18), Toughness +5, Fortitude +6, Will +1

Complications:
Reputation (Criminal)- Tatum served time for pushing his mother down stairs.
Rivalry (Springfield)- Tatum thinks little of his hometown, resolving that if he'd only ever end up back there if he f***ed up bad.

Total: Abilities: 36 / Skills: 18--9 / Advantages: 7 / Powers: 2 / Defenses: 6 (60)

-Drederick Tatum is one of the more direct parodies the show has created, being an obvious riff on Mike Tyson, right down to the squeaky, high-pitched voice, criminal record and having a Don King-looking promoter. Portrayed as a vicious, moronic man who is nonetheless rather soft-spoken, he can intimidate and entire prison into halting their riot just by casually admonishing them ("Hey come on, guys- shut up!"), and is so dangerous that even Homer's Homer Simpson Syndrome wouldn't have saved him in a boxing match- Moe had to save his life via a giant back-mounted fan.

NED FLANDERS (Nedward Flanders, Jr., aka Stupid Sexy Flanders)
First Appearance:
"Simpsons Roasting Over an Open Fire" (1989)
Played By: Harry Shearer
Role: The Religious Guy, Nicest Guy Ever, Annoying Neighbor
PL 3 (46)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 1 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 2 (+4)
Expertise (Religion) 8 (+9)
Expertise (Small Business Owner- The Leftorium) 4 (+5)
Expertise (Internet Businesses) 2 (+3)
Expertise (Pharmaceuticals Salesman) 4 (+5)
Expertise (Volunteer Firefighter) 2 (+3)
Expertise (Theme Parks) 2 (+3)

Advantages:
None

Powers:
"Surprisingly-Ripped Physique" Features 1: Quick Change [1]
"God Puts Out the Flames On His House" Features 1: May Spend a Hero Point To Get Some Miracle [1]

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

Defenses:
Dodge +2 (DC 12), Parry +2 (DC 12), Toughness +3, Fortitude +6, Will +6

Complications:
Relationship (Maude, Rod & Todd)- Ned is a devoted husband and father to his equally-religious wife, and his sheltered, naiive children. When Maude died, he took it about as well as anyone could have.
Relationship (Other Women)- Ned has scored with a few hot chicks since Maude's passing, such as Christian Rocker Rachel Jordan, and movie star Sara Sloane. Recently, he has married Edna Krabappel.
Responsibility (Good-Natured)- Because of the Spankology he was subjected to as a young boy, Ned is now incapable of expressing anger or frustration, aside from engaging in some goofy, simplistic babb-diddly-abble. Only Homer Simpson seems capable of bringing out this side of him, which is occasionally healthy, but usually just annoying.
Responsibility (SUPER Christian)- Ned is so Christian that refuses to believe in the existence of Cavemen, won't get insurance ("Ned considers it a form of GAMBLING"), doesn't believe in flu shots, attempts to baptize the Simpson children without Homer's consent, mocks other religions, never drinks (EVER), attends Church every day, prays for the day when his boys start speaking in tongues, harasses Reverend Lovejoy constantly, fears that he's beginning to covet his own wife, and more. He is honest to a fault, and tries to do EVERYTHING the Bible says- "Even the stuff that contradicts the OTHER stuff!"
Relationship (Homer Simpson)- Ned's neighbor is a boorish ass who insults Ned, borrows his things while never returning them (and often simply just stealing them), and more. Ned tries hard to forgive, but just gets more disrespect in turn.
Hatred (The Post Office)
Hatred (And My Parents)- Lousy Beatniks.

Total: Abilities: 24 / Skills: 24--12 / Advantages: 0 / Powers: 2 / Defenses: 8 (46)

-Ned Flanders started off as a parody of the "Perfect Neighbor", a kind of character who would antagonize Homer just by being so darn kind and decent- his last name comes from a street in Matt Groening's Portland hometown, and the Leftorium is based off of the failed business of a friend of George Meyer's. His Christianity was added in just to stick it to the sinful Homer EVEN MORE, and was at first just sort of "there" as a minor character trait. Within a few seasons, Ned became the representative of the semi-bigoted Christian Religious Right, and his faith got amped up and exaggerated until it was practically his only character trait- Saint Matthew's Favourite Site, TV Tropes, would call the tendency of characters to become parodies of themselves over time "Flanderization" in honor of this. Quite funny, considering that part of the early intentions of the character was to specifically NOT make him a Strawman so the writers could just knock him down.
-Of course, Ned is still one of the best and funniest characters on the show, and has more characterization and depth that almost any other Springfieldianite- despite the occasional dive into self-parody, they get a lot out of his nerdiness, overly-kind nature, how messed-up his sons are (all but one channel of 230 is blacked-out by Ned; they used to watch Davey & Goliath, but Rod decided that "the idea of a talking dog is blasphemous").

"HA HA HAH!! That's TOO funny! I can't remember when I've heard a funnier anecdote! Okay, now YOU tell one!"

TROY McCLURE
First Appearance:
"Homer vs. Lisa and the 8th Commandment" (1991)
Played By: Phil Hartman
Role: Washed-Up Actor
PL 0 (12)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Deception 3 (+6)
Expertise (Acting) 1 (+4)
Expertise (Singing & Dancing) 3 (+6)
Expertise (Infomercial/Education Video Host) 3 (+6)

Advantages:
Benefit (Wealth)

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

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

Complications:
Addiction (Something About Fish)- Some paraphilia of Troy's involving a fish kept him out of work for twelve years.
Motivation (Fame)

Total: Abilities: 6 / Skills: 10--5 / Advantages: 1 / Powers: 0 / Defenses: 0 (12)

-Troy McClure is your typical everyday washed-up actor from Hollywood, but since he was played by Phil Hartman, he was one of the funniest recurring characters on the show- Phil's patented "bullshit with extra cheese" vocal mannerisms were PERFECT for such an utterly-fake loser, and the running gags with his appearing in silly infomercials and educational videos (Fuzzy Bunny's Guide to You-Know-What, Meat and You: Partners in Freedom) nabbed him some of the best lines. We truly lost a great when his pychotic wife murdered him and then offed herself- he'd only barely reached the cusp of recognition, appearing as a similarly-egomaniacal character in Newsradio, a sitcom so ahead of its time with cynicism that it now looks outdated. And to think- we were gonna get ZAPP BRANNIGAN voiced by Hartman, too!
-McClure is a washed-up hack with only baseline real skill in acting. He's charismatic and a bit of a charmer, with only his bad reputation (and lack of acting talent) holding him back.

Lionel Hutz: Now, Mrs. Simpson, tell the court in your own words what happened after you and your husband were ejected out of the restaurant.
Marge: Well, we pretty much went straight home.
Lionel Hutz: Mrs. Simpson, remember that you are under oath!
Marge: ...We drove around until three in the morning looking for another open all-you-can-eat seafood restaurant.
Lionel Hutz: And when you couldn't find one?
Marge: We... *choke* went FISHING! *weeps*
Lionel Hutz: Ladies and gentlemen of the jury, do these sound like the actions of a man who had ALL that he could EAT?
[the jury is made up of fat, obese people]
Jury: No, no.
Man in Jury: No, that could've been me!

LIONEL HUTZ (aka Miguel Sanchez, Dr. Nguyen Van Phuoc)
First Appearance:
"Bart Gets Hit By A Car" (1991)
Played By: Phil Hartman
Role: Incompetent Lawyer
PL 0 (6)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Law) 2 (+1)
Expertise (Real Estate) 1 (+0)
Expertise (Singing & Dancing) 5 (+5)
Expertise (Shoe Repair) 4 (+3)

Advantages:
Benefit (Stonecutters/No Homers Club), Daze (Deception)

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

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

Complications:
Motivation (Wealth)- Hutz is incredibly poor, and willing to do anything for money.
Addiction (Alcohol)- Hutz once abandoned a courtroom to go talk to his A.A. sponsor (David Crosby) after merely handling a bottle of bourbon.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: -4 / Skills: 16--8 / Advantages: 2 / Powers: 0 / Defenses: 0 (6)

-An ambulance-chasing, incompetent lawyer, Lionel Hutz is a shyster who only gets hired because he's the cheapest guy available. He's so bad that he once tried to plead "Not Guilty" using a card ("And 'Guilty' is SPELLED WRONG!"). His only victories are against The Frying Dutchman when they kicked Homer out of their All-You-Can-Eat Buffet, proving that an old tramp created The Itchy & Scratchy Show, and suing Krusty for Bart's appendicitis when he ate a jagged metal Krusty-O. So he's yet another character whose specialty is in fact something he sucks at. Since Hartman's death, Ol' Gil is now the Simpson family's personal lawyer-of-choice.

GIL GUNDERSON (aka Ol' Gil)
First Appearance:
"Realty Bites" (1997)
Played By: Dan Castellaneta
Role: Incompetent Salesman/Lawyer
PL 0 (0)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -2

Skills:
Expertise (Singing & Dancing) 7 (+5)
Expertise (Salesman) 1 (+0)
Expertise (Mall Santa) 2 (+1)

Advantages:
Daze (Persuasion)

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

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

Complications:
Responsibility (Failure)- Everything Gil tries at, he fails. He cannot hold down a steady job, is constantly on the verge of bankruptcy, and only kept his job at Red Blazer Realty by selling his own house to himself several thousand times. He was once shot on his very first day as a bank security guard, just as he entered his workplace!
Disabled (Bronchitis, Bad Back)
Relationship (Wife)- Gil is married, but his wife cheats on him with a guy named Fred. Gil is unwilling to put his foot down over this.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: -6 / Skills: 10--5 / Advantages: 1 / Powers: 0 / Defenses: 0 (0)

-A charicature of Jack Lemmon's portrayal of a down-on-his-luck loser salesman in Glengarry Glen Ross (a movie I really gotta get around to seeing), Gil is a failure at pretty much everything, and much sociopathic humor is derived from just how much of a loser he is. Utterly bad at every job he's ever tried, he barely has a modicum of Skills, and haze Daze in a Skill for which he actually has a NEGATIVE to his rolls!

KRUSTY THE CLOWN (Herschel Krustovsky)
First Appearance:
"The Tracey Ullman Show" (1989)
Played By: Dan Castellaneta
Role: Jaded Showbiz Star
PL 5 (43)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Acrobatics 4 (+4)
Deception 5 (+8)
Expertise (Singing & Dancing) 1 (+4)
Expertise (Pop Culture) 12 (+12)
Expertise (Clown) 2 (+5)
Expertise (Politics) 3 (+3)
Insight 3 (+3)
Intimidation 2 (+5)

Advantages:
Benefit 3 (Wealth 2, Stonecutters/No Homers Club), Connected, Equipment 2 (Shotgun), Second Chance (Dying of a Heart Attack), Ranged Attack 4

Offense:
Unarmed +3 (+0 Damage, DC 15)
Shotgun +4 (+5 Ranged Damage, DC 20)
Initiative +0

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

Complications:
Motivation (Fame & Greed)- Krusty is a born sell-out, and desires nothing more than to be continually rich and famous.
Addiction (Everything)- Krusty is a smoker and possible drug addict with a pronounced sexual appetite (he has numerous illegitimate children), an overeater (he had had multiple heart operations), and spends money ludicrously (such as lighting cigars with burning copies of Action Comics #1).
Relationship (Father)- Krusty was separated from his father for years as a result of Krusty's decision to become a comedian.
Disabled (Poor Memory)- Krusty repeatedly forgets Bart Simpson, despite the fact that the Simpson Family has saved his career, his freedom, his relationship with relatives, and his life on numerous occasions.
Responsibility (Faulty Merchandise)- Krusty's merchandise often brings him trouble, as he pays little attention to quality-control. Most notably, the Krusty-Brand Home Pregnancy Test "May cause birth defects".
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 12 / Skills: 32--16 / Advantages: 11 / Powers: 0 / Defenses: 4 (43)

-Krusty the Clown was a major character early-on, and remains one of the top characters on the show, largely because he's useful for when the creators want to make comments about showbiz itself. Krusty has met pretty much every celebrity ever, and has gone through multiple trends over the years in order to keep hip (letting the writers satirize pop culture trends, like the time where Bart became a fad with his "I didn't do it!" quote- going through the beginnings of the fad, his run of success, and then the point where people stop caring about him), and hosts The Itchy & Scratchy Show, which is basically their own parody of the Walt Disney Corporation (despite being only one segment of a kids' show). Krusty is world-famous and wealthy, despite filming from a relatively-small town like Springfield. Krusty's spendthrift, willing to sell out at a moment's notice ("It MOVED me... TO A BIGGER HOUSE!"), and utterly corrupt. He's not even that good a comedian- outside of his Childrens' Show, he generally just draws boos and hatred from people, often because of his lack of political correctness, and his laziness in terms of learning his material (like performing Shakespeare without having read the script).
-Krusty isn't a bad fighter, and is charismatic enough to B.S. his way out of certain situations, but his bad habits often catch up with him.

Krusty: Hey, it's Agnes Skinner! *checks out her Jennifer Lopez-inspired V-neck dress* WOOOOOAH! What is keeping that dress UP?!
Sideshow Mel: THE COMBINED WILL OF EVERY PERSON IN THIS ROOM!!

SIDESHOW MEL (Melvin Van Horne)
First Appearance:
"Itchy & Scratchy & Marge" (1990)
Played By: Dan Castellaneta
Role: Replacement Character (For Sideshow Bob), The Shouter, Background Character
PL 2 (22)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Expertise (Singing & Dancing) 4 (+7)
Expertise (Clown) 5 (+5)
Expertise (Acting) 2 (+5)
Insight 1 (+2)

Advantages:
Benefit (Stonecutters/No Homers Club)

Powers:
Senses 4 (Precognition) (Flaws: Requires a Bone in His Hair, Limited to Weather) [1]

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

Defenses:
Dodge +2 (DC 12), Parry +3 (DC 13), Toughness +0, Fortitude +1, Will +2

Complications:
Disabled (Lactose Intolerant)
Addiction (Alcohol)- Mel attends A.A. meetings.
Relationship (Family)- Mel has shown some family members in various side gags, such as a wife ("Krusty please, my wife is giving birth as we speak") and a sister, as well as some children.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 12 / Skills: 12--6 / Advantages: 1 / Powers: 1 / Defenses: 2 (22)

-To replace Sideshow Bob (who'd gone to jail for... get this... the FIRST time), the writers threw in a guy named Sideshow Mel. But while he was silent on-camera, once out of character he would go into this hyper-grandiose English speaking voice, generally shouting something humorously as loud as possible. Some fans dislike the running gag (and that's really all the character ever is or was- a running gag), but I find it pretty amusing, especially when he gets something super-dramatic to shout.

Krusty: Sideshow Raheem! Uh... says here in the script I'm supposed to ...bonk you with this"
Raheem: "I WOULDN'T."
Krusty: "Right on... *sigh*"
Krusty: (watching the video) *shakes head* "ANGRY. ANGRY young man."

SIDESHOW RAHEEM
First Appearance:
"I Love Lisa" (1993)
Played By: Michael Carrington
Role: Angry Black Man, Background Gag
PL 4 (37)
STRENGTH
3 STAMINA 3 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Black Power) 5 (+5)
Intimidation 7 (+8)

Advantages:
Daze (Intimidation), Power Attack

Offense:
Unarmed +4 (+3 Damage, DC 18)
Initiative +1

Defenses:
Dodge +2 (DC 12), Parry +4 (DC 14), Toughness +0, Fortitude +4, Will +2

Complications:
Temper- Sideshow Raheem is shown to be very angry, in a more quiet, threatening sense.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 26 / Skills: 12--6 / Advantages: 2 / Powers: 0 / Defenses: 3 (37)

-One of my favourite random background gags is when Krusty outlined the past history of his show on some big Anniversary Special, and described an old sidekick named Sideshow Raheem. All we got was a five-second clip of a tall 1970s-looking "black power" guy, sternly threatening Krusty not to hit him as a comedy gag, and Krusty's sad, head-shaking response at the end of the clip. So memorable was he that Sideshow Raheem was listed alongside The Guy Who Calls Homer Bill in the "Write-In" candidates for Favourite Character on some Fox-driven poll.

(comes upon a tranquilized Grizzly Bear)
"Cuff 'em, Lou! One count of Being A Bear! *points to Barney* Him, too! ACCESSORY to Being A Bear!"

CHIEF WIGGUM (Clancy Wiggum)
First Appearance:
"Homer's Odyssey" (1990)
Played By: Hank Azaria
Role: Incompetent Police Officer
PL 2 (12)
STRENGTH
0 STAMINA 1 AGILITY -1
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Expertise (Police Officer) 1 (+0)
Expertise (Singing) 5 (+5)
Expertise (Hockey Coach) 2 (+1)
Intimidation 2 (+2)
Vehicles 2 (+2)

Advantages:
Benefit 2 (Rank- Police Chief/Commissioner), Equipment 2 (Pistol, Club)

Offense:
Unarmed +2 (+0 Damage, DC 15)
Club +2 (+1 Damage, DC 16)
Pistol +0 (+4 Ranged Damage, DC 19)
Initiative -1

Defenses:
Dodge +0 (DC 10), Parry +2 (DC 12), Toughness +1, Fortitude +1, Will +0

Complications:
Disabled (Allergy)- Wiggum is intensely allergic to Poison Oak. He used to be asthmatic, but Mona Simpson's destruction of a germ-lab cured him.
Responsibility (Lazy, Stupid & Corrupt)- Wiggum is incompetent and lazy, and usually just likes to sit behind his desk. He has only a vague understanding of the law. He openly accepts bribes (it says "Cash Bribes Only" on his badge).
Relationship (Eddie & Lou)- Eddie & Lou are slightly more competent than Wiggum, but still quite lazy. Wiggum often pits them against each other to earn his favour.
Relationship (Sarah & Ralph- Wife & Son)- Clancy appears to love his wife dearly, even if she does look just like him. Ralph is a pyromaniac loon, but Clancy still dotes on him.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 0 / Skills: 12--6 / Advantages: 4 / Powers: 0 / Defenses: 2 (12)

-A porcine, lazy police commissioner with an Edward G. Robinson voice, Chief Wiggum is basically a parody of every corrupt, stupid, power-crazy Cop in history, which presents itself a number of gags. And like a lot of characters, it'd be easy just to make him this parody and leave it at that, but they go ALL THE WAY on this show, which is what makes characters like this so memorable- arresting a bear for "Being a Bear", arresting someone for pointing out the stupidity of a police officer, and more.

RALPH WIGGUM
First Appearance:
"Simpsons Roasting on an Open Fire" (1989)
Played By: Nancy Cartwright
Role: The Stupidest Person in the Universe, Non-Sequitur-Spouter
PL 1 (-14)
STRENGTH
-2 STAMINA -1 AGILITY 0
FIGHTING -2 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -2 PRESENCE -2

Skills:
Expertise (Acting) 9 (+7)
Expertise (Singing & Dancing) 6 (+4)
Vehicles 1 (+0)

Advantages:
None

Offense:
Unarmed -2 (-2 Damage, DC 13)
Initiative +0

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

Complications:
Addiction (Eating Unusual Things)- Paste, worms, crayons, knobs, lamps, and other things.
Addiction (Burning Things)- But only because the leprechaun tells him to.
Responsibility (Oddball)- Ralph is basically completely insane, and is prone to spouting random things, many of which are either insane or quite obvious ("My cat's breath smells like cat food").
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: -24 / Skills: 16--8 / Advantages: 0 / Powers: 0 / Defenses: 5 (-11)

-Ralph Wiggum started off as a weird kid, and things just spiralled from there- he was made Chief Wiggum's son, his comments got EVEN CRAZIER, and he ended up being one of the most popular characters in the series as a result of the insanity of his statements. He's difficult to write for, given that you can't really go on monologues with him, so his comments are often sparse, which makes them a bit more impactful. They get some play over his youthful innocense and how easily-led he is, like when he got a crush on Lisa ("YES! I LOVE Lisa Simpson, and when I grow up I'm going to MARRY HER!"), or when Bart palled around with him to gain access to Chief Wiggum's Key to the City. Despite this, he's a WONDERFUL actor, bringing the house down with his role of George Washington (one of the great moments in the show is when he belts out "NEVERRRRRRRR!" at the suggestion of surrender, and the ENTIRE AUDIENCE starts clapping).

REVEREND LOVEJOY (Timothy Lovejoy)
First Appearance:
"The Telltale Head" (1990)
Played By: Harry Shearer
Role: Boring Preacher, Religious Bigot
PL 2 (17)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Reverend) 4 (+5)
Expertise (Marriage Counselor) 2 (+3)
Insight 2 (+3)
Perception 1 (+2)

Advantages:
None

Offense:
Unarmed +2 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +2 (DC 12), Toughness +0, Fortitude +1, Will +2

Complications:
Motivation (Money)- Lovejoy has burned down the Church for the insurance money, and usually bothers his "flock" for cash donations.
Responsibility (Christian)- Lovejoy grows to hate all other religious movements, despising Buddhists, Catholics and others- he even hates the Episcopal Church across the street. Despite this, he seems unmotivated and uncaring about his own religion at times, and often derides the Bible itself ("Have you ever really read the thing? TECHNICALLY we're not even supposed to go to the bathroom!").
Relationship (Helen & Jessica- Wife & Daughter)- Helen is a gossipy hen, and Timothy realizes this and often has to dial her back a bit; Jessica is his beloved daughter, and he continually refuses to see that she is even worse than Bart Simpson himself.
Relationship (Ned Flanders)- Lovejoy was initially a hopeful young minister, until the repeated questions of an overenthusiastic and worrisome Christian named Ned ruined his joy for The Lord.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 8 / Skills: 14--7 / Advantages: 0 / Powers: 0 / Defenses: 2 (17)

-Reverend Lovejoy is a background character that pops up now and then, usually just to be boring, though there's often darker moments of bigotry and resentment with him (usually as a parody of the increasing influence of the Religious Right in America). The writers get a kick out of the fact that, despite the INTENSE controversy the show attracted from Righties and Christian groups in the early days, The Simpsons was at one point the only show on television where the entire family was shown attending Church regularly.

Hank Scorpio: Uh, hi, Homer. What can I do for you?
Homer: Sir, I need to know where I can get some business hammocks.
Hank Scorpio: Hammocks? My goodness, what an idea. Why didn't I think of that? Hammocks! Homer, there's four places. There's the Hammock Hut, that's on third.
Homer: Uh-huh.
Hank Scorpio: There's Hammocks-R-Us, that's on third too. You got Put-Your-Butt-There.
Homer: Mm-Hmm.
Hank Scorpio: That's on third. Swing Low, Sweet Chariot... Matter of fact, they're all in the same complex; it's the hammock complex on third.
Homer: Oh, the hammock district!
Hank Scorpio: That's right. *brief interlude*
Hank Scorpio: Back to the hammocks, my friend. You know, there's a little place called Mary Ann's Hammocks. The nice thing about that place is Mary Ann gets in the hammock with you! HA HA HA- I'm just kidding.
Homer: Oh.
Hank Scorpio: You know who invented the hammock, Homer?
Homer: No.
Hank Scorpio: There's something for you to do: find that out.
-Albert Brooks. AD-LIBBING.

HANK SCORPIO
First Appearance:
"You Only Move Twice" (1996)
Played By: Albert Brooks
Role: Bond Villain, Benevolent Boss
PL 5 (110)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 5 AWARENESS 4 PRESENCE 5

Skills:
Acrobatics 2 (+4)
Athletics 5 (+6)
Deception 8 (+13)
Expertise (Business) 10 (+15)
Expertise (Science) 10 (+15)
Expertise (Crime) 5 (+10)
Insight 2 (+6)
Intimidation 2 (+7)
Perception 2 (+6)
Persuasion 2 (+6)
Technology 10 (+15)
Vehicles 2 (+5)

Advantages:
Benefit 5 (Wealth), Daze (Persuasion), Equipment 2 (Flamethrower), Inventor, Ranged Attack 5

Offense:
Unarmed +5 (+1 Damage, DC 16)
Flamethrower +5 Area (+5 Damage, DC 20)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +7

Complications:
Motivation (Power)- Scorpio wishes to seize control of The United Nations, and threatens them with destruction using his satellite laser weapon.
Enemy (Mr. Bont)- Scorpio attempts to torture Mr. Bont to death, but the man escapes. Thankfully, Homer is there, and thinks fast and tackles the "loafer".

Total: Abilities: 54 / Skills: 60--30 / Advantages: 14 / Powers: 0 / Defenses: 12 (110)

-One of the more famous one-off characters, Hank Scorpio (voiced by recurring guest-star Albert Brooks) is basically a Bond Villain disguised as a mild-mannered New Age corporate wizard. He hires on Homer, treats him like a king, and (this is the best part), Homer is ACTUALLY GOOD AT HIS JOB, motivating the men on his team using Tom Landry's hat and some simple motivation ("could you... be working any HARDER than this?"), plus some Workplace Hammocks. He's even responsible for the death of James "Bont" himself ("HOMER- when you get home, there's gonna be ANOTHER STORY ON YOUR HOUSE!")!! Brooks just went NUTS with this guy, making him seem wildly charismatic and friendly in one instance, and then psychotically-obsessed in the next. His long, ad-libbed rant upon his debut is a real tour-de-force by Brooks. It's just a shame that he wasn't brought back for The Simpsons Movie- I mean, it fit continuity, he was an AMAZING character, and they had ALBERT BROOKS do the villain's voice anyways! WHY NOT?
-Scorpio is incredibly-charismatic, a good liar, wealthy beyond belief, friendly, and is handy with a Flamethrower- he's basically a Bond Villain you'd actually WANT to work for.

FAT TONY (Marion Anthony D'Amico, aka William Williams)
First Appearance:
"Bart the Murderer" (1991)
Played By: Joe Mantegna
Role: Legitimate Businessman
PL 6 (77)
STRENGTH
2 STAMINA 3 AGILITY 0
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Deception 6 (+9)
Expertise (Legitimate Business) 8 (+11)
Expertise (Music) 2 (+5)
Insight 3 (+6)
Intimidation 5 (+8)
Perception 2 (+5)
Persuasion 2 (+5)

Advantages:
Benefit 4 (Wealth), Equipment 2 (Gun), Ranged Attack 4

Offense:
Unarmed +6 (+2 Damage, DC 17)
Gun +7 (+5 Ranged Damage, DC 20)
Initiative +0

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

Complications:
Secret (Criminal)- Fat Tony is responsible for much of the illegal gambling, smuggling and bootlegging in Springfield.
Relationship (Michael- Son)
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 46 / Skills: 28--14 / Advantages: 10 / Powers: 0 / Defenses: 7 (77)

-Fat Tony was a one-shot guest star that turned into something more, when Joe Mantegna enjoyed playing the Mafia Boss so much that he offered to do the character every time they had a line for him, even if it was just a single sentence, or a couple of grunts. Most of the gags are derived from his goofy henchmen (especially Johnny Tightlips, who refused to divulge the nature of his near-fatal injuries- "What do I tell the doctor!?" "Tell him to go suck a lemon!"), the SUPER-obvious nature of his Mafia leanings (To a camera: "I would just like to remind the Mayor that accidents WILL happen. Such as the killing of YOU, by US."), and whatever criminal enterprises he's involved with.

APU NAHASAPEEMAPETILON (aka Apu Du Beaumarchais, Slime Q. Slimedog, Steve Barnes)
First Appearance:
"The Telltale Head" (1990)
Played By: Hank Azaria
Role: Convenience Store Clerk, Breakout Character
PL 5 (49)
STRENGTH
1 STAMINA 1 AGILITY 1
FIGHTING 2 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Convenience Store Clerk) 4 (+7)
Expertise (Religion) 3 (+6)
Expertise (Singing & Dancing) 6 (+8)
Technology 3 (+6)

Advantages:
Equipment 2 (Rifle), Ranged Attack 2, Second Chance (Dying of Gunshot Wounds)

Offense:
Unarmed +2 (+1 Damage, DC 16)
Gun +4 (+5 Ranged Damage, DC 20)
Initiative +1

Defenses:
Dodge +2 (DC 12), Parry +3 (DC 13), Toughness +1, Fortitude +2, Will +5

Complications:
Responsibility (The Kwik-E-Mart)- "Who needs the Kwik-E-Mart?... I DOOOOOOOOOOOOOOOOOOOOO".
Addiction (Work)- Apu is an intense workaholic.
Relationship (Manjula & the Octuplets)- Apu was unhappily arranged with a girl he'd met once, but they turned out to be a pretty good match. Except for when they had eight babies due to an overdose of fertility drugs, and he cheated on her with the "Squishie Girl". And the fact that she went from a nice, normal wife into a crabby, nitpicky harpy.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 28 / Skills: 20--10 / Advantages: 5 / Powers: 0 / Defenses: 6 (49)

-Apu was, for more than a DECADE, the most easily-recognizable Indian in the world. Hell, he probably still is, unless you count dead people, and then you could only put Ghandi in front of him (and even THAT's a maybe, if you go worldwide). A play on the fact that almost every convenience store clerk you're likely to meet is from India or Pakistan (though Koreans are common in the States, and I still see the occasional white one), Apu was just a friendly recurring face in the background with an obvious accent. But after a few episodes, the writers really took a liking to him, and added more and more aspects to the character- he was one of MANY characters who moved in with the Simpson Family, sang part of a catchy song ("Who Needs the Kwik-E-Mart?"), got a wife, had EIGHT children, cheated on his wife, made it up to her, and more- short of Ned Flanders & Mister Burns, he's the most well-developed and used of the non-Simpson clan in the series!
-And despite the seemingly-stereotypical nature of the character (the Indian Convenience Store Clerk who believes in Hindu Gods and gets an arranged marriage), he's actually VERY popular amongst Indians, who get a real kick out of him. Just another thing to remind you that Political Correctness is a load of crap.

THE SQUEAKY-VOICED TEEN (Jeremy Freedman, aka Mr. Peterson)
First Appearance:
"Brush With Greatness" (1991)
Played By: Dan Castellaneta
Role: Service Industry Drone
PL 0 (-1), PL 1 (-1) Defenses
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
Expertise (Service Industry) 2 (+2)

Advantages:
None

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

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

Complications:
Responsibility (Whichever Job He Has This Week)
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: -4 / Skills: 2--1 / Advantages: 0 / Powers: 0 / Defenses: 2 (-1)

-A play on the omnipresent example of the teenaged service industry drone, The Squeaky-Voiced Teen (often appearing with different names and hair, as they're basically interchangeable) is most-often seen in the background, making some kind of generic, underconfident statement while his voice cracks. The only other clerks seen in the show tend to be Rafael, aka "The Sarcastic-Voiced Man", who responds with some kind of snide remark.

SIDESHOW BOB (Robert Underdunk Terwillegar, Jr.)
First Appearance:
"The Telltale Head" (1990)
Played By: Kelsey Grammer
Role: Recurring Nemesis, Dignified Murderer
PL 4 (98), PL 6 (98) Defenses
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 3 (+6)
Athletics 6 (+7)
Deception 8 (+12)
Expertise (Singing & Dancing) 9 (+13)
Expertise (High Culture) 10 (+14)
Expertise (Politics) 4 (+8)
Insight 3 (+6)
Intimidation 4 (+8)
Investigation 3 (+6)
Perception 3 (+6)
Persuasion 4 (+8)
Sleight of Hand 2 (+6)
Stealth 5 (+8)
Technology 2 (+6)

Advantages:
Daze (Intimidation), Equipment 1 (Knife), Fast Grab, Improved Critical (Knife), Startle, Ultimate High Culture Expertise

Offense:
Unarmed +4 (+1 Damage, DC 16)
Knife +4 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +3, Fortitude +5, Will +6

Complications:
Obsession (Murdering Bart Simpson)- Sideshow Bob's deception in framing Krusty was revealed by Bart & Lisa Simpson, and as a result, Bob has declared a lifelong hatred for the boy, and has tried to murder him countless times. Bart, for his part, has never lost his mistrust of Sideshow Bob, refusing to believe in his innocence no matter WHAT the evidence says.
Obsession (High Culture)- Bob framed Krusty so that he could turn the program into a more educational show, and has tried to end all television in the past.
Enemy (Krusty the Clown)- Bob detests Krusty and resents his fame, after all the years of suffering embarassing physical comedy at Krusty's hands.
Responsibility (Huge Feet)- One of Bob's "Tells" is that his feet are enormous- this can prove a flaw in disguises.
Responsibility (The Republican Party)- Bob is a staunch Republican, hating the Democrats for their high taxes, lax treatment of criminals (which he, ironically, is) and weak wills.
Relationship (Cecil- Brother)- Bob's brother Cecil appears mild-mannered, but is deeply resentful of Bob for stealing the job of Krusty's sidekick from him all those years ago.
Relationship (Francesca & Gino- Wife & Son)- Bob found love and family during his exile in Italy.
Enemy (Rakes)- Bob is unnaturally compelled to walk into any rake in his proximity, resulting in it hitting him in the face- this can be used to delay him. In a yard FULL of rakes, this can go on for some time.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 52 / Skills: 66--33 / Advantages: 6 / Powers: 0 / Defenses: 6 (98)

-Sideshow Bob (played by Frasier himself, Kelsey Grammer) was initially a one-off villain, after being a silent sidekick on Krusty the Clown's show during the first season. Bart & Lisa triumphantly revealed that he'd framed Krusty for robbing the Kwik-E-Mart, and Bob declared an eternal vengeance on Bart Simpson, becoming a recurring nemesis. The writers initially wanted a Bob episode every season, but couldn't come up with an idea most of the time- but the episodes in which he DOES appear are often the show's best. Bob becoming Mayor (decrying the same lax crime laws that saw someone like HIM released), Bob trying to murder Selma ("We owe it all to one little boy who NEVER lost his mistrust..."), Bob teaming with the kids to defeat his brother Cecil, and Cape Feare, a hilarious episode where the family goes into the Witness Protection Program (utterly confounded by Homer's stupidity).
-This one also features Bob walking into NINE rakes, in a gag that starts out funny, then gets over-done and stupid, and becomes HILARIOUS by the time they finally end it (it was extended for time), Bob being stalled by being asked to sing songs from Gilbert & Sullivan, and a worried Bart lying alone in bed, only to have Homer smash into his room SCREAMING at the top of his lungs: "HEY BART YOU WANNA CHECK OUT MY NEW HOCKEY MASK AND CHAINSAW!!!???" They kind of... over-did the appearances, and often kind of stretch to make him fit, but Grammer's distinctive voice is PERFECT for villains like this.
-Bob is a lethal adversary (especially to a young child like Bart), but isn't so tough that regular Springfieldianites couldn't overpower him. His plans are often extremely clever and unique, but can still be easily-rent by Lisa's careful investigations (curiously, Bob seems to hold Lisa no ill will). He's a masterful singer, great at Intimidation, and is actually pretty good at almost anything- it's just too bad that his insanity gets the better of him.

CECIL (Cecil Underdunk Terwillegar)
First Appearance:
"Brother From Another Series" (1997)
Played By: David Hyde Pierce
Role: Evil Brother
PL 2 (63), PL 3 (63) Defenses
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 2 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Athletics 2 (+3)
Deception 7 (+9)
Expertise (Singing & Dancing) 5 (+9)
Expertise (High Culture) 9 (+13)
Expertise (Business) 5 (+9)
Expertise (Engineering) 4 (+8)
Insight 3 (+6)
Investigation 1 (+4)
Perception 2 (+5)
Persuasion 2 (+4)
Technology 2 (+6)

Advantages:
Daze (Deception)

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

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

Complications:
Obsession (High Culture)- Cecil is about as snobby as Bob is.
Enemy (Bart & Lisa Simpson)- Cecil's money-laundering scheme was ruined by Bart & Lisa (along with Bob).
Relationship (Cecil- Brother)- Cecil is still deeply resentful of Bob for stealing the job of Krusty's sidekick from him all those years ago. However, later they team up to kill the Simpson family.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 40 / Skills: 42--21 / Advantages: 1 / Powers: 0 / Defenses: 1 (63)

-Cecil is Sideshow Bob's jealous, vindictive, lying brother, voiced by David Hyde Pierce, who of course plays Kelsey Grammer's brother on Frasier; their DAD would of course be played by John Mahoney, ALSO their dad on Frasier. He appeared as a solo villain in another episode, where he pitted himself against Lisa specifically (to contrast Bob's hatred of Bart), and then again when the whole Terwillegar clan faced off against the Simpsons. He's not QUITE as good as Bob at many things, but he's much less insane, which makes him harder to anticipate and ferret out his plans.

HERB POWELL (Herbert Simpson)
First Appearance:
"O Brother, Where Art Thou?" (1991)
Played By: Danny DeVito
Role: The More Successful Brother
PL 2 (38), PL 4 (38) Defenses
STRENGTH
1 STAMINA 2 AGILITY 0
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Business) 10 (+13)
Technology 3 (+6)
Vehicles 3 (+3)

Advantages:
Ultimate Business Skill

Offense:
Unarmed +2 (+1 Damage, DC 16)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +2 (DC 12), Toughness +2, Fortitude +3, Will +4

Complications:
Motivation (Greed)- Powell is intensely focused on the successes of his businses ventures.
Relationship (The Simpsons)- Given up for adoption as a baby, Herb finally has his biological family in his life. Unfortunately, they're Simpsons.

Total: Abilities: 26 / Skills: 18--9 / Advantages: 1 / Powers: 0 / Defenses: 2 (38)

-Herb Powell sadly doesn't appear any more, but I quite liked his appearances. The result of a dalliance Abe Simpson had with a travelling carny, Herb was overjoyed to finally have some link to his birth family. However, it turned out that Herb was no Homer- he worked his way into Harvard, and became a wealthy Detroit-based businessman, showing his new family untold wonders in his fantastic mansion! Alas, he would soon discover the downside of being a Simpson- by trusting Homer to design his company's new car (a HUGE lapse in judgment), he ruined himself and became destitute. Still bitter towards Homer, the two made amends when Homer lent Herb $2000 to rebuild an empire, this time with a machine that translates "baby talk" into English. This latter appearance was due to Danny DeVito basically telling the producers that Herb's first ending was too sad, and that "There's more to that story". A later episode featured his voice, and said that he'd lost his money again somehow.
-Herb is better than Homer is almost every way, and is a business genius and a hard worker. His only failing was trusting Homer's judgment in designing his new car (and he had AMPLE warning that Homer wasn't too bright).

UGH. Every FREAKING TIME, this gets me. This is literally the saddest, most thoughtful thing I can possibly think of, out of all the thing I've watched, read or seen. I can watch the end of THE NOTEBOOK and feel nothing, yet THIS absolutely kills me.

MONA SIMPSON (Penelope Mona Simpson, nee Olsen)
First Appearance:
"O Brother, Where Art Thou?" (1991)
Played By: Glenn Close, Maggie Roswell, Tress MacNeille, Pamela Hayden
Role: The More Successful Brother
PL 2 (51), PL 4 (51) Defenses
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Athletics 5 (+5)
Deception 5 (+9)
Expertise (Counter-Culture) 8 (+11)
Insight 4 (+8)
Investigation 4 (+8)
Perception 2 (+6)
Stealth 6 (+6)

Advantages:
Contacts (The Underground)

Offense:
Unarmed +2 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +2 (DC 12), Toughness +0, Fortitude +0, Will +7

Complications:
Relationship (Homer & Family)- Mona was forced to abandon Homer when he was a young boy in order to keep herself out of prison, but has never forgotten him.
Responsibility (The Underground)- Mona became obsessed with the hippie movement after seeing Joe Namath's wild, untamed sideburns, and now fights against The Man in all his forms.
Guilt (Abandoning Homer)- Mona still feels horrible for having left Homer all those years ago. Leaving a loveless marriage with Abe was less of an issue.

Total: Abilities: 26 / Skills: 34--17 / Advantages: 1 / Powers: 0 / Defenses: 7 (51)

-It used to just be taken for granted that Homer's mom was dead as part of the backstory of the series, so it came as quite a shock when Mona appeared in Season Seven, having been hiding out in The Underground for decades after Mister Burns saw her after she wrecked one of his germ warfare labs. What followed was one of the show's best episodes, containing many touching moments, quite a few funny ones ("YOU DIDN'T DUMB IT DOWN... you said 'RAPPORT'!"), and a great bit of history. My personal favourite is still her & Abe's reactions to Joe Namath's sideburns (she immediately hears the opening of Sunshine Of Your Love, while Abe says he looks like a girl, "Now JOHNNY UNITAS. THERE's a haircut you can set your WATCH to!"). But MAN, that bit at the end, where she leaves Homer's life once again, he smiles when she hits her head and goes "D'OH!", and he just stares up at the stars without a word... it says something when a show can be funny as hell, satirical as all get-out when mocking the world in which we live, and STILL hit you right in your feel-organs.
-Mona would reappear in two more episodes, but it'd mean a bit less each time, as the writing had gotten weaker by this point. When she passes away, oddly outliving Abe, who "Aged HORRIBLY" (he still asks for sex; prompting a writer on the DVD Commentary to point out that his kids ALWAYS pick the worst parts of each episode to start repeating), she gets one final "F-U" to Mr. Burns, ruining a missile launch to put the Power Plant's waste into the Amazon rain forest.

FRANK GRIMES (aka Grimey)
First Appearance:
"Homer's Enemy" (1997)
Played By: Hank Azaria
Role: The Rival, Real Person in a Cartoon World
PL 0 (18), PL 2 (18) Defenses
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 2 PRESENCE 0

Skills:
Athletics 3 (+3)
Deception 2 (+2)
Expertise (Science) 3 (+6)
Expertise (Foundry Worker) 2 (+5)
Insight 2 (+4)

Advantages:
None

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

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

Complications:
Responsibility (Unlucky)- Frank has had a hard life, having had to work his fingers to the bone for everything he has. He lives above a bowling alley, but underneath ANOTHER bowling alley.
Relationship (Frank Jr.- Son)- Frank really, REALLY liked Prostitutes, okay?
Enemy (Homer Simpson)- Frank cannot stand how this lazy, stupid idiot is treated in a friendly manner by everyone, and still gets rewarded.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 10 / Skills: 12--6 / Advantages: 0 / Powers: 0 / Defenses: 2 (18)

-Frank Grimes is one of the more notable one-off characters, being created to be one of those characters who can cut through the tropes & gags common in a series, and comment on just how ABSURD they are- essentially what would happen if a realistic person was tossed into this cartoon world. Namely, Frank cannot understand just WHY everyone around him seems to tolerate Homer Simpson's buffoonery. He rejects Homer's attempts at friendship, resents his beautiful home and family, and is disgusted at Homer's successes (looking at pictures of past episodes that show Homer hanging out with The Smashing Pumpkins, Gerald Ford and in Outer Space), when Frank's OWN life was so difficult. The one guy who isn't subject to the trope can often make you find it EVEN FUNNIER. His own rage finally kills him, as he was imitating Homer's stupidity and grabbed some high-voltage wires. He's buried in an undignified manner, gets his hated nickname put on his tombstone ("Frank Grimes- or GRIMEY, as he liked to be called..."), and Homer SLEEPS through it, waking up with a buffoonish comment, making everyone good-naturedly laugh AGAIN.
-Some fans were taken aback by this, but I think most people LOVED the episode, as it comments on just how weird these things REALLY are when you think about them.

PROFESSOR FRINK (Jonathan I.Q. Neidelbaum Frink, Jr.)
First Appearance:
"Old Money" (1991)
Played By: Hank Azaria
Role: Mad Scientist, Jerry Lewis Parody
PL 0 (24), PL 5 (24) Skills
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 7 AWARENESS 0 PRESENCE -1

Skills:
Deception 4 (+3)
Expertise (Science) 8 (+15)
Expertise (Teacher) 2 (+9)
Technology 8 (+15)

Advantages:
Inventor

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

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

Complications:
Relationship (Wife & Son)- The wife has only been seen once, and was later ignored, but he once accidentally sent his son through a window via a remote-controlled plane ("My wife is going to KILL ME").
Relationship (Miss Wyoming)- They actually dated for a bit, but she eventually left him for another man when his back was (literally) turned.
Enemy (Homer Simpson)- Frank cannot stand how this lazy, stupid idiot is treated in a friendly manner by everyone, and still gets rewarded.
Responsibility (Absent-Minded)- While a genius, Frink's inventions can often go completely crazy, or just not work properly.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 12 / Skills: 22--11 / Advantages: 1 / Powers: 0 / Defenses: 0 (24)

-Professor Frink is basically a one-note gag that just kept on giving- as a Mad Scientist, he can be the source of any NUMBER of plots (Dilton Doiley has the same role in Archie Comics), and Hank Azaria's great parody of Jerry Lewis just adds to it. Naturally, Lewis himself was chosen to portray Frink's father in a Treehouse of Horror episode. He's a solid example of a straight-up Absent-Minded Professor character that would appear in the comics, in that he has no fighting skills or much dangerous stuff about him- he just builds things.

RAINIER WOLFCASTLE (Rainier Luftwaffe Wolfcastle, aka McBain)
First Appearance:
"The Way We Was" (1991)
Played By: Harry Shearer
Role: Bad Actor, Arnold Schwarzenegger Parody
PL 4 (48)
STRENGTH
4 STAMINA 4 AGILITY 2
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 0 PRESENCE 2

Skills:
Athletics 4 (+8)
Deception 2 (+4)
Expertise (Acting) 1 (+3)
Expertise (Politics) 2 (+3)
Intimidation 3 (+5)

Advantages:
Fast Grab

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

Defenses:
Dodge +2 (DC 12), Parry +4 (DC 14), Toughness +4, Fortitude +5, Will +2

Complications:
Responsibility (Fame)- Wolfcastle is world-famous for his role in the McBain films.
Relationship (Maria & Greta- Wife & Daughter)- Bart briefly dates Greta.
Hatred (The Goggles)- They do nothing.
Responsibility (The Republican Party)
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 38 / Skills: 12--6 / Advantages: 1 / Powers: 0 / Defenses: 3 (48)

-A pretty obvious riff on Ah-nuld, Wolfcastle (initially just called "McBain", after the fictional films in which he starred- a real movie called that came out in 1991, necessitating a real name for the guy) was the subject of a great running gag early on, as various clips of his films were shown that were a giant piss-take on Action Movie cliches from the 1980s. The silly one-liners, the gory violence, the cartoonish bad-guys, the silly come-ons ("It's time to hold another meeting... IN BED") and my personal favourite, the Dead Partner, who of course goes on a huge spiel of cliched statements that were just OBVIOUSLY setting off his death at Mendoza's hands (it's the day before he retires, and he just bought a boat called Immortal upon which to sail with his wife). They'd later add to the parody, by making him a staunch Republican with political aspirations.

SNAKE (Chester Turley, aka Jailbird)
First Appearance:
"The War of The Simpsons" (1991)
Played By: Hank Azaria
Role: Background Character, Bad Boy
PL 5 (55)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 3 (+5)
Deception 4 (+6)
Expertise (Criminal) 7 (+7)
Expertise (Archaeology) 4 (+4)
Intimidation 4 (+6)

Advantages:
Equipment 2 (Gun, Knife), Fast Grab, Startle

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

Defenses:
Dodge +3 (DC 13), Parry +6 (DC 16), Toughness +3, Fortitude +5, Will +1

Complications:
Reputation (Criminal)- Snake constantly commits crimes, no matter how much time he's spent in prison.
Relationship (Jeremy- Son)
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 42 / Skills: 12--6 / Advantages: 4 / Powers: 0 / Defenses: 3 (55)

-Snake (originally just called "Jailbird") is a Background Character with a male version of a Valley Girl accent, generally seen stealing something, robbing the Kwik-E-Mart, or lazing about in jail. Probably the most I saw of him was in the episode where Mr. Burns fell in love with Snake's ex-girlfriend, only to have her fall back in love with his bad-boy charm.

SMITHERS (Waylon Joseph Smithers, Jr.)
First Appearance:
"Homer's Odyssey" (1990)
Played By: Harry Shearer
Role: Lickspittle, Supreme Toady
PL 0 (35), PL 3 (35) Defenses & Skills
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 1

Skills:
Athletics 2 (+2)
Deception 5 (+6)
Expertise (Bootlick) 10 (+13)
Expertise (Business) 3 (+6)
Insight 2 (+5)
Perception 1 (+4)
Persuasion 2 (+3)
Technology 2 (+5)
Vehicles 3 (+3)

Advantages:
Ranged Attack 2, Ultimate Bootlick Skill

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

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +2, Will +4

Complications:
Relationship (Mister Burns)- Smithers really loves his boss. I mean REALLY, REALLY loves his boss. "HELLO-Smithers... You're-quite-good-at... Turning-me-ON." His is utterly sycophantic, openly worshipful, and lives to do Burns' bidding.
Prejudice ("YOU know what I'm talking about...")- Smithers maintains a certain... LIFESTYLE... that often runs against such things as Republican politics.
Disabled (Allergies)- Smithers is lactose-intolerant and allergic to bee stings.
Obsession (Malibu Stacy)- Smithers owns the largest Malibu Stacy collection in the entire world- he's the only adult in Springfield seen enjoying this hobby.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 14 / Skills: 30--15 / Advantages: 3 / Powers: 0 / Defenses: 3 (35)

-Smithers debuts early on as a vaguely-dark skinned man (a colouring error in one episode) who is sort of a go-between between Mr. Burns and the employees at the Nuclear Power Plant- his admiration for his boss was originally supposed to be a SUBTLE gag created by Sam Simon, but the fans figured it out pretty much immediately, and so they just jumped right into it, making the gags more and more overt as time went on- he lives in the gay part of town, went on vacation in a men-only resort ("heh-heh- PICTURES aren't allowed at THIS particular resort..."), rejects Sideshow Bob's Republican platform based off of what it meant for his "lifestyle", and in the future takes injections every ten minutes to remain heterosexual (*injects needle* "I love BOOBIES!").
-Like a lot of Simpsons characters, it isn't just that he's a toady that's funny- it's just HOW MUCH of a toady he is- Smithers openly lusts for and worships his boss to a degree unseen even for a CARTOON character (who can get away with more extreme behavior)- he can't even LIVE without his position.

COMIC BOOK GUY (Jeffrey Albertson)
First Appearance:
"Three Men and a Comic Book" (1991)
Played By: Hank Azaria
Role: Background Character, Snobby Clerk
PL 0 (11), PL 4 (11) Nerd
STRENGTH
0 STAMINA 0 AGILITY -1
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 0 PRESENCE -1

Skills:
Deception 3 (+2)
Expertise (Store Clerk) 1 (+4)
Expertise (Pop Culture) 11 (+14)
Technology 1 (+4)

Advantages:
Ultimate Pop Culture Skill

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative -1

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

Complications:
Obsession (Comic Books & Pop Culture)- All of Comic Book Guy's waking moments are spent on various pop cultural things- specifically those things that most appeal to dorks.
Responsibility (Android's Dungeon)- His store is his life.
Relationship (Agnes Skinner, Edna Krabappel, Kumiko)- Some are a bit more shudder-inducing than others...
Rivalry (Stan Lee)
Disabled (Overweight)- Comic Book Guy is fat even by the standards of the men of Springfield.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 2 / Skills: 16--8 / Advantages: 1 / Powers: 0 / Defenses: 0 (11)

-A parody of the dorks you'll find in many comic book stores (on a DVD Commentary, one writer thought he was based off of someone in their local area, but Matt Groening said he's always correcting people who say "I know the guy that Comic Book Guy is based off of!"- "this guy is pretty much EVERYWHERE")- a relentless know-it-all who always HAS to be right, loves correcting others (make an incorrect statement on the internet, and the very next post is almost GUARANTEED to start with "actually--")

STAN LEE (Stanley Martin Lieber)
First Appearance:
"I Am Furious Yellow" (2002)
Played By: Himself
Role: Insane Celebrity, Shameless Self-Promoter
PL 0 (25), PL 2 (25) Defenses
STRENGTH
-1 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 5

Skills:
Athletics 2 (+1)
Deception 1 (+6)
Expertise (Writer) 9 (+10)
Expertise (Acting) 1 (+6)
Persuasion 3 (+8)

Advantages:
Fascinate (Persuasion)

Offense:
Unarmed +0 (-1 Damage, DC 14)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +0, Will +4

Complications:
Disabled (Insane)- Stan's mind is no longer in mint condition.
Motivation (Himself)- Stan likes to promote himself- if anyone tells him he's the best, he'll say "I agree!"

Total: Abilities: 14 / Skills: 16--8 / Advantages: 1 / Powers: 0 / Defenses: 2 (25)

-Stan The Man is the most famous comic book creator probably in the world, and a huge portion of Marvel's past success- as a shameless self-promoter, his natural charisma has earned him some classic funny cameos in the various Marvel films, and the lines to meet him at Comic Cons are HUGE. Stan appeared in one Simpsons episode as a random visitor to Springfield, but then never left- annoying Comic Book Guy by ruining DC merchandise ("Broke it? Or MADE IT BETTER?") and generally being insane.
-Stan himself is a bit controversial in comic book history, as he promoted himself as a big-time Marvel creator when other guys did a TON of the work, especially as they were later ignored by Marvel, but many over-do it and act like Stan did NOTHING and that he just road Jack Kirby & Steve Ditko's coattails. This is vastly incorrect- anyone who's read the solo work of either man knows just how important Stan was to writing that classic Marvel dialogue from the 1960s, and both had bad habits (Ditko was a loon who made a bunch of crazy, super-Randian Objectivist heroes that Alan Moore would later satirize with Rorschach, for example) just as bad as any of Stan's. And Marvel historians will note that Stan was a HUGE part of Marvel's promotion in those days- the letter columns and advertising campaigns written in his voice were a big part in getting young fans into the hobby, and obsessed with the Marvel Universe as a whole. Marvel's stuff in the 1960s is so much better than DC's it's not even funny, and Stan's a big part of it. I would say that the Lee/Kirby works is at least 40% Stan, while the weirder stuff with Ditko WAS mostly Steve's insanity- there's also a notable lack of big-time Spidey villains post-Ditko (though Romita was still pretty good). HOWEVER, Spider-Man's book was still just as good, if not BETTER, after Ditko left, so Stan & John were still a great team.
-Discounting Stans' achievements just because he grabbed more credit than he perhaps deserved (and let's be sure- neither Steve nor Jack were any better about this; Stan was just better AT IT), and Marvel itself basically went out of it's way to treat Kirby poorly (Stan was a cog in the machine, but ALWAYS had a corporate boss who called the shots, and Stan himself was no boat-rocker- especially since his brother-in-law owned the company for decades) is a mistake. Even Kirby's own personal friend & historian admits that Stan was a HUGE part of Marvel's 1960s success, and Jack & Steve had little success without him- Kirby's New Gods and Ditko's insane stuff all sold poorly and were cancelled early, and all were considered washed-up after a point. Kirby got all the other pros pissed (off at Marvel & DC's notorious editorial issues and poor treatment of creators) behind him and ended up getting brought up as a martyr, and it's not quite fair to put all that on Stan's shoulders. Hell, Stan even ADMITTED to their creative process at the time (Stan & the artists would brainstorm for a bit, then the artist would go off and basically do everything in the comic by himself, THEN Stan would add dialogue and other words), so it's not like he was straight-up lying.
-Course, none of that has to do with the Stan Lee in The Simpsons, but I like ranting about the stuff that went on at Marvel back in the day. Stan himself is a bit tough to stat, being an old man who is nonetheless WILDLY charismatic (even his detractors admit he was a master salesman and could attract attention like nobody's business back in the 1960s) and persuasive- he was so good at playing to both sides that he would get letters from liberals AND conservatives thanking him for "taking our side" in various political matters (the idea of an old hippy like Stan being pro-Republican is hilarious to me- Stan REALLY hated Nixon). Determining his Writing Skill is tough, as his work was great at the time, and still fun to read, but kind of... fell apart after a certain point. His character still kind of talk like they're old-school goofy types, and it doesn't really hold up. Not that Jack Kirby's style ever evolved EITHER.

MISTER BURNS (Charles Montgomery Plantagenet Schicklgruber Burns)
First Appearance:
"Simpsons Roasting Over an Open Fire" (1989)
Played By: Harry Shearer (Christopher Collins in Season One)
Role: Insane Celebrity, Shameless Self-Promoter
PL 0 (27), PL 6 (27) Businessman
STRENGTH
-3 STAMINA -3 AGILITY -3
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 0

Skills:
Deception 7 (+7)
Expertise (Business) 12 (+16)
Expertise (Criminal) 2 (+6)
Expertise (Soldier) 2 (+6)
Intimidation 5 (+5)
Technology 2 (+6)

Advantages:
Benefit 6 (Wealth 5, Stonecutters/No Homers Club)

Offense:
Unarmed +0 (-3 Damage, DC 12)
Initiative -3

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness -3, Fortitude -3, Will +5

Complications:
Motivation (Greed & Power)
Responsibility (The Republican Party)- Burns is a staunch Republican, and is constantly seeking other methods to retain and exploit his own wealth.
Responsibility (Evil)- Burns often does things purely for evil reasons. He enjoys firing employees casually, sending people down a trap door, and releasing his hounds to attack anyone who annoys (or bores) him. He is attracted to both Nelson & Bart as heirs because they express brutality and "sheer malevolence". He is so evil that even LISA cannot find the good in him (he uses her knowledge of the evils of plastic soda-rings to build The Burns Omni-Net to strip the ocean clean of life), though Marge has actually found his vulnerable side via her painting.
Secret (Evil Acts)- Burns keeps some parts of his past secret, but remains proud of them. He & Oskar Schindler both made shells for the Nazis ("but mine WORKED, dammit!"), he may have served with them at some point, and he has stolen numerous things and killed dozens of people. He has forced a Brazilian soccer team to work for him after their plane crashed on his property, and employs a duck in his Power Plant.
Responsibility (Ancient)- Burns is more than a century old, maintains beliefs from that era, and though not senile, he still cannot remember the name of his employees, even though every important recent moment of his life has revolved around Homer Simpson and his family in some way. He is also extremely unhealthy- having every medical condition known to science (even teen pregnancy), and being prone to sudden bone breaks while receiving hugs from a child, being unable to take objects from infants, give the thumbs-up, or crush a paper cup. When trying to stomp on an ant, the insect overpowered him and pushed him onto his back.
Responsibility (Old-Fashioned)- Burns has out-dated English and ideas- he practices phrenology (determining personality and worthiness based off of head shape- a racist science revealed as quackery over a century ago), writes with a quill pen, and drives a car from the 1930s. He does not recognize modern singers of recent decades (mistaking The Ramones for The Rolling Stones), and refers to doughnuts as an "ethnic food".
Responsibility (Helpless)- Having had a bootlick like Smithers for decades, Burns can no longer do many things himself easily. He is confounded by the existence of both ketchup and "catsup".
Involuntary Transformation (Nice)- Once a week, Burns is given a complicated medical procedure to extend his life for one week. This leaves him with large eyeballs and a nice personality that says "I bring you LOVE"- this, combined with an unearthly glow via years of working in a nuclear power plant, leads the populace to mistake him for an alien.

Total: Abilities: 2 / Skills: 28--14 / Advantages: 6 / Powers: 0 / Defenses: 5 (27)

-Every "Everyman" character requires a nasty boss, and Homer has the nastiest of all- Charles Montgomery Burns, a parody of evil wealthy people, Republicans (his distinctive voice is based off of Ronald Reagan's, back when he was the Bogeyman of every Liberal writer in Hollywood- the party's deification of the man is a never-ending source of amusement and disgust to lefties- other attributes are based off of various nasty businessmen over the years, like the Rockefellers, Howard Hughes, the owner of Timex and the fictional Charles Foster Kane), and the elderly. But like Ralph Wiggum, the hilarity's isn't just his traits, it's in how FAR they go with them. Burns is SO OLD that he still uses terms like "score" (20), "velocitator & deceleratrix" (accelerator & brake), "Autogyro" (helicopter), and "New York Nine" (Yankees), thinks there's a Prussian Consolate in Siam, and answers the telephone with "Ahoy, Hoy?", the way Alexander Graham Bell originally intended.
-Burns is essentially the most purely-selfish kind of evil- the kind of cartoonish supervillain who does evil even when TRYING to do good, and tries to block out the sun so that the populace will be forced to use his energy. Burns is weak and spindly (being successfully overpowered by an insect and unable to steal things from small infants), but rather intelligent and dangerous because of his connections and wealth (such as his hounds, which he loves to release).

"I am a movie critic by trade, and until recently, I got paid to tell you people which movies merely stink and which ones you shouldn't screen near an open flame. Well, I'm putting the burden of lousy movies back on you. It's very simple: if you stop going to bad movies, they'll stop making bad movies. If the movie used to be a TV show, just don't go. After Roman numeral II, give it a rest. If it's a remake of a classic, rent the classic. Tell them you want stories about people, not a hundred million dollars of stunts and explosives. People, it's up to you. If the movie stinks, just don't go."

JAY SHERMAN
First Appearance:
"A Star Is Burns" (1995)
Played By: Jon Lovitz
Role: Pretentious Movie Critic
PL 0 (20) PL 2 (20) Defenses
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 2 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Pop Culture) 5 (+8)
Expertise (Critic) 3 (+6)

Advantages:
None

Offense:
Unarmed +0 (+0 Damage, DC 10)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +0, Will +4

Complications:
Responsibility (Impossible to Please)- Jay likes VERY few things.
Relationship (Marty- Son)
Relationship (Alice)- He hooks up with the sweet-natured Southern Belle in the second season.

Total: Abilities: 12 / Skills: 12--6 / Advantages: 0 / Powers: 0 / Defenses: 2 (20)

-This episode was a major fan-favourite, giving us some of the show's best lines and funniest moments ("*I* was saying 'Boo-urns'..."), but was very controversial amongst some of the staff for being a cross-over intended to promote the new show of a couple Simpsons alums- Al Jean & Mike Reiss had left to develop The Critic, and were now using their old show to cross-promote it. Matt Groening FREAKED, protested the episode, took his name off the credits, and publically spoke-out about the other writers attaching his successful project to their "poor" one, and James L. Brooks had to publically rebuke MATT. Generally, they avoid talking about the controversy. At least they made a funny self-admission in the episode ("Hey- you're Jay Sherman! Your show is great- I think ALL kids should watch it!... *shudders* Ugh-gh-gh-gh, why do I suddenly feel so DIRTY??").
-I never got to watch The Critic when it was on, and watching several episodes as an adult... it stinks. It's a never-ending series of lame characters, boring plots and pop culture references that are no longer relevant- watching some episodes, I'm like "WTF is this even REFERENCING?". The problem is, it often commented on THEN-CURRENT films, many of which failed to stand the test of time and were forgotten. Jon Lovitz is also a very unappealing actor- his whiny voice, gross face and self-important, nasty style seem to make tons of writers laught their asses off (maybe he's a comedian's comedian... I dunno), but I just don't get it with him.

(Strawberry gets up to bat, and the kids begin heckling him)
Lisa: YOU STINK, STRAWBERRY!! We want "Home Run" Homer!!
Bart: DAARRRRYYYLLLLL.... DARRRRYYYLLLLLL....
Bart & Lisa: DAARRRYYYLLLLL.... DARRYYYLLLL
Marge: Children, that's not very nice!
Lisa: Mom, they'ree professional athletes- they're used to this sort of thing! It rolls right off their backs.
Darryl Strawberry: ... *sniff* (a single tear rolls down his cheek)

DARRYL STRAWBERRY (aka The Straw)
First Appearance:
"Homer At The Bat" (1992)
Played By: Darryl Strawberry
Role: The Kiss-Ass, Super-Athlete
PL 3 (47)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 3 (+6)
Athletics 6 (+8)
Expertise (Baseball Player) 12 (+12) -- Uses Dex
Insight 2 (+3)
Persuasion 3 (+6)

Advantages:
None

Powers:
"Staggering Leap" Leaping 1 (15 feet) [1]

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

Defenses:
Dodge +3 (DC 13), Parry +2 (DC 12), Toughness +3, Fortitude +5, Will +3

Complications:
Motivation (Fame & Glory)

Total: Abilities: 28 / Skills: 26--13 / Advantages: 1 / Powers: 1 / Defenses: 4 (47)

-This show made some of the BEST use of celebrity voice actors. Using a crap-ton of non-acting baseball players in your show? Then use most of them sparingly, get the most out of the jokes, and make the entire plot a big excuse to use them. This was a CLASSIC, as Mr. Burns hires a ton of Major League ringers to play for the company softball team, becomes a parody of an old-school Team Manager, but then a hilarious series of ludicrous plot twists seeks to put every single one of them out of the big game (Ken Griffey Jr. contracts gigantism from a nerve tonic, one falls into a bottomless pit, one is arrested for every murder in New York City, another saves a woman's baby, dog, cat, furniture and appliances from a fire, etc.), save the guy in Homer's position- Darryl Strawberry. Darryl's portrayal as a giant kiss-ass was apparently VERY amusing to most Major Leaguers (and Bart & Lisa's chant of him would actually FOLLOW HIM for several years, as fans would heckle him). According to the writers, all of the players couldn't have been nicer, save for one who they wouldn't name ("it rhymes with MANSECO" *laughs*). Don Mattingly LOVED saying the line "I still like him better than Steinbrenner" while walking off in disgust from Burns' ludicrous rantings ("I told you to SHAVE THOSE SIDEBURNS!").

ALAN MOORE
First Appearance:
"Husbands and Knives" (2007)
Played By: Alan Moore
Role: Anti-Corporate Crusader, Superhero
PL 7 (109), PL 8 (109) Defenses
STRENGTH
6 STAMINA 6 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Athletics 2 (+8)
Expertise (Writing) 11 (+15)
Expertise (Religion) 6 (+10)
Expertise (History) 4 (+8)
Insight 2 (+5)
Intimidation 5 (+7)
Investigation 4 (+7)
Perception 2 (+5)

Advantages:
Fast Grab, Power Attack, Startle, Ultimate Writing Skill

Powers:
"Surprisingly-Ripped Physique" Features 1: Quick Change [1]
Flight 7 (250 mph) [14]

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

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

Complications:
Relationship (Wife & Children)
Enemy (Corporations)- Moore believes strongly that corporations are full of evil, greedy people, eager to steal ideas from others and use them to make more money, while stepping on the little man.
Responsibility (Magic)- Look up his beliefs if you dare. He announces himself as "a Wizard" and believes that people have access to higher planes of consciousness, often attained using drugs.
Responsibility (Anarchist)- Moore believes that the world is rudderless.
Rivalry (Grant Morrison)- Moore looks at Morrison as "a Scottish cover band", and accuses him of basically stealing Moore's stuff and copying him.
Responsibility (Moral Absolutes & Ethics)- Moore is a man of stringent morality, and will rage spectacularly if he feels that he has been wronged.
Obsession (Rape)- Seriously, EVER STORY HE WRITES involves this in some way. He laughs off objections to it because he thinks it's a part of life or whatever, but he is to rape what Frank Miller is to whores.

Total: Abilities: 62 / Skills: 36--18 / Advantages: 4 / Powers: 15 / Defenses: 10 (109)

-Alan Moore is pretty much considered the single-greatest comic book writer ever, having written some of the medium's most-beloved classics. A well-read, insane man who is utterly OBSESSED with rape (if you're in an Alan Moore story, expect to get some involuntary penis thrown your way. Just saying), his stuff is growing more controversial as he gets more and more bitter about the comic book industry and its lack of ethics. The Simpsons used this for a perfect gag when Milhouse presents his copy of Watchmen Babies In: V For Vacation.

ART SPIEGELMAN (Itzhak Avraham ben Zeev)
First Appearance:
"Husbands and Knives" (2007)
Played By: Art Spiegelman
Role: Comics Scholar, Underground Writer, Superhero
PL 7 (96), PL 8 (96) Defenses
STRENGTH
6 STAMINA 6 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+8)
Expertise (Writing) 11 (+13)
Expertise (Art) 3 (+7)
Expertise (History) 2 (+4)
Insight 2 (+4)
Intimidation 2 (+4)
Perception 2 (+4)

Advantages:
Fast Grab, Power Attack

Powers:
"Surprisingly-Ripped Physique" Features 1: Quick Change [1]
Flight 7 (250 mph) [14]

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

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

Complications:
Relationship (Wife & Children)
Motivation (Indie Comix)- Art rejects a lot of money-making opportunities in favour of getting his own art out there- he's not one for the commercial.
Relationship (Parents)- Art's mother committed suicide decades ago, while he had a more complicated relationship with his late father, who was a brave Holocaust survivor, but still a crabby, cheap, stereotypical Jew.

Total: Abilities: 56 / Skills: 24--12 / Advantages: 2 / Powers: 15 / Defenses: 11 (96)

-I must admit I'm not very much into the "Underground Comix" movement, as the work has a tendency to be a bit... Indie. I mean, that's OBVIOUS, but it trends to bring in a whole host of issues, like being overly shock-artsy, pretentious, confusing, boring or just poorly-drawn and crude. I mean, I went to Art School- I know the type exceptionally-well. But I should probably read more by Spiegelman, since Maus is easily one of the greatest things I've ever read- the terrifying depiction of his own Self-Insert interviewing his father about his time in the Nazi Death Camps, drawn with cute little animals to make things even MORE shocking. Knowing how serious that work was just makes it more amusing to see him reveal a hugely-ripped physique and start flying around while wearing a Mouse-Mask. And OH MY GOD- HE CREATED THE GARBAGE PAIL KIDS!! I didn't know that!! That stuff was EVERYWHERE when I was a kid!!

DAN CLOWES
First Appearance:
"Husbands and Knives" (2007)
Played By: Dan Clowes
Role: Kitsch-Investigator, Superhero
PL 7 (96), PL 8 (96) Defenses
STRENGTH
6 STAMINA 6 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+8)
Expertise (Writing) 8 (+10)
Expertise (Art) 8 (+10)
Expertise (History) 2 (+4)
Insight 2 (+4)
Perception 2 (+4)

Advantages:
Fast Grab, Power Attack

Powers:
"Surprisingly-Ripped Physique" Features 1: Quick Change [1]
Flight 7 (250 mph) [14]

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

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

Complications:
Relationship (Wife & Son)

Total: Abilities: 56 / Skills: 24--12 / Advantages: 2 / Powers: 15 / Defenses: 11 (96)

-I actually know very little about Clowes' work- I always wanted to see Art School Confidential, though- aside from the silly murder subplot, it reads VERY much like my own experiences in Art School. He's best-known for making Ghost World, which of course ALSO got turned into a movie. Alot of his style is based around juxtaposing kitschy, weird imagery with horribly-grotesque stuff, something that Indie Comics pretty much have associated with them all the time, in part thanks to Dan. Apparently he's also the guy Shia LaBeouf ripped-of for that recent project of his that basically got him in a crapload of trouble in Hollywood, and will likely damage his career far worse than ruining every childhood memory we have with his shitty acting ever could.

xxxx



MORNING- Edvard Grige
First, earlier this weekend, Menzel shared a humorous parenting moment
involving her young son, Walker, revealing, "Getting Oscar jitters guys. Oh and
my son pointed to picture of Elsa and said he "wanted to see Elsa's boobies". #weirdparentingmoment".
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Acrobatics, Athletics, Close Combat (Type), Deception, Expertise (Acting, Art, Business, Carpentry, Cooking, Criminal, Current Events, Dance, History, Journalism, Law, Law Enforcement, Military,
Magic, Music, Philosophy/Theology, Politics, Pop Culture, Psychiatry, Science, Sociology), Insight, Intimidation, Investigation, Perception, Persuasion, Ranged Combat (Type), Sleight of Hand, Stealth, Technology, Treatment/Medicine, Vehicles

Accurate Attack, Agile Feint, All-Out Attack, Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Chokehold, Close Attack, Connected, Contacts, Cunning Fighter, Damaging Escape, Daze (old Distract), Def.Attack. Def.Roll, Def.Strike, Def.Throw, Diehard, Eidetic Memory, Equipment, Evasion (R), Extraordinary Effort, Fascinate, Fast Grab, Fav. Environment, Fav. Foe, Fearless, Follow-Up Strike, Grab Finesse, Great Endurance, Hide in Plain Sight, Imp.Aim, Imp.Critical, Imp.Defense, Imp.Disarm, Imp.Grab, Imp.Initiative, Imp.Hold, Imp.Smash, Imp.Trip, Improvised Tools, Improvised Weapon, Inspire, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Languages, Last Stand, Leadership, Luck, Minions, Move-By Action, Power Attack, Precise Attack (Ranged/Close,Cover/Conceal), Prone Fighting, Quick Draw, Ranged Attack, Redirect, Ritualist, Second Chance, Seize Initiative, Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing Mastery, Tough, Tracking, Trance, Ultimate Effort, Uncanny Dodge, Weapon Bind, Weapon Break, Well-Informed, Withstand Damage

STR 0 (50 lbs.) ---- (Bald Eagle)
STR 1 (100 lbs.) ---- (Jean Grey, Sue Storm; Wolves)
STR 2 (200 lbs.) ---- (NPC Thugs, NPC Cop, Black Tom Cassidy, Base Doom/Kang) (DCA- Black Canary, Robin)
STR 3 (400 lbs.) ---- (Nightwing, Silver Samurai, Black Canary II, Razor Fist; Cougars) (DCA- Nightwing)
STR 4 (800 lbs.) ---- (Daredevil, Batman, Demona "Gargoyles"'; Chimpanzees, Jaguars) (DCA- Batman, Vandal)
STR 5 (1,600 lbs.) ---- HUMAN MAXIMUM (Captain America, Hudson "Gargoyles", Hawkman, Bugbears; Lions)

STR 6 (3,200 lbs.) ---- (Goliath "Gargoyles", Sabretooth; Horses, Gorillas, Anacondas, Black Bears, Tigers) (DCA- Gorillas)
STR 7 (3 tons) ---- (car, van, truck) ---- (Cyborg; Grizzlies, Gryphons, Rhinoceros, Styracosaurus, Ankylosaurus, Peak for Most Animals) (DCA- Cheetah)
STR 8 (6 tons) ---- (lear jet, subway car) ---- (Elephants, Triceratops, T-Rex)
STR 9 (12 tons) ---- (fighter jet, semi truck) ---- (Spider-Man, The Beast, The Blob)
STR 10 (25 tons) ---- (humpback whale) ---- (Kid Omni-Man) (DCA- Aquaman)

STR 11 (50 tons) ---- (tank, train) ---- (Rogue, The Immortal, Marvel's Ares)
STR 12 (100 tons) ---- (767, cargo jet) ---- (Most Super-Bricks: Colossus, King Kong, Baseline Hulk) (DCA- Humpback Whale, Powerhouse)
STR 13 (200 tons) ---- (747, fishing liner) ---- (DCAU Superman, The Thing, Dragon Man)
STR 14 (400 tons) ---- (drilling rig)
STR 15 (800 tons) ---- (small bridge) ---- (The Juggernaut, DCAU Darkseid, Mary Marvel/CM3, Invincible)

STR 16 (1,600 tons) ---- (destroyer) ---- (Legion Supergirl, The Abomination) (DCA- Wonder Woman)
STR 17 (3,200 tons) ---- (freight train, nuclear sub) ---- (Mon-El, PC Superboy, Omni-Man)
STR 18 (6,000 tons) ---- (cargo freighter- empty) ---- (Thunderstrike, Captain Marvel, Black Adam, Prof. Hulk, She-Ra, Samaritan) (DCA- Grundy)
STR 19 (12,000 tons) ---- (cruiser, loaded freighter) ---- (Thor, Superman, He-Man) (DCA- Black Adam, Superman)
STR 20 (25,000 tons) ---- (ocean liner, large bridge)

SPEED CHART:
2 mph (Normal Human), 4 mph (Speed 1), 8 mph (Speed 2), 16 mph (Speed 3), 30 mph (Speed 4), 60 mph (Speed 5), 120 mph (Speed 6), 250 mph (Speed 7), 500 mph (Speed 8), 1,000 mph (Speed 9), 2,000 mph (Speed 10), 4,000 mph (Speed 11), 8,000 mph (Speed 12), 16,000 mph (Speed 13), 32,000 mph (Speed 14), 64,000 mph (Speed 15), 125,000 mph (Speed 16), 250,000 mph (Speed 17), 500,000 mph (Speed 18), 1,000,000 mph (Speed 19), 2,000,000 mph (Speed 20)

(One Degree): Dazed (single action of own control), Entranced (stunned unless a threat is obvious), Fatigued/Hindered (half-speed), Impaired (-2 penalty), Vulnerable (half-defense)
(Two Degrees): Compelled (single action control), Defenseless (0 defense bonus), Disabled (-5 penalty), Exhausted (impaired/hindered), Immobile (no moving from spot), Prone (-5 close attack/hindered), Restrained (hindered/vulnerable), Stunned (no actions)
(Three Degrees): Asleep (defenseless/stunned/unaware), Controlled (all actions), Incapacitated (defenseless/stunned/unaware), Paralyzed (defenseless/immobile/stunned aside from mental actions), Transformed (altered traits), Unaware (unable to Percieve/Interact)

Attack Bonuses:
+6: Elite Wolves, Cassowaries, Komodo Dragons, Black Rhinos, Dolphins, Most Sharks,
+7: The Yeti, Worm, Jaguars, Dire Wolves, Smaller Bears (Black, Sloth), Terror Birds, Most Snakes (Constrictors & Vipers), White Rhinos, Gorillas, Great White Sharks, Megalodons, Thunderball, Stilt-Man, Bulldozer (Headbutt), Sasquatch
+8: Rusty & Skids, Boom-Boom/Meltdown, Siryn, Most of the Serpent Society (Coachwhip, Rock Python, Puff Adder, etc.), Blockbuster, G.W. Bridge, Grizzly IV, Most Big Cats (Lion, Leopard), Brown & Polar Bears, Haast's Eagles, Elephants, Killer Whales, The Wrecker, Piledriver, Titania, The Absorbing Man, Tony Stark
+9: The Thing, Karma, Rictor, Warpath, Copperhead, Short-Faced Bears, Crocodiles (In Water), Sperm Whale, Mister Hyde, The Gamecock, She-Hulk, James Rhodes,
+10: Harry Osborn, Fancy Dan, Hobgoblins, The Prowler, Sunspot, Cannonball, Asp, Black Mamba, Anaconda, Scalphunter, Harpoon, Arclight, The Wendigo, Sauron, Dragon Man, Zaran & Machete, The Beast, Julia Carpenter, Thor (Hammer), Hercules
+11: U.S. Agent, Vulture, The Lizard, Norman Osborn, Hammerhead, Mac Gargan, Tombstone, Spider-Girl (May), Callisto, Feral, Dani Moonstar, Shatterstar (Swords), Diamonback, King Cobra, Sabretooth (Unarmed), Jessica Drew, Luke Cage, Thor (Unarmed),
+12: The Puma, Kraven the Hunter, Black Cat, Callisto (Knife), Wolfsbane, Domino, Cable, The Punisher, Namor, Ares
+13: Bucky-Cap, Spider-Man, The Kingpin, Carnage, La Tarantula, Shatterstar (Unarmed), Sabretooth (Claws), Black Knight (sword)
+14: Black Widow, Silver Sable, Batroc the Leaper, Swordsman (Sword),
+16: Captain America

Damage:
+1: Kitty Pryde, Emma Frost (unarmed)
+2: Barracudas, Most Humans (200 lbs.)
+3: Black Widow, Iron Fist (standard attack), Rottweiler, Lynx, Eagles, Mandrills, Nighthawk, Night Thrasher (Unarmed)
+4: Daredevil, Mastiff, Wolves, Crossbones
+5: Standard Gun, Captain America, Bullseye (Objects/Adamantium Fists), Daredevil (Club), Hyenas, Eels, Rattlers, Stags, Chimps, Swarm, Red Skull
+6: Agent 13 (Gun), Black Widow (Bite), The Kingpin, Dire Wolf (Bite), Cougars/Leopards, Dolphins, Pythons, Horses, Elk, Orangutans
+7: Punisher, Cable & Domino's Rifles, Vermin, Jaguars, Lioness, Cobras, Gorillas, Spider-Girls, Black Knight (Sword)
+8: Spider-Man (Unarmed/Snare), Captain America (Shield), Wolverine (Claws), Lions, Black Bears, False Killer Whales, Bull Sharks, Anacondas, Terror Birds, Crocs, Moose, Bulls,
+9: Tigers, Brown/Polar Bears, Hammerheads, Colossal Squids, Salties, Irish Elk, Giraffes, Hippos, Black Rhinos, The Shocker, Titania I, Poundcakes
+10: Smilodons, Cave Bears, Great Whites, White Rhinos, Elephants, Killer Whales, Hydro Man, Piledriver's Fists, Texas Twister's Wind, Foxfire & Quagmire's Attacks, Gladiatrix
+11: Jack of Hearts (Blast), War Machine (Blasts), Mr. Hyde, Giant Snakes, Woolly Rhinos, King Kong, Dr. Octopus (Arms), Venom, The Lizard, Electro, Frenzy, Unuscione, Power Princess, Tiger Shark, Rogue, Stegosaurus' Thagomizer
+12: Iron Man (Blasts), Humpbacks, The Scorpion (Tail), Thunderball & Bulldozer's Weapons, Dr. Spectrum's Blasts
+13: Sperm Whales, Indricotherium, Namor, The Thing, Colossus, Ultron, The Mandarin's Area Attacks, T-Rex's Bite
+14: The Wrecker (Crowbar), Magneto's Blasts, Exodus' Blasts, Namor & Tiger Shark (in Water), Ultron's Attacks, Sasquatch, The Mandarin, Loki's Blasts
+15: Zeuglodons, Megalodons, Gilgamesh, Hulk (Baseline), Inertia's Blasts, The Executioner's Axe, Apocalypse
+16: Thor (Unarmed), Hercules, Giant-Man (Maximum Size), The Kraken, Redstone, The Abomination, The Juggernaut, Odin & Zeus (Unarmed), Air-Walker
+17: Hyperion, Ulik the Troll, Red Hulk, Fenris Wolf (Teeth), Red Shift
+18: Thor (Hammer), The Champion of the Universe, Black Bolt's Scream, Odin (Spear), Surtur & Ymir (Area Effects)
+19: King Caesar, Anguirus, Silver Surfer, Firelord, Nova, Stardust
+20: Hulk (maximum rage), Godzilla (Showa), Red Ronin, The Destroyer, Zeus (Thunderbolt), Terrax (Axe)
+21: Red Ronin's Blade, Odin (Blast)
+22: Godzilla (Showa- Breath Weapon), Godzilla (Heisei), The Destroyer (Blast), Morg (Blast)
+23: Jormungand, Morg (Axe)
+24: Godzilla (Heisei- Breath Weapon), Mechagodzilla (Showa- Weapons)
+25: Mechagodzilla (Heisei- Weapons), Space Godzilla (Breath Weapon), Jormungand (Breath)
Jabroniville
Posts: 24807
Joined: Fri Nov 04, 2016 8:05 pm

He-Man & She-Ra Builds, Part One

Post by Jabroniville »

HE-MAN AND THE MASTERS OF THE UNIVERSE:

BEHOLD, the might and glory of the first of the 1980s toy-based franchises!! With Ronald Reagen de-regulating children's cartoons in the 1980s, companies began forging new toons based entirely around advertising their toy-lines. Adults saw this as shameless advertising to innocent children and were mortified, but us kids just ate that crap up with a spoon. He-Man soon made $400 MILLION in sales, and thus it set off a huge amount of imitators. The toy-line is pretty basic as far as such things go- with most of the characters having the exact same body type, and some of its names and concepts are hilariously stupid and childish, but many of the character designs are great, and the series is just plain FUN in a goofy sort of way.

The origins of "He-Man" are pretty much centred around Mattel's CEO Roger Sweet (warning- I got this info from He-Man's Wikipedia page, which was CLEARLY written by Sweet himself), who wanted to produce a line that would mimic the success of Kenner's "Star Wars" line (Sweet had passed on the offer thanks to the huge number offered as an up-front payment, and was presumably still kicking himself in the ass over it)- forging some stuff taken from Conan the Barbarian and Frank Frazetta paintings (the Conan people soon sued over alleged likenesses), he and his creative term created a little universe of steroid-crazed, loincloth-wearing muscle-warriors known as The Masters of the Universe (note: contains no actual masters of universes).

The line set off a storm of imitators, though most strayed from the "Quasi-Fantasy/Sci-Fi Mishmash" and went with other ideas. Hasbro forged G.I. Joe (bringing back an old toy line), The Transformers (from various Japanese toy lines), Jem & The Holograms, and more. Hell, pretty much EVERY 1980s cartoon was trying to sell us SOMETHING- which I'm sure annoyed parents (who had to shell out the money for an endless series of macho boys' toys and frilly girls' toys) and shocked anti-exploitation activists (it was basically a series of 30-minute cartoons), but the kids sure as heck loved it, and even today as grumpy adults we look back fondly on all these stupid things.

Even the WRITERS, most of whom were hired to simply produce said commercials, have pointed out that they still put a lot of work into make these worlds interesting, and often just included their own ideas and stuff to the shows. Christy Marx (main writer/creator of "Jem", currenly writes "Amethyst" and various other DC lady-based books) has pointed out that the writers still worked as hard as they could, and often had a lot of freedom beyond "use these characters". Larry Hama forged a wonderful bunch of quirky personalities with his "G.I. Joe" filecards and comics. J. Michael Straczynski would get his start writing for said shows (and even looks fondly back at some of them), and would go on to become a nerd icon.

The "He-Man" cartoon is a bit of a goofy, cartoony mess. The voice acting is often amateurish (especially for background characters), the villains bumbling, and the animation cheap. A whole swack of episodes revolve around one character (usually a one-shot appearing kid or Teela, the main female character) making some stupid mistake, and then learning the error of their ways by episode's end, when He-Man saves their life from some threat they've brought upon themselves. Many character names are ridiculously stupid, and the concepts inane- which of course is what makes the whole series so damn AMUSING to watch as adults! There's a bit of a disconnect between what was awesome to us as kids and what's awesome as adults (G.I. Joe & Jem are actually superior to the sillier Transformers, which is still much better than the "doesn't hold up at all" ThunderCats)- and "He-Man" fits the "So Bad It's Good" category rather nicely.

There was a remake series in the 2000s that was released to some critical acclaim, but I never REALLY got into it. It sure fixed the voice acting issues, cheap animation (these designs were pretty cool and unique- and Prince Adam actually looks significantly different from He-Man!) and goofy episode problems the original show had, sure- it's much better all-around. But I found every episode to be basically the exact same thing- something happens, the Heroes & Villains meet up, and there's some big dumb brawl between both groups so that every single episode (the ones *I* saw anyways) were just fighting, all the time. And not really GREAT figthing either- this was no "Avatar: The Last Airbender"- it was like the last bit of an eight-man tag team match in wrestling, with aimless brawling all over the place. So in the end, the '80s show's goofiness makes it a much more entertaining thing to watch. I saw a dozen episodes just like this (which soon became THREE-WAY battles after King Hiss got introduced, producing a new party of bad guys) before the show got cancelled fairly early into its run.

SHE-RA: THE PRINCESS OF POWER:

I'm actually much more familiar with She-Ra on a lot of levels, as He-Man was winding down as a big deal by the time I came "of age" to whine to my parents about toys. She-Ra was on TV pretty regularly, and so I saw quite a lot of episodes of it. It's very much like He-Man, but with a few new animation tricks and primarily women as cast members and recurring characters, but I find the show a bit better overall. The concept that the bad guys have already WON and it's a rebellion fighting them is cool, and the episodes tend to "hold up" a lot better than He-Man ones do. In particular, I like that they actually had some RELATIONSHIPS in the show- "He-Man" tended to gloss those over because boys thought girls were gross, but the "She-Ra" writers were able to have people with crushes on each other, people kissing, and at one point, the attempted rape of He-Man by a man-hungry Frosta (guess which one is the GREATEST EPISODE EVER).

There were some other attempts at renewing the franchise as well- a 1990 series called "The New Adventures of He-Man" came out, but I had never even heard of it until I looked up He-Man junk on the internet a few years ago. And I was nine years old and in the peak of my cartoon-watching, too, so it must have been REALLY minor. Being out during the peak of the TMNT franchise couldn't have helped, either.

The Builds:
These builds will represent the '80s stuff more than the 2000s stuff, both because of familiarity issues, and because it's just plain more fun to use Hose-Nose and Castaspella & junk compared to the more serious He-Verse. Though I might add some bits to represent stuff the characters got in the updates.

HE-MAN (Adam, Prince of Eternia)
Role:
The Hero, Clark Kent Hero
PL 12 (188)
STRENGTH
13 STAMINA 9 AGILITY 3
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 4 (+7)
Close Combat (Unarmed) 1 (+11)
Deception 4 (+8)
Expertise (Survival) 2 (+6)
Insight 3 (+7)
Intimidation 3 (+7)
Perception 2 (+6)
Persuasion 3 (+7)
Technology 2 (+5)
Vehicles 4 (+7)

Advantages:
Benefit (Prince of Eternia) 1, Fast Grab, Great Endurance, Improved Critical (Punch) 2, Improved Grapple, Improved Hold, Improved Smash, Improvised Weapon, Power Attack, Takedown, Teamwork, Weapon Break

Powers:
"The Power Sword" (Flaws: Easily Removable) [7]
Strength-Damage +3 (Extras: Penetrating 8) (Flaws: Damage Boost Limited to While Adam) (10) -- (11 points)
AE: Deflect 10 (10)

"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Manly Toughness"
Protection 3 [3]
Power-Lifting 11 (400,000 tons) [11]
Leaping 1 (15 feet) [1]
Speed 4 (30 mph) [4]

"Super-Strength Feats"
"Groundstrike" Damage 10 (Extras: Area- 60ft. Line +2) (Flaws: Limited to Grounded Targets) (20) -- [21]
AE: "Super-Breath" Affliction 10 (Strength; Hindered & Vulnerable/Prone & Stunned) (Extras: Extra Condition, Ranged) (Flaws: Distracting) (20)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Adam With Sword +10 (+6 Damage, DC 21)
He-Man Unarmed +11 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +12, Fortitude +9, Will +11

Complications:
Normal Identity (Prince Adam)- Prince Adam requires the Power Sword to utilize his He-Man form. Without it first transforming him, he is a mere Strength 3, Stamina 4 character with no Powers. He-Man & Adam look identical save for a rocking tan and deeper voice, but people can't tell them apart.
Relationship (Teela)- He probably digs her, but this is a cartoon for boys, so...
Relationship (Battle Cat/Cringer, Man-At-Arms, Ram-Man, etc.)- Adam & He-Man are genial dudes, and so have a lot of good friends.
Motivation (Protect Eternia & Castle Grayskull)- He-Man is the devoted protector of his home planet, and particularly the secrets of Castle Grayskull.
Secret Identity (Prince Adam)- For some reason, Adam feels the need to hide his true identity as He-Man. I mean, both He-Man AND Prince Adam are huge targets, but I guess he feels safter with Skeletor not knowing where he sleeps in one identity, or something...
Enemy (Skeletor)- Skeletor and his minions actively seek the secrets of Castle Greyskull, the death of King Randor & Prince Adam, and total power over Eternia. As such, he is the worst enemy of He-Man.

Total: Abilities: 98 / Skills: 28--14 / Advantages: 13 / Powers: 48 / Defenses: 15 (188)

-As a central character, Adam/He-Man is rather bland. Despite being relatively young, he makes comparatively-few mistakes, and is usually super-smart and amazing and has to save everybody by himself. He gets a bit out of the Clark Kent thing with his Prince Adam persona, who's a bit of a dopey butt-head, but it's all an act to throw Teela off his scent. In this case, it seems to be that there's no REAL REASON for him to have a secret identity, aside from the fact that it's a super-hero cliche and produces some in-show drama. Hell, why hide it from THE CAPTAIN OF THE GUARD or his parents? It's not like he's putting them in danger by having it be known that he's He-Man and they're close to him- he's ALREADY a target thanks to being a Prince, and everyone's lives are in danger ANYWAYS.
-He-Man comes together pretty quickly, since he's a basic super-strong Brick with the slight twist that he's actually really good in combat. His sword doesn't actually do any more damage than his fists do- not that He-Man has EVER actually used the Sword on somebody in the show (I can't think of a single instance where that happened, and in any case, he's so ridiculously strong that I can't imagine it'd do much boosted damage). He's PL 12 on offense, PL 11.5 on defense, which means he's a monster in combat, especially in a universe where most guys are mostly PL 8-9-ish- he can effortlessly defeat almost any Mook, as well as handle Giant Monsters.
-He's got a pretty good bluffing ability to keep people like Teela, etc. in the dark about his identity, and is generally very personable and an "all-around" Skill Guy because he has to do a lot of stuff by himself. He-Man's strength allows him to pick up just about ANYTHING (he can throw things into outer space frequently, once blew up a moon by throwing a rock at it, and has picked up the entirety of Castle Grayskull), and he has a "Groundstrike" feat left in just in case you need to apply some Strength Feats into things as Alt-Effects (at one point, he turns into a Tornado and flies briefly just by SPINNING, and another time he turned sand into glass by rubbing his hands together super-fast)- I'm pretty sure I've seen him use that at least a couple times. It should also be noted that He-Man's more powerful than just about all of his enemies.

BATTLE CAT (Cringer)
Role:
Ridden Warbeast, Fearless Friend, Animal Sidekick
PL 10 (133)
STRENGTH
10 STAMINA 8 AGILITY 4
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+14)
Expertise (Survival) 2 (+2)
Insight 2 (+2)
Intimidation 12 (+12)
Perception 5 (+5)
Stealth 1 (+5)

Advantages:
All-Out Attack, Daze (Intimidation), Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed), Startle

Powers:
"Feline Toughness"
Protection 1 [1]
Power-Lifting 2 (100 tons) [2]
"Cat Agility" Leaping 2 (30 feet) [1]
Speed 5 (60 mph) [5]

"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
"Natural Weapons- Claws & Teeth" Strength-Damage +0 (Extras: Penetrating 8) [8]

"Striped Coat" Enhanced Skills 4: Stealth 4 (+9) (Flaws: Limited to Hideous Neon Nightmares) [1]

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

Offense:
Unarmed +11 (+3 Damage, DC 18)
Adam With Sword +10 (+6 Damage, DC 21)
He-Man Unarmed +11 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10, Fortitude +8, Will +7

Complications:
Normal Identity (Cringer)- Without Prince Adam transforming into He-Man and pointing the Power Sword at Cringer, he is unable to use his superior stats. As a non-powered Tiger, Cringer is Strength 6, Stamina 6, Agility 2, Fighting 2 and has -1 to Presence.
Reputation (Coward)- While Battle Cat is tough and strong-willed, Cringer is emotionally-weak and shudders away from dangerous situations.
Disabled (Animal)- Though able to talk, both Cringer & Battle Cat have paws that make it difficult to manipulate objects.
Relationship (Prince Adam)- The only thing that can draw Cringer into danger is Prince Adam.

Total: Abilities: 52 / Skills: 26--13 / Advantages: 7 / Powers: 48 / Defenses: 13 (133)

-Battle Cat is an odd, but TOTALLY AWESOME, choice for an Animal Mount. Not willing to limit himself to a common horse or rhino or something, He-Man has a giant GREEN TIGER as a pet (which begs the question as to how nobody can tell Adam & He-Man are the same dude- the only two people in the world with green tigers?), wearing a helmet & saddle. Now real-life cats make poor mounts (the arching back of a carnivore isn't nearly as stable as that of a horse or other ungulate), but this fits the sufficiently-future/barbaric nature of the He-Verse quite well. The voice acting on both cats is REALLY bad, especially the growly Battle Cat, but it's good for a laugh.
-Battle Cat is PL 10 and highly-dangerous (but I have no real idea how much he can lift- I assume that since He-Man can pick up stuff while riding Battle Cat, that his ride is also prety strong), though since he has sharp claws and teeth, he can never really be seen DOING anything other than just standing there and breaking down a door or something. Gotta keep the censors happy, of course.

MEKANECK
Role:
The Most Crappily-Powered Guy in History
PL 8 (98)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 2 (+5)
Athletics 4 (+8)
Deception 2 (+3)
Insight 2 (+4)
Intimidation 2 (+3)
Perception 12 (+14)
Stealth 5 (+8)
Technology 2 (+4)
Vehicles 3 (+6)

Advantages:
Equipment (Giant Mace +2, Goggles), Set-Up, Teamwork

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Cybernetic Neck"
Elongation 4 (Flaws: Limited to Neck) [2]
"Headbutt" Strength-Damage +2 [2]

Equipment:
"Giant Mace" Strength-Damage +2 (2)
"Night-Vision Goggles" Senses 3 (Night Vision, Extended Vision 2) (3)

Offense:
Unarmed +10 (+4 Damage, DC 19)
Giant Mace/Headbutt +10 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +5, Fortitude +6, Will +6

Complications:
Reputation (Sucky)- His power is to have a long neck and see far.
Relationship (Phillip, Son)- Mekaneck's son has been held captive by Count Marzo for a significant period of time.

Total: Abilities: 60 / Skills: 34--17 / Advantages: 4 / Powers: 5 / Defenses: 12 (98)

-Probably the easiest character to mock out of the entire Eternian franchise is Mekaneck (called Spy Man in the production phase), whose power is that he has a really long neck. He's a pretty good spy/scout because of his visual perception, but OH MY GOD what a lame design and toy. Of course, even the most lamely-powered character has one more power than Captain America does, ya know? That's probably the secret to making a bad-powered guy cool, though the 2000s series had an episode where Mekaneck was depressed because of his lameness. He only appeared in three episodes of the original series, because he was such a late-coming character (1984), and apparently he got his cybernetic neck because he injured his neck in a storm.
-Despite having a doofy power, Mekaneck is rather good at fighting and has a big-ass mace with which to smash fools' heads in. This makes him PL 8, but quite cheap since his Powers & Advantages sections are a bit light on traits.

BUZZ-OFF
Role:
Flying Spy
PL 8 (103)
STRENGTH
4 STAMINA 5 AGILITY 4
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 2 (+6)
Athletics 2 (+6)
Insight 2 (+4)
Intimidation 2 (+4)
Perception 11 (+13)
Stealth 7 (+11)

Advantages:
Equipment (Goggles), Set-Up, Teamwork

Powers:
Movement 2 (Wall-Crawling 2) [4]
Flight 5 (60 mph) (Flaws: Winged) [5]
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

Equipment:
"Buggy Goggles" Senses 3 (Acute & Extended Scent, Ultra-Vision) (3)

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

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

Complications:
Responsibility (Bee People)

Total: Abilities: 64 / Skills: 26--13 / Advantages: 3 / Powers: 10 / Defenses: 13 (103)

-Buzz-Off is one of the goofy Masters of the Universe, with a silly name that sounds pretty much like an insult- he was created late, and so doesn't show up very often. He's the Team Spy (along with Mekaneck), but doesn't do a whole lot.

SNOUT SPOUT (Jaxton, aka Hose Nose)
Role:
Goofy One-Note Guy
PL 7 (78)
STRENGTH
4 STAMINA 4 AGILITY 3
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 1 (+4)
Athletics 2 (+6)
Expertise (Firefighter) 6 (+8)
Insight 1 (+3)
Intimidation 2 (+4)
Perception 4 (+6)

Advantages:
Equipment (Water Tank), Ranged Attack 3

Powers:
"Elephant Head"
Reach 2 [2]
"Spray Water" Affliction 8 (Strength; Hindered & Vulnerable/Stunned & Prone) (Extras: Ranged, Extra Condition) (Flaws: Limited Degree, Requires Water) (Diminished Range -1) [7]

"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

Offense:
Unarmed +7 (+4 Damage, DC 19)
Spray Water +7 (+8 Ranged Affliction, DC 14)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +6, Will +5

Complications:
Prejudice (Weird-Looking)- He looks like a giant cybrog elephant man in fetish gear. His life is presumably difficult.

Total: Abilities: 46 / Skills: 16--8 / Advantages: 4 / Powers: 10 / Defenses: 10 (78)

-Snout Spout is possibly the DUMBEST design of the entire He-Man line- a shirtless muscular dude with a metallic ELEPHANT HEAD, who sprayed WATER on stuff because he was a firefighter. Initially called "Hose Nose" in the planning stages (he was given that name in his first She-Ra appearance), he came in late and thus only got a few cameo appearances with no characterization. Hilariously, in his debut he just shows up, sprays some of the heroes with water to clean them off, then walks away without a word! He was going to be a deformed guy at first (and live on Eternia), but coming in so late he had to be a She-Ra character, and an unproduced episode was going to have an entire race of "Hosers" (but there's no elephants in Canada!).
-Since he sucks and didn't fight, Snout Spout has weak stats, but he's a solid Firefighter and is still built like an Eternian. At PL 7, he'll never be dominant, but he can probably mow down a Mook or two, and even knock Hordak on his ass at least once.

TEELA
Role:
Sidekick, Damsel In Distress
PL 8 (110)
STRENGTH
2 STAMINA 4 AGILITY 6
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 6 (+12)
Athletics 6 (+8)
Deception 2 (+5)
Expertise (Soldier/Captain of the Guard) 7 (+8)
Insight 1 (+3)
Intimidation 1 (+4)
Perception 3 (+5)
Persuasion 2 (+5)
Technology 2 (+3)
Vehicles 2 (+6)

Advantages:
Agile Feint, Benefit (Captain of the Royal Guard), Equipment (Staff), Improved Critical (Staff), Improved Defense, Improved Disarm, Move-By Action, Ranged Attack 3, Set-Up, Teamwork

Powers:
"Eternian Physiology" Features 1: Maintains a Babealicious Appearance Regardless of Age or Starvation [1]

Offense:
Unarmed +12 (+2 Damage, DC 17)
Staff +12 (+4 Damage, DC 19)
Initiative +6

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

Complications:
Relationship (Man-At-Arms)- Teela is very close to her adopted father, but often rankles under his by-the-book nature and discipline.
Relationship (Prince Adam, He-Man)- Teela is constantly annoyed by Adam's laziness and lack of passion for anything, but she is close with He-Man, whom she does not realize is Adam's alter-ego.
Responsibility (Captain of the Royal Guard)
Enemy (Skeletor & His Villains)

Total: Abilities: 68 / Skills: 32--16 / Advantages: 12 / Powers: 1 / Defenses: 13 (110)

-Teela is a bit of an oddity- a Damsel in Distress who was often the "Token Idiot" of the day on He-Man (doing something foolish or stupid just to prove a point and get captured), but at other times was the more stable and "correct" individual who would teach ANOTHER character a lesson. I was never really "taken" with her design, but then I never went for girls with short hair- she dressed more like a weird mom-like character than the Hot Female Friend- something that they certainly corrected in the 2002 remake, giving her the girliest hair ever and a much cuter face. In both cases, she's a bit of an energetic, wild tomboy, fitting the Fantasy Female archetype most popular amongst male fans of the era.
-Rather famously to children of the '80s, Teela is the daughter of The Sorceress, but never gets to learn this (she's memory-wiped by her mom to save her the pain of the discovery, which I'm not sure is ethical). Her father remains unknown, but is presumed dead, and Man-At-Arms is instead her father. In the 2002 remake, she would have been revealed to be the daughter of Duncan's brother, Fisto. She was also part of the fairly intense final episode produced of "He-Man", in which Skeletor fakes her death in order to break He-Man's spirit and convince him to quit. As villainous dick moves, it's a pretty good one, though Eric Raymond throwing Jerrica Benton's mother's only song recordings in a fire just to be as awful as humanly possible is still way more evil :).
-Teela is a solid PL 8 fighter, doing much less damage than many Eternians, but she's more accurate and sprightly, being much more difficult to hit. This makes her about as high in PL as the common villains & pals of the world, but still somewhat-dependent upon He-Man to get major wins (since the villains fight in groups and are stronger).

RAM MAN
Role:
Team Dumbass
PL 8 (79)
STRENGTH
5 STAMINA 6 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE 0

Skills:
Athletics 5 (+10)
Expertise (Soldier) 3 (+2)
Intimidation 6 (+6)
Vehicles 4 (+4)

Advantages:
Improved Critical (Headbutt) 2, Improved Initiative, Move-By Action, Power Attack, Set-Up

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]
Leaping 2 (30 feet) [2]
"Battering Ram" Strength-Damage +3 (Extras: Penetrating 7) (Flaws: Requires Running Start) [5]

Offense:
Unarmed +8 (+5 Damage, DC 20)
Battering Ram +8 (+8 Damage, DC 23)
Initiative +7

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

Complications:
Reputation (Dumbass)- Ram Man is a bit of a dope, and sometimes his teammates poke fun at him. He's also pretty quick to assess that a situation requires a massive headbutt, whether or not this is accurate.

Total: Abilities: 42 / Skills: 18--9 / Advantages: 6 / Powers: 8 / Defenses: 14 (79)

-Ram Man is the stupid guy on the team (borderline mentally retarded sometimes, in fact), and is generally a big lummox who will charge first and ask questions later (a kiddified version of the mini-comic version that debuted first, which made him an aggressive guy always looking for a fight). He's remarkably strong, and hits among the hardest out of the non-He-Man heroes of their group, but he's a bit inaccurate and stupid, which makes him among the cheapest heroes on points. I mean, the guy had VERY FEW skills beyond charging ahead and ramming things with his head.

ADMIRAL SCURVY
Role:
Evil Pirate
PL 9 (116)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 6
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+6)
Deception 4 (+7)
Expertise (Piracy) 9 (+11)
Insight 2 (+4)
Intimidation 3 (+6)
Perception 4 (+6)
Stealth 2 (+6)
Technology 4 (+6)
Vehicles 2 (+8)

Advantages:
Benefit 2 (Pirate Leader), Improved Critical (Eye Laser), Ranged Attack 4

Powers:
"Eye-Patch Laser" Blast 7 [14]

Offense:
Unarmed +10 (+2 Damage, DC 17)
Eye Laser +11 (+7 Ranged Damage, DC 22)
Initiative +6

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

Complications:
Motivation (EEEEEEEEEVIL!!)- Like most members of the Horde, Admiral Scurvy is a huge douchebag who just wants to hurt people.

Total: Abilities: 66 / Skills: 34--17 / Advantages: 7 / Powers: 14 / Defenses: 12 (116)

-Admiral Scurvy is a minor villain in "She-Ra", who was a nasty little bastard who fought the Sky King while looking like Mick Jagger in an eyepatch. He shot energy beams from his eye (and was a rather good shot), and was one of the uglier villains (and noticeably gaunt compared to the lot of them- he lacks the usual Feature for the Etherian Physique).

MAN-AT-ARMS (Duncan)
Role:
Sidekick, Science Guy
PL 8 (134)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 1 (+5)
Athletics 4 (+6)
Deception 1 (+4)
Expertise (Soldier) 3 (+10)
Expertise (Science) 9 (+16)
Insight 3 (+7)
Investigation 2 (+6)
Perception 2 (+6)
Stealth 1 (+5)
Technology 8 (+15)
Vehicles 4 (+8)

Advantages:
Beginner's Luck, Equipment (Science Gear), Improved Aim, Inventor, Jack-of-All-Trades, Ranged Attack 6

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Man-At-Arms Gear" (Flaws: Removable) [16]
"Wrist Blasters" Blast 6 (Extras: Multiattack) (18)
Protection 2 (2)
-- (20 points)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Blasters +10 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+6 Gear), Fortitude +5, Will +8

Complications:
Relationship (Teela)- Duncan is close with his adopted daughter (the Captain of the Guard), but finds her adventurousness and disobedience alarming at times.
Relationship (Prince Adam, He-Man)- Duncan is one of the few people privy to the secret that Adam is He-Man.
Responsibility (The Royal Family)
Enemy (Skeletor & His Villains)

Total: Abilities: 76 / Skills: 38--19 / Advantages: 11 / Powers: 17 / Defenses: 11 (134)

-Man-At-Arms was kind of a weird and unusual character in "He-Man"- he was a wise mentory-type, except He-Man was so moral that he didn't NEED a mentor, and thus he was just kind of some boring older dude with a funny moustache (though it was the '80s- everyone had those. My dad had one for YEARS) who lectured idiots like Teela & Orko about things. He was also the token Inventor-guy, but wasn't just an old scientist like most shows usually have in that role. So altogether he's kind of both an original idea and totally boring at the same time. He appears in pretty much every episode of the original Filmation series as one of the key characters (one of the few who know Adam is He-Man, though for the life of me I can never figure out why they didn't just tell TEELA- I mean, was she gonna betray them or something?).
-Man-At-Arms is a PL 8 fighter like the others, wielding a suit with some Wrist-Blasters. But his main attribute is his intelligence- he's the local inventor, and is frequently in his lab messing around with stuff. As such, he's a bit of a jack of all trades, capable in the lab as well as the battlefield (though still about as good as your average Skeletor Minion or hero.

FISTO
Role:
Funny Weapon Guy
PL 8 (94)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 1

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

Advantages:
Improved Critical (Fist), Ranged Attack 3

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]
"Giant Fist" Strength-Damage +2 [2]

Offense:
Unarmed +11 (+3 Damage, DC 18)
Giant Fist +11 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +4, Fortitude +5, Will +6

Complications:
Responsibility (Outdoorsman)- Fisto prefers the outdoors to the civilized world.
Enemy (Skeletor & His Villains)

Total: Abilities: 62 / Skills: 28--14 / Advantages: 4 / Powers: 3 / Defenses: 11 (94)

-Fisto has one of the goofier (and more pornographic) names in the entire He-Mythos, featuring in 4 episodes of the cartoon. He's a gruff outdoorsman who doesn't do a whole lot. He gets a LOT more focus in the 2002 series, being portrayed as Man-At-Arms' estranged brother after deserting in a prior war. There's also the little fact that the writers were going to reveal him to be the Sorceress' knocker-upperer, and thus the father of Teela herself (making Duncan a blood relation to Teela anyways). In the latter series, he's likely a PL 9 fighter, but he's a pretty simplistic PL 8 cheap guy in the Filmation run- being a standard background hero.

SH'GORA
Role:
Demon From Beyond, Summoning-Gone-Wrong
PL 13 (250)
STRENGTH
14 STAMINA 13 AGILITY 2
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 3 PRESENCE 3

Skills:
Deception 4 (+7)
Expertise (History) 3 (+8)
Expertise (Magic) 12 (+17)
Intimidation 8 (+11, +13 Size)
Perception 3 (+6)

Advantages:
Beginner's Luck, Close Attack, Power Attack, Ranged Attack 6, Ritualist

Powers:
"Immortal Demon"
Immunity 11 (Aging, Life Support) [11]
Movement 1 (Slithering) [2]
Extra Limbs 4 [4]

Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [11]

"Demonic Sorcery"
Summon Bat Minion 4 (Extras: Active, Horde, 8 Minions +6) [40]

"Transform to Monster" Affliction 10 (Fort; Entranced & Fatigued/Stunned & Compelled/Transformed to Monster & Controlled) (Extras: Ranged, Extra Condition, Sustained +2) (50) -- [52]
AE: "Return to Home Dimension" Movement 1 (Dimensional Travel) (Extras: Portal +2) (4)
AE: "Power Drain" Affliction 12 (Fort; Impaired & Fatigued/Exhausted & Disabled/Transformed to Powerless) (Extras: Ranged, Extra Condition, Progressive +2) (50)

Offense:
Unarmed +11 (+14 Damage, DC 29)
Transform to Monster +10 (+10 Ranged Affliction, DC 20)
Power Drain +10 (+12 Ranged Affliction, DC 22)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +13, Fortitude +13, Will +8

Complications:
Motivation (Ruling Eternia)- Sh'Gora wishes to place Eternia in his home dimension and rule it as a God-King.
Weakness (Returning to Home Dimension)- Sh'Gora is normally trapped there, and can be forcibly sent back.

Total: Abilities: 87 / Skills: 30--15 / Advantages: 10 / Powers: 120 / Defenses: 17 (250)

-So HalloweenJack, a Lurker/Friend From Another Message Board/all-around above-average sort of fellow, requested this He-Man character- a demon named Sh'Gora, who appeared in an episode that actually featured HE-MAN saving SKELETOR. See, Skeletor summoned a demon to aid him in killing He-Man, but wouldn't ya know it- extra-dimensional entities are often just perfectly willing to cause mayhem for the hell of it, and so the demon beats the hell out of Skeletor and his Minions (leaving only Whiplash to escape), and makes an attempt at controlling all of Eternia. The episode was written by Paul Dini of "Batman: The Animated Series" fame, and oddly DOESN'T feature girls in magician outfits! Of course, his episode "The Shaping Staff" DID (it was Evil-Lyn in disguise)- I'd make more fun, but you all know that if I was writing comics, every issue would somehow feature either a giantess or a girl with a big butt, so I can't judge. I always loved "Heroes & Villains Team Up" stories, since you naturally cheered for the villains a lot of the time ANYWAYS (they're more interesting, flawed characters!), and this time let you see them actually SUCCEED. The Transformers had one of the better stories like that, with their Red Plague Of Hate episodes.
-Sh'Gora is a big, sluggish Demon dude with much more vast powers than anyone else in the Filmation-verse, as he could Transform People or just Summon Minions to fight for him. He was in the process of casting a spell that could transport ALL OF ETERNIA into his Dimension, which I'm guessing is the Ritualist Advantage at work, because HOLY HELL would that take a lot of ranks of the Portal Extra.

HORDE TROOPERS
Role:
Robo-Mooks
PL 5 (51)
STRENGTH
3 STAMINA -- AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Expertise (Soldiers) 3 (+2)
Intimidation 5 (+4)
Technology 2 (+1)
Vehicles 4 (+4)

Advantages:
Equipment 3 (Stun Blaster), Ranged Attack 4

Powers:
"Robot Trooper" Immunity 30 (Fortitude Effects) [30]
"Metal Shell" Protection 4 [4]

Equipment:
"Stun Blaster" Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (12)

Offense:
Unarmed +4 (+3 Damage, DC 18)
Stun Blaster +4 (+6 Ranged Damage, DC 21)
Initiative +1

Defenses:
Dodge +3 (DC 13), Parry +4 (DC 14), Toughness +4, Fortitude --, Will +0

Total: Abilities: 0 / Skills: 14--7 / Advantages: 7 / Powers: 34 / Defenses: 3 (51)

-The Horde came later in the life of "He-Man", and took a bigger role in "She-Ra", where it became the central point of the show. They're a galaxy-spanning army under the command of Horde Prime (whose hand is the only part of him that's ever seen), and Hordak, the main villain of "She-Ra", is the commander on the Etherian army. Their Troopers are occasionally implied to be human, but more often they're just robots, able to be squashed, impaled, broken apart or rusted with impunity. As Mooks they're not ENTIRELY bad (their Stun Beams can even drop She-Ra after a point), but they suffer the usual problems- lack of accuracy, Minion Rules (one failed Toughness Save and they're done- and Toughness 4 isn't much for a Robot), and general stupidity, meaning they're cheap PL 5 Mooks.

MANTENNA
Role:
Butt-Monkey Villain, Blaster
PL 8 (80)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Athletics 4 (+6)
Deception 4 (+3)
Expertise (Soldier) 4 (+4)
Intimidation 4 (+3)
Perception 2 (+2)
Stealth 1 (+5)
Vehicles 1 (+5)

Advantages:
Improved Aim, Improved Critical (Stun Beam), Ranged Attack 4

Powers:
"Four Legs" Features 1: +2 to Resist Trips & Falling [1]
"Eye Beams" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) [16]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Eye Beams +8 (+8 Ranged Affliction, DC 18)
Initiative +4

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

Total: Abilities: 36 / Skills: 20--10 / Advantages: 6 / Powers: 17 / Defenses: 11 (80)

-Mantenna is one of the most-recurring villainous characters in "She-Ra", since he was one of the most stand-out design of the Evil Horde's villains. With four legs and a weird red face, and eyes on stalks, he's also one of the few male villains who isn't built like Brock Lesnar. He also has a REALLY ANNOYING VOICE (a suttering, nasal, high-pitched rasp), though that's par for the course in this series, as Filmation often just used it's own creative staff to voice characters (he's not even the worst on his team- that award goes to Catra). In the mini-comics, he has two additional sorts of Eye Beams- a Freeze Ray (Vulnerable/Defenseless/Paralyzed) and a Gravity Distortion Beam (uhhhh... Move Object, maybe?).

LEECH
Role:
Dumb Mook, Energy Drainer
PL 8 (87)
STRENGTH
6 STAMINA 5 AGILITY 3
FIGHTING 8 DEXTERITY 3
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Athletics 2 (+7)
Intimidation 6 (+6)
Perception 1 (+0)
Stealth 1 (+4)
Technology 2 (+1)
Vehicles 2 (+5)

Advantages:
Fast Grab, Improved Hold, Improved Critical (Leeching Hands), Startle, Ranged Attack 4

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Semi-Aquatic Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 1 (Drowning) [1]
Swimming 2 [2]

"Leeching Hands" Affliction 10 (Fort; Fatigued/Exhausted/Asleep) (Inaccurate -1) [9]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Leeching Hands +6 (+10 Affliction, DC 20)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5, Fortitude +6, Will +4

Complications:
Motivation (EEEEEEEEEVIL!!)- All of He-Man's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 46 / Skills: 14--7 / Advantages: 8 / Powers: 15 / Defenses: 11 (87)

-Leech is another very common "She-Ra" foe, and his entire schtick was to basically sneak up behind people and stick his giant sucker-hands onto their temples, thus draining them of energy and knocking them out. He was remarkably powerful in that it only ever took a few seconds to drop someone, but he ONLY hit it from behind (probably due to stock animation), so it's not the most accurate attack. Aside from that, he's an aquatic variant of the same Generic Villain Template they always use- big, ugly and stupid. His toy was a bit odd-looking, with a giant sucker-mouth and flat hands that could work like suction cups, so long as you moistened them first.

BEAST MAN
Role:
Dumb Mook, Animal Controller, Right-Hand Man
PL 9 (116)
STRENGTH
10 STAMINA 9 AGILITY 3
FIGHTING 8 DEXTERITY 3
INTELLIGENCE -2 AWARENESS -1 PRESENCE -1

Skills:
Athletics 2 (+12)
Expertise (Survival) 8 (+7)
Intimidation 10 (+9)
Perception 2 (+1)
Stealth 2 (+5)
Vehicles 2 (+5)

Advantages:
Fast Grab, Improved Hold, Improved Critical (Unarmed), Power Attack, Startle, Ranged Attack 4

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]
"Animal Control" Affliction 6 (Will; Entranced/Compelled/Controlled) (Extras: Area- 250ft. Burst +4) (Flaws: Limited to Animals) [24]

Offense:
Unarmed +8 (+10 Damage, DC 25)
Animal Control +6 Area (+6 Affliction, DC 21)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +9, Fortitude +10, Will +4

Complications:
Motivation (EEEEEEEEEVIL!!)- All of He-Man's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.
Responsibility (Butt-Monkey)- Skeletor relishes in abusing Beast Man, and the latter at first rankles under such treatment, but comes to appreciate it as "home".

Total: Abilities: 58 / Skills: 26--13 / Advantages: 9 / Powers: 25 / Defenses: 11 (116)

-Beast Man is one of the oldest and most-iconic concepts in the "He-Man" line- he's in the original seven characters, and even managed to stick around as a major character when the new toys came along to push. Poor schmucks like Stratos, Mer-Man & Tri-Klops were not so lucky, but Beast Man was in almost ALL the episodes, it seemed, as Skeletor's top flunky and favourite minion to pick on. He & Trap-Jaw were basically the "Go-To" guys for generic episodes & schemes, and both frequently insulted the other, and took turns screwing up the missions due to being idiots. Initially he was going to be an Earthman who arrived on Eternia with Queen Marlena, but the Filmation writers changed it to make him an animal-controlling savage.
-Beast Man is much more powerful than most He-Man Mooks, particularly in raw strength- at one point, he EASILY kicks down a giant door blocking access to a Macguffin Gem with a single boot! He has the ability to Control Animals, but it's not often seen- generally speaking, he'll just tromp in with Trap-Jaw, and throw some punches before getting tossed away by He-Man.

GRIZZLOR
Role:
Dumb Mook
PL 8 (85)
STRENGTH
8 STAMINA 8 AGILITY 3
FIGHTING 8 DEXTERITY 3
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Athletics 2 (+10)
Expertise (Survival) 5 (+4)
Intimidation 8 (+7)
Perception 2 (+1)
Stealth 1 (+4)
Vehicles 2 (+5)

Advantages:
Fast Grab, Improved Hold, Improved Critical (Unarmed), Power Attack, Startle, Ranged Attack 4

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]
"Fuzzy" Immunity 1 (Cold) [1]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Initiative +3

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

Complications:
Motivation (EEEEEEEEEVIL!!)- All of He-Man's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.
Reputation (Bungler)- Grizzlor is a moron, and everyone knows it.

Total: Abilities: 54 / Skills: 20--10 / Advantages: 9 / Powers: 2 / Defenses: 10 (85)

-Grizzlor fills the same niche as Beast Man does, but for the "She-Ra" line- a bungling, fuzzy villain who generally gets fooled into doing stupid things. However, he gets far less focus than Beast Man (no signature episodes, for example), and doesn't get a lot of characterization. Though the initial mini-comics established him as either a fearsome warrior or an alien, little explanation appears for him on Etheria. I think he's most notable for his toy, which is just a giant ball of fuzz that reminds me of 1970s pornography for some reason...

TRAP JAW
Role:
Dumb Mook
PL 9 (109)
STRENGTH
7 STAMINA 7 AGILITY 4
FIGHTING 8 DEXTERITY 3
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Athletics 2 (+10)
Expertise (Survival) 5 (+4)
Intimidation 8 (+7)
Perception 2 (+1)
Stealth 1 (+4)
Technology 4 (+3)
Vehicles 2 (+5)

Advantages:
Close Attack, Fast Grab, Improved Hold, Improved Critical (Arm Weapons), Power Attack, Startle, Ranged Attack 6

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Multi-Changing Arm" (Flaws: Removable) [23]
"Freeze Ray" Affliction 7 (Fort; Hindered & Vulnerable/Defenseless & Immobile/Paralyzed) (Extras: Ranged, Extra Condition) (21) -- (28 points)
AE: "Hook/Claw" Strength-Damage +1 (1)
AE: "Lasertron/Energy Bow" Blast 7 (14)
AE: "Shrink Ray" Shrinking 8 (Extras: Affects Others Only +0, Ranged) (Flaws: Limited to 5 Uses) (16)
AE: "Pile-Driver" Strength-Damage +2 (Extras: Multiattack 9) (Flaws: Distracting) (9)
AE: "Dropper/Fire Extinguisher" Features 2: Acts as a Equipment (1)
AE: "Flamethrower" Damage 7 (Extras: 30ft. Cone +1/2) (10.5)
AE: "Rocket" Flight 6 (120 mph) (12)

Offense:
Unarmed +8 (+7 Damage, DC 22)
Hook/Claw +8 (+8 Damage, DC 23)
Pile-Driver +8 (+9 Damage, DC 24)
Lasers +9 (+7 Ranged Damage, DC 22)
Freeze Ray +9 (+7 Ranged Affliction, DC 17)
Flamethrower +7 Area (+7 Damage, DC 22)
Shrink Ray +9 (+8 Ranged Size-Shifting, DC 18)
Initiative +4

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

Complications:
Motivation (EEEEEEEEEVIL!!)- All of He-Man's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.
Reputation (Bungler)- Trap Jaw is a moron, and everyone knows it.

Total: Abilities: 52 / Skills: 24--12 / Advantages: 12 / Powers: 24 / Defenses: 9 (109)

-One of the very first He-Man toys released, Trap Jaw is an iconic villain of the show and appeared constantly throughout, alongside Beast Man (who was still a bigger name). Based partially off of Jaws from the Bond film "Moonraker", he's a green cyborg with a multi-changing arm as part of his schtick- in the show, he would frequently change the form of his arm and do a new trick (something mimicked for Hordak on "She-Ra"). Even the 2002 update pretty much kept him in the same role- a cybernetic bungler who can't get anything right.

BOW
Role:
Wannabe Errol Flynn, The Archer
PL 8 (138)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 6 (+11)
Athletics 8 (+11)
Deception 4 (+6)
Expertise (Survival) 4 (+6)
Expertise (History) 3 (+4)
Expertise (Music) 3 (+5)
Insight 3 (+5)
Investigation 3 (+5)
Perception 4 (+6)
Persuasion 2 (+4)
Ranged Combat (Bow) 2 (+12)
Stealth 2 (+7)
Technology 3 (+4)
Vehicles 1 (+6)

Advantages:
Accurate Attack, Defensive Attack, Evasion, Improved Aim, Improved Critical (Bow) 2, Improved Disarm, Improved Smash, Minion 4 (Horse- Arrow), Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 5, Set-Up, Teamwork

Powers:
"Etherian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Trick Bow & Arrow" (Flaws: Easily Removable) [14]
"Flash Arrow" Dazzle Visuals 6 (Extras: Area- Visual Perception) (18) -- (22 points)
AE: "Glue Arrow" Snare 6 (Inaccurate -1) (17)
AE: "Standard Arrow" Blast 4 (8)
AE: "Smoke Arrow" Concealment 2 (Visuals) (Extras: Area- 15ft. Cloud, Attack, Ranged) (10)
AE: "Oil Arrow" Affliction 8 (Athletics; Hindered & Immobile/Defenseless & Prone) (Extras: Area- 30ft. Burst, Ranged, Extra Condition) (Flaws: Limited Degree, Instant Recovery) (16)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Glue Arrow +10 (+6 Ranged Affliction, DC 16)
Arrows +12 (+4 Ranged Damage, DC 19)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4, Fortitude +6, Will +7

Complications:
Motivation (Freeing Etheria From The Horde)- Bow is one of the key members of The Great Rebellion.
Reputation (Impulsive & Proud)- Like a lot of allies of the main heroes, Bow is quick to leap into action, and often quite proud and aggressive. This makes him a frequent captive of The Horde.

Total: Abilities: 64 / Skills: 48--24 / Advantages: 21 / Powers: 15 / Defenses: 14 (138)

-Bow was the only major recurring male member of The Great Rebellion in "She-Ra", and has the embarassment of wearing what is quite possibly the most clearly Gay Pride-themed outfit in either the He-Man or She-Ra franchises (and that includes Adam's pink shirt). I mean, that 'stache with the heart-centred chestpiece and the bare belly? Dude had CONFIDENCE hitting on girls in THAT get-up. Bow was in the "Teela" role as the Opposite-Gendered Ally that often got captured, but there was surprisingly-little romance considering this was a "Girls' Show" that would be more likely to feature such things compared to the chest-beating He-Man franchise. Instead, he was more of a cocky showman and general flirt, often sending out light remarks at She-Ra, though as a kid I always assumed he was with Glimmer for some reason.
-Bow is a solid fighter and a great hand to the Rebellion (with a solid handful of Trick Arrows that can Dazzle, Trip or Obscure Vision, as well as Snare or Blast), despite being in the unenviable role of constantly being endangered by Horde fighters. At PL 8, he's good enough to equal many of the Horde's goons, but not enough that a ton of PL 5 fighters won't overwhelm him- he can't even stop a rampaging Bull-like creature by himself and needed She-Ra's help. It's pretty easy to make fun of a fighter who is constantly needing to be rescued by a girl, but really, Bow's just a case of a guy who's out of his league, and it's a bit respectable that he doesn't let it always get him down. Plus, She-Ra has like a billion powers.

OCTAVIA
Role:
Rarely-Seen Henchwoman
PL 9 (110)
STRENGTH
5 STAMINA 6 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Athletics 4 (+10)
Deception 3 (+2)
Expertise (Military) 4 (+4)
Intimidation 6 (+5)
Perception 3 (+3)
Ranged Combat (Thrown Weapons) 2 (+10)
Technology 3 (+3)
Vehicles 1 (+5)

Advantages:
Benefit (Ambidexterity), Equipment 7 (Arsenal), Fast Grab, Improved Disarm, Improved Hold, Startle, Ranged Attack 4

Powers:
"Etherian Physiology" Features 1: Maintains a Babealicious Physique Regardless of Age or Starvation [1]

"Semi-Aquatic"
Immunity 1 (Drowning) [1]
Movement 1 (Environmental Adaptation- Aquatic) [2]

"Four Tentacles"
Extra Limbs 4 [4]
Strength-Damage +0 (Feats: Reach 2) [2]
Strength-Damage +0 (Extras: Multiattack 7) (Flaws: Requires Swords) [4]

Equipment:
"Paired Freeze Beams" Affliction 10 (Strength; Vulnerable & Hindered/Defenseless & Immobile/Paralyzed) (Feats: Split) (Extras: Ranged, Extra Condition) (31) -- (34)
AE: "Four Swords" Strength-Damage +2 (Feats: Split 2) (4)
AE: "Throwing Star" Blast 5 (10)
AE: "Rope" Snare 7 (21)

Offense:
Unarmed +10 (+5 Damage, DC 20)
Swords +10 (+7 Damage, DC 22)
Freeze Beams +8 (+10 Ranged Affliction, DC 20)
Throwing Star +8 (+5 Ranged Damage, DC 20)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6, Fortitude +7, Will +4

Complications:
Motivation (EEEEEEEEEVIL!!)- All of She-Ra's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 56 / Skills: 26--13 / Advantages: 16 / Powers: 14 / Defenses: 11 (110)

-Octavia was ludicrously-competent in her first She-Ra episode, handling The Sea Hawk fairly handily, and dropping Swift Wind like a bad habit via her paired Freeze Weapons (he got frozen in a block of ice, and was slow to recover even once She-Ra rescued him). It was only once she tangled with She-Ra herself that she got hammered- She-Ra pretty much effortlessly beat her, tying her up in her own rope via a Spinning trick once she grabbed the thing, breaking ALL FOUR OF HER SWORDS at once with one swing, and then throwing her hundreds of metres away into the ocean. Part of the issue with these shows was that all the villains tended to look like idiots against the hyper-competent heroes, with the enemies only getting to beat on Sidekicks.
-Having four tentacles like a chick Doctor Octopus (I'm trying to forget that Marvel ACTUALLY CREATED ONE), Octavia is a more-advanced villain at PL 9 because she was shown to use them very well, Disarming the Sea Hawk handily with her Throwing Star (which was HUGE), grappling him handily, and throwing out various attacks (hitting a Freeze Snare on a Flying Horse is rather difficult). Even so, she's well underneath the PL 12 the main heroes hit.

ENTRAPTA
Role:
Rarely-Seen Henchwoman
PL 8 (111)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+6)
Close Combat (Hair Whips) 2 (+10)
Deception 3 (+5)
Expertise (Military) 2 (+6)
Expertise (Science) 6 (+10)
Intimidation 2 (+4)
Perception 2 (+4)
Technology 8 (+12)
Vehicles 1 (+5)

Advantages:
Benefit (Ambidexterity), Fast Grab, Inventor, Improved Disarm, Ranged Attack 4

Powers:
"Etherian Physiology" Features 1: Maintains a Babealicious Physique Regardless of Age or Starvation [1]

"Prehensile Hair"
"Living Tendrils" Extra Limbs 2 [2]

"Hair Snare" Snare 7 (Flaws: Limited to Two Targets) (14) -- [15]
AE: "Hair Whips" Strength-Damage +2 (Feats: Reach 2) (4)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Hair Whips +10 (+4 Damage, DC 19)
Hair Snare +8 (+7 Ranged Affliction, DC 17)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +4

Complications:
Motivation (EEEEEEEEEVIL!!)- All of She-Ra's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 58 / Skills: 30--15 / Advantages: 8 / Powers: 18 / Defenses: 12 (111)

-Entrapta is one of the least-seen of the Horde's henchpeople, and has the Medusa-like ability of Prehensile Hair, in addition to a role as The Horde's resident Inventor/Tech Genius. This makes her a bit more expensive than other, stronger fighters.

TWO-BAD (Baddrah & Tuvar)
Role:
Dumb Mook
PL 8 (81)
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 10 DEXTERITY 3
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Athletics 4 (+10)
Deception 3 (+2)
Intimidation 5 (+4)
Perception 3 (+21)
Technology 2 (+1)
Vehicles 1 (+4)

Advantages:
Fast Grab, Improved Hold, Improved Critical (Unarmed), Power Attack, Startle, Ranged Attack 4

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Two Heads" Senses 1 (Radius Sight) [1]

Offense:
Unarmed +10 (+6 Damage, DC 22)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +6, Fortitude +7, Will +4

Complications:
Motivation (EEEEEEEEEVIL!!)- All of He-Man's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.
Quirk (Argumentative)- Two-Bad's two heads have entirely different personalities, and they constantly argue with each other. This makes Two-Bad very easy to distract.

Total: Abilities: 50 / Skills: 18--9 / Advantages: 9 / Powers: 2 / Defenses: 11 (81)

-Two-Bad is one of the cooler designs in the He-Man franchise (the general rule was that all characters be totally symmetrical to aide in the animated work- only Trap-Jaw & Two-Bad really subvert this early on), in that he's two distinct personalities attached to one body- a two-headed monster-man. He was initially going to have a good half and a bad half, but since the franchise insisted on toys being sold aligned to one side or the other, they had to just make him a villain. His initial "Evil Strategist" concept was also switched, turning him into a comic relief character who constantly argued with himself. He was limited to mostly cameos in the cartoon series, as he was a late induction, and he was all-out comedy, actually beating himself up while supposed to be on guard duty.
-In the 2002 series, Two-Bad is initially shown as two different bounty hunters who were forcibly combined by Skeletor after they failed to capture He-Man. Baddrah (the purple one) was a wiser one and more outdoorsy (Awareness 2, Survival Skill), and Tuvar (the blue one) was smarter and more technophilic (Intelligence 2, Technology & Science Skills). Apart from his debut episode, he was limited to cameos. In any case, Two-Bad is more or less your typical Evil Warrior Mook, a PL 8 who is short on smarts, but pretty decent in a fight- yet still no match for He-Man himself. Typically I give two-headed characters (you know I've been statting guys for a while when I have done a two-headed character multiple times) heightened Perception, but Two-Bad's particular personality quirk actually made him THE WORST of his allies at guard duty, so I can't justify it here.

QUEEN ANGELLA
Role:
The Leader of the Rebellion, MILF
PL 7 (113)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 4 PRESENCE 4

Skills:
Aerobatics 5 (+10)
Athletics 4 (+6)
Expertise (Ruler of Brightmoon) 6 (+8)
Insight 2 (+6)
Perception 2 (+6)
Persuasion 3 (+7)

Advantages:
Benefit 3 (Queen of Brightmoon), Ranged Attack 4

Powers:
"Etherian Physiology" Features 1: Maintains a Babealicious Physique Regardless of Age or Starvation [1]
Flight 5 (60 mph) (Flaws: Winged) [5]
"Evil Detection" Senses 1 (Danger Sense) [1]
"Magic" Healing 6 [12]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +7

Complications:
Motivation (Freeing Etheria)- As the Queen of Etheria, Angella is the rightful ruler, and seeks to depose the invading Horde forces that have taken her world by force.
Relationship (King Micah)- Angella's husband was captured by the Horde years ago, and left to fight them even after his escape. She misses her husband dearly, but still sees him occasionally.
Relationship (Glimmer)- Glimmer is the impetuous, flighty daughter of Queen Angella. Glimmer's unique personality brings her mother all sorts of worry.

Total: Abilities: 64 / Skills: 22--11 / Advantages: 7 / Powers: 19 / Defenses: 12 (113)

-Queen Angella is generall a non-combatant, but rules at Castle Brightmoon as the government-in-exile of all Etheria. She was rescued in a funny afterthought sequence of the opening five-parter, as they succeed against Horak & Skeletor, and then all of a sudden Glimmer's like "oh yah BTW my mom is entrapped by an evil Harpy" and they go on a rescue mission like a side-story. Angella was kind of... useless, altogether, never really accomplishing anything or doing much fighting (at one point she fights the Harpy Queen with She-Ra's sword, but the hero soon steps in to help), though I guess her roles are more government-themed and organization-based. And I have to say, considering she looks to have EXACTLY the same face as her adult daughter, she ages pretty nicely. I have no idea why she's the only person around to have wings, aside from the designers wanting a winged toy to sell to little girls.

THE ROCK PEOPLE (Stonedar, Rokkon & Granita)
Role:
Pacifist Explorers
PL 9 (123)
STRENGTH
9 STAMINA -- AGILITY 1
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Close Attack (Unarmed) 2 (+9)
Expertise (Space Explorers) 5 (+7)
Perception 3 (+6)

Advantages:
None

Powers:
"Alien Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]
"Meteor Form" Flight 8 (500 mph) [16]
Movement 2 (Space Travel 2) [4]
"Rock Physiology" Immunity 30 (Fortitude Effects) [30]
"Rock Skin" Protection 10 (Extras: Impervious 11) [21]

Offense:
Unarmed +9 (+9 Damage, DC 24)
Initiative +1

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

Complications:
Motivation (Finding a New Home)- The Rock People are exploring other planets as possible new homes for their people, as the planet of Geolon is doomed.
Responsibility (Pacifism)- The Rock People are utter pacifists, and will not engage in brawling- they even distrust the Rebellion for fighting The Horde. They will only commit acts of violence to save themselves and their close friends, and only THEN under extreme duress.

Total: Abilities: 38 / Skills: 10--5 / Advantages: 0 / Powers: 72 / Defenses: 8 (123)

-The Rock People were basically Mattel's attempt to replicate the success of The Transformers, by adding little Meteors that transformed into rock-men. They appeared on "She-Ra" as pacifistic explorers looking for a new place to settle, as their homeworld was doomed to extinction because of a dying sun. They of course got attacked by The Horde, who grabbed Rokkon, leading to Stonedar & Granita rescuing him alongside She-Ra & Company. Despite refusing to fight, they were forced to defend themselves using as little violence as possible (Stonedar went into Meteor Form and one-shotted Hordak, then APOLOGIZED for it!). It was a neat little bit explaining pacifism in a way that didn't make them look like complete idiots (ie. they WOULD STILL FIGHT BACK, but only under duress).

SHE-RA (Princess Adora- He-Man's Twin Sister)
Role:
The Hero, Clark Kent Hero
PL 12 (193)
STRENGTH
12 STAMINA 9 AGILITY 6
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 5 (+13)
Deception 5 (+9, +11 Attractive)
Expertise (Soldier) 5 (+8)
Insight 4 (+8)
Intimidation 1 (+5)
Investigation 3 (+7)
Perception 4 (+8)
Persuasion 4 (+8, +10 Attractive)
Stealth 6 (+12)
Vehicles 7 (+10)

Advantages:
Accurate Attack, Agile Feint, Animal Empathy, Attractive, Close Attack, Defensive Attack, Fearless, Improved Critical (Unarmed), Improved Disarm, Great Endurance, Inspire, Leadership, Power Attack, Ranged Attack 8, Set-Up, Teamwork

Powers:
"The Sword of Protection" (Flaws: Easily Removable) [13]
"Sword to _______!" Variable 3 (Technological & Tool-Based Powers) (21 points)
Sample Powers:
"Sword to Boomerang!" Strength-Damage +0 (Feats: Homing, Ricochet) (Extras: Ranged 10) (12)
AE: "Sword Slash" Strength-Damage +3 (Extras: Penetrating 8) (Flaws: Damage Boost Limited to While Adora) (10)
AE: "Sword to Shield!" Deflect 12 (12)
AE: "Sword to Rope!" Movement 1 (Swinging) (2)
AE: "Sword to Lasso!" Snare 8 (Flaws: Limited to One Target -2) (8)
AE: "Sword to Space Helmet!" Immunity 4 (Suffocation, Drowning, Cold, Vacuum) (4)
AE: "Sword to _____!" Variable (Technological Abilities) (Flaws: Limited to Simple Tools) (6)

"Etherian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Womanly Toughness"
Protection 2 [2]
Power-Lifting 12 (400,000 tons) [12]
Leaping 1 (15 feet) [1]
Speed 4 (30 mph) [4]

"Speak to Animals" Comprehend 2 (Speak to & Understand Animals) (Flaws: Limited to Telepathy) [2]
"Telepathy" Communication (Mental) 1 (Flaws: Limited to Animals) [3]
"Speak With Swift-Wind" Senses 1 (Communication Link- Swift-Wind) [1]
"Healing Touch" Healing 6 (Flaws: Limited to Others, Tiring) [3]

Offense:
Unarmed +12 (+3 Damage, DC 18)
Adora With Sword +10 (+6 Damage, DC 21)
She-Ra Unarmed +11 (+13 Damage, DC 28)
Boomerang +11 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +11, Fortitude +9, Will +11

Complications:
Normal Identity (Princess Adora)- Adora requires the Power Sword to utilize her She-Ra form. Without it first transforming her, she is a mere Strength 2, Stamina 4 character with no Powers. Adora & She-Ra have the same face and body type, but since every other woman on Etheria does as well, nobody notices.
Relationship (The Sea Hawk)- The handsome Space Pirate-looking dude has a thing for Adora (but not She-Ra), and she is fond of him in a G-rated sort of way.
Relationship (Spirit/Swift Wind, Glimmer, Bow, etc.)- Adora & She-Ra are honorable, kind sorts, and so have plenty of friends.
Motivation (Free Etheria)- She-Ra strives to free Etheria from "The evil forces... of HORDAK!!!"
Secret Identity (Princess Adora)- For some reason, Adora feels the need to hide his true identity as She-Ra. I mean, both She-Ra AND Adora are huge targets.
Enemy (Hordak)- Hordak and his Evil Horde are responsible for all the ills in She-Ra's life.
Responsibility (Values Life)- Despite Hordak's evil, She-Ra will not allow him nor the Horde members ot come to any harm.

Total: Abilities: 104 / Skills: 44--22 / Advantages: 23 / Powers: 42 / Defenses: 12 (193)

-And to complement He-Man is his twin sister She-Ra. Much like He-Man, she's pretty much the best all-around person on the entire planet, which can make her a bit dull. And since Adora is actually a competent fighter and not pretending to be an idiot, there's less goofiness to her. Of course, this just puts a point on how weird it is that she has a secret identity- as a Rebel, she faces the same danger She-Ra would, and they both have the same friends. I mean, why are Madame Razz & Kowl knowing her identity less of a security risk than say, Bow or Queen Angella? Thus, the only reason for her to have a Secret Identity is so that she can have a Secret Identity. Genre conventions are a silly thing.
-It's kind of funny how much more attractive I found Adora than She-Ra, considering they're basically the same body & face with different hair & clothing. But never underestimate the power of a leggy dame in a red unitard- She-Ra's armour & headdress kind of make her look more militaristic, so I don't get the same appeal from her. Heck, in the episode where she took off the headdress, I was actually stunned by just HOW similar she is to Adora, and how much better she looked without giant wings framing her head.
-She-Ra is very much like He-Man, but carries some important differences. Though lacking his weird Spinning/Strength-Feat set of abilities, her Sword is effectively SEVERAL different weapons, from a Boomerang-styled Blast, to a Snaring rope, to a Deflecting Shield, to just about any kind of Equipment! I went for a Variable effect (only two points more expensive than making it an Array, and allows more easily for one-offs like turning it into a Blanket or a Ladder), giving She-Ra a lot more versatility than He-Man. Similarly, she can use a bunch of abilities like Mental Communication, Speaking to Animals (this is always Telepathic) and even the ability to Heal the wounds of others! She-Ra is thus a FAR better ally to have than He-Man, despite being keyed just a notch weaker (she has the same overall Lifting power, though), mainly because she's shown as a much more spritely, athletic fighter than her power-punching brother.

GENERAL FLOGG
Role:
The Evil Second-In-Command, Space Pirate
PL 10 (135)
STRENGTH
6 STAMINA 7 AGILITY 4
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+10)
Deception 5 (+8)
Expertise (Space Warlord) 8 (+11)
Insight 1 (+4)
Intimidation 4 (+7)
Perception 3 (+6)
Stealth 2 (+6)
Vehicles 7 (+12)

Advantages:
Benefit 4 (Pirate Warlord), Close Attack, Improved Critical (Whip), Improved Disarm, Great Endurance, Power Attack, Ranged Attack 6

Powers:
"Alien Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Power Whip" (Removable) [8]
Strength-Damage +2 (Feats: Reach 4) (Extras: Penetrating 4) (10 points)

Offense:
Unarmed +12 (+6 Damage, DC 21)
Power Whip +12 (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +7, Fortitude +8, Will +6

Complications:
Motivation (Power)- Flogg wishes to rule the galaxy.
Relationship (Skeletor)- Skeletor is allied with Flogg, but manipulates him.
Responsibility (Vain)- Flogg is easily-manipulated by Skeletor thanks to appeals to his vanity and pride.

Total: Abilities: 84 / Skills: 34--17 / Advantages: 15 / Powers: 9 / Defenses: 10 (135)

-Flogg was a Space Warlord in "The New Adventures of He-Man", and was basically a Big Bad-type character with a unique twist- when Skeletor arrived, he swiftly manipulated Flogg into doing what he wanted via intimidation or lies, while Flogg was still seemingly the man in charge. By the series' end, he had been captured, along with all of the Mutants, when the forces of Primus finally won the war against them.

GENERIC HE-MAN VILLAIN TEMPLATE
Role:
Dumb Mook
PL 7 (71)
STRENGTH
5 STAMINA 5 AGILITY 3
FIGHTING 8 DEXTERITY 3
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Athletics 2 (+7)
Intimidation 6 (+6)
Perception 1 (+0)
Stealth 1 (+4)
Technology 2 (+1)
Vehicles 2 (+5)

Advantages:
Fast Grab, Improved Hold, Improved Critical (Token Attack), Startle, Ranged Attack 4

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

Offense:
Unarmed +8 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5, Fortitude +6, Will +4

Complications:
Motivation (EEEEEEEEEVIL!!)- All of He-Man's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 44 / Skills: 14--7 / Advantages: 8 / Powers: 1 / Defenses: 11 (71)

-This is the Generic Template for villains in the He-Verse: Big, Dumb Mooks who were easy as hell to fool, but hit like a truck and were decent at fighting... assuming their chosen foe wasn't a PL 12 Superman-level strongman.

LIZORR- PL 7 (71):
-A generic background Minion that never says a single word on-screen. As the name would suggest, he's a lizard-man.

CRITA- PL 7 (71):
-The only female character in the series, she was evil and even showed an attraction to Skeletor. I can't find any mention of her powers, but it looks like an image has her firing energy from a ring.

HOOVE- PL 8 (85):
Abilities: Strength 8, Stamina 8 [12]
Skills: Vehicles 4 (+9) [2]
-Hoove is a super-strong enemy, and rival to Flipshot.

OPTIKK- PL 8 (82):
Skills: Perception 6 (+6) [3]
"Powerful Eyeball" Senses 4 (Vision Penetrates Concealment) [4]
Equipment 4: "Photon Neutralizer" Blast 8 (16) [4]

KARATTI- PL 8 (80):
Advantages: Accurate Attack, Improved Disarm, Fast Grab [3]
Skills: Fighting 11 [6]
-Karatti (a martial artist, if you couldn't guess from the name) was Hoove's partner-in-crime, and got used less as the series went on. Shockingly, in his debut he came close to beating HE-MAN in a fight (thank you, Improved Disarm), but he never got that close again.

BUTTHEAD- PL 8 (75):
"Head-Butt" Strength-Damage +3 (Feats: Reach) [4]
-UHHHHH Huh-huh... this guys is like, the main henchman of Skeletor or something, huh-huh... He's like, called "Butthead" because he's like, BUTTS, with his head... huh-huh. H-h-hey Beavis, this guy's so ugly, I bet he's never gonna score! HUH-HUH, you should hang out with him- you've got a lot in common!

SLUSH HEAD- PL 8 (89):
"Laser Axe" Laser Blast 8 (AE: Axe +3) (17 points, Easily Removable) [11]
"Tentacles" Extra Limbs 2 [2]
Reach 2 [2]
Advantages: Fast Grab, Improved Hold, Improved Grab [3]
-Slush Head is a general dumbass and minion, using a helmet full of swamp water so that he can breath in air. Despite frequent abuse from Flogg & Skeletor, and the fact that he's among the more compassionate and honorable villains, he is their most loyal henchman.

QUAKKE- PL 9 (83):
"Giant Hammer" [12]
"Groundstrike" Damage 9 (Extras: Area- 60ft. Line +2) (Flaws: Limited to Grounded Targets) (18) -- (19 points, Easily Removable)
"Trip" Affliction 9 (Athletics; Hindered & Vulnerable/Prone & Defenseless) (Extras: Area- 60ft. Line +2, Extra Condition) (Flaws: Limited to Grounded Targets, Limited Degree) (18)
-Quakke & Butthead are the two most commonly-seen Henchmen in the series, acting as a pair of idiots (Quakke is moderately smarter) under the command of Skeletor & Flogg.

STAGHORN- PL 8 (75):
"Nice Rack" Strength-Damage +2 (Extras: Penetrating 3) (Flaws: Removable) [4]
-Staghorn is an aggressive, violent mutant who hates Sagitar of the heroes, and frequently throws plans into disarray by flying off the handle and into combat.

SWIFT WIND (Spirit)
Role:
Awesome Mount, The Ideal Horsey For Little Girls
PL 9 (103)
STRENGTH
8 STAMINA 8 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 10 (+12)
Expertise (Survival) 4 (+6)
Insight 3 (+5)
Intimidation 6 (++8, +10 Size)
Perception 5 (+8)
Stealth 2 (+1 Size)

Advantages:
All-Out Attack, Attractive (To Women), Diehard, Great Endurance, Improved Critical (Horn), Improved Initiative

Powers:
"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision, Radius Sight) [3]
"Animal Physiology" Speed 3 [3]
"Horsey Size & Unicorn Horn" Strength-Damage +1 (Feats: Reach) [2]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
"Wings" Flight 7 (250 mph) (Flaws: Winged) [7]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Horn +8 (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +7

Complications:
Relationship (She-Ra/Adora)- Swift Wind is a noble, loyal steed.
Relationship (Star Wind & Baby)- Swift Wind has a mate, but for some reason chooses to keep this from She-Ra until the VERY LAST EPISODE OF THE SERIES.
Normal Identity (Spirit)- Without She-Ra empowering him, Swift Wind is a normal, non-talking horse named Spirit. Spirit has STRENGTH 5, STAMINA 5, AGILITY 2 & FIGHTING 6, with +1 Hooves and no Flight.
Disabled (Animal)- Swift Wind has no hands, and cannot easily manipulate objects.

Total: Abilities: 52 / Skills: 34--17 / Advantages: 6 / Powers: 22 / Defenses: 16 (103)

-Swift Wind is She-Ra's "noble steed", and is voiced with a hilarious warble by Lou Scheimer (the head of Filmation and a frequent voice actor, nearly always using the same voice for every character). It's like if you wanted to create the WORST POSSIBLE VOICE for a noble animal, this is the one you would choose. Swifty is also hilariously-girly in concept, as if somebody polled one-hundred little girls to figure out everything they like about horses and combine it into one creature. So Swift Wind is a pretty white horsey with RAINBOW WINGS, wears pink stuff all over him, and has a UNICORN HORN amongst a race of Uni-Pegasi. He looks like something Lisa Frank barfed up.

KOWL
Role:
Smart-Assed Animal Sidekick
PL 4 (63)
STRENGTH
-2 STAMINA 0 AGILITY 3
FIGHTING 4 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Aerobatics 3 (+6)
Deception 3 (+4)
Expertise (Survival) 3 (+4)
Insight 2 (+3)
Perception 3 (+4)

Advantages:
Ranged Attack 2

Powers:
"Natural Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Dodge/Parry, +4 Stealth, -2 Intimidation)

"Ear Wings" Flight 4 (30 mph) (Flaws: Winged) [4]
"Animal Senses" Senses 3 (Extended, Ultra & Low-Light Vision) [3]
"Owl Ear Tufts" Senses 2 (Accurate Hearing) [2]

Offense:
Unarmed +4 (-2 Damage, DC 13)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +0, Fortitude +2, Will +6

Complications:
Motivation (Freeing Etheria From The Horde)
Rivalry (Bow)- Kowl can generally be found annoying Bow with sarcastic wisecracks.
Reputation (Cowardly)- Kowl is a poor fighter, and generally hides when things get rough.

Total: Abilities: 24 / Skills: 14--7 / Advantages: 2 / Powers: 18 / Defenses: 12 (63)

-Kowl was kind of an annoying turd- he wasn't any good in a fight, and he spent most of his time harassing Bow when he was telling a boring story or showing off in front of children. At least he wasn't as annoying as Slimer in "The Real Ghostbusters"- this could have been an AWFUL Annoying Mascot Character.

TRI-KLOPS (Tridor Esooniux Scope)
Role:
Bumbling Henchman
PL 9 (119)
STRENGTH
8 STAMINA 8 AGILITY 4
FIGHTING 10 DEXTERITY 5
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Athletics 2 (+10)
Expertise (Survival) 5 (+4)
Intimidation 7 (+7)
Perception 8 (+7)
Stealth 1 (+5)
Technology 4 (+3)
Vehicles 1 (+6)

Advantages:
Improved Critical (Optic Blast), Improved Smash, Power Attack, Ranged Attack 3

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Three Eyed Cybernetic Attachment" (Flaws: Removable) [21]
Senses 1 (Radius Sight) (1)

"Distavision" Senses 3 (Extended Sight 3) & Blast 10 (23) -- (25)
AE: "Gammavision" Senses 4 (Vision Ignores Concealment) (4)
AE: "Nightvision" Senses 2 (Darkvision) (2)
-- (26 points)

Offense:
Unarmed +10 (+8 Damage, DC 23)
Optic Blast +8 (+10 Ranged Damage, DC 25)
Initiative +4

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

Complications:
Motivation (EEEEEEEEEVIL!!)- All of He-Man's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 66 / Skills: 28--14 / Advantages: 6 / Powers: 22 / Defenses: 11 (119)

-Originally designed as a heroic character, Tri-Klops was shifted to the villainous side early on. The Wiki says that he's your standard bumbling oaf of a henchman, whom the writers could never agree upon as far as personality or voice goes- it was the 2002 update that turned him into a Genius Inventor (boost him to INT 7 & give him Science & Technology Skills and the Inventor advantage), one of a few cases where a guy was GREATLY improved between shows. At one point, he's He-Man's near-equal in strength, but then suddenly he stops getting used.

ORKO
Role:
Dopey Sidekick
PL 6 (85)
STRENGTH
-2 STAMINA 1 AGILITY 3
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Deception 5 (+6)
Expertise (Magic) 4 (+4)
Insight 1 (+1)
Perception 2 (+2)

Advantages:
Ranged Attack 2, Ritualist

Powers:
"Trollan Physiology"
"Hovering" Flight 2 (8 mph) [4]

"Natural Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Dodge/Parry, +4 Stealth, -2 Intimidation)

"Hat of Holding" (Flaws: Easily Removable) [9]
Variable 2 (Trinkets & Tricks) (14 points)

"Trollan Magic"
"Remove Doors & Self-Transport" Teleport 6 (Extras: Attack) (Flaws: Attack Limited to Objects -3) (15) -- [17]
AE: "Telekinesis" Move Object 6 (12)
AE: Lightning Blast 6 (12)

Offense:
Unarmed +4 (-2 Damage, DC 13)
Lightning Blast +6 (+6 Ranged Damage, DC 21)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +1, Fortitude +3, Will +6

Complications:
Reputation (Blunderer)- Orko often screws things up and looks stupid, and sometimes feels bad for it. He craves respect, and often looks for ways to increase his value to his friends.
Relationship (Prince Adam)- Orko is close enough to Adam to be privy to the secret of his identity as He-Man.
Relationship (Dree Elle)- A hot piece of Trollan fanny, Dree Elle hooked up with Orko when he rescued her and some other Trollans from The Dragoon.

Total: Abilities: 24 / Skills: 12--6 / Advantages: 3 / Powers: 39 / Defenses: 13 (85)

-Orko is the Whacky Annoying Sidekick in He-Man's universe, created by Filmation (and only later being given a toy) to provide some comic relief and blundering mishaps to the heroic side of things. As a kid, I never found him overly-great, but he wasn't as annoying as he COULD have been, which I guess is a plus. I wasn't a huge Orko fan as a kid, but MAN did I obsess over getting a look at his face- it's one of the first times I remember having somethings looks "teased" at me as a kid, and those times they had him take off his hat or show his face but had him hidden behind something were AGONIZING. Him & Doctor Claw were the big ones of the 1980s I remember, though "Cheers" & "Frasier" would get the most iconic examples with entirely-hidden characters in Vera & Maris.

WHIPLASH
Role:
Less-Dumb Mook
PL 8 (92)
STRENGTH
7 STAMINA 7 AGILITY 3
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 1 PRESENCE 0

Skills:
Athletics 2 (+9)
Intimidation 6 (+6)
Perception 1 (+2)
Stealth 1 (+4)
Vehicles 2 (+5)

Advantages:
Fast Grab, Improved Hold, Improved Critical (Long Arm), Startle, Ranged Attack 4

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]
"Long Arm" Strength-Damage +1 (Feats: Reach 3) [4]
Protection 1 [1]
"Underground Dweller" Senses 1 (Low-Light Vision) [1]

Offense:
Unarmed +8 (+7 Damage, DC 22)
Long Arm +8 (+8 Damage, DC 23)
Initiative +3

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

Complications:
Motivation (EEEEEEEEEVIL!!)- All of He-Man's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 62 / Skills: 12--6 / Advantages: 8 / Powers: 7 / Defenses: 9 (92)

-Whiplash could have been yet another generic background villain, but the people at Filmation took a liking to him, and he quickly became a recurring character (who I don't recall seeing, even in the Teletoon Retro repeats). He lives in the Demon Zone sometimes, but is also a Skeletor minion (remember: continuity here is about as good as that of Archie Comics), and has a few episodes of focus, in which he is usually shown to be a bit craftier than the other Minions, creating his own plots and schemes (at one point, he tried to use the Magic of Orko's people for himself). Oddly, he's one of the few guys not expanded upon in the 2002 series, which used him as a Generic Thug of Skeletor's.

CLAWFUL
Role:
Dumb Mook
PL 8 (93)
STRENGTH
7 STAMINA 7 AGILITY 3
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 2 (+9)
Intimidation 6 (+7)
Perception 1 (+2)
Stealth 1 (+4)
Technology 2 (+2)
Vehicles 2 (+5)

Advantages:
Fast Grab, Improved Hold, Improved Critical (Claws), Startle, Ranged Attack 4

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]
"Claws" Strength-Damage +2 [2]
Protection 1 [1]

"Aquatic"
Immunity 2 (Drowning, Pressure) [2]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 3 [3]

Offense:
Unarmed +7 (+7 Damage, DC 22)
Claws +7 (+9 Damage, DC 24)
Initiative +3

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

Complications:
Motivation (EEEEEEEEEVIL!!)- All of He-Man's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 58 / Skills: 14--7 / Advantages: 8 / Powers: 11 / Defenses: 9 (93)

-Clawful, like Whiplash, was seen as less-bumbling than the other Evil Warriors, and was thus given a lot more respect, even BY SKELETOR, who basically defines what being a "Bad Boss" is all about. However, the 2002 cartoon portrays him as a COMPLETE imbecile, even beyond the other Warriors, ignoring what was one of his most unique aspects in the old show. I seem to recall seeing a LOT of him on the 2002 series, actually.

MER-MAN
Role:
Secondary Minion
PL 9 (155)
STRENGTH
8 STAMINA 8 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Athletics 2 (+10)
Expertise (Survival) 5 (+4)
Intimidation 7 (+7)
Perception 8 (+7)
Stealth 1 (+5)
Technology 4 (+3)
Vehicles 1 (+6)

Advantages:
Benefit 2 (King of the Seas), Equipment (Trident/Lance), Improved Critical 2 (Trident, Sword), Ranged Attack 4

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Aquatic Creature"
Immunity 2 (Drowning, Pressure) [2]
Swimming 5 [5]
Movement 1 (Environmental Adaptation- Aquatic) [2]

"Animal Control" Affliction 6 (Will; Entranced/Compelled/Controlled) (Extras: Area- 250ft. Burst +4) (Flaws: Limited to Animals, Limited to Aquatic Creatures) [18]

"Mer-Man's Magic Blade" (Flaws: Easily Removable) [19]
"Freeze Ray" Affliction 10 (Strength; Vulnerable & Hindered/Defenseless & Prone/Paralyzed) (Extras: Ranged, Extra Condition) (30) -- (31 points)
AE: "Sword Slash" Strength-Damage +1 (Feats: Improved Critical) (2)

Equipment:
"Trident/Lance" Strength-Damage +1 (Feats: Reach 2) (3)

Offense:
Unarmed +9 (+8 Damage, DC 23)
Sword/Trident/Lance +9 (+9 Damage, DC 24)
Freeze Ray +8 (+10 Ranged Affliction, DC 20)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +5

Complications:
Motivation (EEEEEEEEEVIL!!)- All of He-Man's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 74 / Skills: 28--14 / Advantages: 6 / Powers: 47 / Defenses: 14 (155)

-Mer-Man is one of the more elite He-Man villains, but I rarely saw him as a kid. His goofy face belies the fact that he's some sort of undersea ruler and had a bit more power than the other villains, though I've seen Man-At-Arms handily defeat him, so he's not exactly ELITE, either. His weaponry can vary as well, making his build quite a bit more expensive and unique than most of Skeletor's other minions.

Watching some random She-Ra episodes is cool- the Sea Hawk/Admira Scurvy two-parter is actually legimately well-written (Bob Forward does good work). Hell, they even use the word "DEAD" a few times- none of that "next dimension" crap! Watching Sea Hawk trounce over twenty Horde Troopers by himself using his father's weapons (how many '80s cartoon characters met their long-lost fathers again? I know Teddy Ruxpin did) is pretty amazing. But not as good as the episode where Shadow Weaver sets up Hordak to be beaten by Skeletor, so that she can rule Etheria. Skeletor & Hordak get into a straight-up four minute BRAWL, whipping out all kinds of cool powers and attacks. Skeletor keeps using magical abilities that are actually QUITE impressive (he has Sleep Gas that can drop She-Ra like a ton of bricks instantly?), and Hordak morphs into tanks, drills and jackhammers with high technology. It's pretty wicked to see villains cut loose like that.

Watching episodes in which the heroine is actually physically endangered prove interesting, because it puts a point on the fact that the characters are less durable than they are strong. He-Man is dropped by a single Stun Beam in the opening five-parter. She-Ra passes out the SECOND Skeletor's Sleep Gas hits her, as does Hordak. Admiral Scurvy KOs She-Ra with his Eye Beam as well.

GLIMMER
Role:
Dumbassed Sidekick
PL 10 (119)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Acrobatics 3 (+8)
Athletics 5 (+7)
Deception 2 (+5)
Expertise (Rebel Fighter) 4 (+4)
Perception 2 (+2)
Persuasion 2 (+5)
Vehicles 2 (+6)

Advantages:
Improved Aim, Improved Critical (Laser), Improved Disarm, Power Attack, Ranged Attack 4, Set-Up, Teamwork

Powers:
"Lady of Lasers"
"Light Burst" Dazzle Visuals 10 (Extras: Area- Visual Perception) (Flaws: Touch Range) (20) -- [25]
AE: Dazzle Visuals 8 (16)
AE: Laser Blast 8 (Feats: Split) (17)
AE: "Flash Out" Teleport 8 (16)
AE: "Burns Like The Sun" Environment 12 (8 miles) (Light) (12)
AE: "Levitate Others" Move Object 7 (14)

Flight 5 (60 mph) [10]

Offense:
Unarmed +7 (+2 Damage, DC 17)
Light Burst +10 Area (+10 Affliction, DC 20)
Dazzle Visuals +8 (+8 Ranged Affliction, DC 18)
Laser Blast +8 (+8 Ranged Damage, DC 23)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Freeing Etheria)
Responsibility (Crush-Happy)- Glimmer is boy-crazy to the max, and will gush easily over any handsome male that arrives. The impending arrival of a handsome Prince causes her to dye her hair purple (well, purpl-ER), and even her teammates pick up on how often she does this.
Relationship (Queen Angella & King Micah)- Glimmer is close to her parents, though is frequently disobedient.

Total: Abilities: 48 / Skills: 20--10 / Advantages: 10 / Powers: 35 / Defenses: 16 (119)

-Glimmer sort of fits the "Teela" role in "She-Ra" in that she's the female character who is usually getting captured because she ran off on her own or something, sharing the role with Bow (who was a bit smarter and less prone to childish outbursts). With her girly voice and her OH MY GOD SO LAVENDER outfit, she's one of the sillier recurring characters, but is cute and has the trademark giant thighs of a Filmation lady, so it's all good. She was initially the Rebel Leader in the show, but soon gave up the position to Adora once the Horde's Force Captain switched sides, and immediately became a lot dumber and prone to pouting or acting rebellious.
-Glimmer was one of those characters that just kind of developed new powers as the writers came up with stuff. Seriously, watching the show I've seen her Teleport exactly ONCE, but nobody treats it like "a thing", and she usually just sits around Dazzling people- but then all of a sudden she's BLOWING UP HORDE FLIERS with Laser Blasts from her palms! Then she STARTS TO FLY!! Where the hell were all those powers early on! I went through all of Season One- Set 2 before seeing that junk! It's like how in "Transformers" they can only SOMETIMES fly. All of this makes Glimmber one of the more expensive cahracters, though she's the standard PL 8 adventurer aside from the Area Dazzle that stuns everybody temporarily.

MAN-E-FACES
Role:
The Worst Codename in History
PL 9 (108)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Athletics 4 (+8)
Deception 6 (+9)
Expertise (Acting) 4 (+7)
Intimidation 2 (+5)
Stealth 2 (+6)

Advantages:
Equipment 1 (Mace +2), Improved Critical (Mace), Ranged Attack 5

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]
"Many Faces" Morph 2 (Any Humanoid of Same Gender) (Flaws: Limited to Just the Face) [8]

"Monster Face- Extra Strength & Courage" Enhanced Strength 4, Enhanced Stamina 3 & Will +2 (16) -- [17]
AE: "Robot Face- Extra Intelligence & Scanning" Enhanced Intelligence 5 & Senses 3 (Analytical & Extended Vision) (13)

Offense:
Unarmed +8 (+4 Damage, DC 19)
Mace +8 (+6 Damage, DC 21)
Monster Unarmed +8 (+8 Damage, DC 23)
Monster w/ Mace +8 (+10 Damage, DC 25)
Initiative +5

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +4 (+7 Monster Face), Fortitude +6 (+9 Monster Face), Will +6 (+8 Monster Face)

Complications:
Reputation (Freak)- People mistrusted Man-E-Faces for his ability to change faces, and the experience of constantly being treated like crap made him cruel.
Weakness (Monster Face)- The Monster Face can be controlled by Beast-Man, since it's close enough to an animal.

Total: Abilities: 56 / Skills: 18--9 / Advantages: 7 / Powers: 23 / Defenses: 13 (108)

-Man-E-Faces was supposed to be a main character in the He-Man franchise, but the writers couldn't figure out a major role for him, and so he kind of fell into the background. They skipped over a "Split Persoality" concept as well, and he just became one of those guys with a flat-out goofy-ass name. I mean, MAN-E-FACES? Because he has many faces? REALLY? His name stands out as the worst one in the entire franchise. And keep in mind this franchise includes people like Spinnerella, Peekablue, Netossa (who tosses nets) and Castaspella.
-The Filmation Man-E-Faces was basically a nobody with a one-note trick, and no extra powers. So in this case, I'll just build the 2002 Man-E-Faces, who actually had different powers using different Faces. The Robot Face was smarter and could scan things for information (chemical makeup and junk, I guess), while the Monster Face was the better fighter, pushing Man-E-Faces to a PL 9 with the Mace.

MODULOK (Galen Nycroft)
Role:
Malformed Mook, Inventor
PL 8 (129)
STRENGTH
8 STAMINA 8 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 1 PRESENCE 1

Skills:
Athletics 2 (+10)
Deception 5 (+6)
Expertise (Science) 8 (+15)
Intimidation 4 (+5)
Perception 2 (+3)
Persuasion 4 (+5)
Technology 9 (+16)
Vehicles 2 (+6)

Advantages:
Inventor, Ranged Attack 4

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]
"Blaster Arm" Blast 8 [16]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Blaster Arm +8 (+8 Ranged Damage, DC 23)
Initiative +4

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

Complications:
Motivation (Recognition)- Modulok quit Skeletor's service after being insulted one too many times, and hooked up with The Horde instead.

Total: Abilities: 82 / Skills: 36--18 / Advantages: 5 / Powers: 17 / Defenses: 7 (129)

-Modulok was sold as a truly-unique "He-Man" character- he was made up of 22 different pieces, which could be locked together like "Lego" to form different, unique figures. There were even enough pieces (which I'll assume got lost fairly easily) to make TWO separate figures! Sadly, the Filmation version really didn't do anything of the sort (to save on animation costs, of course), and was a weird three-legged monster who acted as a bit of an inventor for The Horde. The figure was apparently a major success (they created Multi-Bot, with a similar gimmick, to copy Modulok), and he actually appeared on HE-MAN first, then later became a recurring She-Ra character, one of the few cases where this happened. He was apparently J. Michael Straczynski's "baby", and MANY JMS episodes featured the character doing scientific things. Once JMS and Larry DiTillio (the other writer using him) left Filmation, Modulok disappeared from the series.
-Modulok in the cartoons lacks Shapeshifting powers the way the toy/comic version did, but he copied Hordak's "Weapon Arm" ability, and was a super-genius, so it all evens out.

MULTI-BOT
Role:
Dumb Mook
PL 8 (130)
STRENGTH
5 STAMINA -- AGILITY 3
FIGHTING 8 DEXTERITY 3
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Athletics 2 (+7)
Intimidation 6 (+6)
Perception 5 (+4)
Stealth 1 (+4)
Technology 2 (+1)
Vehicles 2 (+5)

Advantages:
Fast Grab, Improved Hold, Startle, Ranged Attack 4

Powers:
"Robot" Immunity 30 (Fortitude Effects) [30]
"Metallic Shell" Protection 7 [7]

"Two Bodies In One" Extra Limbs 2 [2]
"Four Legs" Features 1: +2 to Resist Trip Attempts [1]
"Two Heads" Senses 1 (Radius Sight) [1]
"Changeable Limbs & Connections" Variable 4 (Mechanical Forms- eg. Blast 8, Bulldozer form, Snare ropes) [28]

Offense:
Unarmed +8 (+5 Damage, DC 20)
Various Weapons +7 (+8 Ranged Damage, DC 23)
Initiative +3

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

Complications:
Motivation (EEEEEEEEEVIL!!)- All of She-Ra's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 34 / Skills: 18--9 / Advantages: 7 / Powers: 69 / Defenses: 11 (130)

-Multi-Bot is a robotic minion of Modulok, and was released in the toy-line because of the success of the multi-posable Modulok figure. He showed up only twice in the cartoons, mostly because of his late release date (1986), but also because he is REALLY hard to animate properly in the cheapie Filmation style.

GENERIC HE-MAN VILLAIN TEMPLATE
Role:
Dumb Mook
PL 7 (71)
STRENGTH
5 STAMINA 5 AGILITY 3
FIGHTING 8 DEXTERITY 3
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Athletics 2 (+7)
Intimidation 6 (+6)
Perception 1 (+0)
Stealth 1 (+4)
Technology 2 (+1)
Vehicles 2 (+5)

Advantages:
Fast Grab, Improved Hold, Improved Critical (Token Attack), Startle, Ranged Attack 4

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

Offense:
Unarmed +8 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5, Fortitude +6, Will +4

Complications:
Motivation (EEEEEEEEEVIL!!)- All of He-Man's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 44 / Skills: 14--7 / Advantages: 8 / Powers: 1 / Defenses: 11 (71)

-This is the Generic Template for villains in the He-Verse: Big, Dumb Mooks who were easy as hell to fool, but hit like a truck and were decent at fighting... assuming their chosen foe wasn't a PL 12 Superman-level strongman.

MOSQUITOR- PL 7 (90):
Flight 5 (60 mph) [10]
"Needles" Blast 6 (Extras: Multiattack) (18) -- [19]
AE: "Blood Drain" Affliction 6 (Fort; Fatigued & Impaired/Exhausted & Disabled/Incapacitated) (Feats: Reach) (Extras: Extra Condition) (Flaws: Limited to Injured Opponents) (7)
-Mosquitor has the TOTALLY DISGUSTING ability to drain blood from people and fill up his chest-meter with it (even the TOY had a little "blood meter" thing on it), so it's no surprise that he never made it to the cartoon. He's a member of the Horde. I statted him up as a blood-draining guy who has to injure somebody before his powers can work, plus the Needle Blasts he was given in a comic.

VULTAK- PL 7 (93):
Flight 5 (60 mph) (Flaws: Winged) [5]
"Shadow Form" Insubstantial 3 & Concealment (Visuals) 2 (Flaws: Limited to Within Shadows) [17]
-Vultak is a cowardly villain who hunts down creatures for the Horde Zoo- when attacked, he will quickly flee.

SSSQUEEZE- PL 7 (76):
Elongation 2 (Flaws: Limited to Arms) [1]
Advantages: Fast Grab, Improved Grab, Improved Hold, Startle [4]
-Ssssssqueeze had a toy that I remember from my time at the YMCA day-care place, but he was released too late to ever appear in the animated series. The 2002 update featured him a tiny bit, though. His whole gimmick was that his arms stretched super-far, allowing him to entangle people.

DRAGSTOR- PL 7 (82):
Speed 7 (250 mph) [7]
Skills: Vehicles 8 (+10) [4]
-Dragstor had a little wheel in his chest to allow him to travel quickly along the ground- sorta like being a crappy Transformer. He had a twin brother named Extendar, and is one of the latter-day toys with no cartoon appearance.

NINJOR- PL 8 (81):
Abilities: Strength 3, Agility 5, Fighting 10 [4]
Skills: Stealth 9 (+12) [4]
Advantages: Equipment 2 (Bow 4, Nunchucks +1, Sword +3) [2]
-Ninjor is one of the last releases, and the only attempt by this universe to capture the Ninja Fad of the mid-1980s.

SPIKOR- PL 7 (103):
Spike Aura 5 [20]
"Propelled Trident" Blast 5 [10]
Abilities: Intelligence -2 [-2]
Skills: Expertise (Blacksmith) 8 (+6) [4]
-Spikor, as the name would suggest, was covered in spikes, but also had a trident that shot out. He was portrayed in the cartoon as THE DUMBEST of Skeletor's minions, and consider that this group includes BEAST MAN.

BLAST-ATTAK- PL 10 (109):
"Explosion" Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Side Effect- Takes Equal Damage -2) [10]
Regeneration 6 (Flaws: Limited to Explosion Damage) [3]
"Android" Immunity 30 (Fortitude Effects) [30]
"Metallic Shell" Protection 5 [5]
No Stamina Score [-10]
-Blast-Attak is another toy-only figure who never showed up in the TV series, and his schtick was that he could explode into a million pieces in a big eruption, then slowly put himself back together. It's basically a Side-Effected Area Damage effect plus some Regeneration. Plus he's an Android.

JITSU- PL 8 (74):
Advantages: Equipment 1 (Sword +2) [1]
Giant Judo-Chopping Fist +2 [2]
-Jitsu is bizarre in that he debuted a year ahead of his toy (in order to promote it- this was pretty normal at times), yet ony had ONE SINGLE APPEARANCE in the entire run, where he appeared only as a background villain with one line (apparently the writers were afraid he'd be seen as a stereotype and didn't want to use him). He's the Opposite Number Villain of Fisto, since he has a giant golden hand that's used to do the stereotypical Karate Chop motion that people assumed all Asian Martial Arts used back in the '80s (watch all the asian wrestlers in that era- Ricky Steamboat and the Orient Express did them). Jitsu's unique in that he's one of the few non-white characters, and the ultra-rare Asian VILLAIN in the more-PC 1980s.

ICER- PL 8 (96):
Movement 1 (Environmental Adaptation- Cold) [2]
Immunity 1 (Cold) [1]
"Ice & Snow" Environment 5 (Cold 2, Impede Movement, Visibility) (20) -- [22]
AE: "Freezing Touch" Affliction 8 (Fort; Fatigued & Vulnerable/Exhausted & Defenseless/Paralyzed) (Extras: Extra Condition) (16)
AE: "Melt Into Puddle" Insubstantial 1 (5)
-Icer is a show-only character who never received a toy release, and is Skeletor's one-shot "Northern Agent" who creates a small snowstorm and invades an Eternian weather station.

STRONGARM- PL 7 (102):
"Long Arm" Strength-Damage +1 (Feats: Reach 3) [4]
"Robot" Immunity 30 (Fortitude Effects) [30]
"Metal Shell" Protection 7 [7]
No Stamina Score [-10]
-Another toon-only character, Strongarm had a single appearance, and was a robot with the standard MOTU "Elongating Body-Part" trick that they always used when they had no idea what to do with a character.

COLONEL BLAST- PL 8 (87):
Advantages: Equipment 1 (Horde Armour +2), Ranged Attack 2 [3]
"Cybernetic Arsenal" Blast 7 (Extras: Multiattack) [21]
Abilities: Strength 3, Stamina 3 [-8]
-Colonel Blast is essentially the same character type as Rio Blast from the same era, though Rio never got into the cartoons, and Col. Blast (who never got a toy) was an Evil Hordesman who appeared in one episode of "She-Ra". Life in the every-evolving world of toy-based cartoons is weird.

SCARE GLOW- PL 9 (126):
"Ghost" Immunity 30 (Fortitude Effects) [30]
"Ghostly Skin" Protection 5 [5]
No Stamina Score [-10]
"Invisibility" Concealment (Visuals) 2 (Flaws: Limited to Daylight) [2]
"Frightful Glow" Affliction 9 (Will; Vulnerable/Defenseless/Trasnformed to Fear-Ridden) (Extras: Area- Visual Perception, Selective) [27]
Advantages: Equipment (Scythe +2) [1]
-Scare Glow is one of the coolest He-Man Villain designs, but was sadly released far too late to make much of an impact. An evil ghost under the command of Skeletor, he has a weird Fear Aura because of his Glow (the toy had a glow-in-the-dark feature, which was REALLY BIG in the 1980s, best-exemplified by the Glo-Friends line).

FANG MAN- PL 7 (71):
-A one-shot foe, Fang Man is a blue lizard-man who led an army of the same into the past to aid Skeletor in blowing up Castle Grayskull, but was left there upon his failure. He never got a toy or any other mention, which is a rarity for a series based entirely around just that.

TWISTOID- PL 8 (83):
"Spinning" Speed 6 (120 mph) [6]
Enhanced Dodge & Parry 3 [6]
-Twistoid is the enemy of Rotar, and fits in at the end of the toy-line, once all the good ideas had been used up. He & Rotar are basically spinning tops with single-piece figures on top, and look pretty stupid all things considered. He's harder to hit because of his Spinning nature, but that's about it.

SNAKE FACE- PL 9 (125):
"Medusa's Gaze" Affliction 9 (Fort; Impaired Vision & Fatigued/Defenseless & Disabled Vision/Transformed to Stone & Unaware) (Extras: Area- Visual Perception, Extra Condition, Continuous +3) [54]
-Snake Face never appeared in the cartoons, and was a late-coming Snake Man villain who could turn people to stone. In a mini-comic, He-Man deflected it back at him the second time, and froze the Snake Men.

KOBRA KHAN- PL 9 (125):
"Sleep Mist" Affliction 8 (Fort; Fatigued/Exhausted/Asleep) (Extras: Area- 15ft. Cloud) [16]
Abilities: Fighting 10 [4]
-Kobra Khan was a mid-level release in 1984, and was shown as a Skeletor minion at first (usually teaming with Webstor), but later started working for King Hiss's Snake Men. The toy had a water-spitting ability (you took off the head and filled his chest cavity with water), but was otherwise pretty plain. In the 2002 update, he now spits Acid (Blast/Weaken Toughness) and can blind people (Dazzle).

STINKOR- PL 9 (108):
"Horrid Stench" Affliction 9 (Fort; Impaired & Vulnerable/Disabled & Defenseless/Incapacitated) (Extras: Area- Scent Perception, Extra Condition, Cumulative) [36]
Advantages: Equipment (Air Filter) [1]
-Stinkor is a colour pallete swap of Mer-Man with different armour, but I remember seeing a LOT of his toy back in the day. As a latter-day toy from 1985, he must have been around more when I was there to remember the toy-line. His toy had the VERY unique feature of being treated to SMELL FUNNY, a trait achieved by mixing the plastic with patchouli oil (??) in the molding process, so the smell would not fade or wear off over time. Apparently, the toy will STILL retain its trademark musk, even twenty years after its original release! Despite him being fairly memorable for me, he was never used in a cartoon- apparently when the creators revealed him to the staff of "She-Ra", they all burst out laughing at the concept of a "walking fart joke" and vowed never to use him in a single episode! He would not appear until the 2002 series, where he got a couple episodes and looked a bit more animalistic, and was given a "career criminal" schtick to play.
Jabroniville
Posts: 24807
Joined: Fri Nov 04, 2016 8:05 pm

He-Man & She-Ra Builds, Part Two

Post by Jabroniville »

SKELETOR
Role:
Big Bad Villain, Magic-User
PL 11 (179)
STRENGTH
6 STAMINA 6 AGILITY 4
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 5 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+9)
Deception 10 (+13)
Expertise (Magic) 10 (+15)
Expertise (History) 4 (+9)
Expertise (Science) 7 (+12)
Insight 1 (+4)
Intimidation 6 (+9)
Perception 3 (+6)
Stealth 2 (+6)
Technology 8 (+13)
Vehicles 1 (+6)

Advantages:
All-Out Attack, Artificer, Beginner's Luck, Diehard, Equipment (Staff/Sword +2), Fascinate (Intimidation), Fast Grab, Great Endurance, Improved Aim, Improved Critical (Magic), Improved Hold, Quick Draw, Ranged Attack 7, Ritualist, Startle, Taunt

Powers:
"Master of Magic"
Illusion (Vision & Hearing) 8 (24) -- [28]
AE: Teleport 10 (20)
AE: "Magic Bolt" Blast 10 (Flaws: Requires Havoc Staff for more any Blast over +6) (18)
AE: "Repel Energy" Deflect 14 (Flaws: Limited to Energy Attacks) (7)
AE: "Sleep Mist" Affliction 12 (Fort; Fatigued/Exhausted/Asleep) (Feats: Reach 2) (Flaws: Scent-Dependent) (Inaccurate -1) (7)
AE: Remote Sensing (Vision) 8 (16)
AE: "Flying Platform Thingie" Flight 5 (60 mph) (Flaws: Platform) (5)
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

Offense:
Unarmed +11 (+6 Damage, DC 21)
Sword +11 (+8 Damage, DC 23)
Magic Bolt +12 (+10 Ranged Damage, DC 25)
Sleep Mist +8 (+12 Affliction, DC 22)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +6, Fortitude +8, Will +7

Complications:
Motivation (Power)
Enemy (He-Man, King Randor)- Skeletor's key enemy is He-Man, who is responsible for nearly 100% of Skeletor's defeats. King Randor is a huge target, being the ruler of most of Eternia.

Total: Abilities: 86 / Skills: 56--28 / Advantages: 22 / Powers: 29 / Defenses: 14 (179)

-Skeletor is the big, bad, main villain of "He-Man", and actually does a pretty good job considering it's a show for young children featuring mostly bumbling villains who get embarassed frequently. Skeletor has a sinister voice and a CRAZY awesome appearance (a giant ripped blue guy with a SKULL FACE and a bad-ass hood & staff), which makes up for all the times he's humiliated- it also helps that his minions are all completely incompetent, so Skeletor is frequently not to blame for all of the losses he suffers. "She-Ra" almost uses him BETTER, as despite Hordak being an impressive new villain who you'd think they'd want to push, Skeletor almost ALWAYS gets the win on him- in the Pilot Movie, Skeletor has him tossed out of Eternia, and on separate occasions he nearly poisons him to death and captures him by himself (in one-on-one combat, his Magic outdoes Hordak's Technology). The 2002 series updates him to be more Nightmare Fuelly and gives him much more power, which is pretty easy to do when you consider how bad-ass he looks.
-Skeletor does almost everything pretty well, and is a step above all of his minions by a ways- at PL 11, he is enough for any one of them, and could probably beat any two or three by himself, since most of them are PL 8s and only a couple of the addled-brained ones are PL 9. He's a good fighter, incredibly strong (at one point, he tears open one of Hordak's giant Claw things just by flexing his arms), and can do crazy damage with his Havoc Staff or just regular old Energy Blasts from his hands, at one point blowing up a Tank in one hit. With a "Magic" Array, he can use almost any OTHER power as well so long as the GM keeps giving the player Hero Points to make up for it. Skeletor's powerful enough to solo Hordak in direct combat, and his Sleep Mist effortlessly KO'd both Hordak & She-Ra with hilarious speed (it's like three frames of animation to have them sniff the stuff then go flat out cold). His only major flaw is that his greatest enemy is both stronger, AND higher in Power Level (note Skeletor is only PL 9 Defensively unless he's Deflecting bolts of Energy, or Hordak's Flamethrower), meaning that Skeletor usually has to cheat to win.

PANTHOR
PL 8 (98)
STRENGTH
6 STAMINA 7 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 3 (+6)
Athletics 6 (+12)
Expertise (Survival) 5 (+6)
Intimidation 10 (+9 Size)
Perception 7 (+8)
Stealth 5 (+6)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Diehard, Extraordinary Effort, Fast Grab, Fearless, Follow-Up Strike, Great Endurance, Improved Critical (Natural Weapons) 3, Improved Hold, Improved Initiative, Prone Fighting

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 3 (16 mph) [3]
"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]

"Cat Agility" Leaping 1 [1]
"Purple Fur" Enhanced Skills 4: Stealth 4 (+10) (Flaws: Limited to Dark Areas) [1]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Claws & Teeth +8 (+8 Damage, DC 23)
Initiative +7

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +7, Fortitude +9, Will +9

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

Total: Abilities: 30 / Skills: 36--18 / Advantages: 15 / Powers: 17 / Defenses: 18 (98)

-Panthor is Skeletor's favourite pet, and is the clear rival to Battle Cat. However, despite having an awesome toy (no points of articulation, but it was cool, purple and fuzzy), he appeared in VERY few episodes of the cartoon, and generally got owned by Battle Cat in a hurry. He's a very large panther, and so he basically uses a Lion's stats instead, plus a bit to make him a more balanced PL 8.

MADAME RAZZ
Role:
Jewish Grandmother
PL 7 (129)
STRENGTH
0 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+4)
Deception 3 (+6)
Expertise (Magic) 6 (+10)
Expertise (History) 2 (+6)
Insight 3 (+6)
Perception 2 (+5)
Stealth 2 (+4)

Advantages:
All-Out Attack, Artificer, Beginner's Luck, Diehard, Equipment (Staff/Sword +2), Fascinate (Intimidation), Fast Grab, Great Endurance, Improved Aim, Improved Critical (Magic), Improved Hold, Quick Draw, Ranged Attack 7, Ritualist, Startle, Taunt

Powers:
"Questionable Magic"
"Creates Flying Ship" Create 8 (Feats: Innate) (Extras: Continuous, Movable) (33) -- [35]
AE: "_______ to _________!" Transform (Anything to Anything) 4 (20)
AE: "Ground To Tar" Affliction 7 (Strength; Vulnerable & Hindered/Defenseless & Immobile) (Extras: Ranged, Area- 15ft. Burst +1/2, Extra Condition) (Flaws: Limited Degree) (Diminished Range -2) (15.5)

Offense:
Unarmed +4 (+0 Damage, DC 15)
Ground to Tar +7 Area (+7 Affliction, DC 17)
Initiative +2

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

Complications:
Motivation (Freeing Etheria)
Accident (Wrong Spell!)- Madame Razz is a spellcaster, but one of "iffy" talents- her spells often go wrong the first time, or have a secondary, unintended effect. Sometimes, however, these are beneficial.

Total: Abilities: 46 / Skills: 20--10 / Advantages: 22 / Powers: 35 / Defenses: 16 (129)

-Madame Razz is the "Orko" of Etheria, being an absent-minded spellcaster of sometimes-questionable ability. However, she's a good bit better than he is in a fight, owing to her frequent use of Transform, and can create things better than Orko can (a flying Ship, in one instance- though at first it was a Frying Ship and was a big frying pan). She's also a bit more of a grandmotherly figure, despite her frazzled mind- she knows She-Ra's secret identity, and is able to keep up the illusion around others.

BROOM
Role:
Sarcastic Sidekick
PL 5 (65)
STRENGTH
-2 STAMINA 1 AGILITY 3
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Deception 4 (+5)
Insight 1 (+2)
Perception 2 (+3)
Stealth 1 (+4, +8 Size)

Advantages:
Improved Initiative

Powers:
"Living Broom" Flight 6 (120 mph) [12]
"Can Carry People" Power-Lifting 2 [2]

"Natural Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Dodge/Parry, +4 Stealth, -2 Intimidation)

Offense:
Unarmed +4 (-2 Damage, DC 13)
Initiative +7

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +1, Fortitude +3, Will +5

Complications:
Motivation (Freeing Etheria)

Total: Abilities: 28 / Skills: 8--4 / Advantages: 1 / Powers: 23 / Defenses: 9 (65)

-Broom is Madame Razz's sidekick, though he often just pokes fun at her. He's basically a flying, sentient broom, and isn't much good in fights other than as transport for Razz.

The main comedy in this episode appears to be Frosta's crush on He-Man, was it fun to write the dialogue?
Oh sure. Especially because I knew Tom would carry through the expressions onscreen. You weren't always guaranteed of that in Filmation cartoons. Fact is, Tom and I both thought Frosta was the hottest-looking female in the series and we wanted to do a show like this to satisfy our post-adolescent lust. This is the truth, and the sole reason for the show. Which answers some of the questions below.
-Bob Forward (http://www.he-man.org/cartoon/feature.php?id=50&fid=16)

aahhhhhhh "Sweet Bee's Home". Infamous in the "She-Ra" fandom for introducing young children to the concept of aggressive, man-hungry women lusting after muscular dudes. Written because the male creators thought Frosta was the most attractive cast member of the show, this episode has an alien named Sweet Bee arriving on Etheria, looking for a home for her people (same as the Rock People, really). To help them, She-Ra & He-Man team up with Mermista & Frosta, who is immediately taken with She-Ra's bronzed brother. She immediately starts vamping it up to the nth degree, flirting incessantly, and then (in a moment I can't believed passed the Filmation censors, who wouldn't allow characters to PUNCH anyone) finds herself underneath He-Man when he saves her from falling ice. When He-Man asks her if she's alright, she looks up with one eye, then lets out a heaving sigh and says "Couldn't be BETTER" and pretty much tries to make time with him RIGHT THERE!

Frosta does several things that would classify as sexual assault were it male-on-female (sex assault: SO WRONG when it's man-on-woman, but OH SO RIGHT if it's woman-on-man), while He-Man instead finds himself crushing on the cute Sweet Bee, ignoring the pseudo-thing he has with Teela back home (but since He-Man was a boy-show, he wasn't allowed any romance. By contrast, most other '80s cartoons added a chick for the hero to crush on). Watching Frosta seethe with jealousy is freaking hilarious- when He-Man says "Sweet Bee? That's a sweet name?", she just mimics it with the most SARCASTIC expression ever, and it's one of the funnier moments in the show. Even Mermista gets a funny moment, congratulating He-Man for busting some Horde Bots- Frosta immediately scowls at her for showing her man ANY attention, Mermista notices, and just rolls her eyes comically.

The animation is pretty weird, though- Filmation's style was to take static backgrounds and bodies and just move the facial features around (often featuring a "triple-blink" eye effect to show some emotion or movement during more static scenes), and when they went over-the-top with the movements, and show multiple facial expressions in a row (He-Man & She-Ra do this here, rolling their eyes a lot and going back to the static face), becoming kind of "Uncanny Valley" with them.

GENERAL SUNDER
Role:
The Most Bad-Assed Dude on Etheria
PL 9 (139)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 3 (+7)
Athletics 8 (+12)
Deception 2 (+6)
Expertise (Soldier) 10 (+13)
Insight 3 (+6)
Intimidation 5 (+9)
Investigation 3 (+6)
Perception 5 (+8)
Persuasion 2 (+6)
Stealth 2 (+6)
Technology 2 (+5)
Vehicles 5 (+9)

Advantages:
Accurate Attack, Diehard, Equipment 3 (Blaster), Fast Grab, Fearless, Improved Aim, Improved Critical 2 (Unarmed, Blaster), Improved Defense, Improved Disarm, Leadership, Power Attack, Quick Draw, Ranged Attack 8, Tracking

Powers:
"Etherian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

Equipment:
"Horde Gear"
"Armour" Protection 2 (2)
"Stun Blaster" Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (12) -- (13)
AE: "Blaster" Blast 6 (12)

Offense:
Unarmed +11 (+4 Damage, DC 19)
Blaster +12 (+6 Ranged Damage, DC 21)
Stun Blaster +12 (+6 Ranged Affliction, DC 16)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+6 Armour), Fortitude +6, Will +8

Complications:
Enemy (Hordak)
Relationship (Wife & Daughter)- Sunder quit the Horde upon discovering their true evil and growing tired of the fight. He settled down for the simple life of a farmer, married, and had a child. He loved being retired, but when Hordak's goons kidnapped his family... there was hell to pay.

Total: Abilities: 74 / Skills: 50--25 / Advantages: 24 / Powers: 0 / Defenses: 15 (138)

-General Sunder was the FREAKING MAN on this show. He only had two episodes, but boy were they a great set. In the first, he grows tired of the life of a Horde General, and gets talked up by Adora as the best ever. There's every sign that he is totally awesome. Hell, when Hordak starts dumping minions through his trap door, Sunder just looks at him and basically DARES HIM TO, and Hordak backs down. HORDAK. Sunder eventually rejects the Horde for it's cruelty and frees the innocent peasants, and is injured helping everyone escape. In the next episode, he's a simple farmer, living with the peasant girl he helped rescue earlier. He has a cute daughter who idolizes his soldier's past as well. And of course The Horde kidnaps them. The result? Sunder just calmly unlocks an old chest, and piece-by-piece throws on his old Horde Armour, and then IT. IS. ON. Sunder acts out every Revenge Movie ever, invades The Fright Zone single-handedly, rescues everybody, and tears the hell out of the place on his way out. Sunder is THE MAN.
-Horde is basically the closest you'll get to a Bad-Ass Normal in the He-Verse- even Teela and Man-At-Arms got nothin' on this guy. He's strong-willed enough to stare down HORDAK, and can single-handedly invade Hordak's base and wreck crap, and turn the tide in an entire war all by himself. I'd take him over almost any Hordak or Skeletor goon, and even those two would hesitate before challenging him.

THE SEA HAWK
Role:
Charming Pirate, Bad-Boy
PL 9 (141)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 10 DEXTERITY 8
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 5 (+10)
Athletics 7 (+10)
Deception 3 (+7)
Expertise (Pirate) 8 (+10)
Insight 3 (+5)
Perception 5 (+7)
Stealth 2 (+7)
Technology 3 (+5)
Vehicles 2 (+10)

Advantages:
Accurate Attack, Equipment 3 (Energy Sword +3), Fast Grab, Improved Critical 2 (Sword), Improved Defense, Improved Disarm, Leadership, Move-By Action, Quick Draw, Ranged Attack 2

Powers:
"The Falcon's Weapons"
"Photon Cutlass" (Flaws: Easily Removable) [10]
"Red Setting" Strength-Damage +5 (Feats: Improved Critical 2) (Extras: Penetrating 8) (15) -- (16 points)
AE: "Blue Setting" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (8)

"Impact Ring" (Flaws: Removable) [4]
"One-Hundred-Fold Punch" Strength-Damage +5 (5 points)

"Seven-League Boots" (Flaws: Removable) [7]
Leaping 3 (60 feet) (Feats: Improved Initiative) (4)
Enhanced Dodge & Parry 2 (4)
-- (8 points)

"Etherian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

Equipment:
"Energy Sword" Strength-Damage +3 (3)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Energy Sword +10 (+6 Damage, DC 21)
Impact Ring/Photon Cutlass +10 (+8 Damage, DC 23)
Blue Setting Cutlass +10 (+8 Affliction, DC 18)
Initiative +5

Defenses:
Dodge +10 (+12 Boots, DC 20-22), Parry +10 (+12 Boots, DC 20-22), Toughness +3, Fortitude +5, Will +7

Complications:
Motivation (Gold)- The Sea Hawk is a pirate, and LOVES the sight of gold. He only considers a few things more valuable, though his greed is often used against him.
Motivation (Freeing Etheria)- Though a greedy sort, The Sea Hawk also fights The Horde.
Relationship (Adora)- The Sea Hawk has a thing for Adora (but merely respects She-Ra as a warrior), and frequently risks his life for her.

Total: Abilities: 74 / Skills: 38--19 / Advantages: 14 / Powers: 22 / Defenses: 12 (141)

-The Sea Hawk was a pretty good addition to the series- a Sky Pirate and greedy sort, he was easily-led by The Horde to a point, but his innate morality would not let him become truly EVIL. And so he betrayed Hordak & Co., and became a Rebel Ally, as well as hitting on Adora (for a "Girl Show", She-Ra tended to be light on real romantic subplots- Bow was more of a platonic buddy-sort). He & Adora grew close as he showed his true colours, and they had some good episodes. In one two-parter, he discovered his father, The Falcon, long-thought dead, and had a nice reunion ('80s Cartoon Characters had plenty of long-lost-father meetings), departing when he found out that if The Falcon left a magical island, he would soon die. But not before picking up a ton of AWESOME Tech-Gear. The episode had a nice ending as well, as Admiral Scurvy, who'd already captured She-Ra, bribed him with a bar of gold to allow him to escape with his prisoner, and Hawk was like "hellz naw" and didn't even HESITATE to kick Scurvy's ass instead. Then, when Adora thanks him for saving her and ignoring the promises of riches, he calmly points out his second-in-command, who'd just finished scouring the ocean for the lost bar of gold. "I'm loyal" he says, brandishing the gold bar, "NOT stupid!" Dude had STYLE.
-The Sea Hawk is an adequate, PL 8 fighter at first, though he's beaten eventually by The Horde's Octavia. But once he gains the weapons his father had- a Photon Cutlass, Seven-League Boots and an Impact Ring, he becomse a true force to be reckoned with, devastating numerous Horde Soldiers with ease.

PERFUMA
Role:
Addle-Brained Weirdo
PL 10 (89)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 4 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 2 (+7)
Athletics 4 (+5)
Expertise (Horticulture) 10 (+10)
Perception 4 (+4)
Persuasion 2 (+5)
Ranged Combat (Flowers) 6 (+12)

Advantages:
Improved Smash, Ranged Attack 3

Powers:
"Etherian Physiology" Features 1: Maintains a Babealicious Physique Regardless of Age or Starvation [1]

"Flower Control"
Create Flowers 4 (Feats: Precise, Innate) (Extras: Continuous) (14) -- [17]
AE: Healing 10 (Flaws: Limited to Flowers) (10)
AE: Growth 10 (Extras: Affects Others Only +0) (Flaws: Limited to Flowers) (10)
AE: "Clog Weapons" Nullify Blasts 8 (Flaws: Limited to Technological Weapons) (8)

Offense:
Unarmed +4 (+1 Damage, DC 16)
Clog Weapons +12 (+8 Ranged Nullify, DC 18)
Initiative +5

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +2, Fortitude +4, Will +6

Complications:
Motivation (Beautifying Everything)- Perfuma lives only to make things more beautiful. She even volunteers to stay in the FRIGHT ZONE in order to make more flowers!
Reputation (Weird)- Even her allies find her a bit strange- she actually ENJOYS staying prisoner in the Fright Zone and hanging around with Hordak.

Total: Abilities: 38 / Skills: 28--14 / Advantages: 4 / Powers: 17 / Defenses: 16 (89)

-Perfuma is completely insane. In the one episode I have featuring her, she's a plant-obsessed flighty girl who spends all of her time dancing & running around attaching flowers to everything. When Hordak captures her to prevent her from growing the Whispering Woods during a forced-eclipse, she doesn't even get upset- she instead DECORATES HER PRISON CELL, then escapes into the Fright Zone and BEAUTIFIES IT! She even starts a conga line with the Horde Troopers and clogs Hordak's weapon when he tries to blow her away, resulting in Hordak AGREEING TO SHE-RA'S DEMANDS just to get her to agree to take Perfuma back! It's just a nutty, weird episode, featuring an insane friendly character.

PEEKABLUE
Role:
Non-Combatant, Seer
PL 3 (84), PL 6 (84) Perceiver
STRENGTH
1 STAMINA 1 AGILITY 3
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Insight 2 (+4)
Perception 14 (+16)

Advantages:
Ranged Attack 4

Powers:
"All-Seeing" Remote Senses (Vision) 20 (Feats: Dimensional) [41]
"Etherian Physiology" Features 1: Maintains a Babealicious Physique Regardless of Age or Starvation [1]

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

Defenses:
Dodge +5 (DC 15), Parry +4 (DC 14), Toughness +1, Fortitude +2, Will +5

Complications:
Responsibility (Afraid)- A non-combatant, Peekablue avoids getting involved in Horde business.

Total: Abilities: 22 / Skills: 16--8 / Advantages: 4 / Powers: 41 / Defenses: 8 (83)

-Peekablue is a non-fighter who is able to see all over the universe- she once helped Adora see what was going on in Eternia with her brother Adam. She was captured once by Hordak, who wanted to use her Perception powers to see into The Whispering Woods (which are enchanted so that Hordesmen can't spy inside) so some Sky Claw things could capture some Rebels. She didn't want to fight, but got mind-controlled by Shadow Weaver, and eventually broke the control and used a Sky Claw on Hordak himself.

CATRA
Role:
Evil Woman, Demoted Villain
PL 8 (140)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 10 DEXTERITY 6
INTELLIGENCE 5 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 5 (+11)
Athletics 8 (+10)
Deception 4 (+6)
Expertise (Soldier) 5 (+7)
Expertise (Science) 4 (+9)
Intimidation 3 (+5)
Perception 2 (+3)
Stealth 1 (+7)
Technology 6 (+11)
Vehicles 1 (+7)

Advantages:
Accurate Attack, Equipment 3 (Stun Blaster), Fast Grab, Improved Critical (Blaster), Improved Defense, Move-By Action, Quick Draw, Ranged Attack 4

Powers:
"Etherian Physiology" Features 1: Maintains a Babealicious Physique Regardless of Age or Starvation [1]

"Cat Mask" (Flaws: Removable) [28]
"Cat Form"
Enhanced Strength 2 (4)
Enhanced Stamina 2 (4)

Enhanced Skills 8: (2)
Intimidation 3 (+8)
Perception 4 (+7)
Stealth 1 (+8)

Enhanced Advantages 9: All-Out Attack, Chokehold, Great Endurance, Improved Critical (Natural Weapons), Improved Hold, Improved Initiative, Prone Fighting, Seize Initiative, Uncanny Dodge (9)

"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) (5)
Speed 3 (16 mph) (3)
"Natural Weapons- Claws & Teeth" Strength-Damage +2 (2)

"Cat Agility"
"Climbing Skills" Enhanced Skills 8: Athletics 8 (+14) (Flaws: Limited to Climbing) (2)
Leaping 2 (30 feet) (2)

"Purple Coat" Enhanced Skills 4: Stealth 4 (+12) (Flaws: Limited to Dark Areas) (1)
-- (34 points)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Blaster +10 (+6 Ranged Damage, DC 21)
Stun Blaster +10 (+6 Ranged Affliction, DC 16)
Initiative +6

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +4

Complications:
Motivation (EEEEEEEEEVIL!!)- All of She-Ra's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 70 / Skills: 42--21 / Advantages: 13 / Powers: 29 / Defenses: 9 (140)

-Catra was supposed to be the Main Villain of "She-Ra", and was so in the toy-line (central concept: She-Ra & Catra are fighting over who gets to make teh kisses with Bow), but when "He-Man" ended before they could use Hordak and his Evil Horde as new mega-villains, the Filmation crews decided to switch gears and make Hordak the ruler of Etheria, thus demoting Catra to the role of side-villain. Catra became the new Force Captain when Adora quit Hordak's employ, and she used her position to insult and look down upon everyone underneath her, making Scorpia an enemy in particular. She screwed up a little less than her teammates, but was still easy pickings for She-Ra, who trounced her handily on many occasions.
-Catra is a PL 8 like most He-Man & She-Ra foes, but is a bit smarter and more competent than normal (at one point, she co-invents a powerful Dimensional Movement machine along with Shadow Weaver). Her Cat Form increases her power considerably, but is rarely-seen, since animating cats is kind of a pain in the ass. It was pretty weak appearance-wise as well- a very sleek panther, but the goofy mask just killed the whole thing- Panthor was a much cooler Big Cat threat in the He-Verse.

CAT FORM- PL 8 (140)
STRENGTH
4 STAMINA 5 AGILITY 5
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 3 (+8)
Athletics 6 (+10)
Expertise (Survival) 7 (+8)
Intimidation 6 (+4)
Perception 7 (+8)
Stealth 3 (+8)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Fast Grab, Great Endurance, Improved Critical (Natural Weapons), Improved Hold, Improved Initiative, Prone Fighting, Seize Initiative, Uncanny Dodge (Hearing)

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 3 (16 mph) [3]
"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]

"Cat Agility"
"Climbing Skills" Enhanced Skills 8: Athletics 8 (+14) (Flaws: Limited to Climbing) [2]
Leaping 2 (30 feet) [2]

"Purple Coat" Enhanced Skills 4: Stealth 4 (+12) (Flaws: Limited to Dark Areas) [1]

Offense:
Unarmed +10 (+4 Damage, DC 19)
Claws & Teeth +10 (+6 Damage, DC 21)
Initiative +10

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

CLAWDEEN
PL 8 (87)
STRENGTH
6 STAMINA 7 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 3 (+6)
Athletics 6 (+12)
Expertise (Survival) 5 (+6)
Intimidation 10 (+9 Size)
Perception 7 (+8)
Stealth 5 (+6)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Fast Grab, Follow-Up Strike, Great Endurance, Improved Critical (Natural Weapons), Improved Hold, Prone Fighting

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 3 (16 mph) [3]
"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]

"Cat Agility" Leaping 1 [1]
"Pink Fur" Enhanced Skills 4: Stealth 4 (+10) (Flaws: Limited to Pink Areas- more common on Etheria than you'd think) [1]
"Lion's Mane" Immunity 5 (Grappling or Choking Effects) (Flaws: Limited to Around the Neck) [3]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]

Offense:
Unarmed +7 (+6 Damage, DC 21)
Claws & Teeth +7 (+8 Damage, DC 23)
Initiative +3

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

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

Total: Abilities: 28 / Skills: 36--18 / Advantages: 9 / Powers: 20 / Defenses: 12 (87)

-Clawdeen is Catra's pet Lion, and was only seen in one single "She-Ra" episode, teaming up with Catra's Panther Form to ensare some Rebels. Soon however, she (yes, it's a girl lion, despite having a mane) is trapped in one of Entrapta's traps by Bow, and is never seen again. I just am frequently astounded at how GIRLY they made this toy-line. I mean, a PINK LION??

STORM- PL 6 (55)
STRENGTH
5 STAMINA 5 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Athletics 2 (+8)
Close Combat (Unarmed) 1 (+5)
Expertise (Survival) 2 (+3)
Insight 3 (+4)
Intimidation 6 (+5 Size)
Perception 4 (+5)

Advantages:
All-Out Attack, Attractive (To Women), Great Endurance, Improved Critical (Hooves), Power Attack

Powers:
"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision, Radius Sight) [3]
"Animal Physiology" Speed 3 [3]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Strength-Damage +1 (Feats: Reach) [2]
Protection 2 [2]

"Pegasus Wings" Flight 6 (120 mph) (Flaws: Winged) [6]

Offense:
Unarmed +5 (+6 Damage, DC 21)
Initiative +1

Defenses:
Dodge +2 (DC 12), Parry +4 (DC 14), Toughness +7, Fortitude +9, Will +4

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

Total: Abilities: 8 / Skills: 18--9 / Advantages: 5 / Powers: 23 / Defenses: 9 (55)

-Storm was only seen in the toys, and is Catra's Pegasus Steed- not much better than a basic Horse.

SCORPIA
Role:
Evil Woman, Dumb Mook
PL 8 (115)
STRENGTH
6 STAMINA 6 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+10)
Deception 3 (+3)
Expertise (Soldier) 4 (+4)
Intimidation 6 (+6)
Stealth 1 (+5)
Technology 2 (+2)
Vehicles 2 (+4)

Advantages:
All-Out Attack, Equipment 13 (Scorpion Tank), Fast Grab, Improved Grab, Improved Hold, Ranged Attack 5, Startle

Powers:
"Etherian Physiology" Features 1: Maintains a Babealicious Physique Regardless of Age or Starvation [1]

"Scorpion Tail" Strength-Damage +1 (Feats: Reach) (Extras: Penetrating 6) [8]

Equipment:
"Scorpion Tank" (Huge Size, 10 Strength, 4 Speed, 6 Defense, 12 Toughness)
"Sleep Gas" Affliction 8 (Fort; Fatigued/Exhausted/Asleep) (Extras: Ranged, Area- 30ft. Burst +2) (32) -- (33)
AE: "Cannon" Blast 10 (Extras: Area- 30ft. Burst on 6 ranks) (26)
-- (62 points)

Offense:
Unarmed +8 (+6 Damage, DC 21)
Tail +8 (+7 Damage, DC 22)
Initiative +4

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

Complications:
Motivation (EEEEEEEEEVIL!!)- All of She-Ra's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 52 / Skills: 22--11 / Advantages: 23 / Powers: 29 / Defenses: 10 (115)

-Scorpia is a true rarity- a Dumb Female Mook. Most He-Man & She-Ra enemies are dopey MALE characters, with the women being scheming, clever bitches by contrast. Scorpia is instead a big dope, using her creepy tiny pincers and scrawny Scorpion Tail as weapons, while speaking in the most over-the-top butch voice ever. She was pretty decent in a fight (but She-Ra pretty much always just used Stock Animation Fighting Skills to grab Scorpia's tail and throw her around), and has a Scorpion Tank with Sleep Gas.

WEBSTOR
Role:
Elite Mook
PL 8 (113)
STRENGTH
6 STAMINA 6 AGILITY 4
FIGHTING 10 DEXTERITY 8
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 7 (+12)
Intimidation 7 (+7)
Perception 4 (+4)
Sleight of Hand 4 (+12)
Stealth 8 (+12)
Technology 2 (+2)

Advantages:
Equipment (Grappling Hook), Fast Grab, Improved Hold, Improved Critical (Unarmed), Startle, Ranged Attack 4

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]
"Scale Walls" Movement 2 (Wall-Crawling 2) [4]
"Spider-Like" Extra Limbs 4 [4]

Offense:
Unarmed +10 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6, Fortitude +7, Will +4

Complications:
Motivation (EEEEEEEEEVIL!!)- All of He-Man's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 68 / Skills: 32--16 / Advantages: 9 / Powers: 9 / Defenses: 11 (113)

-Webstor was a second-season addition to "He-Man", and like many of the later villains (Clawful, Kobra Khan), was depicted as less of an idiot overall- his lack of bumbling made him a fan-favourite, especially since his design was also quite cool. He was updated further in the 2002 series, and the mini-comics often portrayed him as a genius.


GENERIC HE-MAN HERO TEMPLATE
Role:
Background Hero
PL 7 (85)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 1 (+5)
Athletics 4 (+8)
Deception 2 (+4)
Insight 3 (+5)
Intimidation 2 (+4)
Perception 2 (+4)
Persuasion 2 (+4)
Vehicles 2 (+5)

Advantages:
Improved Critical (Token Attack), Ranged Attack 5, Set-Up, Teamwork

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

Offense:
Unarmed +9 (+4 Damage, DC 19)
Initiative +4

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

Complications:
Enemy (Skeletor & Company)

Total: Abilities: 58 / Skills: 18--9 / Advantages: 8 / Powers: 1 / Defenses: 9 (85)

-This is the Generic Template for heroes in the He-Verse: Big, Burly Tough Guys who are much smarter than Skeletor's goons, though a bit limited to one gimmick since most of them didn't really have a specialty beyond one unique attack.

STROBO- PL 10 (95):
Dazzle Visuals 10 (Extras: Area- Visual Perception) (Flaws: Touch Range, Requires Light Source) [10]
-Strobo is a pretty useless guy that only appeared in one Mini-Comic- he was supposed to be a toy (a combination of Zodac's head with Sy-Klone's body), but it never got produced. He could Dazzle people with a light strobe effect, but he needed some energy shot his way first in order to do it.

FEARLESS PHOTOG- PL 8 (102):
"Capture Energy" Affliction 8 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Ranged) [16]
Advantages: Equipment 1 (Shield- Dodge & Parry 1) [1]
-Fearless Photog was the winnin sample of a "Make Your Own Hero" contest, but his toy was never produced. Since he's a guy with a camera for a head and images on his chest, I'm gonna call that a GOOD thing, but his power is still quite nasty- he can drain the bad guys and keep their image on his chest (the battlefield applications of the images elude me, but maybe it's just bragging).

RIO BLAST- PL 8 (110):
Skills: Cowboy 8 (+8) [4]
"Cybernetic Arsenal" Blast 7 (Extras: Multiattack) [21]
-Rio Blast is an Eternian Cowboy (as stupid as it sounds... which is about half as stupid as some of the things that this universe does) who has a bunch of guns built into his body.

EXTENDAR- PL 9 (108):
Immunity 30 (Fortitude Effects) [30]
"Powerful Knight" Protection 8 [8]
No Stamina Score [-18]
"Extendable Limbs" Elongation 2 [2]
Equipment: Shield (Dodge & Parry 2) [1]
-Never appearing in animated form, Extendar is a silver knight-looking dude who's robotic (like MANY later releases) and has the power to elongate stuff (again, like MANY later releases)- all showcasing what the toy-line was rapidly turning to as far as gimmicks and concepts went. The mini-comics imply that he is literally invincible when at full height, but I'll rein that back a bit- he's still one of the toughest Heroic Warriors. He has two origins- in one, he was captured & transformed by Hordak along with his friend Dragstor, and now refuses to fight his former friend (who is now brainwashed), and in another, he made a deal with Hordak for powers, but eventually turned on him.

LIZARD MAN- PL 7 (85):
-A non-toy character who shows up occasionally (often in different form!) to help out the heroes. Even the He-Man Wiki site mentions nothing about what he can do- in the one featuring episode I've seen, he literally just STANDS THERE most of the time, even though they're on a mission! A very clumsily-written series, sometimes...

CLAMP CHAMP- PL 9 (92):
"Clamp" Enhanced Strength 4 (Flaws: Limited to Grappling) [4]
Advantages: Fast Grab, Improved Grab, Improved Hold [3]
-Clamp Champ is the first black character in the "He-Man" franchise, and was the only one until Netossa showed up on "She-Ra" years later- apparently Eternia is rather monochromatic except for all the green monsters and stuff. He never made any animated appearances, given he was introduced late in the toyline. Similarly, he was too late for either a toy or show appearance in the 2002 remake- it kind of sucks to be a minor character in a broad toy-line like this.

ROTAR- PL 8 (97):
"Spinning" Speed 6 (120 mph) [6]
Enhanced Dodge & Parry 3 [6]
-Rotar is a spinning, cybernetic warrior, and enemy to Twistoid.

THE NEW ADVENTURES OF HE-MAN:
ARTILLA- PL 8 (118):
"Weapons Systems" Blast 8 (Extras: Multiattack) [24]
"Computer Scanners" Senses 3 (Infravision, Analytical Vision) [3]
Skills: Expertise (Denebria) 12 (+12) [6]
-Artilla is a robot Helper Buddy of He-Man's who also has some hardware. I assume he's the Mr. Exposition character, who teachers He-Man (and by proxy, the audience) about the new land on which he finds himself.

KAYO- PL 8 (91):
Advantages: Equipment 4 (Bazooka- Blast 8) [4]
"Power Punch" Strength-Damage +2 [2]
-A background character who had a bazooka and punched hard.

HYDRON- PL 8 (93):
Equipment: "Triton Spear-Gun" Blast 7 (14), "Space Suit" Immunity 5 (Cold, Hot, Drowning & Suffocation, Radiation) (5) [4]
Ranged Attack 12 [4]
-Hydron is the leader of The Galactic Guardians, and sought out He-Man to aid them in the battle against General Flogg's forces.

VIZAR- PL 8 (92):
Equipment: "Laser" Blast 6 (12), "Visor" Senses 3 (Extended Vision 2, Infravision) [3]
Skills: Perception 8 (+12) [4]
-Just a generic Soldier Guy with a Visor that let him see better.

SPINWIT- PL 8 (113):
"Tornado Spin" Affliction 8 (Strength; Hindered & Vulnerable/Prone & Defenseless) (Extras: Area- 30ft. Burst, Extra Condition) (Flaws: Limited Degree) [16]
Flight 6 (120 mph) [12]
-Spinwit uses an "Amazing Tornado Spin" to help He-Man. I assume that a Knock-Down/Flight thing'll do the trick.

TUSKADOR- PL 8 (96):
"Tusks" Strength-Damage +2, Protection 2 (Extras: Impervious 5) (9 points, Removable) [8]
Advantages: Equipment 3 (Blaster 6) [3]
-I guess Tuskador is the "Big Guy" of the group, with giant Robo-Tusks.

FLIPSHOT- PL 8 (94):
Advantages: Equipment 5 (Jet Pack- Flight 6, Wrist-Rockets 7) [5]
Skills: Vehicles 8 (+13) [4]
-Flipshot is the arrogant, hot-shot pilot of the show.

NOCTURNA- PL 8 (91):
Abilities: Fighting 11 [4]
Advantages: Equipment 2 (Bow & Arrow 5) [2]
-A background character in the show, Nocturna was a martial artist with a really feminine name. In the U.K. comics, he had psychic powers, apparently.

MARA- PL 7 (84):
Abilities: Strength 2, Stamina 3, Fighting 9 [-2]
Dodge +1 [1]
Mara is the Token Chick of the heroic side in the New Adventures, but there's little describing her fighting style in the Wiki, so she basically just fits the Template with a modification for her smaller size. She apparently had a thing for He-Man, and was a rival of Crita, the villainous chick.

SAGITAR- PL 7 (90):
Advantages: Equipment 2 (Sword +2 & Shield- Dodge & Parry 1) [2]
"Centaur To Four-Armed Guy"
"Four Arms" Extra Limbs 2 (2) -- [3]
AE: "Centauric" Features 1: +2 to Resist Trip Attempts (1)
-Sagitar is a Centaur-like dude whose toy (& toon form) can be modified into being a super-tall dude with four arms.

GENERIC SHE-RA HERO TEMPLATE
Role:
Background Babe
PL 7 (79)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 3 (+7)
Athletics 5 (+7)
Deception 2 (+5)
Insight 2 (+4)
Perception 2 (+4)
Persuasion 2 (+5)
Vehicles 2 (+5)

Advantages:
Improved Critical (Token Attack), Ranged Attack 5, Set-Up, Teamwork

Powers:
"Eternian Physiology" Features 1: Maintains a Babealicious Physique Regardless of Age or Starvation [1]

Offense:
Unarmed +9 (+2 Damage, DC 17)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +6

Complications:
Enemy (The Evil Horde)

Total: Abilities: 50 / Skills: 18--9 / Advantages: 8 / Powers: 1 / Defenses: 11 (79)

-She-Ra adds several female characters to the line-up. They're a bit weaker, but pack some extra defensiveness to make up for it a bit.


SWEET BEE- PL 7 (113):
Flight 5 (60 mph) (Flaws: Winged) [5]
"Honeycomb Snare" Snare 7 (Extras: Area- 30ft. Shapeable) (28) -- [29]
AE: "Honeycomb Ladder" Create 6 (Feats: Innate) (Extras: Continuous) (19)
-In the infamous "Frosta sexually-assaults He-Man" episode, He-Man spends most of the episode making goo-goo eyes at Sweet Bee instead. She's a flying girl who is trying to help her race of Bee People (related to Buzz-Off's, maybe?).

THE STAR SISTERS:
The Star Sisters were imprisoned by an evil witch years ago, and were finally freed by She-Ra and Swift Wind. They allied themselves with The Great Rebellion in thanks, and look about as '80s as humanly possible (they make JEM look modern and current!), but I've never heard of them. This is the best I can do regarding their powers:

JEWELSTAR- PL 10 (97):
"Conjures Gem Armor" Protection 6 (Extras: Affects Others, Ranged) [18]
TALLSTAR- PL 7 (84):
Elongation 5 [5]
STARLA- PL 8 (108):
Advantages: Sidekick 12 (Glorybird, a Falcon) [12]
Senses 1 (Danger Sense) [1]
"Spell of Light" Blast 8 [16]

DOUBLE TROUBLE- PL 7 (86):
Skills: Athletics 6 (+13), Deception 8 (+13) [7]
Abilities: Fighting 4 [-6]
Parry +10 [6]
-Double Trouble is the elite Spy of the Great Rebellion, and a cousin of Glimmer's. She's less of a fighter than other She-Ra characters, but specializes in disguises and being dextrous. She never appeared in teh cartoon, but received a figure release in 1985.

NETOSSA- PL 7 (99):
Advantages: Accurate Attack, Improved Aim, Improved Disarm [3]
"Nets!" (Flaws: Easily Removable) [17]
"Wide Net" Snare 7 (Extras: Area- 15ft. Burst +1/2) (25) -- (27 points)
AE: "Simple Net" Snare 6 (18)
AE: "Surprise Net" Snare 6 (Feats: Accurate, Indirect- From Behind) (Flaws: Touch Range) (13)
-Netossa is a rarely-seen side-character and Token Black Person of "She-Ra". Her half-assed name and concept (throwing NETS? REALLY??) pretty much imply that she was a last-minute addition to the line.

SPINNERELLA- PL 8 (103):
Move Object 10 (20) -- [24]
AE: "Air Blast" Blast 8 (16)
AE: "Wind" Features 2: Snuff Flames, Throw Off Arrows, Other Effects (2)
AE: Environment 5 (250 feet) (Impede Movement 2) (10)
AE: Deflect 8 (8)
-Spinnerella nearly ripped the Whispering Woods out of the ground after she feared her friend Netossa had been captured by rebels. Thankfully, it was all a Horde trick. Her & Netossa are utterly-bland, forgotten characters that only got used once.


THE SORCERESS (Teela Na)
Role:
Wise Woman, Magestic Helper
PL 12 (174)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 5 AWARENESS 5 PRESENCE 4

Skills:
Athletics 2 (+4)
Deception 4 (+8)
Expertise (Magic) 12 (+17)
Expertise (History) 8 (+13)
Insight 4 (+9)
Perception 2 (+7)
Persuasion 2 (+6)

Advantages:
Artificer, Beginner's Luck, Benefit 5 (Protector of Castle Grayskull), Ranged Attack 7, Ritualist, Well-Informed

Powers:
"Eternian Physiology" Features 1: Maintains a Babealicious Physique Regardless of Age or Starvation [1]

"Zoar Form" Morph 1 (Falcon Form) (Extras: Metamorph) [6]
"Telepathy" Communication (Mental) 3 (Feats: Dimensional) [16]

"Magical Might" (All Have Flaws: Limited to Within Grayskull)
"Entrapment" Snare 9 (Extras: Area- 30ft. Burst) (27) -- [34]
AE: Teleport 10 (Extras: Extended) (20)
AE: "Telepathy" Mind-Reading 10 (10)
AE: Senses 8 (Precognition & Postcognition) (4)
AE: Flight 6 (Extras: Affects Others) (12)
AE: "Telekinesis" Move Object 10 (10)
AE: "Create Fire" Blast 14 (14)
AE: "Magical Shield" Force Field 10 (5)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Blast +10 (+14 Ranged Damage, DC 29)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+14 Force Field), Fortitude +7, Will +10

Complications:
Motivation (Protecting the Secrets of Castle Grayskull)
Relationship (Teela)- The Sorceress' daughter is Teela, the Captain of the Royal Guard. Realizing that she could not care for the child because of her sworn duty, The Sorceress gave her up to Man-At-Arms' care, and she mind-wiped an adult Teela when this was uncovered. She cares for her daughter, and is proud of her, but cannot be part of her life just yet.

Total: Abilities: 66 / Skills: 34--17 / Advantages: 11 / Powers: 57 / Defenses: 18 (174)

-The Sorceress is kind of a mentor/helper figure in the "He-Man" mythos, sort of a living macguffin that can send He-Man along on his quests and tell him stuff about things (often Telepathically), but has the caveat that she can never quite "cheat" and do things herself- her powers are greatly diminished outside of Castle Grayskull. I had her toy (which is apparently pretty rare, being a late release in 1987), and she had a different design in the old Mini-Comics, and determining her exact powers and levels is a bit difficult, but what the hey- she's PL 12 within Castle Grayskull (said to empower her greatly), meaning that Skeletor & Co. usually need to cheat to get past her defenses.

STRATOS
Role:
Flying Ape-Dude
PL 9 (124)
STRENGTH
5 STAMINA 5 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Aerobatics 7 (+11)
Athletics 3 (+8)
Expertise (Leader) 4 (+6)
Insight 3 (+5)
Perception 6 (+8)
Stealth 5 (+1)
Technology 2 (+4)
Vehicles 2 (+4)

Advantages:
Benefit 2 (Bird People Leader), Fast Grab, Improved Critical (Unarmed), Ranged Attack 6, Startle

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]
"Bird People Physiology" Senses 2 (Extended & Low-Light Vision) [2]

"Jetpack" (Flaws: Removable) [10]
Flight 6 (120 mph) (12 points)

Offense:
Unarmed +11 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +5, Fortitude +6, Will +7

Complications:
Responsibility (Leader of Avion)

Total: Abilities: 68 / Skills: 32--16 / Advantages: 14 / Powers: 13 / Defenses: 13 (124)

-Young Jab thought Stratos was awesome for some reason- his whole Gorilla/Bird combo made him interesting to look at, and his flying-based fighting style made him unique to the universe. He was the ruler of Avion, land of Bird People, but didn't really get up to much- his character development was completely absent, and as such, he stopped getting regular use in the series. The 2002 update kept him pretty well the same (but made his flight more a part of him than his Jetpack). He's a PL 8 fighter like his buddies, and is as strong as many of the villains (well I think he is).

ZODAC (Argon of Zargoniatronix)
Role:
Cosmic Brainiac
PL 9 (124)
STRENGTH
5 STAMINA 5 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Aerobatics 7 (+11)
Athletics 3 (+8)
Expertise (Leader) 4 (+6)
Insight 3 (+5)
Perception 6 (+8)
Stealth 5 (+1)
Technology 2 (+4)
Vehicles 2 (+4)

Advantages:
Benefit 2 (Bird People Leader), Fast Grab, Improved Critical (Unarmed), Ranged Attack 6, Startle

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]
"Bird People Physiology" Senses 2 (Extended & Low-Light Vision) [2]

"Jetpack" (Flaws: Removable) [10]
Flight 6 (120 mph) (12 points)

Offense:
Unarmed +11 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +5, Fortitude +6, Will +7

Complications:
Responsibility (Leader of Avion)

Total: Abilities: 68 / Skills: 32--16 / Advantages: 14 / Powers: 13 / Defenses: 13 (124)

-Zodac was weird. Early comics used him as a neutral character, merely an observer/balance-protector, which is a bit advanced for some little kids. The toy flat-out stated that he was evil, while the cartoon used him a BIT like the comic version, but mostly as a good guy/peace-protector.

EVIL-LYN
Role:
Evil Witch, Scheming Bitch
PL 9 (120)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 6
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

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

Advantages:
Artificer, Improved Critical (Magic), Ranged Attack 2, Ritualist

Powers:
"Eternian Physiology" Features 1: Maintains a Babealicious Physique Regardless of Age or Starvation [1]

Dazzle Visuals 10 (20) -- [22]
AE: "Magical Disguise" Morph 3 (Other People) (15)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Dazzle +8 (+10 Ranged Affliction, DC 20)
Initiative +4

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

Complications:
Motivation (Power)
Motivation (EEEEEEEEEVIL!!)- All of He-Man's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 64 / Skills: 38--19 / Advantages: 5 / Powers: 23 / Defenses: 9 (120)

-One of the very few minions of Skeletor who ISN'T a gigantic idiot, Evil-Lyn is instead cruel, scheming and manipulative, probably showing WHY he makes sure his henchmen are usually blithering boobs in the first place! An evil sorceress, she has barely ANY power-feats that I or anyone else can remember, so instead makes frequent use of disguises or the occasional light-based Dazzle. She also has what might quite be the WORST name in the entire series, sounding like a mean version of a regular name. I always found her visual somewhat odd, in that you'd almost buy she could be attractive, but then she reveals the combination old lady/Susan Powter haircut and just ruins the overall look.

SHADOW WEAVER
Role:
Evil Witch, Scheming Bitch
PL 9 (124)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 6
INTELLIGENCE 4 AWARENESS 3 PRESENCE 1

Skills:
Deception 6 (+7)
Expertise (Magic) 6 (+10)
Insight 2 (+5)
Intimidation 6 (+7)
Perception 3 (+6)
Persuasion 1 (+2)
Stealth 2 (+5)

Advantages:
Artificer, Improved Critical (Magic), Ranged Attack 2, Ritualist

Powers:
"Etherian Physiology" Features 1: Maintains a Babealicious Physique Regardless of Age or Starvation [1]

"Brainwashing" Affliction 8 (Will; Entranced/Compelled/Transformed Personality) (Extras: Progressive +2, Cumulative) (32) -- [40]
AE: "Area Shadow Coils" Snare 6 (Extras: Area- 30ft. Burst) (24)
AE: "Shadow Coils" Snare 8 (16)
AE: "Paralysis Gas" Affliction 9 (Fort; Fatigued/Exhausted/Paralyzed) (Extras: Area- 30ft. Cloud +2) (Flaws: Scent-Dependent) (18)
AE: "Illusory Form" Morph 3 (Other People) (15)
AE: Teleport 10 (20)
AE: Blast 8 (16)
AE: "Avalanche" Move Object 8 (16)
AE: "Wind" Features 2: Snuff Flames, Throw Off Arrows, Other Effects (2) & Environment 5 (250 feet) (Impede Movement 2) (12)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Shadow Coils +8 (+8 Ranged Affliction, DC 18)
Area Coils +6 (+6 Ranged Affliction, DC 16)
Paralysis Gas +9 Area (+9 Affliction, DC 19)
Blast +8 (+8 Ranged Damage)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +7 (DC 17), Toughness +3, Fortitude +5, Will +5

Complications:
Motivation (Power)
Motivation (EEEEEEEEEVIL!!)- All of She-Ra's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 52 / Skills: 28--14 / Advantages: 5 / Powers: 41 / Defenses: 12 (124)

-Shadow Weaver is the "Evil-Lyn" of the Horde, and is Hordak's go-to person for magic and mischief. As much of an Artificer/Ritualist as anything, and actually got a LOT more play than Evil-Lyn did. She was easily the best Non-Hordak fighter of the Evil Horde as well, packing Blasts (enough to set off an avalanche), Teleportation, Illusions, Shadow Coils, Brainwashing, Wind Generation and more! Her insane versatility made her incredibly dangerous, so like the best Magic-based villains, is also a glass cannon unable to handle even a single hit from most of the heroes. Also, she has freakishly-pert breasts for what is a raspy-voiced Lizard Lady, and is about as loyal as the others to Hordak (meaning she'll easily betray him if he humiliates her too badly for her failure).

CASTASPELLA
Role:
Background Babe
PL 8 (108)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 3 (+7)
Athletics 5 (+7)
Deception 2 (+5)
Expertise (Magic) 6 (+9)
Insight 2 (+5)
Perception 2 (+6)
Persuasion 2 (+5)
Vehicles 2 (+5)

Advantages:
Artificer, Benefit 2 (Ruler of Mysticor), Improved Critical (Token Attack), Ranged Attack 5, Ritualist, Set-Up, Teamwork

Powers:
"Etherian Physiology" Features 1: Maintains a Babealicious Physique Regardless of Age or Starvation [1]

"Mistress of Magic" Move Object 8 [16]

Offense:
Unarmed +9 (+2 Damage, DC 17)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +6

Complications:
Enemy (The Evil Horde)
Responsibility (Mysticor)

Total: Abilities: 56 / Skills: 24--12 / Advantages: 12 / Powers: 17 / Defenses: 11 (108)

-Castaspella has an AMAZINGLY-awful name, even by the standards of Mattel-based series. She's the ruler of Mysticor, a Magic-based society, and she is voiced with really awful aplomb- her voice is all faux-breathey and nasal, giving the character an odd bent. She's also pretty much NEVER DONE ANYTHING in any of the episodes I've seen featuring her- in one she has an apprentice that takes the shortcut of stealing a powerful Book of Magic, and in another she just stands around. So her Magic is probably Ritual/Artificer-based, making her not very well-rounded as a character.

FROSTA
Role:
Aggressive Rapist, An Ice Person
PL 8 (123)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 3 (+7)
Athletics 5 (+7)
Deception 2 (+5)
Expertise (Ruler) 3 (+8)
Insight 2 (+5)
Perception 2 (+5)
Persuasion 3 (+6)
Vehicles 2 (+5)

Advantages:
Benefit 2 (Ruler of the Kingdom of Snows), Improved Critical (Ice Powers), Ranged Attack 5, Set-Up, Teamwork

Powers:
"Etherian Physiology" Features 1: Maintains a Babealicious Physique Regardless of Age or Starvation [1]

"Mistress of Ice"
"Cold as Ice" Affliction 8 (Strength; Vulnerable & Hindered/Defenseless & Prone/Paralyzed) (Extras: Ranged, Extra Condition) (32) -- [37]
AE: "Ice Wave" Affliction 8 (Strength; Vulnerable & Hindered/Defenseless & Prone/Paralyzed) (Extras: Area- 60ft. Cone, Extra Condition) (32)
AE: "Ice Blast" Blast 8 (16)
AE: "Ice Slide" Flight 4 (30 mph) (Flaws: Platform) (4)
AE: "Break Chains" Weaken Toughness 6 (Extras: Affects Objects Only +0, Ranged) (12)
AE: "Ice Trip" Affliction 8 (Athletics; Vulnerable & Hindered/Defenseless & Prone) (Extras: Ranged, Area- 30ft. Burst) (Flaws: Limited Degree, Limited to Grounded Targets, Instant Recovery) (4)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +6

Complications:
Enemy (The Evil Horde)
Responsibility (The Kingdom of Snows)

Total: Abilities: 54 / Skills: 22--11 / Advantages: 10 / Powers: 38 / Defenses: 10 (123)

-Frosta is pretty clearly the hottest girl on "She-Ra", by virtue of her slinky appearance, seductive grin, arm-length gloves, high-heeled thigh boots (which should be WAY MORE COMMON, dammit!) outfit- the writer & director of "Sweet Bee's Home" sure though so, and came up with an episode where she tried every trick in the book to seduce He-Man, and jealously pouted all the way when he got more interested in another character. In every other episode, however, she's a more confident, stand-up character full of nobility and desires for peace (she handily brokers a treaty with the Selkies in a rival kingdom, averting a war set off by The Horde). But the fans all like that one episode the best, because GOD DAMN.
-Frosta has the standard "Ice Powers" power suite, which is actually rather rare in fiction when you think about it (Iceman & Frozone are practically the only other notable ones I can think of. This will change once Disney's "Frozen" comes out, I'm sure), including Tripping guys (often breaking apart Horde Robots, which are basically made up paper-mache), weakening chains, sliding around like an uber-babe Bobby Drake, and freezing stuff.

GWILDOR
Role:
Short Inventor Dude
PL 8 (110)
STRENGTH
0 STAMINA 1 AGILITY 1
FIGHTING 2 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 3 PRESENCE 1

Skills:
Expertise (Science) 10 (+17)
Insight 1 (+4)
Technology 10 (+17)
Vehicles 1 (+5)

Advantages:
Inventor, Ultimate Technology Skill

Powers:
"The Cosmic Key" (Flaws: Easily Removable) [49]
"Travel Anywhere In The Universe"
Teleport 20 (Extras: Extended, Accurate) (80) -- (81 points)
AE: Movement 6 (Dimensional Travel 3, Space Travel 3) (Extras: Instant Teleportation, Portal +2) (30)

Offense:
Unarmed +2 (+0 Damage, DC 15)
Initiative +1

Defenses:
Dodge +5 (DC 15), Parry +4 (DC 14), Toughness +1, Fortitude +2, Will +6

Complications:
Enemy (Skeletor)

Total: Abilities: 38 / Skills: 22--11 / Advantages: 2 / Powers: 49 / Defenses: 10 (110)

-Gwildor is the Sidekick character of the "He-Man" film (which I've never seen- it looks VERY silly and had little to do with the toys, and typically doesn't even get referenced to in any other media, unlike MANY silly '80s movies, so I don't expect much of it), replacing Orko (who would have been way too tough/expensive to animate).

HE-MAN: THE MOVIE
The movie introduced a small handful of new villains.

SAUROD- PL 8 (74):
Equipment 3: Laser Gun 6 [3]
"Claws" Strength-Damage +1 [1]
-Saurod is a villain from the "He-Man" movie, and only participated briefly before Skeletor went all "You have failed me for the LAST TIME" on him, and incinerated the lizardy bugger.

BLADE- PL 8 (66):
Equipment 1: Sword +3 [3]
Abilities: Strength 2, Stamina 3, Fighting 9 [-8]
-Blade is a pretty generic henchman, a Swordsman from the movie.

KARG- PL 7 (72):
"Hook Hand" Strength-Damage +1 [1]
-Karg is a more well-dressed guy, but is an ugly humanoid bat-dude all the same.

MOSS MAN
Role:
Forest Protector, Beast Man Palette Swap
PL 8 (132)
STRENGTH
5 STAMINA 7 AGILITY 2
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 0

Skills:
Persuasion 4 (+4)
Expertise (Animal Handling) 6 (+6)
Expertise (Survival) 4 (+7)
Intimidation 4 (+4)
Perception 4 (+7)
Insight 4 (+7)
Stealth 2 (+4)

Advantages:
Equipment (Mace +2), Favoured Environment (Jungle/Forest), Improved Disarm, Improved Grab, Improved Hold, Ranged Attack 4

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Plant-Based Body"
Elongation 2 (Flaws: Arms Only) [1]
Comprehend 2 (Speak & Understand Plants) [4]
Immunity 1 (Starvation) [1]
Movement 1 (Environmental Adaptation- Jungles & Forests) [2]
Enhanced Skills 4: Stealth 4 (+8) (Flaws: Limited to Green Environments) [1]

"Vines Come To Life" Snare 8 (24) -- [26]
AE: "Plant Control" Move Object 8 (Flaws: Limited to Plants) (8)
AE: Morph 3 (Multiple Forms) (Flaws: Limited to Plants) (12)

Offense:
Unarmed +10 (+5 Damage, DC 20)
Mace +10 (+7 Damage, DC 22)
Initiative +2

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

Complications:
Responsibility (Protecting the Forest)

Total: Abilities: 62 / Skills: 28--14 / Advantages: 9 / Powers: 35 / Defenses: 12 (132)

-Moss Man hails from the Evergreen Forest (peaceful... serene... that is, until Bert Raccoon wakes up), and he's a character who didn't show up much in the initial He-Man, and was a typical ally at the time (one trick, showed up a couple times), primarily a spy who turned into plants. His toy was a green recolour of Beast Man, and smelled of Pine the same way Stinkor smelled of Musk. The later 2000s series actually turned him into one of the most powerful beings on Eternia, a Green-Man-like powerhouse who could turn jungles to his whim and crap. Moss Man, for obvious reasons, is best suited to jungle combat.

FAKER
Role:
Copycat Construct
PL 11 (104)
STRENGTH
13 STAMINA 9 AGILITY 3
FIGHTING 8 DEXTERITY 3
INTELLIGENCE -2 AWARENESS -1 PRESENCE -1

Skills:
Acrobatics 2 (+5)
Close Combat (Unarmed) 1 (+9)
Deception 3 (+2)
Intimidation 6 (+5)
Perception 2 (+1)

Advantages:
Fast Grab, Great Endurance, Improved Critical (Punch), Improved Grab, Improved Hold, Power Attack, Ranged Attack 2

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Manly Toughness"
Protection 3 [3]
Power-Lifting 9 (100,000 tons) [9]
Leaping 1 (15 feet) [1]
Speed 3 (16 mph) [3]

Offense:
Unarmed +9 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12, Fortitude +9, Will +2

Complications:
Responsibility (Protecting the Forest)

Total: Abilities: 64 / Skills: 14--7 / Advantages: 8 / Powers: 17 / Defenses: 8 (104)

-Faker was designed to be a blue Robot He-Man-ish thing created by Skeletor (blue-skinned and armoured like Skeletor, but otherwise resembling He-Man), but Filmation turned him into a mystical copy of He-Man who was mostly identical (save glowing eyes and a hollow-sounding voice). He is rapidly-killed by He-Man, who dodges out of the way of a charging Faker, sending him into the bottomless pits around Castle Grayskull. In any case, I statted him up as a near-equal of He-Man, packing the same physical power, but being less experienced and skilled, dropping a PL in the process. For a more toy-accurate version, he'd get the Robot package of Immunities.

GRANAMYR
Role:
Wisened Sage, Giant Dragon
PL 12 (183)
STRENGTH
11 STAMINA 11 AGILITY 0
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 7 AWARENESS 5 PRESENCE 4

Skills:
Deception 4 (+8)
Expertise (Magic) 10 (+17)
Expertise (History) 8 (+15)
Insight 4 (+9)
Intimidation 4 (+8, +13 Size)
Perception 4 (+9)

Advantages:
Power Attack, Ranged Attack 10

Powers:
"Draconic Physiology"
Immunity 1 (Aging) [1]

"Natural Size" Growth 10 (Str & Sta +10, +10 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -10 Stealth) -- (36 feet) (Feats: Innate) (Extras: Permanent +0) [21]
Flight 5 (30 mph) (Flaws: Winged) [5]

"Magical Might"
"Turn to Stone" Affliction 12 (Fort; Dazed & Vision Impaired/Stunned & Vision Disabled/Transformed to Stone & Vision Unaware) (Extras: Perception Range +2, Extra Condition) (48) -- [52]
AE: Movement 3 (Dimensional Travel 3) (Extras: Attack +2 for 12 Ranks, Ranged 12) (42)
AE: "Restore to Power" Transform (Damaged Devices to Working Ones) 5 (Extras: Continuous) (10)
AE: "Dragon's Fire" Blast 12 (24)
AE: "D&D Fire Cone" Damage 12 (Extras: Area- 60ft. Cone) (24)

Offense:
Unarmed +8 (+5 Damage, DC 20)
Various Weapons +7 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +11, Fortitude +11, Will +11

Complications:
Prejudice (Humans)- Granamyr thinks little of humans, but He-Man is starting to change his mind.

Total: Abilities: 56 / Skills: 34--17 / Advantages: 11 / Powers: 79 / Defenses: 20 (183)

-Granamyr is a wise, noble Dragon of huge power, often appearing sitting in his chamber with his dorky-ass helmet on (seriously- A DRAGON wearing a TINY HELMET?), giving advice to He-Man on the matters of the day. He doesn't think much of people, but He-Man's gloriousness is helping change that.

HORDAK
Role:
The Big Bad
PL 11 (180)
STRENGTH
5 STAMINA 7 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+9)
Deception 5 (+7)
Expertise (Horde Leader) 6 (+10)
Intimidation 6 (+8)
Perception 4 (+6)
Stealth 2 (+6)
Technology 4 (+8)
Vehicles 3 (+7)

Advantages:
All-Out Attack, Benefit 5 (Horde Leader on Etheria), Daze (Intimidation), Diehard, Fast Grab, Improved Aim, Improved Critical (Blasts) 2, Improved Grab, Improved Initiative, Improved Smash, Power Attack, Ranged Attack 8, Startle

Powers:
"Etherian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Techno-Morphing" Shapeshifting 7 (Technological Powers & Forms) [49]
"Multi-Changeable Limbs"
"Blaster Arm" Blast 10 (Feats: Increased Range 2) (22)
"Shield Arm" Deflect 12 (12)
"Buzzsaw Arm" Strength-Damage +3 (Extras: Multiattack 8, Penetrating 6) (17)
"Net Arm" Snare 9 (27)
"Flamethrower" Damage 8 (Extras: Area- 60ft. Line +2) (24)
"Stasis Beam" Affliction 10 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (30)

"Hordak Forms"
"Rocket/Missile Form" Flight 8 (500 mph) & Movement 1 (Space Travel 1) (18)
"Drill Form" Burrowing 8 & Damage 8 (Extras: Area- 30ft. Shapeable) (Flaws: Limited to Grounded Targets) & Affliction 8 (Athletics; Hindered & Vulnerable/Prone & Defenseless) (Extras: Extra Condition, Area- 30ft. Shapeable) (Flaws: Limited Degree, Limited to Grounded Targets) (24)
"Hammer Head" Strength-Damage +4 (4)
"Tank Form" Growth 6 & Blast 12 (Inaccurate -1) (35)

Offense:
Unarmed +10 (+5 Damage, DC 20)
Hammer Head +10 (+9 Damage, DC 24)
Buzzsaw Arm +10 (+8 Damage, DC 23)
Tank Size +10 (+11 Damage, DC 26)
Flamethrower +8 Area (+8 Damage, DC 23)
Blaster Arm +12 (+10 Ranged Damage, DC 25)
Stasis Beam +12 (+10 Ranged Affliction, DC 20)
Net Arm +12 (+9 Ranged Affliction, DC 19)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +7, Fortitude +7, Will +6

Complications:
Motivation (Power)
Motivation (EEEEEEEEEVIL!!)- All of She-Ra's enemies are pretty much evil for the sake of evil, and Hordak is among the worst of them. He hates flowers merely because of their beauty, and once sat around moping because "I haven't done something EVIL in a while!"
Responsibility (Cynic)- Hordak is so bad to the bone that he refuses to trust anyone- when a sweet-looking creature offered to help him & She-Ra escape from a magical dimension in payment for getting him some berries, Hordak assumed the creature would bail as soon as he got the berries, because "he's GOT what he wants, why would he stick around to help us now?"
Enemy (Skeletor)- Hordak's old pupil nurses a powerful grudge for no apparent reason (SKELETOR gave HORDAK's position up to the Eternians), and often seeks to kill him. And since all of Hordak's minions are only loyal until the next berating from Hordak, plots against him are frequent.
Responsibility (Horde Prime)- A massive, two-headed cybernetic creature, Horde Prime rules the ENTIRE Horde, of which Hordak is merely a Commander of a conquered world. Hordak is held responsible for his failures to this being, and often must buy him birthday presents, babysit his son, or take care of his Giant Super-Ship (The Velvet Glove). Horde Prime is about as nice to his subordinates as Hordak & Skeletor are to theirs, keep that in mind.

Total: Abilities: 76 / Skills: 34--17 / Advantages: 25 / Powers: 50 / Defenses: 12 (180)

-Hordak is the evil ruler of The Horde on Etheria, acting as a commander for Horde Prime, the mostly-unseen leader. A truly evil bastard, he stole the Princess Adora from her crib as an infant, and decided to Raise Her To Be Evil on Etheria (which put up much less of a fight than Eternia did, and was quickly-conquered). When she betrayed him (at the same time as this new blonde-haired amazon She-Ra showed up), he was PIIIIIISSED, and soon sent his minions off on numerous schemes all throughout the series. Unlike Skeletor, Hordak already IS the ruler of his own world, but has to deal with a constant resistance that springs up every time he has his robots harass some poor townsfolk for no apparent reason. And unfortunately, he's got an enemy in his old pupil (Hordak ALWAYS uses that term) Skeletor, who was WAY nastier and a better schemer- frequently, the closest Hordak ever came to defeat was when Skeletor teamed up with Catra or Shadow Weaver to remove their old boss.
-Like Skeletor, Hordak is PL 11 and quite powerful, containing incredible versatlity (the ability to transform into a TANK is pretty good, though he loses a ton of defense that way) in his numerous shapes and Blasts. Among his more reliable methods include a Blaster Arm and turning into a Rocket to get somewhere quickly (he always takes a hilarious stance when he does this, standing like a petulant child), but he & Skeletor are pretty even until the latter cheats (and he ALWAYS does).

TUNG LASHOR
Role:
Dumb Mook
PL 7 (87)
STRENGTH
5 STAMINA 5 AGILITY 4
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Athletics 2 (+7)
Intimidation 6 (+6)
Perception 1 (+0)
Stealth 1 (+4)
Technology 2 (+1)
Vehicles 2 (+5)

Advantages:
Fast Grab, Improved Hold, Improved Critical (Tongue Attack), Startle, Ranged Attack 4

Powers:
"Etherian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Pervy Giant Tongue" Strength-Damage +1 (Feats: Reach 3) [4]
Extra Limb 1 [1]
Enhanced Advantages 3: Benefit (Ambidexterity), Improved Grab, Improved Hold [3]

Offense:
Unarmed +8 (+5 Damage, DC 20)
Tongue Attack +8 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +5, Fortitude +6, Will +4

Complications:
Motivation (EEEEEEEEEVIL!!)- All of She-Ra's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak. They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 54 / Skills: 14--7 / Advantages: 8 / Powers: 9 / Defenses: 9 (87)

-This is the Generic Template for villains in the He-Verse: Big, Dumb Mooks who were easy as hell to fool, but hit like a truck and were decent at fighting... assuming their chosen foe wasn't a PL 12 Superman-level
-Tung Lashor was supposed to be one of the Snake Men, but a late release left him joining The Horde as one of Hordak's recurring goons. He's responsible for probably the funniest moment in the series, too- he's spying on She-Ra using the Horde Spy Computer thingie, and he uses his TONGUE to operate the console and levers! Hordak and company are DISGUSTED, and yell at him, demanding him to clean off the console. He then does... BY WIPING IT WITH HIS TONGUE, leading to them screaming at him AGAIN, and he just picks up a spray bottle & washcloth while openly-mugging for the camera. Just totally hilarious Looney Tunes-esque stuff.
-Tung Lashor (what IS IT with this series and just adding "-or" to make up villain names?) was often called just "Tung" or "Tung Lash", and was once seen palling around with Rattlor, and he's generally more exciteable than his more buffoonish partners. The 2002 series used him as a Snake Man, making him a bit more fearsome and colourful than the red guy seen in "She-Ra".

RATTLOR
Role:
Dumb Mook/Upgraded to Elite Second-In-Command
PL 10 (117)
STRENGTH
9 STAMINA 9 AGILITY 3
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 2 PRESENCE 0

Skills:
Athletics 2 (+11)
Expertise (General) 8 (+8)
Intimidation 12 (+12)
Perception 4 (+6)
Stealth 2 (+5)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Power Attack, Ranged Attack 3, Startle, Takedown

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]
Elongation 2 (Flaws: Limited to Neck & Tail) [1]
Senses 3 (Acute Infravision, Scent) [3]

Offense:
Unarmed +11 (+9 Damage, DC 24)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +9, Fortitude +9, Will +6

Complications:
Motivation (EEEEEEEEEVIL!!)- All of He-Man's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak (or King Hiss). They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 74 / Skills: 28--14 / Advantages: 13 / Powers: 5 / Defenses: 11 (117)

-Rattlor is a generic buffoonish villain in the She-Ra series (though at one point he was ALSO seen as one of Skeletor's warriors in a cross-over- continuity wasn't the best in this series), but in the 2002 update, he was transformed into the second-in-command of King Hiss, and a competent, dangerous general. So I figured I'd toss in a 2002-era build of an elite Rattlor, who was good enough to challenge He-Man, or trounce the regular Masters.

For the old-school '80s Rattlor, use the following to add on to the Generic Villain Template:
Elongation 2 (Flaws: Limited to Neck & Tail) [1]

MERMISTA
Role:
Clamshell-Wearing Mermaid, French Girl
PL 8 (133)
STRENGTH
6 STAMINA 5 AGILITY 4
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 3 (+7)
Athletics 5 (+7)
Deception 2 (+5)
Insight 2 (+4)
Perception 2 (+4)
Persuasion 2 (+5)
Vehicles 2 (+5)

Advantages:
Benefit (Princess of Salineas), Improved Critical (Water Attack), Minion 4 (Enchanta), Ranged Attack 5, Set-Up, Teamwork

Powers:
"Etherian Physiology" Features 1: Maintains a Babealicious Physique Regardless of Age or Starvation [1]

"Mermaid Tail"
Enhanced Advantages 1: Quick Change [1]
Swimming 5 (16 mph) [5]
Immunity 2 (Drowning, Pressure) [2]

"Water Control" Move Object 8 (Extras: Perception Range) (Flaws: Limited to Water) (16) -- [17]
AE: "Wave Attack" Blast 8 (Drawbacks: Requires Water -2) (14)

"Animal Communication"
Communication (Mental) 2 (Extras: Area) (Flaws: Limited to Animals, Limited to Sea Creatures) [6]
Comprehend 2 (Animals) (Flaws: Limited to Sea Creatures) [2]

Offense:
Unarmed +7 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +6

Complications:
Enemy (The Evil Horde)
Responsibility (The Kingdom of Salineas)

Total: Abilities: 62 / Skills: 18--9 / Advantages: 13 / Powers: 34 / Defenses: 11 (133)

-Mermista is the only person on Etheria with a French accent, and helps She-Ra and friends, despite her father wanting to avoid pissing off The Horde and getting involved. She can control water, speak to animals, and is noticeably super-strong (lifting the cockpit lid off of a SPACESHIP, while UNDERWATER?), and can switch her mermaid tail for human legs at-will, making her one-up on both Ariel AND Aquaman. She also has a gigantic swan, in case her violet hair and mermaid nature wasn't enough to convince you this toy-line wasn't for girls.

ENCHANTA
Role:
Clamshell-Wearing Mermaid, French Girl
PL 6 (48)
STRENGTH
8 STAMINA 6 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -2

Skills:
Expertise (Survival) 3 (+5)
Perception 3 (+5)

Advantages:
None

Powers:
"Natural Size" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Flight 6 (120 mph) (Flaws: Winged) [6]
Swimming 4 (8 mph) [4]
"Bird Senses" Senses 3 (Extended & Low-Light Vision, Acute Scent) [3]

Offense:
Unarmed +4 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +6, Fortitude +6, Will +3

Total: Abilities: 10 / Skills: 6--3 / Advantages: 0 / Powers: 26 / Defenses: 9 (48)

-Enchanta is a gigantic swan that only appears in one single episode- "Sweet Bee's Home", in which she flies the heroes over to a Horde Submarine fleet because Swift Wind can't carry ALL of them. She's zapped by Hordak's Stun Beam from afar, then falls to the ground in agony, so she's not that tough, despite being huge.

IMP
Role:
Annoying Villainous Sidekick
PL 6 (67)
STRENGTH
-3 STAMINA 0 AGILITY 2
FIGHTING 1 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Deception 3 (+2)
Stealth 1 (+9 Size)

Advantages:
Ranged Attack 3

Powers:
"Small Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) [17]
(-2 Strength & Speed, +4 Defenses, +8 Stealth, -4 Intimidation)

Flight 2 (4 mph) (Flaws: Winged) [2]

"Shape-Changer" Shapeshift 4 [32]
Morph 4 (Feats: Metamorph) (Flaws: Limited to Objects, Limited to Blue Colours) (13)
"Blaster" Blast 6 (Flaws: Distracting) (6)
"Tiny Stone" Shrinking +4 (8)
"Rocket" Flight 6 (120 mph) (12)
"Flamethrower" Damage 6 (Area: 30ft. Line) (12)

Offense:
Unarmed +1 (-3 Damage, DC 12)
Blaster +6 (+6 Ranged Damage, DC 21)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +0, Fortitude +1, Will +2

Complications:
Motivation (EEEEEEEEEVIL!!)- All of She-Ra's enemies are pretty much evil for the sake of evil, generally doing the bidding of either Skeletor or Hordak (or King Hiss). They are bullies, liars and schemers, ultimately being treacherous and having no real loyalty save for someone more powerful than they.

Total: Abilities: 8 / Skills: 4--2 / Advantages: 3 / Powers: 51 / Defenses: 3 (67)

-Imp is OH MY GOD THE MOST ANNOYING CHARACTER EVER, but at least he's supposed to be annoying in-universe, so he can get away with it. But GOD DAMN this thing avoided getting his comeuppance way too much. As the favoured minion of Hordak (he flapped around behind the boss, usually insulting the other Minions, who were afraid to do anything save Hordak blow them up), he often didn't even get attacked by the HEROES, and so was a giant Karma Houdini in almost every appearance. He was a great spy (+9 Stealth and could turn into ordinary objects), had varied abilities (like being a Loudhorn or a Laser Gun).

ROBOTO
Role:
Background Hero
PL 8 (134)
STRENGTH
7 STAMINA -- AGILITY 3
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 5 AWARENESS 2 PRESENCE 1

Skills:
Athletics 2 (+9)
Expertise (Science) 4 (+9)
Insight 3 (+5)
Intimidation 3 (+4)
Perception 3 (+5)
Persuasion 2 (+4)
Technology 5 (+10)
Vehicles 2 (+5)

Advantages:
Improved Critical (Axe), Ranged Attack 5, Set-Up, Teamwork

Powers:
"Robot" Immunity 30 (Fortitude Effects) [30]
"Metal Shell" Protection 8 [8]
"Robotic Sensors" Senses 3 (Analytical Vision, Infravision) [3]

"Laser Blaster" Blast 8 (16) -- [18]
AE: "Claw" Enhanced Advantages: Improved Grab, Improved Hold (2)
AE: "Axe" Strength-Damage +1 (Extras: Penetrating 6) (7)

Offense:
Unarmed +8 (+7 Damage, DC 22)
Axe +8 (+8 Damage, DC 23)
Laser Blaster +8 (+8 Ranged Damage, DC 23)
Initiative +3

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

Complications:
Enemy (Skeletor & Company)

Total: Abilities: 48 / Skills: 24--12 / Advantages: 8 / Powers: 59 / Defenses: 7 (134)

-Roboto is a latter-era "He-Man" character, and only got a single focus episode, never showing up again. He showed up MUCH more in the 2002 series, being built by Man-At-Arms (his toy origin, but not the toon one- in that, he was an alien). He's one of the more versatile Masters, being able to fight at range or melee at the same level- his robotic body is much tougher than normal.

SY-KLONE
Role:
Background Hero
PL 8 (140)
STRENGTH
5 STAMINA 6 AGILITY 4
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Aerobatics 4 (+8)
Athletics 2 (+7)
Insight 3 (+5)
Intimidation 2 (+4)
Perception 2 (+4)
Persuasion 2 (+4)
Technology 3 (+4)
Vehicles 2 (+5)

Advantages:
Improved Critical (Wind Storm), Ranged Attack 5, Set-Up, Teamwork

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]
Flight 5 (60 mph) [10]
Immunity 2 (Cold, Vertigo) [2]
"Cybernetic Shell" Protection 2 [2]

"Wind Controlling Powers"
"Wind Storm" Blast 6 Linked to Affliction 8 (Strength; Hindered & Vulnerable/Prone & Defenseless) (Extras: Extra Condition, Area- 30ft. Burst) (Flaws: Instant Recovery, Limited Degree) (20) -- [25]
AE: "Tornado" Damage 8 (Extras: Area- 30ft. Burst) (16)
AE: "Whirlwind Stream" Damage 8 (Extras: Area- 30ft. Line) (16)
AE: "Wind" Features: Extinguish Flames, Thrown Objects Auto-Miss, -4 Ranged Attacks
AE: "Wind Funnels" Move Object 8 (16)
AE: "Wind Screen" Deflect 10 (Extras: Ranged) (20)

Offense:
Unarmed +8 (+7 Damage, DC 22)
Wind Storm +8 (+6 Ranged Damage, DC 21)
Tornados & Whirlwinds +8 Area (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +6, Fortitude +6, Will +5

Complications:
Enemy (Skeletor & Company)

Total: Abilities: 64 / Skills: 20--10 / Advantages: 8 / Powers: 50 / Defenses: 8 (140)

-Sy-Klone is another late addition, given only a few showings in the old TV series. He's a cyborg warrior who creates whirlwinds. The 2002 series made him an immortal Magical Dude from an ancient asian-esque society.

KING HISS
Role:
Would-Be Big Bad
PL 10 (178)
STRENGTH
7 STAMINA 8 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 4

Skills:
Athletics 5 (+12)
Deception 4 (+8)
Expertise (Survival) 2 (+5)
Expertise (Magic) 8 (+11)
Insight 2 (+5)
Intimidation 8 (+12)
Perception 8 (+11)
Persuasion 2 (+6)
Stealth 5 (+10)

Advantages:
Chokehold, Benefit (Ambidexterity), Daze (Intimidation), Diehard, Fast Grab, Great Endurance, Improved Critical (Snake Bites), Improved Grab, Improved Hold, Improved Initiative, Leadership, Power Attack, Ranged Attack 5, Ritualist, Set-Up, Teamwork

Powers:
"Eternian Physiology" Features 1: Maintains a Gloriously-Ripped Physique Regardless of Age or Starvation [1]

"Five Snake Heads"
Weaken Stamina 6 (Feats: Reach 2) (Extras: Progressive +2, Multiattack) [26]
Extra Limbs 2 [2]

"Snake Senses" Senses 2 (Infravision, Acute Scent) [2]

Offense:
Unarmed +12 (+7 Damage, DC 22)
Snake Poison +12 (+6 Weaken, DC 16)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +8, Fortitude +9, Will +8

Complications:
Motivation (Ruling Eternia)

Total: Abilities: 92 / Skills: 44--22 / Advantages: 20 / Powers: 31 / Defenses: 13 (178)

-King Hiss was prepared to be the new Big Bad of He-Man, but he came in to late, and got supplanted by Hordak anyways- he ended up showing up in the second season of "He-Man" in 2003, acting as a dual Big Bad to Skeletor, in which every single episode turned into a giant brawl. He could have some alleged magic powers, but never really showed up in the original series, so it's hard to say. He's a PL 10 guy, with the potential for some magical power.

FLUTTERINA
Role:
Background Babe
PL 7 (107)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 3 (+7)
Athletics 5 (+7)
Deception 2 (+5)
Insight 2 (+4)
Perception 2 (+4)
Persuasion 2 (+5)
Vehicles 2 (+5)

Advantages:
Ranged Attack 3, Set-Up, Teamwork

Powers:
"Etherian Physiology" Features 1: Maintains a Babealicious Physique Regardless of Age or Starvation [1]
"Butterfly Wings" Flight 3 (16 mph) (Flaws: Winged) [3]
"Summon Swarm of Butterflies" Summon 1 [2]

"Butterfly Form"
Morph 1 (Single Form) (Feats: Metamorph) [6]
Shrinking 16 [32]
Reduced Stamina 6 [-12]

Offense:
Unarmed +9 (+2 Damage, DC 17)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +6

Complications:
Enemy (The Evil Horde)

Total: Abilities: 50 / Skills: 18--9 / Advantages: 5 / Powers: 32 / Defenses: 11 (107)

-And to end the Mattel-verse builds on a whimper, here's Flutterina, the Rebellion's... Butterfly Girl. She could turn into a butterfly (not exactly a game-changer in combat), Summon some (basically it would Dazzle some Visuals for a second), or fly around.

xxxx

Acrobatics, Athletics, Close Combat (Type), Deception, Expertise (Acting, Art, Business, Carpentry, Cooking, Criminal, Current Events, Dance, History, Journalism, Law, Law Enforcement, Military,
Magic, Music, Philosophy/Theology, Politics, Pop Culture, Psychiatry, Science, Sociology), Insight, Intimidation, Investigation, Perception, Persuasion, Ranged Combat (Type), Sleight of Hand, Stealth, Technology, Treatment/Medicine, Vehicles

Accurate Attack, Agile Feint, All-Out Attack, Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Chokehold, Close Attack, Connected, Contacts, Cunning Fighter, Damaging Escape, Daze (old Distract), Def.Attack. Def.Roll, Def.Strike, Def.Throw, Diehard, Eidetic Memory, Equipment, Evasion (R), Extraordinary Effort, Fascinate, Fast Grab, Fav. Environment, Fav. Foe, Fearless, Follow-Up Strike, Grab Finesse, Great Endurance, Hide in Plain Sight, Imp.Aim, Imp.Critical, Imp.Defense, Imp.Disarm, Imp.Grab, Imp.Initiative, Imp.Hold, Imp.Smash, Imp.Trip, Improvised Tools, Improvised Weapon, Inspire, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Languages, Last Stand, Leadership, Luck, Minions, Move-By Action, Power Attack, Precise Attack (Ranged/Close,Cover/Conceal), Prone Fighting, Quick Draw, Ranged Attack, Redirect, Ritualist, Second Chance, Seize Initiative, Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing Mastery, Tough, Tracking, Trance, Ultimate Effort, Uncanny Dodge, Weapon Bind, Weapon Break, Well-Informed, Withstand Damage

STR 0 (50 lbs.) ---- (Bald Eagle)
STR 1 (100 lbs.) ---- (Jean Grey, Sue Storm; Wolves)
STR 2 (200 lbs.) ---- (NPC Thugs, NPC Cop, Black Tom Cassidy, Base Doom/Kang) (DCA- Black Canary, Robin)
STR 3 (400 lbs.) ---- (Nightwing, Silver Samurai, Black Canary II, Razor Fist; Cougars) (DCA- Nightwing)
STR 4 (800 lbs.) ---- (Daredevil, Batman, Demona "Gargoyles"'; Chimpanzees, Jaguars) (DCA- Batman, Vandal)
STR 5 (1,600 lbs.) ---- HUMAN MAXIMUM (Captain America, Hudson "Gargoyles", Hawkman, Bugbears; Lions)

STR 6 (3,200 lbs.) ---- (Goliath "Gargoyles", Sabretooth; Horses, Gorillas, Anacondas, Black Bears, Tigers) (DCA- Gorillas)
STR 7 (3 tons) ---- (car, van, truck) ---- (Cyborg; Grizzlies, Gryphons, Rhinoceros, Styracosaurus, Ankylosaurus, Peak for Most Animals) (DCA- Cheetah)
STR 8 (6 tons) ---- (lear jet, subway car) ---- (Elephants, Triceratops, T-Rex)
STR 9 (12 tons) ---- (fighter jet, semi truck) ---- (Spider-Man, The Beast, The Blob)
STR 10 (25 tons) ---- (humpback whale) ---- (Kid Omni-Man) (DCA- Aquaman)

STR 11 (50 tons) ---- (tank, train) ---- (Rogue, The Immortal, Marvel's Ares)
STR 12 (100 tons) ---- (767, cargo jet) ---- (Most Super-Bricks: Colossus, King Kong, Baseline Hulk) (DCA- Humpback Whale, Powerhouse)
STR 13 (200 tons) ---- (747, fishing liner) ---- (DCAU Superman, The Thing, Dragon Man)
STR 14 (400 tons) ---- (drilling rig)
STR 15 (800 tons) ---- (small bridge) ---- (The Juggernaut, DCAU Darkseid, Mary Marvel/CM3, Invincible)

STR 16 (1,600 tons) ---- (destroyer) ---- (Legion Supergirl, The Abomination) (DCA- Wonder Woman)
STR 17 (3,200 tons) ---- (freight train, nuclear sub) ---- (Mon-El, PC Superboy, Omni-Man)
STR 18 (6,000 tons) ---- (cargo freighter- empty) ---- (Thunderstrike, Captain Marvel, Black Adam, Prof. Hulk, She-Ra, Samaritan) (DCA- Grundy)
STR 19 (12,000 tons) ---- (cruiser, loaded freighter) ---- (Thor, Superman, He-Man) (DCA- Black Adam, Superman)
STR 20 (25,000 tons) ---- (ocean liner, large bridge)

SPEED CHART:
2 mph (Normal Human), 4 mph (Speed 1), 8 mph (Speed 2), 16 mph (Speed 3), 30 mph (Speed 4), 60 mph (Speed 5), 120 mph (Speed 6), 250 mph (Speed 7), 500 mph (Speed 8), 1,000 mph (Speed 9), 2,000 mph (Speed 10), 4,000 mph (Speed 11), 8,000 mph (Speed 12), 16,000 mph (Speed 13), 32,000 mph (Speed 14), 64,000 mph (Speed 15), 125,000 mph (Speed 16), 250,000 mph (Speed 17), 500,000 mph (Speed 18), 1,000,000 mph (Speed 19), 2,000,000 mph (Speed 20)

(One Degree): Dazed (single action of own control), Entranced (stunned unless a threat is obvious), Fatigued/Hindered (half-speed), Impaired (-2 penalty), Vulnerable (half-defense)
(Two Degrees): Compelled (single action control), Defenseless (0 defense bonus), Disabled (-5 penalty), Exhausted (impaired/hindered), Immobile (no moving from spot), Prone (-5 close attack/hindered), Restrained (hindered/vulnerable), Stunned (no actions)
(Three Degrees): Asleep (defenseless/stunned/unaware), Controlled (all actions), Incapacitated (defenseless/stunned/unaware), Paralyzed (defenseless/immobile/stunned aside from mental actions), Transformed (altered traits), Unaware (unable to Percieve/Interact)

Attack Bonuses:
+6: Elite Wolves, Cassowaries, Komodo Dragons, Black Rhinos, Dolphins, Most Sharks,
+7: The Yeti, Worm, Jaguars, Dire Wolves, Smaller Bears (Black, Sloth), Terror Birds, Most Snakes (Constrictors & Vipers), White Rhinos, Gorillas, Great White Sharks, Megalodons, Thunderball, Stilt-Man, Bulldozer (Headbutt), Sasquatch
+8: Rusty & Skids, Boom-Boom/Meltdown, Siryn, Most of the Serpent Society (Coachwhip, Rock Python, Puff Adder, etc.), Blockbuster, G.W. Bridge, Grizzly IV, Most Big Cats (Lion, Leopard), Brown & Polar Bears, Haast's Eagles, Elephants, Killer Whales, The Wrecker, Piledriver, Titania, The Absorbing Man, Tony Stark
+9: The Thing, Karma, Rictor, Warpath, Copperhead, Short-Faced Bears, Crocodiles (In Water), Sperm Whale, Mister Hyde, The Gamecock, She-Hulk, James Rhodes,
+10: Harry Osborn, Fancy Dan, Hobgoblins, The Prowler, Sunspot, Cannonball, Asp, Black Mamba, Anaconda, Scalphunter, Harpoon, Arclight, The Wendigo, Sauron, Dragon Man, Zaran & Machete, The Beast, Julia Carpenter, Thor (Hammer), Hercules
+11: U.S. Agent, Vulture, The Lizard, Norman Osborn, Hammerhead, Mac Gargan, Tombstone, Spider-Girl (May), Callisto, Feral, Dani Moonstar, Shatterstar (Swords), Diamonback, King Cobra, Sabretooth (Unarmed), Jessica Drew, Luke Cage, Thor (Unarmed),
+12: The Puma, Kraven the Hunter, Black Cat, Callisto (Knife), Wolfsbane, Domino, Cable, The Punisher, Namor, Ares
+13: Bucky-Cap, Spider-Man, The Kingpin, Carnage, La Tarantula, Shatterstar (Unarmed), Sabretooth (Claws), Black Knight (sword)
+14: Black Widow, Silver Sable, Batroc the Leaper, Swordsman (Sword),
+16: Captain America

Damage:
+2: Barracudas,
+3: Black Widow, Iron Fist, Rottweiler, Lynx, Eagles, Mandrills,
+4: Daredevil, Mastiff, Wolves
+5: Standard Gun, Captain America, Bullseye (Objects), Daredevil (Club), Hyenas, Eels, Rattlers, Stags, Chimps, Swarm,
+6: Agent 13 (Gun), Black Widow (Bite), The Kingpin, Dire Wolf (Bite), Cougars/Leopards, Dolphins, Pythons, Horses, Elk, Orangs,
+7: Punisher, Cable & Domino's Rifles, Vermin, Jaguars, Lioness, Cobras, Gorillas, Spider-Girls, Black Knight (Sword)
+8: Spider-Man (Unarmed/Snare), Captain America (Shield), Lions, Black Bears, False Killer Whales, Bull Sharks, Anacondas, Terror Birds, Crocs, Moose, Bulls,
+9: Tigers, Brown/Polar Bears, Hammerheads, Colossal Squids, Salties, Irish Elk, Giraffes, Hippos, Black Rhinos, The Shocker,
+10: Smilodons, Cave Bears, Great Whites, White Rhinos, Elephants, Hydro Man,
+11: Jack of Hearts (Blast), War Machine (Blasts), Killer Whales, Giant Snakes, Woolly Rhinos, King Kong, Dr. Octopus (Arms), Venom, The Lizard, Electro,
+12: Iron Man (Blasts), Humpbacks, The Scorpion (Tail),
+13: Sperm Whales, Indricotherium, The Thing, Colossus
+14: Sasquatch
+15: Zeuglodons, Megalodons, Gilgamesh,
+16: Thor (Unarmed), Giant-Man (Max Size), The Kraken,
+18: Thor (Hammer)
+20: Red Ronin
+21: Red Ronin's Blade

Looks like most of the stuff is Hanna-Barbera/Ruby-Spears stuff (which I mixed up with Rankin-Bass... what the heck is it with cartoon studios naming themselves after the two originators?), but it looked like a quirky look into the decade into which I was born. Most of this is actually earlier than me- I was born in 1981, so I never had the chance to see the short-lived "Goldie Gold & Action Jack".

"Goldie Gold & Action Jack" (1981)- Okay, so Goldie is "The world's richest girl" who basically is a hot lady version of Richie Rich, while Action Jack is an Adventuring Reporter, kind of like Tintin though oddly more wussy. He usually ends up following the slightly-ditzy Goldie around and getting into crazy situations, usually yelling the whole way. Goldie has all kinds of gadgets on their adventures (which consist of stuff involving her own newspaper, and researching crimes that inevitably involve her somehow). Not a bad cartoon, with lots of Hanna-Barbera-esque Cheap Late Seventies animation (1981 is basically late-70s, really), though the bland designs of everyone (despite Jack Kirby's involvement) kind of hold it back. In this episode, they fight some Incas and an Archaeologist/Scientist looking to gain total power.

"Chuck Norris & The Karate Kommandos" (1986)- Very "G.I. Joe"-esque, with animation evocative of a mid-tier Joe episode. Despite that, these are the blandest designs ever, on heroes AND villains. Chuck is a shirtless fighter, and his partners consist of a serious, philosophical Samurai (Kimo), a fat Sumo (Tabe), a Short-Round knock-off called "Too Much", a Token Chick (Pepper, who's the genius I guess), and a Teen Student of Chuck's (Reed- Pepper's brother). Chuck is pretty bland as a character, not to mention completely unable to actually emote (imagine hearing someone say the words "You'll NEVER use that wave reactor!" without altering their volume in the slightest)... wow, Super Ninja is an obvious rip of Cobra Commander, and Angelfish is just a white-haired Baroness in a more generic outfit. Even their minions look just like Cobra Blueshirts.

Lots of eating jokes at Tabe's expense (Matt Groening of "The Simpsons" always felt that those were the easiest kinds of jokes to make- lazy, really). The most imcompetent guards EVER here (one guy OPENS A LOCKED PRISON CELL because the Samurai made a joke and then hid underneath the door)- I mean, how do you miss shooting at a guy who's climbing up the side of the sub when you're right above him? Best moment- The Claw threatening Angelfish over a commlink with "Just remember what happens to you if you FAIL..." while menacingly opening and closing his neon green comical claw thingie.

Chuck effortlessly disarms both Super Ninja & Angelfish by himself, then casually beats the dude. Wow- some villains. No wonder the production values seem relatively high- it was only a five-episode Limited Series that I guess never got picked up for a major thing or something. It was kind of fun in a "Dumb '80s cartoon" sort of way, something I'd watch with friends to laugh about more than anything. It'd be better if the characters were more well-designed, or if the fight scenes weren't so one-sided.
"The Completely Mental Misadventures of Ed Grimley" (1988)- ............ This is just MESSED UP. Martin Short's goofy '80s "Grimley" character (which he brought from SCTV- a highly-influential but really-overrated-by-today's-standards sketch show from Canada, then moved it to Saturday Night Live) in a VERY weirdly-animated show (it looks ANCIENT, yet is from the late '80s). Grimley's "stream of consciousness" ranting is kind of impressive in a weird way, though it's quite off-putting to have a cartoon character NEVER shut up. As in, fill absolutely every moment with offhand comments.

In this episode, Grimley covers his cousin's Hansom Cab business for a day, gets banned from it by the Mayor (after his sad old horse suddenly sprints like mad thanks to a falling piano), then nearly wins a Derby Race (you'd think that'd be hard to actually get into, but nope, he shows right up with a number on his shirt and everything) and saves the day by saving the Mayor's tiny dog. Ed thus impresses his pretty French neighbor (with a VERY bad voice actress), who appears to be animated in a different manner from every other character, making her look actually hot in a world of deformed freaks.

Some odd mini-skits by a pair of Scientist brothers (explaining the concept of Gravity) and one from that Vampire dude from SCTV (Joe Flaherty doing a deliberately-hokey Horror Story act that goes nowhere, and gets him heckled by some kids watching. This whole thing just come across as off-putting and drug-inspired, compared to Martin Short's old-timey comic act.
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"The Flinstone Kids"- Yes, this is a real thing that actually existed. It's a part of that '80s trend to make EVERYTHING have a "Kid Version" (I am astonished that we never got a "Star Wars Kids" show. "Clockwork Orange Babies" would've been a hoot as well), something that seems to have started all the way back with "Little Archie" as far as I can tell.

So all the Bedrock kids are now cutesy, annoying-voiced kids, and their relationships are largely the same, though Fred has some rich girl (Dreamchip) chasing after him, there's a black nerdy kid, and there's a Fangs Fogarty-looking bully kid and his gang of street toughs, and the leader likes Wilma. Mrs. Flinstone looks horrifyingly like Adult Fred in drag, and Mr. Flintstone has Fred's voice but different hair. The rich girl has the worst animated voice ever- seriously.

The episode is all about baseball, and how The Brontos team sucks (despite scoring 4 runs, the ump threatens to arrest them for impersonating a baseball team) until Mrs. Flintstone takes over from their fleeing prior coach. Of course since there are now female athletes and this is an '80s show, the team is an immediate success, and Dreamchip & the bully kid team up to ensure that Fred ends up with the girl, and the bully gets Wilma. But once Wilma takes over for Fred (laid low by the antics of the villains), the team wins. At least they didn't go the usual route of "Sexist boys get proven wrong and easily defeated"- it just kind of says "hey, Fred's mom and Wilma are awesome".

"Captain Caveman and Son"- aahhhh THIS is how I remember Captain Caveman (I never recall the "Teen Angels" group). Cavey Jr. is ridiculously cute with his little button eyes and fuzzy body, and of course is much smarter than his mentally-deficient father. It turns out all the "Mommies" in town are being kidnapped, and so the Caveys team up to fight the aliens doing it. This is all of 8 minutes long, and ends when the two-headed alien's mommy/ies comes in to scold them. Really rather dumb.

Some other mini features Dino heavily. Of course the rich girl has a female dinosaur with poodle-hair (otherwise how would you know it's a girl, see?), and they try to bring him to a dog-grooming thing, but he knocks them in instead. Just a quickie.

"Princess Wilma" is a Dream Sequence of Wilma imagining herself as a princess. Fred and the bully get into a knightly duel thing over her hand in marriage.

Altogether, it's pretty dumb stuff, but rather inoffensive. The animation is generic, but doesn't look terrible. Given that this is a HANNA-BARBERA show, that's saying something. It's kinda hard to screw up something as simple as The Flinstones with bad animation, though. I don't know if this was one episode or what, but it's basically one full 22-minute episode with a bunch of shorter things attached. Apparently the show switches in formats, showing either full stories or quicker bits.
"Mr. T" (1983-86)- WOW, for a cartoon that features an awful lot of gymnastic moves and complicated motions, the animation sure is a steaming load. It's like mid-70s era Hanna-Barbera quality (ie. more advanced than the '60s stuff, but still poorly-done and herky-jerky). They should've just made them all pro boxers or football players or something- that stuff is easier to animate than dozens of flips and double-teams. Mr. T himself appears in live-action to dish out the day's lessons ("don't be mean to new kids!"), and sure enough, all the white kids he's with are treating the new kid badly. The two minorities on his team are of course the most capable and good-natured.

This whole concept of a gymnastics team that solves crimes is odd. Plus Mr. T and his mohawked dog, and that annoying little brat who acts like him. It's still not as stupid as SOME cartoons obviously. Despite the terrible animation, this show is MUCH better than the Chuck Norris one, if only because the plot is goofy enough to be interesting (there's some video game microfilm worth MILLIONS OF DOLLARS inside some medallion, and a pair of thieves are running around stealing gold medals to find it). I don't get how a team of gymnasts and MISTER T have so much trouble with two guys, but the New Kid Who Is Black saves the day and the thieves are beaten.

The show proves it's worth by the end, however. While rescuing a drowning Asian Teammate, Mr. T comes upon a shark... AND PUNCHES IT OUT.

Here's a review from Agony Booth: http://www.agonybooth.com/recaps/Mister ... llion.aspx
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"The Biskitts" (1983)- ... I have no idea what this is. A show about dogs that are super-tiny and have adventures in a medieval-looking world? And they clean the kingdom's jewels, which makes a rival king want to capture them? This is just bizarre. Not to mention the Expository Theme, which just kind of plays music over the narration, and then all the pups just yell out "Biskitts" the way a group of random people would (ie. not in harmony).

So in this whole gang, there's a Leader, a Swooning Floozie, The Clean-Obsessed Princess, The Retarded Big Guy, The Contrarian (oh, THAT guy... remember I mentioned the Hanna-Barbera dude who helped make Scrappy discussing how at this point, cartoon writers were told to explicitly make a character who was AGAINST everything so that he could be proven wrong... thus teaching children the value of always going along with what everyone else was doing. WHAT A GREAT LESSON, HUH?), The Kid, etc. I think thirteen episodes (of two shorts each) was too much for this show- the main girl saves a Caterpillar, which soon eats the Biskitts out of house and home, but then saves their lives after he's kicked out. Then he turns into a butterfly, shocking the group (they seriously don't know where butterflies come from? These are supposed to be ADULTS! The inherent logical problems of this goofy cartoon about six-inch dogs confuse and infuriate me!).

-The second short plays up the roles of The Kid (Scat... heheheheh his name also means "shit") and The Unlucky One. The Kid ends up being captured while chasing a destructive Mole, but the Mole helps out in the end because he suddenly realizes who the good guys are. This cartoon kinda stinks, and the animation is very bland (though relatively "active" compared to the usual H/B tripe- I guess the decades were kind to them).
"The Monchichis" (1983)- Oh god kill me now. This is one of those super-peppy happy cartoons that often get mocked when people make fun of the way sugary-sweet shows were pettled to kids back in the '80s, though these characters are a bit more mean to each other than the Care Bears were. Not that the show's any better- there's one funny moment ("We'll be fine as long as the WINGS don't fall off!" *wings fall off*), but it's mostly junk. The Monchichis (this is one I remember from those old "NBC Saturday Morning" ads in the comics) is about a race of mini-monkey things that produce Happiness from a factory, and are opposed by evil magenta monkeys from Grumpland. It's about as stupid as it sounds, but it seems like the writers were a bit aware of how dumb it was, because it's so over-the-top. Then again, that could just be a straight example of 1980s silliness. You can never tell with that decade.

All these characters have basically the same appearance but in different colours (they barely have different clothes), so it's a little creepy that two are dating (wow, '80s cartoons nearly always gave the hero a token girlfriend for some reason- though in some cases, guys were asexual non-daters like He-Man). There's The Leader, The Scientist, The Annoying Twerp, The Main Floozy, and The Nice Girl, while the Grumplanders are led by a big fat evil guy (who's at least threatening- he has REAL POWERS while everyone else just kind of runs around). The nice, flying Monchichi saves the day by rescuing a Dragon/Fly hybrid that was trying to eat them (what is this, Avatar?), so it does a good-guy turn and fights the villains. The Monchichis find the Happy Crystals they need to keep their Happy Machine working. Wow I hope that's not meant to be taken seriously.

Interestingly, the concept was actually an anime, and of course was meant to sell weird Japanese toys, but this show was a separate Hanna-Barbera production. It's so bad that it doesn't even have a TV TROPES page (think about that for a second, and think of all the crap you've seen get pages on TV Tropes and think about how obscure and awful this must be to not deserve one). I think the weird historical stuff I'm getting from this is better than the actual shows by this point, but at least some of them have a "this is hilariously weird" appeal to them.
"Galtar and the Golden Lance" (1985)- Wow, a DECENT show? That's a change from what I've just seen. This is a He-Man rip-off, featuring a strange world where a hero named Galtar and some bronze-skinned red-haired hottie named Princess Goleeta use Magic Weapons to fight an evil Warlord Tormack and his "Gurzas", who are basically evil Mongolian-looking guys. There's actual action and danger and stuff (several guys FALL TO THEIR DEATHS in the first six minutes). Very He-Man-esque in that Galtar is a pretty standard heroic figure and the girl often needs his help in fights. Kewl- Optimus Prime & Hordak are both voices here, and that's Lady Jaye as Goleeta. Ooooh, The Cavern of the Dead has SKELETONS everywhere. This is back before all kids' cartoons had their nuts cut off by censorship, I see...

Ye Gads, there are monsters EVERYWHERE in this episode. Maybe it's because this is the pilot (both heroes are searching for the weapons they use in the show's theme opening), but every five seconds there's another enemy. Feels like a dang video game. Most of these guys sound like He-Man monsters, too. Some red monster saves them from a blue monster because they hate each other, and they meet a Hermit who helps them find their weapons- Galtar has the Lance, and the Princess needs the Shield to oppose the Warlord's Evil Wizard's magic.

This stuff barely feels like Hanna-Barbera at all. It's animated to a decent level for 1985, the voices don't make my ears bleed, there isn't awful "Josie/Scooby" '60s music behind everything, and it basically feels like a dangerous world full of evil warlords. It's not GREAT, but it's certainly above-average, especially for the time period. Apparently the heroes gain a little party of characters and do some stuff with that, but this show only got 21 episodes to shine, so it never really went anywhere.
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"Dragon's Lair" (1984)- Dirk the Daring comes from the world of Video Games and into a pretty basic 1980s cartoon series! Dirk is your typical Comedy Protagonist (kind of goofy, but ultimately heroic), and he fights to rescue Princess Daphne (here a typical Attractive Disney Princess rather than a scantily-clad nympho in zero-gravity and below-zero temperatures... I'm guessing this didn't go over well with the game's fans) from the evil Dragon Singe. It's a pretty generic deal, though there's a small bit in the middle where Dirk has a choice to make, and they show the consequences if he'd chosen wrong, linking the show to the game a bit more. The Princess is more annoying/brave than completely brain-dead (like in the game), and Dirk is much more brave overall, making them a bit more generic. This show isn't BAD, but it doesn't really feel unique in any sort of way.
There's also a pretty long documentary on "Thundarr the Barbarian", talking about how epic and awesome it was for it's time. Way before my time, unfortunately. They actually riff on how cheap and crappy the Limited Animation Ruby-Spears and Hanna-Barbera used was (but acknowledge that it was necessary to stay in business), and how "Thundarr" really broke the mold on what you could do with that style. Apparently tons of people loved it, but it got cancelled because it was violent. Ah, THAT era of show.
"Thundarr the Barbarian"- Oh sweet, they DO have one of these on this set! So Thundarr (a Conan knock-off), Princess Ariel (a dark-skinned sexy magic princess) and Ookla (a growling beast-man riding a weird beaked horse thingie) run through the jungle to attack some wizards, but come across some evil Furries about to kill an old man for his Black Pearl, a strange Maguffin of great power. Their leader, a rat-man wearing Jughead's hat, is quickly seen off by the heroes (Thundarr just waves his lightsaber around, but Ookla starts using rat-men as nunchucks and is more effective). The Rat King (google-image that if you're in the mood to never eat again) is subserviant to an evil dude named Gemini who switches his faces around like Man-E-Faces from "He-Man", and sends his bike-riding rat-men against the heroes again (is that where "Biker Mice From Mars" got the idea?). Thundarr's response? "There CAN'T be more than FIFTY of them! I'll be fine!" Oh snap, it is ON. He beats them all single-handedly (heterosexuality... fading...), and they go to "Man-Hat" to find some lost humans.

Man-Hat is clearly a destroyed Manhattan (you'll never guess which statue is seen horribly-damaged), which is rather heady for a kids' cartoon, and is quite disturbing even now. Ariel gets kidnapped by Robot Knights (too bad she can't use her magic when her arm is held and her mouth covered), and ol' Two-Face uses wizard powers, but Thundarr is immune because he's holding the Magic Maguffin. The Robo-Knights reveal themselves by jumping out of a helicopter (oh hells yeah), and once the heroes figure out they're not living beings, they just start shredding them in "acceptable for children because robots don't count" manner. The heroes commandeer the helicopter (cracking jokes about learning to fly it), rescue the Princess, then get chased back to Man-Hat, where the villain turns the Statue of Liberty into a fire-shooting golem (oh frick yes). The heroes win using the Maguffin to cancel the spell, and Gemini fades away.

Okay, this show just flat-out rocked. The animation is a BIT on the cheap, but there's a ton of original footage instead of Filmation-esque "stock images" stuff, the fights are very well-done, and the plot keeps moving with cool twists. Some of this stuff just comes across like the way modern cartoons show all kinds of guys doing crazy over-the-top stunts in almost a tongue-in-cheek parody kind of way, but this one is actually playing it straight with how awesome everyone is. I mean, going from fighting Robot Knights out of a Helicopter to the Statue of Liberty as the final villain? EPIC. I would totally get a DVD of this show now. This set has officially earned it's purchase price.
"The Kwicky Koala Show"- Oh goodie, another Hanna-Barbera Anthology Cartoon Show. Just the thing to get me over this "Enjoying life" habit I've been having lately. Even with Tex Avery creating it, this stinks. Some of these are really short- a pair of dogs (one sly, one big & dumb) have a gag over doing circus stunts and it's a minute long. Kwicky himself is basically a Teleporter who annoys an angry Wilford Wolf character with his antics- the Wolf is generally a putz, so we're supposed to cheer for Koala. It helps that his beady eyes make him cute. The wolf wants a treasure map to the trespassing Kwicky, and ends up taking Wile E. Coyote-esque punishment to get it. The animation looks like '60s H/B garbage, not a 1980s show. Wilford finally digs up the treasure map, only to reveal Eucalyptus leaves and a bunch of holes seeping ocean water. Kwicky cruelly taunts his foe as he sinks to his death by offering the carnivore some plant material. This show is like some kind of Quixotic nightmare, with Kwicky as a sociopathic murderer.

Crazy Claws is a wildcat (a not-usually-seen animal in most fiction) being hunted by an evil fur-trader and his Muttley-esque dog. This has gotta be one of the first times I've ever seen the cat as a good guy in these cartoons. I guess "Top Cat" is another. Crazy Claws is more of a Bugs Bunny-type, actively seeking to injure and endanger his antagonist. Dirty Dawg is essentially about a bum and his Rat buddy, and they're hunted by a cruel police officer. Here, Dirty puts Ratso in a Dog Contest (??), which is apparently judged by other talking dogs. Things fall apart when a mean cat hunts Ratso, setting all the dogs off after it, and Dirty (the only remaining dog) is gypped of the prize money when the other dogs return. He promises to put Ratso in OTHER Dog Shows for the cash at the end.

This show... isn't really good at all. It's a weak attempt at matching the old Yogi/Huckleberry/Top Cat assortment of lame H/B "Snarky Animal Shows", and it's all just utter weaksauce compared to the pre-eminent Warner Brothers stuff from an earlier era. I don't get why anybody loves Hanna-Barbera at all, really. I just don't. Up yours, Hanna-Barbera.

Altogether, I think this set is kinda worth it for the couple good shows, and the handful of bizarre relics of the time (Mister T, Chuck Norris). The other stuf... It's not exactly a GOOD selection by any means, but it could be fun to watch with friends or something. I don't regret my purchase in any case, but those of you who can't throw money around might want to save the cash.

Battle Report:

Dark Elves (vs) High Elves (4,000 points)

My Army List was keyed around... well, basically all the models that I have- my army is only this big, and contains only 5 other Cold One Knights and some character models. I desperately want to use a Cauldron of Blood, Witch Elves, Dark Riders and Chariots, but I find the minis either too hard to find (DR, Chariots), or unspeakably ugly for the monetary cost (WE, CoB), so I never got any. I'm hoping for the next army book to have a more complete army. Ordinarily I wouldn't take the fragile Executioners against HE.

LEFT FLANK
10 Crossbowmen, 20 Executioners (w/ Death Hag- D3 Attacks), Lvl. 4 Sorceress (w/ 4+ Ward) on Black Dragon, 25 Corsairs (w/ +D3 Attack Master and Frenzy Banner), Lvl. 2 Sorceress
(VS)
15 Silver Helms, Dragon Mage & Sun Dragon, 25 Spearmen, 20 Phoenix Guard (w/ Archmage & Prince)

CENTRE:
2 Bolt Throwers, 20 Crossbowmen, War Hydra
(VS)
Bolt Thrower, 30 Archers (w/ Sea Helm)

RIGHT FLANK:
25 Spearmen (w/ Lvl. 2 Sorceress & Sacrificial Dagger), 20 Black Guard (w/ Dreadlord on Cold one, Kaeleth Pendant & Toughness-testing Sword), 25 Corsairs, 10 Cold One Knights
(VS)
20 Swordmasters (w/ Loremaster), Flame Phoenix, 10 Dragon Princes (w/ BSB)

My Deployment ran a bit contrary to his, but much heavier on one flank since I had three infantry units there, along with the Cold Ones.

ROUNDS 1-2:
REALLY not my game early on- the first attack of the game saw his Archers kill 5 Crossbowmen, who then panicked and fled, and weren't a factor for the rest of the game. His Silver Helms charged the 10 Crossbowmen, who fled to lure them into getting charged by the Executioners. Unfortunately, his Sun Dragon edged up to them and killed ELEVEN OF THEM in a single Flame Template! Thankfully it was then charged and then run down by my Black Dragon, but not before the Dragon Mage killed the Sorceress before she could do much damage. The Dragon then got charged by the S.Helms and ran off, never becoming a factor in the rest of the game (failed to rally, then got Stupid). The Executioners then charged the Silver Helms (after failing a charge in one round, costing them some time), chasing them around, and fought them for the rest of the game.

The Level 2 Sorceress exploded debuffing the Phoenix Guard of -1 Strength & Toughness. My Bolt Throwers sent 6-7 Swordmasters to their dooms, however, the Cold One Knights got the charge on the Dragon Princes, but utterly failed many attack rolls and eventually got chased off, ending them entirely.

ROUNDS 3-4:
My Frenzied Corsairs got caught by themselves thanks to the Executioner/Silver Helm debacle, and actually lasted one round against the unkillable Phoenix Guard (thanks in huge part to a debuff from the Miscasting Sorceress earlier), but a flank charge from the Spearmen soon ended that. The Hydra charged and slew all of the 30 Archers & the Sea Helm, while barely taking any wounds himself. However, the other units took quite a while to get into combat- my opponent held everyone back, then simply charged the nearest unit- the 25 Corsairs, and blew through them with the Swordmasters & Phoenix.

ROUND 5-6:
The Executioners & Silver Helms all fought to the last, dropping 3-4 each turn- in the first last phase of the game, my last Executioner Champion killed his Silver Helm champion (the Hag was killed easily already), keeping half the unit's points intact despite getting hurt terribly by bad luck in the first rounds! The Spearmen easily killed my Crossbowmen, then my Bolt Thrower, while another fell to the HE Bolt Thrower. Said Bolt Thrower then died to MY Hydra. My Spearmen turned to face the Phoenix Guard, but got CRUSHED, nearly screwing my entire battle plan as they fled in front of my Black Guard, but thankfully they rallied and reformed out of the way, and the BG were able to charge and FINALLY kill those accursed Swordmasters- costing them their re-rolls with the ASF Banner.

The Black Guard then charged the Dragon Princes, but astonishingly they WON the combat due to their insane Armour Saves, nearly costing me the game. Thankfully, I was still Stubborn on 10s. I could have charged the Phoenix Guard with my Hydra & Black Dragon, but the Hydra's 1-wound remaining (thanks mostly to the Phoenix repeatedly flying over) & the BD's stupidity (because the rider was dead) prevented that- they would've just died anyways.

RESULT:
In the end, it was 3,201 to 2,513- I lost by 708 points. Not good, but not horribly bad (especially compared to my Orc Army against the same HEs). I was kind of disappointed, but my DEs had to lose SOMETIME (I think I've been running nearly all wins with them), and the new HEs are TOUGH.

Units of the Game:
High Elves:
* The Phoenix Guard- Believe the hype. With the Mage boosting their Ward Save, they're basically unkillable. I think that's actually the biggest part of the book I find unfair- it makes them too hard to beat, even moreso than Stubborn units.
* The Dragon Princes- An expensive unit, but they handily beat charging Cold Ones, then nearly beat my Black Guard.
* Swordmasters- Very vulnerable to shooting, but they'll kill anything they hit. It took my best unit, with a great banner specifically designed to kill them, to beat the unit.
* Phoenix- Didn't do much in combat (it's stats aren't terrific), but all those Flyovers can add up, especially since they can fly.

Dark Elves:
* Executioners- Killed 15 Silver Helms, netting them more than their points back. Not bad for a unit that got DESTROYED by a Breath weapon.
* Hydra- Obviously, still a killer unit. Hard to kill, over-the-top killing power (7 attacks just seems like "too much"), and it wiped out 30 Archers, a Sea Helm, and a Bolt Thrower, only taking damage from 2 Phoenix Fly-overs.
* Bolt Throwers- Killed some Swordmasters, which helped big-time.
* Black Guard- Took forever to get into combat, but they killed the Swordmasters, which is something.

Disappointments:
Supreme Sorceress on a Black Dragon- 650 points of killing power, only to die in one round to a Dragon Mage & Dragon's attacks (I failed four 4+ Ward Saves in one round), then fail to a Silver Helm charge because the overrun wasn't super-great.
Crossbowmen- Killed nothing until they got charged, at which point they fled anyways. Just a bad Leadership tests gone wrong- the 10-strong unit killed 1 Silver Helm and then was gone.

In all though, my units just didn't do that well with each other. I had so many bad tests and poor luck (failing Charges and having a hard time getting into combat, even) that I never got any momentum. The problem with "sit there and shoot" armies, especially fast Elves, is that they can kill numerous units, then gleefully charge whomever they want if they get lucky, and blow through your lines. And HE do SO much damage that you can fall to CR even by killing many of them. I'd have liked to have some Dark Riders out front to eat a charge from one of those units, thus allowing a counter-charge should they overrun another infantry unit- I need those models.

Not as depressing as my Orc battle (which basically featured almost NO wins for my guys until the very last round), but still rather annoying. The High Elves now have some VERY good exploits, and short of throwing an inhuman number of attacks or using a lot of cheap "Chaff" (a fighting style I never really developed or preferred).
Jabroniville
Posts: 24807
Joined: Fri Nov 04, 2016 8:05 pm

WWF WrestleMania

Post by Jabroniville »

WWF WRESTLEMANIA: THE ARCADE GAME:

So I got this request via Facebook from a guy who lurks my Builds Topic but never posts (hey, HalloweenJack! DDP SUCKS!!) to do some builds of the "WrestleMania" Arcade Game, a "Mortal Kombat"-styled digitized fighting game starring the WWF superstars, in honor of the upcoming WrestleMania 29 Pay-Per-View. And I figured... well, why not? I've been looking for a way to throw my love of pro wrestling into the Think Tank for years, but was always troubled by how similar all the guys would be to each other (it's like Fighting Games, but with few Special Moves), since they're all "Human-Level Guy With Some Grappling & a Finishing Move". But a Fighting Game featuring said guys throwing down with Blasts & Hammers and stuff? Fits much better.

So yeah, I've been a wrestling fan as long as I've been a comic book fan- there's a lot of similarities, both being homo-erotic power-fantasies directed at a male audience and featuring superhuman adversaries pounding away at each other in a manner that would kill any normal person. Hell, for eons, I would say I was a BIGGER wrestling fan- I can easily hammer out as much wrestling trivia as I could comic book trivia, and until wrestling got REALLY bad in the 2000s, it wasn't even close. Only now am I really into comics on a bigger level. I prefer to think of it on the same level as comics or martial arts cinema- it's a soap opera for dudes, featuring awesome fight scenes. Wrestling has had an influence on pop culture anyhow- aside from a few wrestlers having middling-to-decent success with films (The Rock, Roddy Piper & Hulk Hogan are the only three, really), a lot of anime was inspired by "puroresu" (pro wrestling) in Japan (the whole "arms race" of guys learning new special moves to counter each other is a direct attribute of how wrestling over there works), and vice-versa (with Ultimate Muscle and other things). A lot of people discount it as a white trash hobby (and you could find plenty of evidence supporting that), but some of the business is just AWESOME, and has some great stories going for it.

WRESTLING TERMINOLOGY:
* some of this stuff just generally needs to be learned to know what I'm talking about sometimes. Some of it's just me going on & on like I tend to do.

Booker- The guy who writes the storylines, sometimes the boss of the company. Vince McMahon is the owner and Head Booker of WWE, even though he really just okays most storylines. He's the boss, in any case.
Jobbing/Jobber- Losing a match in a scripted manner was colloquially-known as "doing the job", since it was a wrestler's job to do what he was told. It soon got verbed into "Jobbing", and guys who ONLY do jobs are called "Jobbers" (you know them as Barry Horowitz, The Brooklyn Brawler and what Jim Powers turned into- they're guys who are usually local boys who lose to up & coming stars on TV). A "Jobber To The Stars" is more common these days, and is a guy who will beat Jobbers, but still lose to any reasonable star. Examples include Koko B. Ware in the WWF, and guys like Freddie Joe Floyd, Bob Holly (before he got a push), and others.
Going Over- Winning. "Shawn Michaels went over Bret Hart at WrestleMania XII", for example.
A Work- Carny-speak for "fake" or "con". Wrestlers aren't REALLY fighting, so the fight is "a work". A guy who bites down on a blood capsule to look like he's bleeding is using "worked blood", etc.
A Shoot- A real thing. A guy who throws a legit punch that actually hurts threw a "Shoot punch". A few wrestlers over the years have done "shoots" for real, legitimately grappling their foes and winning (very rare nowadays), while others can "shoot" in interviews, throwing out legitimate points or grievances (this got REALLY COMMON in the 1990s).
A Worked-Shoot- Basically taking a legit grievance but using it in the storyline. Very popular in the '90s again- guys would often complain about getting held back by others, or guys who legitimately didn't like each other would be programmed against each other, thus getting fans "in the know" into it. X-Pac made his big return to the WWF by ripping on his old bosses at WCW ("Eric Bischoff is shoved so far up Hulk Hogan's ass, he knows what he had for BREAKFAST!!").
Shooter- A legitimate wrestler who could defend himself. NWA World Champions often had to be Shooters to protect themselves in case an opponent decided to start "shooting" and winning for real, because you can't very well tell the fans that it's fake and that's why they fired some guy who just beat their champion.
Carrying- A good worker can "Carry" a bad worker to a good match. Ric Flair had the fabled "Broomstick" reputation- he could carry a broomstick to a good match (*** out of five potential stars in the fan-termed "rating scale"), and the true measure of a guy's skill was how much HIGHER than *** he could get if he wrestled Flair.
Promo- Interview. Guys eventually came to be cheered for and pushed based off of their Promos as their in-ring work, as Hulk Hogan will attest.
Mark- A fan not "in the know", who thinks it's all real.
Smart- A "Smart" fan knows it's fake.
Smart Mark- A derogatory remark of workers to modern-day fans (who ALL generally know the con)- basically they act like they're in the know, when they really know nothing. Wrestlers REALLY hate it when fans use a lot of "insider terminology" and use wrestler's real names, and get this remark tossed at them.
Kayfabe- A carney term (means "Fake" in Pig Latin, sorta) to refer to the general fakeness of the business. Like "keeping kayfabe" is keeping the illusion that it's all real. "Breaking kayfabe" means revealing the con to an outsider.

Babyface- Rarely shortened to "Face" except on the internet, these are the good guys. Often called "Fan Favourites" on TV. "Technico" in Mexico.
Heel- The villains. A "Tweener" is rarely-seen, but usually picks one or the other. In the 1990s, guys kind of dropped the distinctions and everyone started cheating and being nasty, but there were still obvious fan-favourites and bad guys. "Rudo" in Mexico.
Worker- Wrestling-code for "a wrestler who is going with the script", ie. a fake wrestler. They usually call themselves workers. A "Good Worker" is a guy who can have good matches, make others look good, and not hurt anyone legitimately. A "Bad Worker" often botches moves, hurts his opponent legitimately, or makes guys look bad. A lot of smaller, faster guys are good workers, while larger guys can struggle.
Selling- Pretending you are hurt (this is an acting term as well). Some guys "No-Sell" (Undertaker & Kane) as part of their Gimmick, other guys are just really bad at it or intentionally don't act hurt to make themselves look better (too many guys to name), some guys OVER-sell (Shawn Michaels often did full-on backrolls and flips upon being struck), and others can sell realistically, or just forget that certain body parts are supposed to be hurt after a while. I consider Bret Hart the best seller ever, because he always looked LEGITIMATELY hurt. Most other guys are just really good at making all of his opponent's offense look great- Ricky Steamboat was terrific at this.
Push- Guys being trotted out and winning extensively are said to be getting "pushed". This obviously fits comic books as well (ie. Jeph Loeb pushed Red Hulk, DC always pushes Superman and de-pushes Captain Marvel, etc.). Pushes come and go, and some guys NEVER stop getting pushed.
The Cyclical Nature of the Business- an old cliche (often trotted out by guys on top during eras that aren't so popular to come up with a reason why they don't suck) that the business goes through various fads. Each territory would tend to do this, so there's some truth to it, though it's largely because companies often don't replace their tired acts soon enough, and so the fans don't have anyone new to cheer for. Generally doesn't happen so much anymore now that there's a steady revenue stream going, but it used to ax companies ALL THE TIME.

Getting Over- Becoming popular or drawing a reaction. A match can "get over", as can a wrestler. A loud crowd reaction is called a "Pop".
Heat- is the bad-guy alternative- if the crowd boos, the Heel is doing his job.
X-Pac Heat- Termed for the heat a bad guy gets that he perhaps SHOULDN'T be getting. Basically, the fans legitimately hate the person and don't want to see him, not just "hey he's a bad guy- BOOOOO!" So named for X-Pac, who's weasely attitude and over-pushed nature caused him to draw MAJOR heat from the fans, chanting "X-Pac Sucks" even when he was supposed to be the GOOD GUY! TV Tropes kind of modified this over time, but basically it's short for "the wrong kind of heat". Fans tune out, rather than tune in to see him geat beaten up.
Angle- A storyline or event that occurs. Like a "Contract Signing Angle" (contract signings always lead to beat-downs), or a long-running plotline.
Gimmick- A character with some kind of schtick, like how Big Boss Man had a cop/prison guard Gimmick, or Henry O. Godwinn was a hog farmer. Many of these are rather goofy & cartoonish, especially in Vince McMahon's WWF.
Blading- How guys bleed on TV- they take little razorblades from their wrist tape and cut their foreheads quickly. Some are more obvious with it (I've seen referees get caught handing the wrestlers the "gig" on-camera), while others are zen masters (Shawn Michaels can cut himself in mid-jump without anyone noticing).

A BRIEF HISTORY OF WRESTLING:

THE BEFORE TIME (in the long, long-ago):

Opinions vary on exactly WHEN wrestling became "fake", but generally it stems from the old Carnival shows (wrestling uses a lot of Carney terminology), where they'd trot out Strongmen to take on village boys in their travelling shows. And also from legit wrestlers who discovered that they could fake a fight that would be more popular and exciting than a real one (watch some of the early UFC shows of Severn & Shamrock circling each other for half an hour if you disbelieve that). In the end, pretty much all professional wrestling would become a mixture of sports and showmanship, taking legitimate athletes (Ed "Strangler" Lewis & Lou Thesz were TOUGH men) and pretty-boy actors and making a fictional show out of it. Guys would start adding Gimmicks once Gorgeous George performed his flagrantly-effeminate act to homophobic audiences, and pockets of wrestling showed up all over the world.

In America, the Territory system sprouted up, with the National Wrestling Alliance being the overall "governing body". Essentially, each territory (taking up a few states) would have it's own shows, acts and workers, but a "World Champion" would be voted for amongst all the governing members, and he would go between territories to drum up business. The Champion often had to be a Shooter in case someone tried to pull a double-cross (happened more than once), so you tended to get long runs of certain guys (like Thesz especially). Certain territories would be bigger than others, and often went through cycles in business, as their hot acts would fade out or get less popular. The various big companies included WCCW in Texas (the Von Erichs territory), Mid-South (Bill Watts'), Georgia (where Ric Flair hit his peak, and what became WCW came from), New York (the McMahons), Memphis (Jerry Lawler's) and the AWA (much of the Northern areas with Verne Gagne's company).

The World Wide Wrestling Federation (which would drop a "W" at some point) split off, as did the AWA, when both companies figured their Champions would be better-served as World Champions, and various double-crosses took place. So we had The Big Three with the NWA, AWA (with owner Verne Gagne as Head Booker & Champion) and WWWF (with ethnic champions like Bruno Sammartino & Pedro Morales tearing it up in the heavily-immigrantish New York area). The companies were rivals, but also worked together (many Champion vs. Champion matches took place).

THE ROCK & WRESTLING ERA:[/b]
When Vince McMahon Jr. bought the business out from his ailing father, he soon forged a path of innovation, going national (a big faux pas in those days). He invaded other territories' biggest stars (the AWA lost Bobby Heenan and an up & comer named Hulk Hogan, for instance) and formed a SUPER-territory with the WWF, which then went national on the newfangled cable & syndicated shows, directly threatening other territories' programming. The NWA & AWA responded in kind, but were less-successful (the AWA would never recover from Hogan's leaving, and folded in the early-90s), and soon Vince would hit up on a great idea, mixing the then-famous Cyndi Lauper & Mr. T in with his superstars, and forging The Rock & Wrestling Era. Wrestling became a HUGE fad with Hulk Hogan as the dominant star of the era, and he would beat countless Heel opposition for years, making millions in the process. "WrestleMania" would become synonymous with the business, and make huge Pay-Per-View numbers, and Vince's obsession with muscular physiques ("he ain't gay, but he missed a hell of an opportunity"- sez Jim Cornette) led to a proliferation of steroids, and drug & painkiller use became the name of the game.

Hogan's enemies included Bobby "The Brain" Heenan, a snivelling weasel of a manager, King Kong Bundy, "Rowdy" Roddy Piper (a super-charismatic asshole who had manic drug-induced interviews), Andre the Giant (a Hogan buddy who turned on him, jealous of his success. The ULTIMATE Monster Heel), "The Million Dollar Man" Ted DiBiase (the ULTIMATE Rich Asshole. Lex Luthor WISHES he was as awesome as Ted), and "Macho Man" Randy Savage (a Hogan friend who got jealous of Hogan's relationship with his manager Miss Elizabeth, turning on him). All superstars- Savage in particular is my favourite wrestler ever, and perfected every aspect of the business- Hogan was nobody's idea of a "Good Worker", but Savage could make ANYBODY look good.

This era would last from the mid-1980s to the early-1990s, as Hogan's star appeal faded, many pushes petered out, and the company failed to replace the Hulkster as the top star. The Ultimate Warrior was a solid shot, but he never really connected the way Hogan did, and the Heels he wrestled failed to capure the star of Andre, DiBiase or Savage. Therefore, business faltered. The NWA was doing pretty well at this time with Ric Flair, Lex Luger & Sting as it's top stars (the Georgia territory became WCW and went national itself, eventually dropping the dead NWA concept), but was an obvious #2, despite generally having better Workers on top (the WWF had more cartoony Monsters who were much slower).

THE NEW GENERATION:
With business on a downturn, Vince turned to Randy Savage for a while as the top dog (Hogan had retired to do some acting), then switched to Bret Hart (a tag team wrestler during the Rock & Wrestling Era with the great Hart Foundation), bringing some great workers to the forefront. But business never really took up, even with Hogan returning, Bret dropping to guys like Shawn Michaels, the push of WCW guy Lex Luger as a wannabe Hulk Hogan, and more. He called the new era "The New Generation", and began to mock WCW's attempts at recapturing WWF's old success, but things took years to get better. Despite better Workers on top, things were crappy.

WCW AND THE NEW WORLD ORDER:

Meanwhile, WCW suddenly hit a HUGE surge, and started kicking ass. Though Hulk Hogan jumping ship failed to set the world on fire, copying an Angle he saw in Japanese wrestling, Eric Bischoff started an "invasion" angle- the concept was a bunch of invaders from another company would come into WCW and try to "take over" (in New Japan Pro Wrestling, a bunch of guys from a dead company would enter and do the same thing, and it did huge business over there), while in WCW, it was the ex-WWF guys Hogan, Scott Hall & Kevin Nash. This New World Order was the EXACT shot in the arm WCW needed, and soon fans were wearing "nWo" t-shirts all over the place, and getting into the cool promos and weird imagery the stable of guys used- as the nWo's ranks grew, they took over nearly all WCW programming, while at the same time tons of new acts were produced on Ted Turner's dime (Turner owned WCW), such as Cruiserweights, guys who threw out a high-tempo, athletic style.

WCW kicked the WWF's ASS for a few years, while Vince desperately struggled. But they would rise like Lazarus soon enough...

THE ATTITUDE ERA:
Extreme Championship Wrestling was a former NWA affiliate that became a huge indie sensation in the mid-90s, taking the Grunge Era of music's anarchic sentiment and making adult-themed (ie. boobs & blood) angles and setting the stage for huge brawls, Cruiserweight wrestling, and insanely awesome stuff. It's big star Raven would wrestle The Sandman and both seduce his wife and brainwash his young son against him, and crucify him, among other things. It would never really attain national fame, but the "Riotous College Mayhem" (as I call it) would be used by the richer WWF to stage it's comeback- a similar style would create the biggest peak in business since the 1980s.

"Stone Cold" Steve Austin, a WCW reject and a Heel character, would light the spark with his bitter, angry, swear-filled Promos (swearing soon became standard-issue in the WWF thanks to ECW's influence), and he soon became a mega-star after a year straight of solid pushing. He had one of wrestling's greatest matches with Bret Hart where they switched positions- Bret was a Babyface but was enraged into doing excessive harm, and Austin came across as a crazy bad-ass for refusing to tap out to Bret's Sharpshooter submission hold, creating the iconic image of Austin's bloodied, pained face as he refused to give in. When Vince McMahon did a hugely douchebaggy thing by publically-screwing Bret Hart out of the WWF Title (the "Montreal Screwjob") by ordering the ref to ring the bell, and would set the Heat he'd get off of that into becoming the Evil Corporate Heel to Austin's "Everyman Ass-Kicker".

Adding in new faces like The Rock (a young athlete who embodied arrogance and charisma), Mankind (nerdy Mick Foley, who turned a goofy everyman character who was nonetheless crazy, obsessive and a vicious brawler while at the same time being sweet and endearing to fans), Sable (a breast-implanted Playboy cover girl who "wrestled" in poor matches but showed lots of skin), Triple-H (a former New Generation midcard act who got a REALLY huge push from McMahon, who loved him, as a bad-ass Corporate Heel) and more, and you had the next big Boom Period, even bigger than the last. This would stick around for YEARS, until eventually some acts got tired, The Rock moved on to acting in movies, Austin & Mankind retired, Triple-H got over-pushed, and fans tuned out.

WCW, for all it brought to the business, was run by incompetents who couldn't counter-act Vince's risen WWF. Though they had hot acts like Bill Goldberg, the nWo got tired (this happens OVER AND OVER AGAIN and nobody ever learns), and the guys on top got old and lazy, and WCW would soon be dead, which was UNTHINKABLE only a couple years earlier. The WWF eventually bought WCW and all of it's contracts and video libraries, becoming the Sole Company in North America worth a damn.

THE MODERN ERA:
Things are still OKAY, but not at the peak they once were. With a new name change thanks to a badly-fought lawsuit with the World Wildlife Fund, the WWE's new acts like John Cena (a physical specimen unlike any other- basically Matt Damon on HGH who has a light sweat worked up after ONE HOUR MATCHES), Dave Batista (soon to be playing Drax in "Guardians of the Galaxy"), Brock Lesnar (a God Among Men who left quickly after failing to have a real love of the business and becoming a UFC star) and others would be popular, but lacked the edge of old names. Triple-H would marry Vince McMahon's daughter and push himself EPICALLY, ruining countless careers in the process before finally losing to a series of up & comers, so the internet fans don't like him, and neither do a lot of the Attitude Era big stars. He's now the heir apparent to the WWF, but is semi-retired. A series of high-profile wrestler deaths (and the murder-suicide of Chris Benoit) has left a bad taste in a LOT of people's mouths, and I can't even bring myself to watch anymore, despite the average in-ring talent level actually being the best in a long time. The stories & angles are just too poorly-thought-out, and every wrestler is the same bland ripped guy, compared to the more diverse roster in days past.

The only real competition to the WWF is TNA (Total Nonstop Action), which is an indie fed that's no REAL competition, but can put out some good stuff. It'll never scratch WWE, though.

WRESTLING IN OTHER LANDS:
Mexico: Called "Lucha Libre" (free fighting), it's based around machismo, and features Grizzled Tough Guy Veterans and Masked High-Fliers in equal number. The rival companies bounce back and forth, but the West just sees the goofy masked heroes. The mega-star of Mexico was El Santo, a HUGE star and ethnic hero who was considered a national hero, and was buried with his mask on. Some high-fliers came to the States and revolutionized the Cruiserweight style.

England & Europe: Smaller business, but often has some legit grapplers. I don't know too much about them.

Japan: Forged a more "legit" style like the old NWA style of the 1960s & 70s, though New Japan's Antonio Inoki (the same guy who sat on his back and kicked at Muhammed Ali's knees one time) would merge a lot of martial arts into a fake MMA-type style (Japan would popularize it first, then the States would take over). New Japan was more flash and faux martial arts and submissions, All Japan was more "legit strong guys" who would hit each other with ever-increasing super-moves and neck-breaking holds (culminating with the death of Mitsuharu Misawa a couple years ago from a bad fall in the ring). Japan generally favours Good Workers over interviews, and long segments of chain-wrestling and submissions, as well as starting the popularization of high-flying stuff (the legendary Tiger Mask against the British Dynamite Kid sparked it off). Generally speaking, Japan innovates moves and styles first (often with the WOMEN pro wrestlers first, oddly enough- "Joshi Puroresu" can be just as good as the men's stuff, though the girls are more fragile and have shorter careers- The Crush Gals were a pop cultural PHENOMENON in 1980s Japan), then the American Indie scene (small territories) picks them up, and then the Big American Companies start hiring some of those guys (watch modern-day C.M. Punk and his New & All Japan-inspired offense, or Samoa Joe in TNA).

The game itself:
An odd fit, the game came out during a "down time" for the business- The New Generation Era, but right when Diesel left for WCW, meaning it was a transitional era, where a lot of guys would soon be leaving. It wasn't an overly-great game, featuring low-tier "Mortal Kombat"-style gameplay with silly moves. The graphics were quite awesome, though, with giant super-sized sprites. The roster is borderline "Primal Rage" in smallness, but at least it's pretty. It got released to most of the home systems, but it was the transitional era when the ports started looking worse and worse than the arcade versions, so most weren't that good, and omitted characters.

Great wrestling video games are easy to come by, so it's a bit odd that I'd focus on a mediocre one. The "WCW vs. nWo Revenge" WCW game was PHENOMENAL, as were several WWF-based games in the '90s ("WrestleFest" is a legend). Even today there are good games being released- they're basically like longer-lasting Fighting Games, with different kinds of strategies.

The roster:
Bam Bam Bigelow- A Monster Heel who turned good later on, but would be de-pushed soon enough.
Bret "Hit Man" Hart- An old-school technical wrestler and Canadian hero, who was a Main Eventer who often got screwed around.
Doink the Clown- A midcard heel act turned into a generic pranking Babyface. He became notorious for being annoying, but his initial character was pretty rad.
Lex Luger- An American Patriot character with a body most bodybuilders would kill for. His massive main event push never panned out.
Razor Ramon- A big-time Intercontinental Title holder (it's the secondary belt), who would oddly debut in WCW BEFORE Diesel/Kevin Nash, making his inclusion odd.
Shawn Michaels- A World Champion who had finally hit the peak, doing a "sexy boy" gimmick, but as a good guy.
The Undertaker- A top-tier Gimmick of an undead warrior, and one of the most enduring acts in wrestling history.
Yokozuna- A former World Champion Monster Heel who was on his way down. His 600-lb. bulk was his most notable feature.

A sequel, "In Your House" (named after a PPV series that would take place between major Pay-Per-Views) came out a year later, and would drop everyone but Bret, Shawn & Undertaker (most of the others had left the company by that point already). It would boast a ten-man roster, though.

It added:
The Ultimate Warrior- One of the great 1980s/early 90s gimmicks, the Warrior would return for a short-lived run in the mid-90s, before his craziness and unprofessionalism would take over behind the scenes.
Vader- A WCW star turned potential Monster Heel.
"The British Bulldog" Davey-Boy Smith- A powerhouse who could be carried to great matches, but was always a mid-tier guy who could only KIND OF grapple with top-tier names.
Goldust- A modern-day "Gorgeous George", playing it up that he's legitimately gay for his opponents.
Owen Hart- Bret's younger brother, turned into a snotty, whiny Heel.
Hunter Hearst-Helmsley- A midcard Heel doing a prissy snob Gimmick.
Ahmed Johnson- A huge black guy powerhouse who was tearing it up with the Intercontinental Title, but flamed out quickly.

All-in-all, it's fifteen builds, mostly set up like Fighting Game characters (like Martial Artists, but with some small Super-Powers). And lots of my trademark rants, but about the wrestlers' history and abilities and junk. I'll also use my favourite Wrestler Rating System that Bret Hart introduced in his masterpiece Autobiography. He would rate guys in their Look ("looking tough is more important than BEING tough"), Skill (ability to have good matches), and Charisma (ability to get the crowds into him, or cut Promos).

BRET "HIT MAN" HART
Hgt:
6'1" Wgt: 234 lbs.
Nicknames: The Excellence of Execution, The Best There Is, The Best There Was and the Best There Ever Will Be
Role: Canadian Patriot, Ring Technician/Technical Wrestler, Babyface
Group Affiliations: The Hart Foundation (w/ Jim Neidhart), The New World Order
PL 9 (104)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 2 (+6)
Athletics 4 (+6)
Close Combat (Unarmed) 2 (+15)
Expertise (Promos) 5 (+7)
Insight 1 (+3)
Intimidation 2 (+4)
Perception 2 (+4)

Advantages:
Defensive Attack, Fast Grab, Grab Finesse, Great Endurance, Improved Critical (Special Moves), Improved Defense, Improved Hold, Last Stand, Prone Fighting, Set-Up, Ranged Attack 2, Teamwork

Powers:
"The Sharpshooter" Strength-Damage +3 (Feats: Improved Critical) (Flaws: Limited to Grounded Foes) (3) -- [4]
AE: "Special Moves" Strength-Damage +2 (2)

"Russian Legsweep" Improved Trip [1]

Offense:
Unarmed +15 (+2 Damage, DC 17)
Special Moves +13 (+4 Damage, DC 19)
Sharpshooter +13 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +15 (DC 25), Toughness +3, Fortitude +6, Will +7

Complications:
Prejudice (Werewolf)- Few people on either side of the law trust lycanthropes overly-much.
Power Loss (Regeneration)- Several objects can cause Jack's regenerative power to not work. Silver and Magical attacks are chief among them- both affect him normally.
Power Loss (All Powers, by Day)- Jack is usually unable to take Wolf form at night, thus retaining his human stats and losing all of his Powers. This weakness has apparently disappeared in recent years, however.

Total: Abilities: 60 / Skills: 18--9 / Advantages: 13 / Powers: 5 / Defenses: 17 (104)

-Bret Hart is the son of Stu Hart, the promoter of the Stampede Wrestling territory in Calgary, Alberta, Canada, and is such kind of a hometown hero to most Albertans like myself. A tag team wrestler during the '80s, he was the gifted technical wrestler to his brother-in-law Jim Neidhart's football-playing powerhouse, and The Hart Foundation was one of the best teams of its era. Bret's technique was legendary, earning him the "Excellence of Execution" nickname from commentator Gorilla Monsoon- he applied moves with PERFECTION, never botched anything, and was one of the best workers of his generation. It took YEARS for him to finally get his push, and sadly the business was on a downturn at the time.
-Bret was a pretty likeable guy, and had a lot of credibility with his ultra-realistic selling (he almost always looked like someone who had been legitimately injured, never flopping around like some over-sellers), and was a huge star internationally, but never QUITE hit the peak in the States. He wasn't as charismatic as many of his contemporaries, though when pushed, he could be as good as anybody (the famous "This is BULLSHIT!" promo on RAW where he tore into Vince McMahon over being screwed out of the Title, or the promo where he challenges Cruiserweight Jobber El Dandy to a match instead of a legit competitor, and scolds Mean Gene with "Who are you to doubt El Dandy?" with classic sarcasm). Altogether, he's one of the greatest workers of all time, and has wrestled as many five-star matches as anybody in history, but is fairly controversial.
-This is mainly due to his own ego (he makes no bones about how great a worker he is, like most great workers), and the fall-out from The Montreal Incident. See, Bret had a real-life feud with Shawn Michaels, but was supposed to drop the Title to him before he left for WCW (after Vince lied and told Bret he couldn't afford his contract anymore). Bret refused to drop the belt to Shawn in Canada, and offered variations on him dropping the belt (he had some contractual control over his final dates). But instead, Vince told him they'd book a Disqualification finish and have him just hand over the belt the next night... then before the DQ could happen, Bret got caught in a submission maneuver, and Vince at ringside demanded the "ring the bell!" to make it look like Bret had submitted. This REAL-LIFE screwjob took place in front of a live crowd in Montreal, and resulted in Vince looking like an asshole (setting off his future Heel character). Debates rage about the Screwjob to this day- was Bret right for refusing to job to Michaels? NUMEROUS other Champs have done the same thing (Shawn, quite notably, but also Hulk Hogan, Steve Austin and Triple-H, among others). And Shawn WAS a legit asshole at the time, so Bret's insistence that he would lose to ANYONE ELSE was a positive factor on his side.
-Bret's

BRET "HIT MAN" HART
Hgt:
6'1" Wgt: 234 lbs.
Nicknames: The Excellence of Execution, The Best There Is, The Best There Was and the Best There Ever Will Be
Role: Canadian Patriot, Ring Technician/Technical Wrestler, Babyface
Group Affiliations: The Hart Foundation (w/ Jim Neidhart), The New World Order
PL 9 (109)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 14 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 2 (+6)
Athletics 4 (+6)
Close Combat (Unarmed) 1 (+15)
Expertise (Promos) 5 (+7)
Insight 1 (+3)
Intimidation 2 (+4)
Perception 3 (+5)

Advantages:
Attractive, Defensive Attack, Fast Grab, Grab Finesse, Great Endurance, Improved Critical (Special Moves), Improved Defense, Improved Hold, Last Stand, Prone Fighting, Set-Up, Ranged Attack 2, Teamwork
Powers:
"The Sharpshooter" Strength-Damage +2 (Feats: Improved Critical) (Flaws: Limited to Grounded Foes) (2) -- [3]
AE: "Special Moves" Strength-Damage +1 (1)

"Russian Legsweep" Improved Trip [1]
Features 1: May Use A Unique Move as a Finishing Attack [1]
"Drops WWF Championship Belt on the guy"

Offense:
Unarmed +15 (+3 Damage, DC 18)
Special Moves +14 (+4 Damage, DC 19)
Sharpshooter +13 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +15 (DC 25), Toughness +3, Fortitude +6, Will +8

Complications:
Responsibility (Canadian Hero)- Bret takes his role as a Canadian in the public eye seriously- VERY seriously, in fact. He will eventually grow disgusted with Americans and the way they cheer renegades like Steve Austin, and turn on them (note: in real life, Bret’s mother was an American, so this was fictional). He will also despise losing in his home country in a major match (this is not fictional).
Relationship (Stu Hart)- Bret deeply respects his father Stu (despite Stu actually being pretty abusive as an old-school parent), and will fight anyone who makes disparaging remarks to the old man (chiefly Jerry Lawler).
Relationship (Owen Hart)- Bret cared for his brother Owen, but the youngest Hart grew resentful of Bret babying him and turned on the Hit Man, becoming a sniveling Heel.
Enemy (Shawn Michaels)- Their mutual respect gave way to an intense rivalry (both real and on-screen), with Shawn’s “sexy boy” antics disgusting the straight & narrow Hit Man.
Enemy (Jerry “The King” Lawler, The British Bulldogs, Demolition, Dr. Isaac Yankem DDS, Jean-Pierre Lafitte, D-Generation-X, Steve Austin, among others)- As a long-time veteran, Bret has had many enemies and rivalries.

Total: Abilities: 64 / Skills: 18--9 / Advantages: 14 / Powers: 5 / Defenses: 18 (109)

-Bret Hart is the son of Stu Hart, the promoter of the Stampede Wrestling territory in Calgary, Alberta, Canada, and is such kind of a hometown hero to most Albertans like myself. A tag team wrestler during the '80s, he was the gifted technical wrestler to his brother-in-law Jim Neidhart's football-playing powerhouse, and The Hart Foundation was one of the best teams of its era. Bret's technique was legendary, earning him the "Excellence of Execution" nickname from commentator Gorilla Monsoon- he applied moves with PERFECTION, never botched anything, and was one of the best workers of his generation. It took YEARS for him to finally get his push, and sadly the business was on a downturn at the time.
-Bret was a pretty likeable guy, and had a lot of credibility with his ultra-realistic selling (he almost always looked like someone who had been legitimately injured, never flopping around like some over-sellers), and was a huge star internationally, but never QUITE hit the peak in the States. He wasn't as charismatic as many of his contemporaries, though when pushed, he could be as good as anybody (the famous "This is BULLSHIT!" promo on RAW where he tore into Vince McMahon over being screwed out of the Title, or the promo where he challenges Cruiserweight Jobber El Dandy to a match instead of a legit competitor, and scolds Mean Gene with "Who are you to doubt El Dandy?" with classic sarcasm, or when he reunited with Owen Hart & The British Bulldog by lashing out at American fans). Altogether, he's one of the greatest workers of all time, and has wrestled as many five-star matches as anybody in history, but is fairly controversial.
-This is mainly due to his own ego (he makes no bones about how great a worker he is, like most great workers), and the fall-out from The Montreal Incident. See, Bret had a real-life feud with Shawn Michaels, but was supposed to drop the Title to him before he left for WCW (after Vince lied and told Bret he couldn't afford his contract anymore). Bret refused to drop the belt to Shawn in Canada, and offered variations on him dropping the belt (he had some contractual control over his final dates). But instead, Vince told him they'd book a Disqualification finish and have him just hand over the belt the next night... then before the DQ could happen, Bret got caught in a submission maneuver, and Vince at ringside demanded the "ring the bell!" to make it look like Bret had submitted. This REAL-LIFE screwjob took place in front of a live crowd in Montreal, and resulted in Vince looking like an asshole (setting off his future Heel character). Debates rage about the Screwjob to this day- was Bret right for refusing to job to Michaels? NUMEROUS other Champs have done the same thing (Shawn, quite notably, but also Hulk Hogan, Steve Austin and Triple-H, among others). And Shawn WAS a legit asshole at the time, so Bret's insistence that he would lose to ANYONE ELSE was a positive factor on his side.
-Bret is pretty much the “Generic” guy of the game, having few flashy, unrealistic moves and focusing entirely on in-ring stuff. Sadly, the game doesn’t seem to include all of his FIVE MOVES OF DOOM (so named because he would lead up to the Sharpshooter with the same five moves in succession if he wasn’t feeling like coming up with a unique finish- it became a tongue-in-cheek joke, though Bret was better than almost anybody when it came to doing inventive, new finishes). So in the end, he comes across like a very basic fighter.

OWEN HART
Hgt:
5’11" Wgt: 227 lbs.
Nicknames: The Slammy Award-Winning King of Harts, The Sole Survivor, The Nugget (offensive nickname coined by Shawn Michaels)
Role: High-Flyer, Gutsy Underdog, Sniveling Wimpy Heel
Group Affiliations: The New Foundation (w/ Jim Neidhart), High Energy (w/ Koko B. Ware), The Hart Foundation (Stable), The Nation of Domination
PL 9 (113)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 6 (+11)
Athletics 6 (+8)
Close Combat (Unarmed) 2 (+15)
Expertise (Promos) 7 (+8)
Insight 1 (+3)
Perception 2 (+4)
Persuasion 4 (+5)
Ranged Combat (Card Gun) 6 (+10)

Advantages:
Agile Feint, Defensive Attack, Fast Grab, Grab Finesse, Great Endurance, Improved Critical (Special Moves), Improved Defense, Improved Hold, Ranged Attack 2, Teamwork
Powers:
"Playing-Card Machine Gun" Blast 3 (Extras: Multiattack) (Flaws: Distracting) (6) -- [8]
AE: "The Sharpshooter" Strength-Damage +3 (Feats: Improved Critical) (Flaws: Limited to Grounded Foes) (3)
AE: "Scepter Smash/Spinning Wheel Kick” Strength-Damage +2 (2)

“Enzuigiri" Close Combat 4 (Flaws: Once per match, Limited to When An Opponent Has a Kick Parried) [1]

Offense:
Unarmed +15 (+2 Damage, DC 17)
Special Moves +14 (+4 Damage, DC 19)
Sharpshooter +13 (+5 Damage, DC 20)
Card Gun +10 (+3 Ranged Damage, DC 18)
Initiative +4

Defenses:
Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +3, Fortitude +5, Will +5

Complications:
Motivation (Himself)- Owen is vain and egotistical, and often reverts to a whiny personality when he doesn’t get his way.
Relationship (Stu Hart)- Owen often tried to put one over on the old man (such as when he cried fake tears to get his parents to throw in the towel on Bret during a Submissions Match against Bob Backlund), but Stu would have none of it.
Relationship (Bret Hart)- Owen looked up to his brother Bret, but the youngest Hart grew resentful of Bret babying him and turned on the Hit Man, becoming a sniveling Heel. Eventually they would make amends in a tearful reunion.
Enemy (Shawn Michaels, Hunter Hearst-Helmsley)

Total: Abilities: 60 / Skills: 36--18 / Advantages: 11 / Powers: 9 / Defenses: 15 (113)

-I’m calling it- if Owen Hart had the ego or drive to succeed that forced guys like Bret Hart, Shawn Michaels or Ric Flair to the top of their game, he would be, bar none, the greatest in-ring worker who had ever lived. But Owen really never had the LOVE for the business that the others did, nor the ego, and so he settled into a life as a career Upper Midcarder. Of course, he is now known for a much more tragic thing than “didn’t get as far as he probably could have”.
-Owen was the younger brother of Bret Hart, and a bit smaller and goofier-looking, and so he was often used as a high-flying curtain jerker (his “Blue Blazer” years in the early 90s). He was still an undercard guy when Bret started his Main Event run, but he would eventually undergo a great Heel Turn and come across as a whining, sniveling bitch of a Heel, and the crowd would actually WANT Bret to beat up his younger brother. Having one of the greatest matches of all time at WrestleMania X (which Owen shockingly WON, instantly elevating him to Main Event level) led to a six-month program against Bret (who won the World Title later that very night), and Owen soon settled into the Upper Midcard area.
-Sadly, he would not go with Bret to WCW, and so was left as the last Hart in the WWF against Shawn Michaels and his heelish D-Generation-X buddies. Languishing after his push was cut out from under him (following the Montreal Screwjob, he had VERY legit beefs with both Shawn & Vince McMahon) by getting jobbed out repeatedly to Triple-H in the beginning of his push. He would get shuttled down the card, only occasionally getting a bright spot, but ultimately was doing a comedy gimmick returning to his Blue Blazer routes... only to tragically fall to his death in the Kemper Arena following a goofy entrance-stunt gone wrong- he was supposed to lower to the ring, but then drop down the last few feet like a goof. Instead, his harness opened early, and he fell forty feet into a fatal landing in the ring (the arena was not told of his death, nor was the show stopped- this and the fact that the nervous Owen was told to do the stunt in the first place would prove controversial in the next several years). And such was the career (and life) of one of the best workers around cut short- one of the few cases where a wrestler’s death couldn’t be held accountable to his drug or alcohol habits.
-Owen offers a statline somewhat similar to his brother’s, but with a few differences. He’s weaker, and must make up the difference with his Special Moves & Sharpshooter finisher, which are the equal of Bret’s stuff. He’s got a better Dodge and some agility-themed Advantages, but loses Bret’s good looks and higher Saves. He also has some more esoteric moves than Bret’s generic moveset, using a Scepter and a Playing Card Machine Gun as weapons (upon winning the King of the Ring tournament, he proclaimed himself “King of Harts”, you see). He’s also got that nasty Enquigiri that sent Shawn Michaels to the hospital (to cover up a real-life beating from some guys in a bar in Syracuse, though Bret Hart referred to them as “Girl Scouts” and the number of guys increases with each telling of the tale). It temporarily lets him break his Power Level, but only once.

BAM BAM BIGELOW (Scott Bigelow)
Hgt:
6’4" Wgt: 400 lbs.
Nicknames: The Beast From The East
Role: Monster Heel, Big Fat Heel
Group Affiliations: The Million Dollar Corporation, The Triple Threat (ECW), The Jersey Triad
PL 9 (98)
STRENGTH
3 STAMINA 5 AGILITY 3
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 4 (+7)
Athletics 5 (+8)
Close Combat (Unarmed) 2 (+13)
Deception 2 (+3)
Expertise (Promos) 5 (+6)
Intimidation 9 (+10)
Perception 2 (+3)
Vehicles 1 (+3)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Fast Grab, Improved Critical (Special Moves), Improved Defense, Improved Grab, Improved Hold, Ranged Attack 2, Startle

Powers:
“Power Wrestler” Strength-Damage +1 [1]
“Fiery Fists” Features 1: Unarmed Attacks Count as Flaming [1]

"Flying Headbutt" Strength-Damage +3 (Feats: Improved Critical) (Flaws: Limited to When On the Top Rope) (3) -- [4]
AE: "Piledriver/Backbreaker” Strength-Damage +2 (2)

Offense:
Unarmed +13 (+4 Damage, DC 19)
Special Moves +11 (+6 Damage, DC 21)
Flying Headbutt +11 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +5, Fortitude +6, Will +5

Complications:
Prejudice (Freak)- Bigelow has flames permanently-tattooed on top of his shaved head. He will never be treated like a normal person.
Relationship (Luna Vachon)- Bigelow’s “Main Squeeze” for years was Luna Vachon (Google Image Search her on an empty stomach if you’re curious), who followed him wherever he went, and interfered in his matches.
Enemy (Doink the Clown, Lawrence Taylor, Sid)- Bam Bam had many enemies during his career.
Rivalry (Hulk Hogan, The Kliq)- Bam Bam’s career was perhaps hampered by his lack of association with these powerful names backstage- he threatened the wrong people with his successes, and so he was soon on the outs of the WWF on two separate occasions.
Reputation (Losing to a Football Player)- Losing at the Main Event of WrestleMania to a football player, even one as good as Lawrence Taylor, hurt Bigelow’s career very badly- his credibility never really came back.

Total: Abilities: 50 / Skills: 30--15 / Advantages: 12 / Powers: 6 / Defenses: 15 (98)

-Bam Bam Bigelow is by many standards a Nondescript Monster Heel in a business full of them, and certainly didn’t go on to as big a career as many of them did, but is generally considered now to be one of the finest “Big Man Workers” there ever was. See, men in the 350-600 lb. weight bracket tend not to be the most athletic, skilled Workers, and so their matches are usually quite bad. However, Scott “Bam Bam” Bigelow was athletic for his size (able to do Cartwheels and Moonsaults- backflip dives), and thus actually had VERY good matches comparatively-speaking, earning the respect of his peers and “Workrate Aficionados”.
-Sadly, politics mostly did him in, as well as that very reputation. I can’t confirm some of it, but Hulk Hogan was apparently threatened by the “Crowd Pops” Bam Bam would draw, and helped run him out of the WWF VERY quickly (you see him only briefly in the early PPV records- a ‘Mania & a Survivor Series), and the same fate befell him in the 1990s, where the Kliq (a powerful backtage team of Shawn Michaels, Diesel, Razor Ramon, 1-2-3 Kid & Triple-H) didn’t care for him, and used their backstage clout to hamper his career, so he never got the Push many felt he deserved.
-Bam Bam still did pretty okay, career-wise, making a name for himself in Japan, WCW (as a Goldberg opponent) and ECW, where he was the Champion for a good stretch of time. His cred as a good worker for his size made him the ideal opponent for football star Lawrence Taylor at WrestleMania, as they staged a “real fight” that led to a Main Event match, where Bigelow carefully carried the green-but-athletic “L.T.” to a REALLY good match (about *** out of five, but may as well be ***** for Celebrity Matches, which universally SUCK, as a rule). Sadly, the match pretty much killed Bam Bam’s cred in the WWF, and the subsequent Face Turn never really took off for him thanks to the aforementioned Kliq.
-Bam Bam was also a notable drug user, but also a bit of a hero- at one point, he suffered burns over 40% of his body while saving three young children from a fire! Could you IMAGINE being one of those kids?- you’re trapped in a burning building, you think you’re going to die, and you’re inhaling smoke, and suddenly a FOUR-HUNDRED POUND MAN with fire tattooed on his head bursts through the door and comes to GRAB YOU? They must have thought they’d sinned and gone straight to Hell!! Sadly, Bigelow’s drug addiction caught up to him, and he died in 2005.
-Bam Bam is one of the “Powerhouse” characters in the game, hitting everyone with fire-based melee attacks (most videos I’ve seen involve him flying in with Headbutts & combos) and grapple-based stuff. You’d think they’d toss in a Fireball, but I’ve yet to see him use one. He’s noticeably quick for a Big Fat Heel, though, mixing higher Dodge & Acrobatics than you’d think.

Bret Hart Ratings System:
Look: 8 (huge guy, kind of rotund, but the flame tattoos were bad-ass)
Skill: 7 (one of the best "Big Man" workers ever, though sometimes gets a BIT over-rated)
Charisma: 6 (standard "screaming heel", though he could get it done at times)
Overall: 21

"THE BRITISH BULLDOG" DAVEY-BOY SMITH
Hgt:
6’0" Wgt: 259 lbs.
Nicknames: The British Bulldog
Role: Powerhouse, Physique Guy
Group Affiliations: The British Bulldogs (w/ Dynamite Kid), The Hart Foundation (Stable)
PL 9 (98)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Acrobatics 4 (+7)
Athletics 5 (+8)
Close Combat (Unarmed) 2 (+13)
Deception 2 (+3)
Expertise (Promos) 5 (+6)
Intimidation 9 (+10)
Perception 2 (+3)
Vehicles 1 (+3)

Advantages:
Accurate Attack, Fast Grab, Improved Critical (Special Moves), Improved Defense, Improved Grab, Improved Hold, Ranged Attack 2, Ultimate Strength Check

Powers:
“Power Wrestler” Strength-Damage +1 [1]
“Choke Chain” Chokehold [1]

"Running Powerslam" Strength-Damage +3 (Feats: Improved Critical) (4) -- [5]
AE: "Union Jack Attack/Slam Moves” Strength-Damage +2 (2)

Offense:
Unarmed +13 (+4 Damage, DC 19)
Special Moves +11 (+6 Damage, DC 21)
Running Powerslam +11 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +5, Fortitude +6, Will +5

Complications:
Relationship (Diana Hart)- Davey-Boy’s wife (and sister to Bret & Owen). When she claims to have been hit on by Shawn Michaels, Davey-Boy is out for blood.
Relationship (Bret & Owen Hart)- Davey-Boy was close to Bret for years, but they had a falling-out temporarily when Davey-Boy beat his brother-in-law for the Intercontinental Title in Wembley Stadium. He was generally much closer to Owen, with whom he won the Tag Team Titles several times as a heel.
Reputation (Follower Not a Leader)- Though an excellent performer, Davey-Boy was more comfortable following others’ leads. He was a worshipping admirer of his cousin Tom “Dynamite Kid” Billington in his early years, and frequently went along with what Bret did later on.
Enemy (Shawn Michaels, The Hart Foundation, The Warlord, Diesel)
Addiction (Steroids)- Davey-Boy debuted at all of 160 lbs. He eventually weighed one-hundred more than that- Davey REALLY liked his steroids.

Total: Abilities: 54 / Skills: 30--15 / Advantages: 12 / Powers: 6 / Defenses: 15 (98)

-Davey-Boy Smith goes down as one of those guys who was a PHENOMENAL talent with the right worker, but rarely could do amazing things on his own. He was an admirer of his cousin the Dynamite Kid (who pretty much co-invented the Junior/Cruiserweight Style) and followed him just about everywhere, eventually forming The British Bulldogs in the prime era of WWF Tag Team Wrestling. Eventually, Dynamite’s dickishness drove Davey away (along with EVERYONE ELSE the Kid ever met- he once held a shotgun to his wife’s face as a prank and then acted annoyed that she was mad because “it’s not like it was loaded or anything”), and he got pushed as a singles star.
-Ultra-strong (he once Powerslammed a 450-lb. Vader as he was coming off the top rope, and also did a Delayed Vertical Suplex on 7-foot Kevin Nash) and muscular, Davey-Boy was pretty much Vince’s wet dream for a wrestler, and he went pretty far on a few occasions. He beat Bret Hart in one of wrestling’s greatest matches at SummerSlam in his home country, but was soon turfed out of the company because they were getting indicted on steroid-distribution charges, and Davey... well, look at him.
-He would sort of recover, returning here and there as a semi-big-name guy, ideal for wrestling a Main Eventer in a match where you knew he wasn’t going to in, but figured it would be a good match anyways and he was still SOMEWHAT credible. He never quite got that BIG push, but he was solid, y’know? He had some all-time classics whenever he was paired up with a great worker (hitting ***** with Bret & Owen Hart), but had difficulties raising others in such a manner- he had some great key big moves and was solid on the rest of his offense, so he was easy for good workers to “Carry”.
-Davey had a falling-out with Bret in his later days (over rejoining the WWF when Bret hated them- Bret was ultra-bitter around that time), and eventually stole his ex-wife’s brother’s wife to make the Harts seem REALLY white trash, but he would be found dead very soon after his own son, Harry Smith, debuted, largely due to a lifetime of steroid abuse. BECAUSE BEING A WRESTLING FAN IS SOMETIMES DEPRESSING, YO.
-The British Bulldog is kind of like Bam Bam Bigelow in many ways (despite being much smaller), packing a Powerhouse-type set, a Choke Chain, and a few other things onto an athletic build. He can be faster than you’d think, but is generally still an in-close grappler focusing in his strength. He’s none too bright, though- many biographies comment on the incident where he gets Dynamite to inject him with his first set of steroids, only to have his cousin inject his ass-cheeks with MILK, instead, leading to a carful of wrestlers going “Mooooo!” at him!

RAZOR RAMON (Scott Hall)
Hgt:
6'7" Wgt: 262 lbs.
Nicknames: The Bad Guy
Role: Scarface Rip-Off, King of the Intercontinental Title
Group Affiliations: The Kliq, The New World Order
PL 9 (116)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 2 (+5)
Athletics 2 (+5)
Close Combat (Unarmed) 2 (+14)
Deception 4 (+8)
Expertise (Streetwise Cuban) 6 (+7)
Expertise (Promos) 8 (+12)
Intimidation 4 (+8)
Perception 2 (+4)
Persuasion 2 (+6)

Advantages:
All-Out Attack, Daze (Deception), Fast Grab, Improved Critical (Special Moves), Improved Hold, Set-Up, Ranged Attack 2, Taunt

Powers:
"Power Wrestler" Strength-Damage +1 [1]

"Razor's Edge" Strength-Damage +3 (Feats: Improved Critical) (4) -- [7]
AE: "Razor Swipe" Strength-Damage +1 (1)
AE: "Piledriver/Uppercut" Strength-Damage +1 (1)
AE: "Quad Slam" Strength-Damage +0 (Extras: Multiattack 4) (Inaccurate -1) (1)

Offense:
Unarmed +14 (+4 Damage, DC 19)
Special Moves +12 (+5 Damage, DC 20)
Razor's Edge +11 (+7 Damage, DC 21)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +14 (DC 24), Toughness +4, Fortitude +6, Will +7

Complications:
Relationship (The Kliq)- Razor once formed a powerful group of friends backstate in Shawn Michaels, Diesel, The 1-2-3 Kid & Triple-H. They watched each other's backs.
Addiction (Alcohol)- Razor has been a mess most of his adult life as a result of the demon in a bottle.
Enemy (Shawn Michaels, Diesel, "Double J" Jeff Jarrett, Irwin R. Schyster, Bret Hart)

Total: Abilities: 66 / Skills: 32--16 / Advantages: 9 / Powers: 8 / Defenses: 17 (116)

-Well, what can ya say about Scott Hall? Really charismatic, huge as hell (odd how he was never pushed as that much of a monster- he's six-foot-five minimum!!), and a half-decent Worker when he wants to be. Few have had as many gifts as him, while squandering them all. See, Scott Hall was a huge, naturally-gifted guy, but had a problem with the bottle, and an issue with effort. While ready to be a star in WCW as The Diamond Studd, he was soon dropped from the company by some Head Writers who didn't know what they had. Vince McMahon & the WWF instead pushed him as a Tony Montana knock-off with a phony Cuban accent, which is about as silly a thing as you could imagine (except for the 20 other sillier things that happened that year in the WWF), but it actually WORKED. His clumsy early Heel stuff was soon forgotten, and he got pushed to the Intercontinental Title as if born to the role of "Secondary Babyface Hero". He acted cool, talked tough, and was even pretty egotistical, but the crowds ate up his natural charm and the way he "oozed machismo".
-But Hall's drug & alcohol problems, as well as the search for more money, led him to WCW, where he & Kevin "Diesel" Nash formed the nWo, the pre-eminent "Cool Heels" of their era. Cool Heels are pretty controversial these days, as they act like Anti-Heroes, the young males in the audience eat them up, and they're generally awesome. The problem is, they make their Babyface opponents look like CRAP. They laugh off the heroes, making them look ridiculous, and their laid-back, funny promos make them popular, effectively meaning they take up a Heel role but get the response of Faces, so the REAL Faces are meaningless. It sells T-shirts (there were a TON of "nWo" t-shirts at my school), but it hurts business in the long run.
-The nWo was HUGE, but Hall's demons REALLY started catching up to him, and both Nash & Hulk Hogan surpassed him in the group. Eventually he was barely showing up on TV, or doing Angles where he deliberately acted drunk for the storyline (uncomfortable because he WAS a drunk). Eventually he just kind of disappeared. His run in the WWF a couple years later was forgettable, as he was both a giant prick (wrestlers rarely call out others for their behavior publically, lest it bite them in the butt politically later, but Chris Jericho flat-out calls Hall an asshole- "this is the wrestling BUSINESS, not the wrestling FRIENDness" and "That's a great finisher- I can't wait to kick out of it later" are both quotes of his, the latter directed at the Dudley Boyz) and a drunk, and so he left early. Currently, he's one of the few wrestling veterans who's almost as pathetic to watch as Jake "The Snake" Roberts, but we'll see if "Diamond" Dallas Page's attempts to cure both guys works out in the end (me, I think DDP is just doing that to pay back the universe for giving a greasy pile of Jersey trash like him a wife like Kimberly Page :)).
-Razor was a big, tough guy, but oddly never acted like a HUGE Powerhouse in the ring. He's one of the stronger guys, but the game is actually remarkably full of Powerhouses, and so he's kind of middle of the road altogether. The Razor's Edge is a BITCHING finisher (though oddly doesn't hurt much in real life, aside from being dropped from a decent height), and he can use Razor Blades as weapons, as well as a move where he grabs you by the legs and just SLAMS you on the mat repeatedly.

Bret Hart Categories:
Look: 9 (big, solid and a very unique overall look. Deceptively tall actually since he fought alot of big guys)
Skill: 6 (never a phenom, but he was solid all-around in the ring. He could hang with great workers, and do OK with nothing)
Charisma: 8.5 (great casual promos, oozed the 'cool' vibe, but never had the sheer ENERGY needed, or the wit of Nash)
Overall: 23.5 (very good)
VADER (Leon White)
Hgt:
6'5" Wgt: 458 lbs.
Nicknames: The Mastodon, Big Van Vader
Role: Monster Heel, Big Fat Heel, Brawler
Group Affiliations: Camp Cornette
PL 9 (100)
STRENGTH
4 STAMINA 5 AGILITY 2
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 3 (+5)
Athletics 3 (+7)
Close Combat (Unarmed) 2 (+13)
Expertise (Promos) 2 (+4)
Intimidation 10 (+12)
Perception 2 (+3)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Fast Grab, Fearless, Improved Critical (Special Moves), Improved Grab, Improved Hold, Ranged Attack 2, Startle, Takedown

Powers:
"Power Wrestler" Strength-Damage +1 [1]

"Vader Bomb/Moonsault" Strength-Damage +2 (Feats: Improved Critical) (Flaws: Limited to the Top Rope) (3) -- [4]
AE: "Powerbomb/Chokeslam/Suplexes/Burning Punch" Strength-Damage +1 (Feats: Variable- Unarmed or Flaming) (2)

Features 1: Can Use a Unique Move as a Finishing Attack [1]
"Grows a Giant Ass & Squashes Opponent"

Offense:
Unarmed +13 (+5 Damage, DC 20)
Special Moves +11 (+6 Damage, DC 21)
Vader Bomb +11 (+7 Damage, DC 22)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +12 (DC 22), Toughness +5, Fortitude +7, Will +7

Complications:
Motivation (Beating the Sh*t Out Of People)- Vader is simply a monster who likes to hurt people. He is famous for his brutality.
Enemy (Shawn Michaels, Sting, Ric Flair, Kane, Sid)

Total: Abilities: 54 / Skills: 22--11 / Advantages: 13 / Powers: 6 / Defenses: 16 (100)

-I, and many others, would consider Big Van Vader to be the the greatest Big Man worker in wrestling history. Bam Bam Bigelow may've been more athletic and more able to carry others, but Vader's had way more great matches overall, and can hit ****+ with the right opponents. His legit toughness (some might be exaggerated, but the guy literally had his eye COME OUT OF ITS SOCKET and kept on wrestling) and stiffness in the ring made him look like a true beast out there, even if he lacked the height of the Andre-class of Superheavyweight. And he was NASTY, nearly-killing several people (he paralyzed a Jobber with his Powerbomb), enough that legend has it several Jobbers would LEAVE THE ARENA AND GO HOME when they saw their names pencilled across from Vader. And he was athletic, too- one of his big moves was THE MOONSAULT (a backflip off the top rope onto a prone opponent). He was a MAJOR star in both Japan (where SNK was so inspired by his presence that they based Raiden from "Fatal Fury" off of him) and WCW, winning World Titles in both places. It would be YEARS of dominance, before the overwhelming presence of The Orange Goblin (aka Hulk Hogan) would chase him to the WWF.
-He got used very well in his first year in the WWF (debuting the Rumble, kicking the living hell out of several losers in it, then nearly-killing GORILLA MONSOON, taking down similar Big Fat Guy Yokozuna, all the way to fighting Shawn Michaels at SummerSlam), but Shawn's prima-donna antics put the kibosh on the bigger plans for the guy. Yeah, that's right, the guy who whined for years about Bret not wanting to lay down for him did it to another guy, more than once.
-His later WWF years kinda sucked. Mick Foley talked about how "personalities" like Vader couldn't cut it in the newer WWF "yourself- but exaggerated" style (or just plain goofy gimmicks), and he's kinda right- in THEORY Vader could've come up with something based off of Leon White the MAN, but he never really did, and so he looked kinda out of place in the Attitude Era. Then again, some of the Attitude Era's characters included a pimp, a porn star, an undead fire-borne monster who throws lightning and a vampire, so "Giant Monster Who Kills Jobbers" isn't such a stand-out thing. Dropping steadily in workrate over the years didn't help. But at least he's got a big spot in the history books- plus, his match against Ron Simmons was the first WCW match I ever saw, and I thought it was one of the greatest things ever.

Bret Hart Categories (assuming Vader's in top form):
Look: 9 (fat, but scary as hell, I could almost go with a 10 here- guys built like him are typically the toughest people in the world in real life)
Skill: 8 (one of the best and most legit big men ever)
Charisma: 7 (very growly, but scary)
Overall: 24 (very good score)
AHMED JOHNSON (Tony Norris)
Hgt:
6'2" Wgt: 305 lbs.
Nicknames: The Big Johnson (inadvertent Vince McMahon comment)
Role: Powerhouse, Scary Black Man
Group Affiliations: The Nation of Domination, Harlem Heat II
PL 9 (100)
STRENGTH
4 STAMINA 4 AGILITY 3
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 3 (+6)
Athletics 4 (+8)
Close Combat (Unarmed) 2 (+14)
Deception 2 (+2)
Expertise (Streetwise) 5 (+5)
Expertise (Promos) 2 (+2)
Intimidation 12 (+12)
Perception 2 (+2)

Advantages:
All-Out Attack, Daze (Intimidation), Diehard, Fast Grab, Fearless, Improved Critical (Special Moves), Improved Grab, Improved Hold, Ranged Attack 2, Startle

Powers:
"Pearl River Plunge" Strength-Damage +2 (Feats: Improved Critical) (3) -- [5]
AE: "Giant Boxing Glove/Power Moves" Strength-Damage +1 (1)
AE: "Ground Hit" Damage 3 (Extras: Area- 30ft. Line) (Flaws: Limited to Grounded Targets) (3)

Features 1: Can Use a Unique Move as a Finishing Attack [1]
"Punches Enemy to Pieces"

Offense:
Unarmed +14 (+4 Damage, DC 19)
Special Moves +12 (+5 Damage, DC 20)
Pearl River Plunge +12 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +13 (DC 23), Toughness +4, Fortitude +7, Will +6

Complications:
Reputation (Street Kid)- Ahmed has come a long way since he was regularly beaten by his father, and messing around with gangs. He seeks to help kids prevent that lifestyle.
Accident (Injury-Prone)- Despite his immense size, Ahmed is prone to injuries to his inner organs, putting him on the shelf for long periods of time.
Enemy (Goldust, Faarooq)

Total: Abilities: 50 / Skills: 32--16 / Advantages: 11 / Powers: 6 / Defenses: 17 (100)

-Ahmed is a guy who came BLAZING in with a huge debut (body-slamming a six-hundred pound man!), was hugely over for a ton of his career, but ultimately flamed out before he could hit it REALLY big. Ahmed was basically Goldberg before there was a Goldberg, but his own injuries and the fact that he was a clumsy worker finished him. Word has it he was fired from the WWF because he legit-injured THE ROCK, who was Vince's Golden Boy Future Main Eventer, and that was that. But for a while, Ahmed was AWESOME. He beat the hell out of Goldust for kissing him while he was unconscious, was a dominant Intercontinental Champion, radiated intensity despite an inability to speak clearly, and was about the toughest-looking, scariest mofo in wrestling history, next to only perhaps Kevin "Nailz" Wacholz and a few others. Instead of hitting a huge peak, he got big & fat, and ended his career as a nothing WCW guy, teaming up with Booker T's lamer brother.
-Ahmed basically fights like Davey-Boy Smith does, acting as a Power Wrestler and throwing guys around. He has a unique "Ground Hit" move that trails along the ground, but generally just punches faces and slams fools.

Bret Hart Rating System:
Look: 10 (huge & muscular, and looked scary as hell. If I ever saw him coming at me, you'd see a Jabroniville-shaped hole in the nearest wall)
Skill: 4 (clumsy worker, but he had some amazing high spots)
Charisma: 6 (A weird mix. He was one of the worst mic workers ever, slurring his words and sounding like a stereotype of a dumb savage, but he radiated intensity Goldberg-style)
Overall: 20 (nearly main-event level, but his workrate dropped FAST and he never made it far)

THE BEST WRESTLING THEMES:
The Fabulous Rougeau Brothers: (OH MY GOD SO CATCHY)
Demolition:
Hulk Hogan: (SO EIGHTIES)
Jake "The Snake" Roberts:
Sid:
"The Million Dollar Man" Ted DiBiase:
"Macho Man" Randy Savage:
Goldust:
Dusty Rhodes:
The Undertaker (Ministry Theme):

THE TOP TEN MOST CHARISMATIC WRESTLERS (ie. Best Interview Guys):
1) The Rock (he could throw the audience into a frenzy just by turning his head slightly- he's so great that his only flaw is an inability to keep certain crowds from turning on him)
2) Ric Flair (one of the top promos guys of all time. His big return against Harley Race's cronies with the baseball bat still brings a tear to my eye)
3) Steve Austin (not even worth debating, you could argue that he was the best ever)
4) Mick Foley (An absolute no-brainer. Could do it all- from epic promos, to "I'm crazy" stuff, to Attitude-era hijinks. Flair & Rock drew more attention, but NOBODY could do a Big Damn Promo like Foley)
5) Roddy Piper (easily- few have been better, especially at engaging the crowd)
6) Jake Roberts (ohhhhh my freaking God- no wrestler has ever been a nastier, more menacing heel. Jake could have been a pro actor, really)
7) Hulk Hogan (one of the first BIG promo guys out there)
8) Shawn Michaels (among the best ever- could play face or heel convincingly, and get any reaction out of the crowd)
9) Randy Savage (not even up for debate. Few wrestlers were as fascinating, even when being non-sensical and crazy. NOBODY cut "crazy man" promos like Savage, or had a better character)
10) Chris Jericho (could play the Funny Heel, Dirty Coward, Riotous Babyface or Evil Monster Heel with equal skill. Truly one of the most versatile performers in the world)

THE TOP TEN BEST WRESTLING LOOKS:
Lex Luger (among the best bodies in wrestling history)
The Warlord (among the biggest guys I've *ever* seen in wrestling)
Crush (about as big as wrestlers got at one point)
Ahmed Johnson (huge & muscular, and looked scary as hell. If I ever saw him coming at me, you'd see a Jabroniville-shaped hole in the nearest wall)
Kevin Nash (huge, tall, long-haired and muscular- he was Vince's dream. He got SERIOUSLY less-toned in WCW, but he was still big. Probably less than a 10, though)
Bryan Clark (6'6"-ish, huge and ripped. In fact, if someone were to ask me "what does a wrestler look like?" I'd probably just show 'em a picture of this guy- he had it all physically)
Sid (Doesn't even need to be said- a prime example of size mixing with steroids)
Fake Diesel (a better look made him look really impressive)
90s Kane (a huge monster in big red outfit with a scary mask)
Awesome Kane (he was actively getting ripped instead of just big)
Giant Gonzalez (this one's tricky, as his costume was stupid and he had no muscle mass. But he's still six inches from being FUCKING EIGHT FEET TALL. The way he's stare DOWN at The Undertaker says it all)
The Big Show (well, duh. Even Fat Show is almost unrealistic just by losing to people)
Ron Reis (legitimately huge- he towers over Goldberg, and he's an inch taller than The Big Show)
Andre the Giant (huge as fuck)
Nailz (Scary. As. FUCK. I would NEVER fuck with a guy who looked like this in a million years.)
Ultimate Warrior (not as big as some others, but the combination of the outfits, the makeup and the Anabolic Warrior-ness of it all makes him an obvious "10"- a true superstar look)

THE BEST WORKERS EVER (no particular order):
Ric Flair (could carry A-N-Y-O-N-E. It was he for whom the term "could carry a broomstick to a good match" was created)
Mr. Perfect (if Perfect isn't a ten, then nobody is)
Jushin Liger (he lost several steps by 2000 even, but he was one of the best ever for a long time)
Randy Savage- '80s (screw the haters, Savage had better movement and flow to his moves than anyone else in wrestling history. He could be lazy and just sell for entire matches, but even that wasn't all the time)
Shawn Michaels (no other number could possibly be justifiable- he's just as good in his 40s, having shifted his style)
Mitsuharu Misawa (no two ways around it, he's one of the legit best-ever. During the age when people on the 'net sucked Flair's weiner, many said Misawa was the bigger in-ring legend)
Toshiaki Kawada (Misawa's brutal, savage opponent. Less flashy than the other two big All-Japan guys, but YIKES)
Kenta Kobashi (the flashier All-Japan guy, and a magnificent athlete. He embodied FIGHTING SPIRIT, and he's probably the closest wrestling ever came to a Shonen Action Hero, except he's not a giant idiot)
Bret Hart (I would probably rather watch his matches than anyone else's, if I was forced to choose only one guy)
Ricky Steamboat (no justification really necessary- he mastered the Broomstick Scale the same way Flair did. His only real flaw is that he didn't have a major finisher and his stuff looks more dated)
Dynamite Kid (his insane willingness to kill himself made him an all-star bumper. Some of his matches would fit perfectly into things going on TODAY)
Chris Benoit (took the best parts of Dynamite Kid, and added submissions and extra viciousness to it)
Eddie Guerrero (any style, any time. The best small-guy worker ever, I think)

THE TOP TEN BEST WRESTLING PHYSIQUES:
(the following is from another forum conversation about how I rate guys, and the subject of the Look category came up)
Sick Nick: I know Oats begs to differ but for me, Luger had the best main-event physique from a bodybuilding perspective, Ultimate Warrior aside. There are a few undercarders in wrestling history with even more ripped physiques but Luger was tall (at least 6'4''), shredded (Musclemag back in the day claimed he could've scored highly in the WBF contest if he'd competed) and in WCW at least, he was always massive, a legit 260-290lbs. In WWE, he dropped a lot of weight but still had one of the best physiques in the company.
Mightily Oats: Not a fan of Lex's bone structure more than anything.
His muscle mass and proportions are excellent, especially on so tall a frame, but compare his build to Lou Ferrigno's and you'll see why I don't like Lex much.
He was just..built funny.
Sick Nick: Is Warrior's bone structure better?
Sick Nick: This thread is in danger of heading gaywards.
HalloweenJack: oh its POSITIVELY in danger of that
Jabroniville: There is nothing less gay than grown men describing the nature of male physical beauty, comparing and contrasting every single bulge, ripple and vein on their wonderful, oiled-up bodies.
Mightily Oats: I read this as I was dealing with people.
They had no idea why I was smiling so broadly.
on their wonderful, oiled-up bodies got me going pretty damn good.


"Ravishing" Rick Rude- totally ripped, and you could buy him as "the guy who wants to seduce all your women" better than any other guy in wrestling.
Lex Luger- the ideal Bodybuilder look.
The Warlord- His sheer size in INCREDIBLE.
Brock Lesnar- Vince McMahon's wet dream in a wrestler.
The Ultimate Warrior- He was called "The Anabolic Warrior" for a reason.
Ahmed Johnson- A bit doughy, but he was MASSIVE.
Sid- Fans who've met him describe him as one of the largest people they've EVER seen- a bodybuilder's physique on a 6'8" monster.
Kurt Angle & Randy Savage- Smaller than the other guys by a BIG ways, but these are arguably two of the most athletic-looking guys ever. They're massive, but in a way that allows them to be QUICK, and fly off the ropes and stuff. Both guys are ATHLETES, while the others are PRETTY-BOY BODYBUILDERS.
Scott Steiner- Before he got REALLY disgustingly-overdone, his had one of the most bulge-tastic physiques out there.
Bobby Lashley- His chest is GIGANTIC.
Bill Goldberg- A more authentically-frightening look, substituting ripped-ness for sheer size in his upper-body.

Image
Image

LEX LUGER (Larry Pfohl)
Hgt:
6'4" Wgt: 270 lbs.
Nicknames: The Narcissist
Role: Egomaniacal Wrestler, Physique Guy, American Patriot
Group Affiliations: The Four Horsemen
PL 9 (100)
STRENGTH
4 STAMINA 4 AGILITY 3
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 2 (+5)
Athletics 4 (+8)
Deception 1 (+5, +7 Attractive)
Expertise (American Patriot) 5 (+6)
Expertise (Bodybuilding) 8 (+9)
Insight 2 (+4)
Intimidation 1 (+5)
Perception 1 (+3)
Persuasion 2 (+6, +8 Attractive)

Advantages:
Attractive, Fast Grab, Extraordinary Effort, Improved Critical (Special Moves), Improved Grab, Improved Hold, Ranged Attack 2

Powers:
"Torture Rack" Strength-Damage +2 (Feats: Improved Critical) (3) -- [4]
AE: "Power Axel Smash/Bionic Elbow" Strength-Damage +1 (1)

Offense:
Unarmed +14 (+4 Damage, DC 19)
Special Moves +13 (+5 Damage, DC 20)
Torture Rack +12 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +4, Fortitude +7, Will +6

Complications:
Reputation (Street Kid)- Ahmed has come a long way since he was regularly beaten by his father, and messing around with gangs. He seeks to help kids prevent that lifestyle.
Accident (Injury-Prone)- Despite his immense size, Ahmed is prone to injuries to his inner organs, putting him on the shelf for long periods of time.
Enemy (Goldust, Faarooq)

Total: Abilities: 66 / Skills: 26--13 / Advantages: 8 / Powers: 4 / Defenses: 8 (100)

-Luger was a big name in the late-80s WCW era, and apparently gave a crap about his work then. He got a rep as a choker after Ric Flair kept putting himself into the World Title picture, and Luger ended up in WWF, leading the failed World Bodybuilding Federation thing. When THAT folded (due to a hilarious insistence that the guys go OFF steroids... and a huge lack of money being made), he came into the WWF proper as "The Narcissist", which is probably the best use of that particular gimmick (a musclehead in love with his own body) in wrestling history- he was a COMPLETE asshole in this role, and it was perfect- his entrance at WrestleMania 9, where he has all these girls in bikinis holding mirrors only so HE CAN LOOK AT HIMSELF IN THEM, is the stuff of legend.
-Sadly, Luger was chosen as the NEW Heir Apparent when it became obvious that Hulk Hogan wasn't gonna work out as WWF Champion. The problem is, this angle was a total and complete mess. Luger got the hugest single push in wrestling HISTORY (I can't think of another non-Champion who got his own bus tour with tons of music videos and stuff about how great he was), and it culminated in beating Yokozuna BY COUNT-OUT at SummerSlam. They did stuff off-and-on for half a year longer, but by WrestleMania X, Vince had stopped giving a crap about the bodybuilder, and threw the title back on Bret Hart for a massive run, as Luger got DQ'd and choked AGAIN.
-Lex was DONE in the WWF as a big star after that point. He got demoted to a B.S. feud with Tatanka without ever really getting a win over Yokozuna (despite having TOTAL reason for going after him, Mr. Perfect for costing him the Title, and Bret Hart). He also got a "Clone Buddy Tag Team" with the British Bulldog, but the Allied Powers never amounted to much, despite being OBVIOUS contenders for the Tag Titles (really, who aside from Owen/Yoko could've possibly stopped them?). I really don't blame Lex for jumping ship when he did- going from Main Eventer to Also-Ran Tag Guy that quickly had to have sucked.
-Lex's run in WCW was very... odd. Despite being an obvious Main Eventer, Lex was viewed as lesser than Sting (and spent a lot of time begging for Crow-Sting to join him again), and his ONE big Title Win (meant to pop a rating for Nitro during the Monday Night Wars) amounted to a couple weeks' worth of a reign before Hulk Hogan unseated him again. That seems to have been Luger's biggest moment in that era of WCW- he was right back into "Also Ran" territory during that point, and as one of the biggest pro-WCW guys, he ended up taking a LOT of beat-downs from guys like Hogan, Giant & Nash, as the nWo at this point was RIFE with Main Eventers.
-Lex kinda stopped giving a crap around this time, and you could tell. His later years became famous for a lack of effort, and he finally just petered out of the business, just in time to get Miss Elizabeth hooked on various drugs, thus killing her. He almost died too, but ended up getting majorly into Christianity (of course... as Jim Cornette said, guys tend to only "find God" around the time they piss off EVERYONE in their lives, so they can thus have all their fun, then repent and get forgiven). His overall legacy is that of a Choke-Artist and Girlfriend Killer.
-Lex acts pretty similarl to Ahmed Johnson, British Bulldog and other Powerhouses, but he stands out by being in the first game instead of the second, where he's one of the strongest guys. "WrestleMania" was odd in that Lex was REALLY close to leaving, but it was made during Lex's BIG run in the company, so he had to be included. He uses the Torture Rack (bending a guy backwards across Lex's shoulders) and Forearm Smash (he had a metal plate inserted into his arm after a motorcycle accident in real life, but how "evil" he is for using it as a weapon depends on whether or not

Bret Hart Categories:
Look: 10 (among the best bodies in wrestling history)
Skill: 6 (smooth wrestler with some neat stuff, but was mostly half-assing it. Certainly not BELOW average, but he rarely put in the effort)
Charisma: 6.5 (never much for promos that I can recall, even as a Jesus-like face in WWF. His promos were always forgettable in WCW. Was he better when he was younger?)
Overall: 22.5 (a really solid score that showed his Main Event capabilities. But goddamn, if he'd tried a little harder to be good, he's have been HUGE instead of just an also-ran face)

THE UNDERTAKER (Mark Callaway)
Hgt:
6'10" Wgt: 299 lbs.
Nicknames: Taker, Take, The Dead Man
Role: Powerhouse, Unstoppable Warrior
Group Affiliations: The Ministry of Darkness/The Corporate Ministry
PL 9 (133)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 2 (+5)
Athletics 6 (+10)
Close Combat (Unarmed) 2 (+14)
Expertise (Undertaker) 4 (+6)
Expertise (Promos) 10 (+13)
Insight 2 (+5)
Intimidation 10 (+13)
Perception 2 (+5)
Ranged Combat (Ghosts) 6 (+12)
Stealth 2 (+5)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Fascination (Intimidation), Fast Grab, Fearless, Improved Critical (Special Moves), Improved Grab, Improved Hold, Last Stand, Ranged Attack 4, Startle

Powers:
Features 1: Can Raise & Lower The Lights [1]

"The Tombstone" Strength-Damage +3 (Feats: Improved Critical) (4) -- [7]
AE: "Smash With Tombstone/Chokeslam" Strength-Damage +2 (2)
AE: "Dark Ghosts" Blast 3 (Flaws: Distracting) (3)
AE: "Light Ghosts" Affliction 4 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (Flaws: Distracting) (4)

Features 1: Can Use a Unique Move as a Finishing Attack [1]
"Sends Opponent into a Coffin, Then Raises a Tombstone"

Offense:
Unarmed +14 (+4 Damage, DC 19)
Special Moves +12 (+6 Damage, DC 21)
Tombstone +11 (+7 Damage, DC 22)
Dark Ghosts +12 (+3 Ranged Damage, DC 18)
Light Ghosts +12 (+4 Ranged Affliction, DC 14)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +13 (DC 23), Toughness +5, Fortitude +8, Will +8

Complications:
Reputation (Street Kid)- Ahmed has come a long way since he was regularly beaten by his father, and messing around with gangs. He seeks to help kids prevent that lifestyle.
Accident (Injury-Prone)- Despite his immense size, Ahmed is prone to injuries to his inner organs, putting him on the shelf for long periods of time.
Enemy (Hulk Hogan, Jake Roberts, Kane, Paul Bearer, Kamala, Kama, I.R.S., King Kong Bundy, Ted DiBiase, Giant Gonzalez, Harvey Wippleman, Shawn Michaels, Triple-H, "Stone Cold" Steve Austin, Mankind, King Mabel, Yokozuna, Bret Hart)- In a twenty-plus year career, The Undertaker has made some INCREDIBLY-dangerous enemies.

Total: Abilities: 68 / Skills: 46--23 / Advantages: 16 / Powers: 10 / Defenses: 16 (133)

-Of all the wrestlers you could pick out of a line-up to figure out who the most enduring Gimmick Wrestler in pro wrestling history would be, and one of the industry's biggest, longest-running legends at that, I would probably not have chosen Indie Journeyman Mark Callaway, a fairly skinny "Big Man" wrestler who was agile, but never really had any stand-out performances. Finally jumping from WCW, "Mean" Mark Callous was given the new Gimmick of The Undertaker, making his debut by kicking the bejeezus out of Koko B. Ware & Dusty Rhodes at the 1990 Survivor Series. And this gimmick was INCREDIBLE- you can actually watch the crowd immediately become fascinated with the new character, as he methodically beats his opponents senseless, reacts with no pain to any sort of impact, and doesn't show the simplest hint of emotion. It only got bigger as time went on- there are crowd shots of kids so terrified of the character that they can't even LOOK at him- they're all staring at the ground or trying to avert their gaze. Such is the power of The Undertaker.
-Surprisingly, his Gimmick rarely faltered, like most do. Taker beat Jobbers for a whole year before taking on Hulk Hogan and actually getting a WIN, though he would take much longer to get a Title Reign that didn't get stripped from him due to interference. A Face Turn was inevitable (he was drawing too much of a reaction to hide behind nasty tactics), and he soon became the guy forced to take whatever Giant Slug the company had hired, and feud with them for like five months. See, Taker was SO POPULAR that it didn't matter WHO he wrestled, and thus he was the perfect opponent for some idiot they didn't plan on pushing later just so long as they gave him a fight for a little while, and so he stormed across the 7'6" Giant Gonzalez (notable for both being UNBELIEVABLY FREAKING TALL and being a terrible Worker), King Kong Bundy, Kamala, Kama The Supreme Fighting Machine, Irwin R. Schyster, and countless others.
-Taker lasted well into the Attitude Era, unlike pretty much any other hard-up '90s act, and he turned into a Satanic Cult Leader with his Ministry of Darkness, fought his Demented Badly-Burned Brother Kane (with the same powers of turning the lights on and off), turned into a Biker (his real-life hobby), went Face & Heel a few times, built up an Undefeated Streak at WrestleMania, sold about nothing for ANYBODY, and by now is considered the biggest legend still wrestling, though he's basically "Retired except for WrestleMania".
-The Undertaker has gone up and down in the mentality of "Internet Fans", however. He was an athletic tall guy back in the day, but deliberately wrestled slowly to fit the character, and so his matches were rarely good. His huge streak of terrible opponents didn't help matters, but by the late '90s, he was barely selling for ANYBODY, and would often squash wrestlers with real potential (like Kurt Angle once), and thus many fans got sick of him. The fact that injuries and age had slowed him down considerably didn't help, and numerous boring matches that made his opponents look TERRIBLE didn't, either. He also became an iconic example of a Crabby Veteran, who spent a ton of time complaining about how others "Didn't know how to work", and almost single-handedly spiked The InVasion Angle (where the WWF bought WCW and flubbed EASILY the most-sure money-maker in the history of wrestling) by refusing to sell for his opponents, publically-squashing guys who were supposed to be getting pushes and killed DDP's credibility once and for all by letting HIS WIFE pin the man. However, once Taker had slowed down considerably, he started building his once-limited offense with his new obsession of Mixed Martial Arts, and started wrestling once a year against top-flight opponents, and SURPRISE SURPRISE he was good again. Granted it had to take great opponents and a year's worth of rest, but hell, it's something. The guys's as clear a Hall of Famer as you're ever gonna get, and his raw bad-ass charisma (fans who've met him claim he's legitimately terrifying just by standing there and glaring at people), longevity and ability to change with the eras (popular in the Goofy Gimmick Era, New Generation Era, Attitude Era and Bust Era) is without equal.

Bret Hart Ratings System:
1990s Taker:
Look: 8.5 (tall but not very ripped)
Skill: 4.5 (he's actually BETTER than that, but deliberately wrestled slowly)
Charisma: 8.5 (people were utterly FASCINATED by him, even though his actual speaking was rather pedestrian)
Overall: 21.5 (very solid guy)

Attitude Era Taker:
Look: 9 (tall but not overly ripped, he gets by on sheer intimidating looks)
Skill: 3.5 (he started getting REALLY lazy and full of brawls around this time)
Charisma: 9.5 (started really picking up his fascinating evil looks, and started doing longer promos)
Overall: 22

2000s Taker:
Look: 9.5 (looks utterly frightening with age)
Skill: 7.5 (by focusing himself, perfecting his timing and being less lazy, he REALLY improved over time. He would lose points if he had to wrestle more often)
Charisma: 10 (perfects himself)
Overall: 27 (one of the best ever)

GOLDUST (Dustin Runnels)
Hgt:
6'6" Wgt: 260 lbs.
Nicknames: The Bizarre One, The Artist Formerly Known as Goldust, Black Reign, Se7en
Role: Gay Gimmick, The Most Un-PC Thing EVER, Second-Generation Wrestler
Group Affiliations: Booker T & Goldust
PL 9 (108)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 2 (+6)
Athletics 4 (+7)
Close Combat (Unarmed) 2 (+14)
Deception 5 (+8)
Expertise (Promos) 5 (+8)
Insight 2 (+5)
Perception 1 (+4)
Stealth 1 (+5)

Advantages:
Chokehold, Daze (Deception), Fascination (Deception), Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Ranged Attack 4

Powers:
"Blinding Dust" Dazzle Visuals 4 (Diminished Range -2) (6) -- [8]
AE: "Curtain Call" Strength-Damage +3 (Feats: Improved Critical) (4)
AE: "Special Moves- Slams & Stuff" Strength-Damage +2 (2)

Features 1: Can Use a Unique Move as a Finishing Attack [1]
"Turns Opponent Into a Gold Statue of Himself"

Offense:
Unarmed +14 (+3 Damage, DC 18)
Special Moves +12 (+5 Damage, DC 20)
Curtain Call +12 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +3, Fortitude +5, Will +5

Complications:
Reputation (Bizarre)- Dustin Runnels is a messed-up person, full of hatred for his own identity. In his Goldust persona, he is effectively a whole other person, prone to hitting on men, flirting with women, doing insane things, making weird alliances (like with The Blue Meanie), and more. He can undergo a complete psychological switch at the drop of a hat.
Enemy (Razor Ramon, Ahmed Johnson, Triple-H)

Total: Abilities: 62 / Skills: 22--11 / Advantages: 11 / Powers: 9 / Defenses: 15 (108)

-Dustin Rhodes has had one CRAZY career, though for often dubious reasons. See, as the son of legendary Dusty Rhodes, Dustin suffered due to not being quite as good as his dad in the Charisma department (understatement, that), as well as having a goofy face and a pretty flabby body for somebody who was a super-tall wrestler. He was pretty much destined to have a mediocre, undramatic career as yet another Second-Generation Wrestler that didn't pan out... but then the WWF Bookers hit on something. See, they created "Goldust", doing what Bret Hart delightfully referred to in his book as a... "Bag Gimmick" (note: Use different letter in first word to get what he really said), like Gorgeous George & Adrian Adonis had done in years past. But those guys were just effeminate, and in the latter case, a bit of a cross-dresser. Un-PC, but at no point where they really GAY for someone as far as I can tell. But GOLDUST? Goldust was ACTIVELY gay. Dropping his "I want to be a movie star" Gimmick early aside from his awesome Letterboxed entrance (they would L.B. the screen whenever he came down the aisle), Goldust had lipstick and long hair and stuff, but actively felt-up male wrestlers! He even KISSED an unconscious Ahmed Johnson! In short, Goldust defines everything that a homophobic male could possibly fear about homosexual men- an aggressive, effeminate, lusty fellow who would NOT take no for an answer. He was one of the first "Attitude Era" characters, in fact, pre-dating "Stone Cold" Steve Austin and others who would become iconic for that time period.
-And was in an effective Heel Gimmick, despite being quite vulgar and offensive? Is the sky blue? Is grass green? Goldust was one of the most hated wrestlers EVER during his first run, where he would wrestle the most lazy-ass matches imaginable (I missed out on Larry Zbyszko's career, so Goldust is the wrestler I've seen who was most in-love with stall tactics and restholds), but start flirting with and fondling his adversaries, and crowds wanted him to DIE. There are frequent events where Razor Ramon or Roddy Piper would absolutely beat the HELL out of him, and the homophobic crowd ate it up with a spoon. No PC-kid myself, I was all "YEAH YOU KILL THAT FLIRTY BITCH!" right along with them (hey, I was like 14).
-Things got so bad and venomous that warnings from GLAAD and other groups got Vince to back down, and he converted Goldust into more of a "I just flirt to play MIND GAMES" thing, gave him a hot sexy manager to play him up as straight (his real-life wife Terri Runnels, who was SCORCHINGLY-hot, yet married to this chubby, ugly pig- life is weird, and he ain't the first wrestler to score such an out-of-his-league babe), and finally turned him Babyface to counter-act the criticism. Dustin was a bit of a mess behind the scenes regardless, didn't care for his Gimmick, and would often try to drop it or change things around. He ripped off Prince's "The Artist Formerly Known As" thing and altered his look into more of an Avante Garde Artist (though really just went with bizarre neon imagery than anything an Art Student would recognize), divorced Terri (in real life and on-TV... wrestling is WEIRD), then finally got released from the WWF.
-Dustin tried to play off his Goldust character as sucking when he made a return/debut in WCW, but he got ripped on for it by others in the business (Mick Foley: "I think GOLDUST is the only successful thing that Dustin Rhodes has ever DONE") since he was unsuccessful and forgettable without the Gimmick, and so he kept going back to it and similar things. His later years in the business were iffy, though he DID have one fantastic comeback with Booker T as his partner, doing a Comedy Duo bit that was HILARIOUS thanks to Booker's disgust with Goldust's antics ("If you give me a drink or your Slurpee... I'll give you a bite of my WIENER!!!"). But sadly, despite their SUPER-popularity and Dustin's most popular run in his career, they ran afoul of Triple-H during his reign of terror on RAW and soon got jobbed out- Dustin wouldn't last more than a year, and vanished from the business again. HOWEVER, he would return TWICE MORE since 2002, in runs I don't remember at all (I wasn't watching around then), to thus prove that Dustin Rhodes only had one successful Gimmick in his career. But still- WHAT a gimmick. Who else could turn an effeminate homosexual/weirdo/deviant into a BABYFACE character?
-Goldust was a natural choice for "In Your House", though he was one of the lowest-ranked guys who made the game- British Bulldog was at least a contender for the World Title, despite injuries having robbed him of his talent by that point. Goldust was an Intercontinental Champion, but in the "Honky Tonk Man" Cheater kind of way. As a result, he's a bit lower-level than the other guys (any world where Goldust is almost as good as The Undertaker is INSANELY weird, but I'm going for semi-game-balance here). He wrestles like a quicker character like Owen or Shawn Michaels, so he's one of the harder guys to hit with something.

Bret Hart Rating System:
Look: 6.5 (the Goldust look is INCREDIBLE and iconic- as Dustin, he's a paltry 5.5- being big but flabby and ugly)
Skill: 5.5 (he was straight-up AWFUL in his first Heel Run, stalling like nuts. But eventually he REALLY pulled off a resurgence. Sometimes he's like a 1.5-2, sometimes he's better)
Charisma: 8 (oddly, he's only charismatic with one Gimmick. The second he has to act normally, he falls apart. But Goldust is a dominant character)
Overall: 20 (a high score for Goldust. Dustin Runnels would merely be an 11-15. He's basically two separate characters, which is CRAZY weird)

THE TOP TEN UNDERPERFORMERS IN WRESTLING HISTORY:
Wrestlers, like comic book characters, often don't live up to expectations- which is all the more tragic when it's real people involved, who maybe deserved a bit more success. And in wrestling, politics and who your friends are can mean EVEN MORE than the Cronyism inherent in the comic book industry. Some guys had REALLY high "Bret Hart Categories" scores, but just didn't pan out for whatever reason.
Brian Pillman- Hugely-charismatic, but a lifetime of drug abuse, terrible injuries and other bad habits ended his role a little early. Pillman was so far ahead of his time as a performer and mouthpiece that he could debut tomorrow and be popular, but flamed out and died before the Attitude Era even really took off.
Sean O'Haire- If there was ever a guy everyone around him looked at and went "This is the next big thing", this guy was IT. Tall as hell, ridiculously-ripped, a pretty-boy and a Swanton Bomb better than Jeff Hardy's. He even had a great bunch of "Pre-debut vignettes" played a Devil's Advocate who would try to convince people to give in to their darkest desires. However, an inability to do proper interviews in front of live crowds and politics did him in, and he was soon out of the business.
Billy Gunn- Not due to any fandom of MINE, but Billy had The Look and a measure of Charisma and Skill, yet completely faltered due to lazy work and an inability to gain traction with audiences.
Bobby Lashley- Lashley was HUGE, though he had a goofy voice that would have held him back. His legit Amateur credentials made him out to be the next Brock Lesnar (his nickname: Black Lesnar), but he quit the business super-quickly to go into MMA, where he's had poor luck (almost losing to a Tomato Can challenger).
Ahmed Johnson- A huge, Goldberg-esque star at first, but injuries (to himself and to his opponents) did him in.
Nikita Koloff- One of the biggest stars in WCW, he was set to become one of the biggest wrestlers ever, but the death of his wife ended his desire to compete in the ring. Truly tragic that one of the few career flame-outs NOT due to injuries or drugs is due to something even MORE depressing.
Nailz- One of the most intimidating men in wrestling history, but his terrible in-ring work and insane personality (he once physically attacked Vince McMahon over money issues) ruined it.
Scott Steiner- Scottie eventually DID have some great success in the business as WCW Champion, but he could have been SO much more- in the early-1990s, Scott was AMAZING in the ring, and had such a great look that it seemed like a World Title run was just around the corner. His flashy offense was state-of-the-art (best Frankensteiner EVER), but when he refused to split up the Steiner Brothers team with his bro Rick (who would have been left behind- he wasn't as good), things never happened. And so it took about five years, a CRAPTON more steroids (and he was roided to BEGIN with), and a ton of injuries, and he was a shadow of his former self by the time he'd built up into a credible Main Eventer.
Test- Vince's wet dream in a wrestler, Test was tall, muscular and had MAGNIFICENT hair. Sure he talked funny, and his work was below-average, but he seemed to be getting a solid push. Then he had his best Angle ever taken away from him (he was "dating" Stephanie McMahon, pissing off her father & brother, but Triple-H stole her away and soon Test's role in the whole thing was forgotten) and he lost his desire to compete. What was a semi-decent workrate soon hit the skids, and he stopped caring about anything except sleeping with Divas (a noble venture, to be sure. Just thing: Test and George Clooney have had sex with the same woman. Life is weird).
Raven- One of the best minds for the business ever, and a very good in-ring worker, but drugs wiped him out, and his small stature (barely bigger than a Cruiserweight) made him a bad fit for Vince McMahon's world.

THE STUPIDEST THINGS IN WRESTLING HISTORY:
The Shockmaster- Just watch his debut:
The Gobbledy Gooker- So they were teasing the debut of something via some giant egg at the 1990 Survivor Series for MONTHS. What could it be? A new wrestler? A repackaged one? Behold... a man in a bizarre turkey suit, who danced in the ring with Mean Gene Okerlund for like TWENTY MINUTES live on Pay-Per-View. The crowd shat all over it, it was considered a huge failure, and they swept it under the rug like it had never happened. To this day, nobody has any idea what went on here. The worst part? The Gooker was played by HECTOR GUERRERO, the phenomenal older brother of Eddie.
King Mabel
Muhammad Hassan
Undertaker's Resurrection
Katie Vick
Triple-H's Reign of Terror- The 2001-2003 Era of RAW was an uminaginably-painful time. Okay, so it featured the Goddess Molly Holly displaying her perfection in a public forum, but on the men's side of things? Triple-H let his Booking power completely overrun everything, as he squashed guys left, right and centre to justify himself as the champion of the brand. He changed the pre-set endings of his feuds with Rob Van Dam, Kane and even Booker T (ending WrestleMania with a clean Heel victory- a big rarity), thus proving that he was better than ALL of them. He dominated most of his feuds and crushed all three guys' World Title hopes like nothing, doing irreparable harm to their careers. Hell, he even squashed Bubba-Ray Dudley JUST as he was getting his Midcard Babyface Act popular, seemingly for no other reason than it threatened him! It was an era of pointless over-pushing of one single guy above all others, allowing basically the sole survivor of the Attitude Era's top names on RAW (Austin, Foley & Rock had all retired, Taker was on SmackDown) to run roughshod over the entire company and justify his massive push by... pushing him more. It was like Jeph Loeb's writing of the Red Hulk, but lasting for much longer, and doing much worse harm- and yet you STILL find Apologist Andy-types about this era of RAW, just because HHH eventually DID lose to a new crop of stars in the end (John Cena & Dave Batista).
The InVasion
Robocop Saves Sting

THE ELEVEN MOST OVERLY-PUSHED GUYS:
"Diamond" Dallas Page- I just HATED this guy in his WCW run. DDP looked like out-of-shape, flabby Jersey Trash, his promos were RIDICULOUS (he just used guys names and put the word "SCUM!" in them), he made the stupidest faces in the world when doing his "Self High-Five" thing, and he was pushed HUGE. Because he was the close friend of WCW Booker Eric Bischoff, DDP was subject to the "Rocket Strapped To His Ass" push, that mythical Push where a guy would win ENDLESSLY, beat countless great workers (often put there just because they'd make DDP look good), have his finisher booked like it was Jake's DDT, and win every Title in the company on the way to the World Title. Now, DDP worked his ASS off to justify that push, and had the best match Bill Goldberg ever had, but SHEESH, he was way over-done. The fact that the crowd ate it up enraged me ALL THE MORE. Oh, and his wife was way too hot for him (something that normally doesn't bug me- wrestling has a lot of that- but LOOK AT KIMBERLY AND LOOK AT HOW SCUMMY DDP LOOKS!!).
Triple-H- I've already gone into this- Trips was basically a deserving Main Eventer, but EASILY has the longest-running attempt by a single company to put another guy over EVER. There is no comparision to this in the history of the business (DDP was only scarcely pushed to the World Title for short bits, and guys like Lex Luger flamed out quickly), or even in comic books- in comics, only the DESERVING characters ever got as big as Superman or Spider-Man. Triple-H got there because they DECIDED to push him that far- nothing more. That concentrated a push could have made PETE GAS a huge megastar.
Mabel- Again, I loved the dude, but in no way should he have ever been Main-Eventing SummerSlam.
Billy Gunn- The company decided that Billy was awesome, and BY GOD that push was gonna happen! They lucked out with the great New Age Outlaws tag team and a World Title run, but when he started this giant Midcard Push, it got excruciating, because he was NEVER that good. Hell, he was downright BAD at times. For two YEARS they tried to elevate Billy to the top of the company, but he flamed out BADLY in his feud with The Rock (who effortlessly crushed him in interviews like the classic "God... my name's BILLY" and "-IT DOESN'T MATTER WHAT YOUR NAME IS!!" one), and his King of the Ring reign was so crappy that Edge even did a Worked Shoot promo to humiliate him ("Don't worry- I'm not going to 'Billy Gunn' this King of the Ring Title reign!").
The Harris Twins- I just HATED these two idiots. See, being big in the wrestling business will always guarantee you a push- it gives you credibility and makes you look impressive. I get that. Being giant TWINS makes it just as likely you'll get a shot, since that's a unique thing and makes for a good tag team. But THREE FRIGGIN' TIMES the WWF put these two together and tried to have a go with them! Even WCW and TNA put them out there as major threats- early TNA shows were dominated by Harris crap! And here's the thing- BOTH OF THEM SUCKED!! I mean, they were some of the WORST workers on the card in the ATTITUDE ERA, much less any other one! And all because they were big twins, they ended up going all over the place, constantly being on TV. At least the WWF never gave them the Tag Titles.
Jeff Jarrett- Jarrett may be the single most BORING wrestler in the history of the business. A solid technical wrestler, but as the saying goes "he couldn't draw flies with a mouthful of shit". He was UNBELIEVABLY dull in the WWF, cut dull promos, and the fans pretty much gave him "X-Pac Heat" before that was a thing. And yet the WWF was so enamored with him (ie. his daddy was the Head of Talent Relations) that the second he got any kind of real heat (thanks to The Roadie, aka Road Dogg, as his valet/manager) he was immediately pushed as a dominant years-long Intercontinental Champion-level guy, and pushed AGAIN when he returned from WCW (where he ALSO got a big push and flamed out). It would take Vince Russo falling in love with him to make him a bigger star, but he left the WWF (Steve Austin, like everyone else with a brain, saw Jarrett as beneath him and refused to work a feud with him) and ended up in WCW with Russo, where he got the God Push as a BORING WCW Champion, which helped sink the company. Then he became a major force being the new TNA company, and got the "World" title THERE, too! And all for a mediocre talent who was at-best above-average.
Greg Gagne- Verne Gagne ran the American Wrestling Association for decades. Greg was his mediocre-wrestling son. You can figure out the rest- Greg was given a never-ending push as some brilliant wrestler when he was basically crappy, and it helped kill the AWA (something that was unheard-of in their prime eras).
Justin Credible- Paul Heyman always had a reputation for being able to make the most useless pieces of crap into huge stars in ECW- it was practically his stock in trade. But ALDO MONTOYA? Yeah, Heyman didn't just push Credible like WCW pushed Dallas Page (complete with feuds against great workers to make him look better), he OVER-DID it. In the final insult that I believe ruined ECW forever, Paul booked heroic Tommy Dreamer to FINALLY with the ECW World Title, his "dream" for half a decade. But as soon as Tommy had won it, JUSTIN CREDIBLE came in to beat him and take the Title away. This glorified JOBBER was now ECW Champion. A totally disgusting, idiotic finish, and it stuck to Credible forever- he had X-Pac Heat for the rest of his career, the Internet made him a joke for years, and he was a failure after that, being used as a jobber in WWE. All because Paul decided to push a guy who couldn't act, couldn't wrestle well, and couldn't get over, to the ECW Title- almost an act of hubris, because Paul thought he could pull it off.
Justin "Bradshaw" Layfield- See, no disrespect to JBL on some levels- while a jerk (Joey Styles once beat the shit out of him- no joke, that really happened!), he was AWESOMELY talented on the mic, doing great interviews and acting like the best Rich Asshole Heel since Ted DiBiase. But WWE gave him the SMACKDOWN TITLE, and gave him a YEAR-LONG TITLE REIGN. And this is a guy who drew TERRIBLE business, from a company that often used bad quarter-hour ratings to justify de-pushing a guy they DIDN'T like! This is basically one of those things that justifies fan belief that the company will use any justification to push whoever they want. JBL was a TERRIBLE worker (as in, completely abysmal), and he was murder to business, but he was STILL given an endless push before being unseated by John Cena. Just way too much for a guy who should've only been U.S. Champion or a short-lived World Champ at-best.
Shane Douglas- ECW fans were subjected to ANOTHER awful over-pushing of a mediocre talent, throwing the Title on Shane, who was at BEST "okay".
Scott Norton- I get that he was a legit strongman and tough-guy, but Norton SUCKED and he was pushed to the very top of New Japan Pro Wrestling as a World Champion- a run usually only given to "Gaijin" like Vader- you know, GOOD wrestlers. But Norton was awful, and couldn't even TALK to justify his pushes. In WCW, he was kept VERY well-protected, very rarely losing, and thus was completely pointless, since he still wasn't give a PUSH. He'd just beat better workers when he DID wrestle, and generally not be a part of TV otherwise, which makes him rather meaningless in the long run.

THE BEST FINISHERS EVER:
Tombstone Piledriver
DDT
Perfect Plex
Tiger Driver
Burning Hammer
Kudoh Driver
Phoenix Splash
Steiner Screwdriver
Dragon Suplex
Crippler Crossface
Flying Elbow Drop
Spear
Superkick
Ace Crusher
Sharpshooter

SHAWN MICHAELS
Hgt:
6'1" Wgt: 235 lbs.
Nicknames: The Heart Break Kid (H.B.K.), The Showstopper, The Icon, Mr. WrestleMania
Role: High-Flyer, Egomaniac Pretty-Boy, Smart-Ass Heel, Smart-Ass Face
Group Affiliations: The Rockers (w/ Marty Jannetty), D-Generation-X, The New World Order
PL 9 (125)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 5

Skills:
Acrobatics 5 (+11)
Athletics 8 (+10)
Close Combat (Unarmed) 2 (+15)
Deception 3 (+8, +10 Attractive)
Expertise (Promos) 8 (+13)
Insight 2 (+5)
Perception 2 (+5)
Persuasion 2 (+7, +9 Attractive)

Advantages:
Agile Feint, Attractive, Daze (Deception), Defensive Attack, Evasion, Fast Grab, Great Endurance, Improved Critical (Special Moves), Improved Defense, Improved Hold, Improved Initiative, Ranged Attack 2, Teamwork, Uncanny Dodge

Powers:
"Superkick" Strength-Damage +3 (Feats: Improved Critical) (4) -- [5]
"Frankensteiner/Other Specials" Strength-Damage +2 (2)

Features 1: Can Use a Unique Move as a Finishing Attack [1]
"Drops the Heartbreak Hotel Set on the Opponent"

Offense:
Unarmed +15 (+2 Damage, DC 17)
Special Moves +13 (+4 Damage, DC 19)
Superkick +13 (+5 Damage, DC 20)
Initiative +10

Defenses:
Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +3, Fortitude +5, Will +8

Complications:
Motivation (Himself)- Shawn is an obsessive pretty-boy and egomaniac, even as a Babyface.
Enemy (Bret Hart, Diesel, Marty Jannetty, Triple-H, "Stone Cold" Steve Austin, Owen Hart, Vince McMahon, John Bradshaw Layfield, The Undertaker)

Total: Abilities: 72 / Skills: 32--16 / Advantages: 15 / Powers: 6 / Defenses: 16 (125)

-Shawn Michaels has gotta go down as having one of the craziest up-and-down rides in the business. He & Marty Jannetty brought their Indie Pretty-Boy Tag Team act to the WWF, where they got known as some of the biggest party-hounds in the entire business. The Rockers were REALLY popular, and every kid I knew loved them, but they just never got over that "hump"- they were too small for Vince to really get behind them, they partied too much behind the scenes, and there was a LOT of tag team competition out there.
-It's a tragedy, though: freaking LA RESISTANCE has multiple World Tag Title reigns. The Rockers? Jack squat, save for a "Phantom Title Reign" where they got the belts for like a week until the WWF realized that Jim Neidhart was gonna stay with the company after all, and their original match was thrown out. Shawn betraying Marty, then throwing him through the Barber Shop window, is one of those LEGENDARY tag team break-ups, and probably the gold standard for all that came later. Shawn did a Heel Pretty-Boy Gimmick for a while, as Marty flamed out due to his drug issues, but was a minor guy.
-Shawn kept up his role as the IC Champ for a LONG time (at the time, it was the belt for "The Best Worker", though Bret Hart was also World Champ during a lot of this span), and started the first of several instances of him dropping the belts without ACTUALLY losing them (something he had the F***ING NERVE to rip on Bret Hart for). The first time was due to a contract dispute, but he'd also lose a couple to injury, then losing his smile (aka "Not wanting to do a high-profile job at WrestleMania") and other things. His drug use and partying led him into trouble, but at some point, he became a Vince Golden Boy, and could do no wrong.
-Shawn was a really good Skeevy Heel, I felt. He basically wrote his ticket FOREVER by having a couple of Ladder Matches against Razor Ramon, and his backstage politicking with The Clique hit a major stride, as he, Ramon & Diesel made sure they all got over, while lesser guys 1-2-3 Kid & Hunter Hearst-Helmsley also made names for themselves.
-Faking an injury and giving up the World Title after his Sid feud (producing Sid's best-ever-matches) was a low point, as was his backstage behavior. But The Attitude Era was made for Shawn, as he got to act like his petulant little self, tell dirty jokes, and point to his wiener all day long. Helping put the Montreal Screwjob over Bret made him unpopular with the boys even more (again- SHAWN MICHAELS ripping on someone for not dropping the belt...), and by the time he got a career-ending injury and disappeared, the wrestlers were glad to see him go. That said, Shawn's performance in the Austin match at WrestleMania is something to be in awe of- his back was RUINED, and here he was doing kip-ups and wrestling his ass off while holding onto the ropes for support, Andre the Giant-style.
-And so Shawn vanished for several years, returning once or twice for one-shot roles or being a Commissioner for a while. But his drug addictions had only gotten worse, and he was turfed out by his bro Hunter of all people for showing up to work high too many times, and that was the last we saw of him...
-Until some miracle allowed him to not only return to beat Triple-H in a classic match, but allowed him to make a PERMANENT RETURN, where an older, wiser, cleaned-up Shawn had EVEN MORE CLASSIC MATCHES, using a smarter, less-crazy-bumpy style. This basically cemented Michaels as potentially the greatest wrestler of all-time, he had classic after classic with Kurt Angle and others, and he renewed his career, and basically changed his legacy permanently for the better, which is something that most disgraced wrestlers can only dream about. Hell, he even proved he could play a HEEL successfully again- remember that classic promo where he teased Bret Hart's return, only to rip on the Canadian fans for believing it? Magnificent.
-What a crazy twist- the guy who was legitimately one of the most-hated wrestlers (in terms of backstage stuff) in HISTORY turns into a humbler, nobler guy, who got to retire on his own terms. Funny stuff.

Bret Hart Rating System:
Rocker Shawn Michaels:
Look: 4 (Pretty, but under-sized)
Skill: 8 (Great proto-Cruiserweight wrestler)
Charisma: 5.5 (generic "Smiling Babyface" guy)
Overall: 17.5 (quite good for a tag team guy)

IC Champion Shawn Michaels
Look: 5 (small, but he'd gotten quite a bit more ripped)
Skill: 9 (he just kept getting better and better)
Charisma: 8 (he'd eventually developed a really good heelish persona)
Overall: 22 (getting really good all of a sudden with some added promo skills)

Shawn Michaels (Main Eventer)
Look: 5.5 (He looked like a superstar, despite being smaller than your average wrestler, His modern run is lower-level, though)
Skill: 10 (no other number could possibly be justifiable- he's just as good in his 40s, having shifted his style)
Charisma: 10 (among the best ever- could play face or heel convincingly, and get any reaction out of the crowd)
Overall: 25.5 (really high score- his only flaw is that he's tiny)

HUNTER HEARST-HELMSLEY (Paul Levesque)
Hgt:
6'4" Wgt: 255 lbs.
Nicknames: Triple-H, The Greenwich Snob, The Game, The King of Kings
Role: Prissy Snob, Mega-Villain, Degenerate Heel
Group Affiliations: D-Generation-X, Evolution
PL 9 (111)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 1 (+5)
Athletics 4 (+7)
Close Combat (Unarmed) 2 (+14)
Deception 3 (+6)
Expertise (Promos) 4 (+7)
Expertise (High Society) 4 (+7)
Insight 1 (+4)
Perception 1 (+4)
Persuasion 2 (+5)

Advantages:
Benefit (Wealth) 2, Daze (Deception), Defensive Attack, Fast Grab, Improved Critical (Special Moves), Improved Defense, Improved Hold, Improved Initiative, Ranged Attack 2

Powers:
"The Pedigree" Strength-Damage +3 (Feats: Improved Critical) (4) -- [5]
AE: "Cane Swing/Other Attacks" Strength-Damage +2 (2)

"Cane Trip" Improved Trip [1]

Features 1: Can Use a Unique Move as a Finishing Attack [1]
"Sucks Foe into a Magic Perfume Bottle"

Offense:
Unarmed +14 (+3 Damage, DC 18)
Special Moves +12 (+5 Damage, DC 20)
Pedigree +12 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +4, Fortitude +6, Will +5

Complications:
Motivation (Himself)- Triple-H is pretty egomaniacal.
Responsibility (Snob)- Hunter thinks he is better than the common man, and disregards everybody, especially gross-looking types like the pig farmer Henry O. Godwinn or the garbageman Duke "The Dumpster" Droese.
Enemy (Henry O. Godwinn, Goldust, Shawn Michaels, The Rock, "Stone Cold" Steve Austin, Mick Foley, The Undertaker)- Though this early in his career, his only real foes had been Godwinn & Goldust.

Total: Abilities: 68 / Skills: 22--11 / Advantages: 11 / Powers: 7 / Defenses: 14 (111)

-Hunter (in his original gimmick) was a pretty low-end guy to put in the "In Your House" game, but given how much Vince loved him, it's probably no surprise. The HHH push started REALLY early.
-Ol' Trips is gonna go down as one of the most notorious wrestlers in history, and it's always gonna overshadow his own accomplishments in the ring. It's his own fault, really- he's easily, without a doubt, the most protected wrestler in the history of the business. He started out the same way hundreds of other guys do- screwing around WCW's midcard doing random nonsense (a team with Steve Regal- earning him HHH's undying loyalty), before heading to the WWF and getting a pretty good "Snob" gimmick. I actually liked Hunter a lot in this era- I thought his Knee-Based Offense was spiffy (seriously, almost all of his moves involved his knee in some way), and he had a unique look, being tall and athletic instead of just ripped, and he was the zen master of hair-care. I mean, you gotta respect a man who washes it THAT well.
-His run was pretty good there, and he was well-protected for a good bit- he even won feuds where he got embarassed, like against Henry O. Godwinn. He got an early Longevity Push in a Royal Rumble. But then he screwed up doing that "Kliq Going Away Party" (the five Kliq members Broke Kayfabe and had a going-away celebration in the middle of the ring on a House Show) and got punished for it, and so he started jobbing- he lost to Jake Roberts in the King of the Ring, and got squashed BAD by The Ultimate Warrior at WrestleMania. But eventually Vince forgave him, and he got his push back- a never-ending IC-level push as a DeGenerate, and it was pretty obvious they were gonna give him a big run SOME day.
-He was pretty entertaining in this role, and revealed his mic skills. His workrate boosted a lot, too- no longer was he reduced to Using the Knee. By the time his inevitable Main Run came (after Shawn left the WWF, and he was left ruling DX as a Face/Heel Stable), some fans hated him, but I dug it. The cracks started forming for those who knew what to look for, though- Austin didn't want to job to him, and so Mick Foley was used as a Transitional Champ. Trips' first run as Champ sucked ass, and so they gave him a MEGA-PUSH with the whole "Stealing Stephanie McMahon" gimmick (drugging & raping her on her way to the altar with Test, another wrestler, but then it turned out SHE LIKED IT and thus became his wife for realz), but by that point, his awesomeness was proven, and almost all the fans were into him. He's all-around one of the best-ever in this time period.
-The McMahon/Helmsley Era was a GREAT time for the booking, though, and proved he deserved how far he'd gotten. His push was basically NEVER-ENDING, though, and he frequently had guys job to him, while doing almost none in return (around this time, he started dating & married Stephanie in Real Life, not just on TV- Wrestling is WEIRD). True of many Main Eventers, sure, but this guy almost NEVER laid down clean. It didn't hurt that Austin & Rock both disliked him as a political player who wasn't worthy of being equal to them, and even Mick Foley started picking up on things to dislike about the guy. When Austin, Foley & Rock were all on lesser duties, there was HHH, still ruling the company as an unconquered God. It was made worse because his 20-minute promos were notoriously awful (he'd just say things as slowly as possible, trying REALLY hard to sound bad-ass).
-But ultimately, his politics had a price- pretty much every single person "in the know" will put an asterisk next to his career for all time, establishing that he was one of those guys who got where he was in part due to politics & nepotism. Honestly, I don't have THAT much of a problem with playing "the game"- every workplace in the world has that, and there's not a single Main Eventer in wrestling who wasn't at least a bit protective of his spot- but what he did with his power was unacceptable for a long time. It says something when tons of major star have made side-comments and thinly-veiled criticisms of him, while others are more direct.
-And let's face facts- Rock was willing to lay down for almost ANYBODY, to the point where fans almost wish he'd been stingier about it. Mick Foley made a career out of MAKING other guys. Jericho & Edge spent years jobbing, even as "top" guys. Why couldn't HHH do the same?

Here's a nifty bunch of examples somebody made up of how Trips used power to his advantage over the years: (grains of salt may be needed to believe ALL of it)
2002: Had the RAW World title created for himself because he felt he was above the I-C title. Changed the finish of his match with RVD at Unforgiven so he went over cleanly. Changed the finish of the match with Kane to unify the IC and World titles so that he went over. Killed Bubba Dudley's singles push because he didn't want to work with him. (Jab's Note: this one is always one of the more bizarre ones- there was NO REASON to squash an over Midcarder).
2003: Changed the finish of the match with Booker T so that he went over because he wanted to save the big win for Goldberg. Killed Booker T's push and had Kevin Nash pushed into the World title program for three months instead. Changed the date of the match with Goldberg from mid-summer to Summerslam so it would be built up more. Changed the finish of Summerslam from Goldberg going over to Goldberg losing so that it could be built up even more.
2004: Squashed Eugene like a bug once it was turning into a hot act. I mean, would anyone else in wrestling get threatened by the RETARDED BABYFACE and then book himself to beat him to within an inch of his life? That's our HHH. (Jab's note: This was less HHH being threatened, but more him attaching himself to a hot new gimmick to help himself, and it ended up destroying another guy's character) Booked himself to end Randy Orton's first World title run after only a month so that Taboo Tuesday would have a heel champion defending against three potential babyface challengers.

My own thoughts:
All of these revelations are what really annoys me about the Triple-H Apologists (who are very numerous on the 'net)- they ignore tons and TONS of evidence and just go "buh! He's entertaining and his losses mean more when there's less of them!" as if there's some kind of excuse for making him look like the only smart guy in all of wrestling, and making dozens of really over guys look like chumps. At one point, Trips was one of the best workers in North America and deserved his push, but when he returned from injury looking bloasted as HELL and wrestling like The Blob, it was way too much- his work was garbage, and he was STILL portrayed as a God.
HHH has ruined more stuff in wrestling than nearly any other person, and he's been pushed non-stop as a God for years. He willingly held down RVD, Booker & Kane (a couple I can understand, but all three? And one in a racist angle at WrestleMania?) and only jobbed when it became clear there was a New Generation of WWE-built faces that would then be beholden to him. The dude squashed Bubba Ray for absolutely no reason (reminds me of when Nash squashed the very-over Wrath in WCW for no reason). Probably the absolute nadir of Trips as a wrestler and a person was beating Booker T at WrestleMania- nothing can ever make that look okay.

You can put an equal amount of blame on Vince, for being so in love with his son-in-law. But still, for all you Triple-H Apologists out there: Pooh on You.

Full credit, however, must go to the guy for doing all those Mania jobs in recent years- despite pushing himself as a God for eons, he certainly laid down for Cena, Batista & others when it was REALLY necessary. Part of me wonders why he squashed all the guys from prior eras, but only put over the new Rookie Generation.
Bret Hart Categories:
Hunter Hearst-Helmsley:
Look: 7 (tall and fit)
Skill: 5.5 (some pretty moves, but a highly-limited Knee-based repetoire)
Charisma: 6 (he was kinda funny with his mock-disgust)
Overall: 18.5 (a pretty solid guy overall)
Triple-H (Main Eventer):
Look: 9 (roided to high heaven, and bulky as hell. Pretty much a definitive wrestler "look")
Skill: 8 (One of the better Attitude-Era workers, with a good moveset. Too much punching and kicking, though)
Charisma: 8.5 (very intense, and had the "It Factor" for sure, but he talked for way too long, and couldn't hold up to the BEST of the best)
Overall: 25.5 (very obvious main-eventer- an elite score very few hit)

Triple-H (Post-2003):
Look: 8.5 (bulky and bigger, but less-defined. Just bloated)
Skill: 6.5 (He had some great matches, but often just flat-out sucked. Could never carry anyone to a great match)
Charisma: 8.5 (same as ever)
Overall: 23.5 (still a deserving Main Eventer)

YOKOZUNA (Rodney Anoa'i)
Hgt:
6'4" Wgt: 568 lbs.
Nicknames: Kokina Maximus
Role: Evil Foreigner, Big Fat Heel, Power Wrestler
Group Affiliations: Camp Cornette
PL 9 (90)
STRENGTH
4 STAMINA 6 AGILITY 0
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Athletics 2 (+6)
Close Combat (Unarmed) 2 (+13)
Expertise (Promos) 1 (+1)
Expertise (Sumo Wrestling) 6 (+6)
Intimidation 8 (+8)
Perception 1 (+2)

Advantages:
Benefit (Wealth) 2, Daze (Deception), Defensive Attack, Fast Grab, Improved Critical (Special Moves), Improved Defense, Improved Hold, Improved Initiative, Ranged Attack 2

Powers:
"Salt Throw" Dazzle Visuals 4 (Diminished Range -2) (6) -- [8]
AE: "Banzaii Drop" Strength-Damage +2 (Feats: Improved Critical) (3)
AE: "Belly Rush" Strength-Damage +1 (1)

"Power Wrestler" Strength-Damage +1 [1]

Offense:
Unarmed +13 (+5 Damage, DC 20)
Special Moves +11 (+6 Damage, DC 21)
Pedigree +11 (+7 Damage, DC 22)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +11 (DC 21), Toughness +6, Fortitude +6, Will +5

Complications:
Motivation (Japanese Pride)- Despite being Samoan, Yokozuna is a Japan enthusiast, and seeks to prove his adopted nationality's superiority over American forces.
Addiction (Food)- JUST LOOK AT HIM.
Enemy (Lex Luger, The Undertaker, Vader)

Total: Abilities: 48 / Skills: 20--10 / Advantages: 11 / Powers: 9 / Defenses: 12 (90)

-Yokozuna started as one of the MANY members of the "Samoan Wrestling Family" (basically, every wrestler from that part of the world that isn't Jimmy Snuka is a relative of this crew- the Samoan Wrestler Family Tree is almost as complicated as Donna Troy's backstory, for you comic fans out there) doing minor stuff in other companies, but when he made his way to the WWF, he was given a MONSTER push as a Big Fat Heel in the vein of WCW's success with Vader. Yoko was pretty hated by me when I was younger- his matches stank, he didn't do good promos (he didn't speak English as part of his Gimmick, so just sat there and shouted "BANZAII!"), and he dominated the company during one of it's darkest points. It doesn't help that the WWF was never good at pushing long-term heel champions, especially with weaksauce opposition like Lex Luger. Retrospect makes his moves look nicer (like most Samoans, he had a good Superkick, and his Belly-to-Belly Suplex is the most devastating-looking EVER, given that he has like seventeen bellies to add to it), but his slow workrate and inability to go more than a minute without restholds makes his matches pretty boring.
-The idea of teaming him with Owen Hart was PERFECT, though- Owen had the workrate and could carry the matches, while Yoko could have the most-impressive heat segments. It was pretty sad watching him balloon to 650+ lbs. when he turned into a smiling bearded Face, though- especially once Vader started using him as a punching bag. He was released after being denied medical clearance to wrestle, and died a short few years later as a direct result of his obesity.

Bret Hart Categories:
Look: 8 (a tough one- he's fat as hell and looks like he's about to die, but he was BIG, so I'll split the difference)
Skill: 2 (again, some pretty moves, but the worst cardio EVER. Probably only had about three good matches ever)
Charisma: 5 (pretty much a generic dangerous heel, though his inability to use English on camera hampered him. Looked and acted mean enough, though)
Overall: 15 (hardly World Champion material, but not explosively bad)

Okay, so you got the Evil Promotion-Controlling New World Order, and the Conquering Hero finally come to stop them, right? STARRCADE, the biggest wrestling show WCW puts on, featuring Sting's first match in OVER A YEAR (he'd spent it brooding in the rafters and beating the sh*t out of nWo goons while dressed like Eric Draven), and SURELY nobody could screw up an angle this easy to write, yes? I mean, it's Sting returning to beat the living bejeezus out of Hogan, Hogan cheating to try to hold on, but Sting finally defeating Hogan to save the day and get the World Title. ANYONE could write that- it's the perfect cap-off to Hogan's domination of the World Title scene for all that time, and the "Up Yours" to the nWo.

BUUUUUT... Instead Sting dominates for a bit, but soon Hogan takes over and JUST KEEPS BEATING ON STING, making him look weak. Then, when it comes time for Hogan to try and "Cheat To Win", referee Nick Patrick COUNTS TO THREE on Sting, and Hogan wins. BUT Bret Hart runs in to point out the "obvious fast count" (despite the count being at normal speed), then gets involved and counts the fall for Sting himself. COMPLETELY stupid, and neutralized all the good will Sting could have built up by that point. BUT IT GETS WORSE- The nWo gets Sting stripped of the Title later due to shenanigans, thus drawing the feud out LONGER. THIS WAS FREAKING STARRCADE!!! You do NOT pull crap like that on your biggest show of the year! But WCW did, and as a DIRECT RESULT, fans started switching over to the WWF. More than anything else, this monumental f*ck-up is what sank WCW.

To this DAY people still talk about what a bad idea this was (and suggest that Patrick was paid-off by Hogan beforehand to deliberately slow down his count to make Hogan look stronger in the "Fast count"), to put that in perspective. And that's after TONS of stupid storylines and bad feud blow-offs have come in-between! The surest fire story in history of the business and they SCREWED IT UP. I cannot think of a SINGLE storyline in comics that was ever screwed to this extent- none of the stupid Marvel events or DC ones ever got THAT bad.

The Fingerpoke of Doom- The infamous incident where WCW Champion Kevin Nash willingly-lost the Title to Hulk Hogan to resurrect the nWo with Hogan as Champ. This was a year after the angle was ALREADY tired as hell, Nash was unpopular backstage because as head writer, he shouldn't have been putting the Title on himself, and Bill Goldberg, the SUPER-popular Champion, had lost via cheating and then been screwed by the nWo again. This also happened the night Mick Foley defeated The Rock for his first WWF World Title, which is considered by many fans to be the final nail in WCW's coffin- after this B.S. finish and a restarting of an already-tired angle, fans flocked to the WWF in DROVES because of the feel-good story of Foley and the rise of The Rock as a contender. To make matters worse: the nWo soon flamed out again, Goldberg got inj
DOINK THE CLOWN (Matt Osborne)
Hgt:
6'0" Wgt: 243 lbs.
Nicknames: Matt Borne, Big Josh, Borne Again
Role: Evil Clown, Comedy Babyface
Group Affiliations: The Doinks
PL 9 (115)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 3 (+7)
Athletics 6 (+8)
Close Combat (Unarmed) 2 (+15)
Deception 3 (+6)
Expertise (Promos) 3 (+6)
Expertise (Pranks & Clowning) 4 (+6)
Intimidation 3 (+6)
Perception 4 (+6)

Advantages:
Daze (Deception), Defensive Attack, Equipment (Gags & Tricks), Fast Grab, Improved Critical (Special Moves), Improved Defense, Improved Hold, Improved Initiative, Ranged Attack 2

Powers:
"Joybuzzer" Damage 2 Linked to Affliction 5 (Fort; Dazed/Stunned/Incapacitated) (7) -- [9]
AE: "Happy Hammer/Boxing Glove" Strength-Damage +2 (Feats: Reach) (3)
AE: "Whoopie Cushion- Flying Ass Splash" Strength-Damage +3 (Feats: Improved Critical) (Flaws: Limited to From The Top Rope) (2.5)

Offense:
Unarmed +15 (+2 Damage, DC 17)
Special Moves +13 (+4 Damage, DC 19)
Whoopie Cushion +13 (+5 Damage, DC 20)
Joybuzzer +13 (+2 Damage & +5 Affliction, DC 17 & 15)
Initiative +8

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +3, Fortitude +5, Will +6

Complications:
Enemy (Crush, Bam Bam Bigelow, Jerry "The King" Lawler)
Relationship (Dink)- Dink is Doink's "Midget" sidekick, partying it up with Doink. Doink is quite defensive about his little Dink.

Total: Abilities: 66 / Skills: 28--14 / Advantages: 10 / Powers: 9 / Defenses: 16 (115)

-Doink the Clown is a peculiar tale in the wrestling business. The Gimmick started with Journeyman Jobber Matt Osborne (he lost in the very first WrestleMania to Ricky Steamboat!) being put in a clown outfit and showing up from time to time on WWF television, usually playing practical jokes on the kids in the audience. He wasn't very funny, and came across as a bit mean, so people didn't take to him, especially once he started playing jokes on the wrestlers! But as time went on, he tried it with the wrong guy- Crush, a 6'7" Hawaiian monster. Crush squashed his hand when Doink when in for a handshake! The next week, Doink came out in a cast and made amends... but revealed it to be a fake arm (filled with "lead" of course) and KO'd Crush! And suddenly we had ourselves a CLOWN as a WRESTLER. About the silliest thing ever, right?
-But see, the early Doink character was REALLY GOOD. Dropping a lot of the wacky antics, Doink started acting like an EVIL CLOWN, complete with the freakiest "giggling clown" theme music ever! Now THIS was a vicious, frightening heel, complete with stern "mad clown" facial expressions and a willingness to cheat and be horrible to his opponents. Matt Osborne was also a really good worker, too- having some pretty good matches with a wide variety of opponents, even surprising the announcers with his knowledge of technical holds!
-But the cracks soon formed- Doink's feud with Crush was AWFUL, full of weird things like there being TWO Doinks running around. Then they turned Doink FACE, and gave him a dwarf sidekick named Dink, meaning that he now really WAS doing "Wacky Clown Antics". Eventually we had numerous Doinks, numerous Midget Sidekicks (wrestling ALWAYS used the "M" word, up until using the term "Mini" with the Mexican Luchadores years later), and The Bushwhackers & Men on a Mission in clown-paint to defeat a Heel team at the Survivor Series, complete with defeating guys by throwing banana peels on the mat! Yes, that happened. To make matters worse, Osborne got himself a drug problem and was fired, resulting in numerous OTHER guys playing Doink (and treated as the same guy)- usually Jobberific guys like Ray Apollo or the washed-up veteran Steve Keirn. Doink was de-pushed (losing the blow-off of his feud to Bam Bam Bigelow) and turned into a mere Comedy Gimmick, and vanished but for the occasional joke return.
-Doink in the video game is actually the most interesting character to play as, pulling out the most wacky moves- most guys tend to just use their basic wrestling offense with the occasional "funny" move, but Doink pulls out a whole Clown-based set of offense with his Joybuzzer & Giant Mallet and stuff. This perhaps justifies in inclusion in the game- he's easily the lowest-ranked guy in EITHER "WrestleMania" or "In Your House", and sticks out like a sore thumb when you consider that guys like Diesel didn't make the cut.

Bret Hart Rating System:
Look: 4.5 (about as generic a build as you could imagine- he was pretty much a Jobber in terms of Look, with the costume gaining him little bad-ass cred)
Skill: 7 (a surprisingly-good worker)
Charisma: 5.5 (kind of plain out there, but anyone in clown paint can look frightening.)
Overall: 17 (A good worker, but had little else going for him)

Hm, I'm reminded of one of the other GREATEST ANGLES OF ALL TIME: The West Texas Rednecks!!

Of course, it's also based in sheer WCW idiocy- they spent a TON of money to get 3rd-rate nobody rap star Master P (okay maybe he's super-famous- I'm a white kid from Red Deer, Alberta, how the hell would I know?) and his No-Limit Soldiers to show up on WCW programming, and set up a gang of do-nothing Jobbers To The Stars to challenge them and get endless ass-whuppings. The team was comprised of former Upper-Midcarder Curt Hennig (Mr. Perfect in the WWF), Vincent (Virgil in the WWF, now riffing on Vince McMahon instead of Virgil "Dusty Rhodes" Runnels), Barry & Kendall Windham and Bobby Duncum Jr., who were all in the dregs of their careers and doing nothing. They represented the old-school "country" against the new "rap", and were supposed to be portrayed as out-of-touch West Texas Rednecks, who were childish and whiny in their attempts to fight the cool rappers.

The problems were as follows:
* WCW's key audience were white people in the Southern United States, and most of their shows took place there. They were more likely to be fans of country and rock & roll than rap.
* Master P and his No-Limit Soldiers acted like what I would imagine a bigot would portray black people acting like, if he wanted specifically to discredit blacks as a race. They shouted around going "Hooty-Hoo!", made random comments, and fought & acted like a violent gang.
* The Rednecks were four guys, often going up against an army of roid-addicts & gangsta rappers, and thus looked like underdogs. Hard to boo the underdog.
* And most importantly, THE WEST TEXAS REDNECKS WERE FREAKING HILARIOUS!! Okay, two of them were just glorified Jobbers by this point. But Vincent was a black guy fron Pennsylvania acting like a hillbilly, and Hennig was one of the most charismatic wrestlers ever. They made the stable RULE, with their infamous, beautiful song "Rap is Crap", complete with obvious lip-synching and amazing lyrics.

So WCW of course trots the Rednecks out as boo-worthy heels, but they instantly become crowd-favourites overnight. Master P and his gang of douchebags got tepid reactions while Hennig was treated like a conquering hero. Now, if this were the WWF of the era (the Attitude Era, to be specific), what would happen was that Hennig's crew would probably be turned into Faces and made a very popular, marketable group, and get their song on a "WWF: The Music" collection. They were smart that way (they turned a Babyface Rocky Maivia Heel once they found the crowds turning on his baby-kissing smiling-guy act). But WCW responded instead by dumping the whole angle after some half-assed blow-offs, and turning the Rednecks into a Jobber Stable and switched out their theme song after putting it on a failed album. Because WCW Ruins Everything.

THE ULTIMATE WARRIOR (Jim Hellwig)
Hgt:
6'2" Wgt: 280 lbs.
Nicknames: The Warrior, Dingo Warrior, Blade Runner Rock, The Ultimate Puke
Role: Powerhouse Wrestler, The Heir Apparent (To Hulk Hogan), Raving Lunatic
Group Affiliations: One Warrior Nation
PL 9 (131)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 6

Skills:
Acrobatics 1 (+5)
Athletics 6 (+10)
Close Combat (Unarmed) 1 (+14)
Expertise (Promos) 7 (+13)
Expertise (Destrucity) 8 (+8)
Intimidation 6 (+12)
Perception 2 (+4)
Ranged Combat (Lightning) 6 (+12)

Advantages:
All-Out Attack, Benefit (Is Good at Promos Despite Making No Goddamned Sense), Daze (Intimidation), Diehard, Extraordinary Effort, Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Move-By Action, Ranged Attack 4

Powers:
"Lightning Bolt" Blast 5 (Diminished Range -1) (9) -- [11]
AE: "Flying Shoulderblock/Big Splash" Strength-Damage +2 (Feats: Improved Critical) (3)
AE: "Powerslam/Suplex/Overhead Press" Strength-Damage +1 (1)

Features 1: Uses a Unique Move as a Finishing Attack [1]
"Blows Foe Up With Lightning"

Offense:
Unarmed +14 (+4 Damage, DC 19)
Special Moves +13 (+5 Damage, DC 20)
Shoulderblock/Splash +12 (+6 Damage, DC 21)
Lightning +12 (+5 Ranged Damage, DC 20)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +4, Fortitude +6, Will +8

Complications:
Motivation (Destrucity)- The Warrior soon devoted his entire life to the upholding of "Destrucity". Your guess is as good as mine as to what that is- read his website.
Enemy (Hulk Hogan, Earthquake, Andre the Giant, "Macho Man" Randy Savage, "Ravishing" Rick Rude, Papa Shango, Sid Justice, The New World Order, Jerry "The King" Lawler)

Total: Abilities: 70 / Skills: 38--19 / Advantages: 15 / Powers: 12 / Defenses: 15 (131)

-Warrior started out teaming with Steve "Sting" Borden in some B.S. indie tag team that's only famous because it had THE WARRIOR AND STING on it when they were young and crappy, but he was soon out of the Indies and working for Vince, who must've had dollar-signs in his eyes immediately. He stormed through the company, and got one of the best and biggest pushes of all time- his squashing of The Honky Tonk Man at SummerSlam '88 is LEGENDARY- Honky had been I.C. Champion for over a YEAR, cheating all the way and generally just lucking out or getting Counted-Out to protect his belt. Then he makes an open challenge like an idiot and the WARRIOR just bolts down to the ring and beats the crap out of him before he can even THINK to cheat, winning in a minute. He had a good feud with "Ravishing" Rick Rude, who had to carry Warrior's poor-working butt all over the place, and it "proved" both guys to the WWF bookers.
-But his biggest push came at WrestleMania VI, when he went over HULK HOGAN of all people (in a **** match, no less!), which just did NOT happen back in those days. Unfortunately, we got a really bad WWF Title Reign out of it, only feuding with Rude again (who was nowhere near Main Event Level at the time and everyone knew it- and he'd already JOBBED to the Warrior a year before this!) as business was diminishing (it didn't help that Hogan took "time off" for movies, but really just came in to do a Main Event Feud with the newcomer Earthquake ANYWAYS, thus siphoning off and sabotaging Warrior's heat in the process. Not that any of his co-workers felt bad for him- Warrior was famously rude, obnoxious and unwilling to work with others.
-He would leave and come back to the WWF TWICE, first at WrestleMania VIII before flaking out on a bunch of feuds (having a REALLY weird, freaky one with Papa Shango that saw Warrior get Voodoo Cursed into puking on live TV, and having black sludge drip down his face, to the horror of children in the audience), then again during the New Generation era, squashing Triple-H and a few other guys before leaving in a couple months. His run in WCW was famously-awful- he was past his prime (and he ALREADY sucked, mind you), his feud with Hulk Hogan was stupid and full of fake mystical garbage (Warrior appeared on-camera in a mirror to freak out Hogan, but Bischoff claimed not to be able to see it. BUT THE AUDIENCE COULD), and it was an embarassment to the business. The fact that Warrior turned into a public flake at the time didn't help his credibility. It was pretty much his last hurrah aside from a Nu-Wrestling Evolution one-shot return.
-The funny thing about Warrior is that he was given EVERYTHING in the business- a huge push early on, Title wins and credibility. He was like the combined form of everything little kids love- he looked awesome, he said awesome crazy stuff (even if it made no sense), he was intense as HELL, and instead of wrestling long, drawn-out matches, he just stormed in and kicked the snot out of everybody. But he kind of pissed it all away- he has his stories for everything that's happened and why it's Vince's fault, but let's be clear- nobody else in the business really liked him. Bret Hart repeatedly tells about what a piece of garbage Warrior was (claiming that Warrior bailed on talking to a Make a Wish Foundation kid because he didn't care about it), and they EASILY got a dozen guys willing to stain his reputation in "The Self-Destruction of the Ultimate Warrior" DVD.
-However, there are those who defend him, pointing out Vince's general dick-headery, and how that DVD was basically an slanderous attempt at insulting someone- a project so offensive that it made Smart Marks (who HATE everything The Warrior represents) ACTUALLY DEFEND THE WARRIOR. All in all, he had Charisma for days, and The Look like nuts, but was a poor worker who tended to get "Blown Up" (ie. his cardio would run out and he'd be sucking on fumes and require his opponent to do most of the work), and very few people liked working with him. In general, he has only a few good matches- against Rick Rude, one against Hulk Hogan (their rematch in WCW is easily one of the WORST matches in the HISTORY of wrestling- not an exaggeration), and a shocker against "Macho Man" Randy Savage, who proved his laurels by having an all-time CLASSIC with him at WrestleMania VII.

Bret Hart Rating System:
Looks: 10 (not as big as some others, but the combination of the outfits, the makeup and the Anabolic Warrior-ness of it all makes him an obvious "10"- a true superstar look)
Skill: 2 (HAHAHAHAHAHAHAHAHAHAHA. But seriously- he had terrible cardio, had a limited moveset, and generally sucked with only a few good matches to his name. One of the worst guys to not be a "Big Man" wrestler)
Charisma: 9.5 (absolutely off the charts, even if his promos made no freaking sense. He never "connected" with the fans in the way guys like Hogan or Michaels could, but very few wrestlers have ever had his intensity)
Overall: 21.5 (could have been one of the biggest ever, but never gave a crap about his in-ring work, and often flaked out of the business for years at a time)

THE ROCK (Dwayne Johnson)
Hgt:
6'4" Wgt: 265 lbs.
Nicknames: Rocky Maivia, Flex Kavana, The Blue-Chipper, The Brahma Bull, The Great One, The People's Champ, The Corporate Champ, The Most Electrifying Man in Sports-Entertainment
Role: Wannabe Babyface Hero, Arrogant Heel, Rich Asshole
Group Affiliations: The Nation of Domination, The Corporation, The Rock 'n' Sock Connection (w/ Mick Foley)
PL 4 (77)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 6

Skills:
Acrobatics 2 (+6)
Athletics 5 (+8)
Close Combat (Unarmed) 2 (+5)
Expertise (Acting) 1 (+7)
Expertise (Promos) 12 (+18)
Expertise (Pro Wrestler) 3 (+7) -- Uses Agility
Expertise (Football Player) 2 (+5) -- Uses Strength
Expertise (Singing) 1 (+7)

Advantages:
Attractive, Close Attack, Daze (Promos), Fascination (Promos), Fast Grab, Ultimate Promo Skill

Offense:
Unarmed +5 (+3 Damage, DC 18)
Initiative +4

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +4, Fortitude +5, Will +5

Complications:
Rivalry (Triple-H)- While Johnson likes his contemporaries Steve Austin & Mick Foley, he has a strong dislike for Triple-H, believing him to be an opportunist who hungrily attempts to get himself over at the expense of others. The Rock once refused to job to Booker T because he knew Triple-H would just be defeating him later to "prove" he was the best anyways.
Motivation (Fame, Money, Entertainment)- A failed football star, The Rock wanted to become a famous wrestler, and turned to acting when the money proved to be much more worthwhile for much less work. His heart is still in the wrestling business, however, and he still makes returns.
Reputation ("Rocky Sucks!")- Johnson's early career was spent being yelled at by crowds who hated his heroic character. When he rejected that and became entertaining, they changed their minds, but every so often, "Rocky Sucks!" makes a comeback. Generally it's when he's facing someone a bit too popular (such as meeting Hulk Hogan in an old-school WWF enclave like Toronto), or fan backlash grows as he leaves for Hollywood yet again.

Total: Abilities: 54 / Skills: 28--14 / Advantages: 6 / Powers: 0 / Defenses: 3 (77)

-The Rock sure didn't look like the future of the business at first- despite being a third-generation wrestler (the grandson of a famous Samoan wrestler, and the son of Rocky Johnson, a popular black wrestler in the 1970s) and a close family friend of Pat Patterson's (a big name in the WWF), he had little ability to connect with the crowd, and his persona was pretty much milquetoast Babyface stuff, all smiling and being proud of himself and junk. And the crowds HATED HIM- this was the mid-90s, and stuff like that was way too passe. He just seemed like a dork. The fact that the announcers IMMEDIATELY jumped up to fluff his hogg made things worse, because it was like the classic "Creator's Pet" issues in other works of fiction- the character didn't get a chance to be popular because THEY TOLD US HE WAS SUPER-GREAT immediately, and thus it got overdone and people rejected it.
-Things eventually got so bad with "Rocky Sucks!" and "Die, Rocky, Die!" chants (to a HEROIC character, mind you) that the WWF was forced to turn him Heel, as a member of the hated all-black Nation of Domination. But it was in this HEEL persona that Dwayne Johnson found his true calling- shifting into an arrogant, above-it-all douchebag, The Rock (as he started calling himself) created a huge set of catchphrases and started cutting some of the funniest promos in history, and generally went way over the top into villainy, and wouldn't you know that THIS is the persona that the fans connected with. He was hilarious, yelled at the fans for turning on him as a good guy, then yelled at them MORE when they tried to say his catchphrases along with him ("PHILLIE... this is NOT 'Sing Along With The Great One!'"). He eventually got SO popular as a Heel that they had to turn him Face- but kept the same asshole character, meaning he could now be a dick to the HEELS! I love wrestling for stuff like that.
-The Rock was an easy shot for the WWF Title when Steve Austin was busy with his Vince McMahon feud, and a natural rival for Austin at WrestleMania. His feuds with Austin, Mick Foley & Triple-H were the stuff of legend, and he became one of the biggest stars and draws in HISTORY- having more sell-out crowds than any wrestler of all time (from Sammartino to New Japan to Hulk Hogan), and his popularity became so mainstream that he started an honest-to-god MOVIE CAREER out of it (not even a jokey one like Hulk Hogan!). The career eventually took him away from the business, but let's face it- age, his longevity and injuries would have made him pretty tired anyways, so it's probably all for the best. He still makes the occasional comeback for one-offs, and is one of the biggest legends in history, and the only TRUE Mainstream Star the business ever produced.
-Altogether, The Rock is in a class by himself at certain things- his Charisma is almost certainly the highest in wrestling history, as he has proven able to get crowds to chant his name JUST BY PAUSING AND TURNING HIS HEAD. His in-ring skills were always pretty good, though he had to be the most loosey-goosey wrestler ever, with absolutely NONE of his moves ever looking like they made real contact (probably why a lot of guys liked working with him, really- you didn't end up with bruises like against Benoit or someone), and a notoriously-ugly Sharpshooter (way to sit on the back of the guy's thighs there, Rocky), and he sold ever move with cartoonish splendor, but he understood timing and crowd psychology as well as anyone. So he's the best Promo guy ever just about (a +18 with Ultimate Effort), a good actor (a different skillset than Promos), a half-decent Football Player (enough for the CFL, but not the NFL- and he soon flamed out of either). He's quite strong (his workout is NUTS) and a decent-enough fighter to beat up regular folks pretty easily, but as a "real guy" he's PL 4, since real-world people aren't quite as elite as in the comics.

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One of the greatest "looking into the camera" promos of all time- he looks like he's going to EXPLODE at one point.

"MACHO MAN" RANDY SAVAGE (Randy Poffo)
Hgt:
6'2" Wgt: 245 lbs.
Nicknames: The Macho King
Role: Enraged Psychopath, Abusive Boyfriend, Triumphant Babyface
Group Affiliations: The Mega Powers, The New World Order
PL 4 (67)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 4

Skills:
Acrobatics 1 (+5)
Athletics 7 (+10)
Expertise (Promos) 11 (+15)
Expertise (Pro Wrestler) 11 (+16) -- Uses Agility
Expertise (Baseball Player) 3 (+5) -- Uses Dexterity
Intimidation 3 (+7)

Advantages:
All-Out Attack, Close Attack, Daze (Intimidation), Fascination (Promos), Fast Grab, Improved Initiative, Ultimate Pro Wrestler Skill

Offense:
Unarmed +5 (+3 Damage, DC 18)
Initiative +4

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +4, Fortitude +5, Will +5

Complications:
Relationship (Elizabeth Heulette)- Randy brought his wife with him on the road to be his manager, but he was fiercely and famously protective of her, often refusing to allow her out of their dressing room. He did NOT trust the other boys around her (and very few men in the business actually blame him for this, though point out that he WAS a bit crazy about it). Their relationship went on the rocks in the mid-90s, with a renewing of their vows (right around their on-screen marriage) failing to make things work, and the two divorced. They became coworkers afterwards, and Randy had a few other girls (all blonde). By the time of his death, he had remarried.
Reputation (Hard to Work With)- Though tempermental at times, the worst thing about working with Randy was his obsessive pre-planning of all his matches. Poor Ricky Steamboat had to actually sit there and memorize the ENTIRE MATCH he & Savage had at "WrestleMania III". He drove Ric Flair nuts with the same, though he & DDP were like two peas in a pod, having the same habits.
Rivalry (Hulk Hogan)- Savage was in Hulk's shadow for most of his WWF career, and he did not trust him professionally, nor around his woman. Things got a lot worse later, once Savage left WCW.

Total: Abilities: 44 / Skills: 36--18 / Advantages: 7 / Powers: 0 / Defenses: 5 (67)

-When they make those short lists for "The Greatest of All Time", there is one name you will always see on any list that isn't a giant piece of crap: The f***ing Macho Man. I would say that beyond a shadow of a doubt, he is the most complete wrestler ever. Savage was a break-out star in Memphis, and farted around the Southern indies for a shocking 12 years, and then was hired on to the WWF after his baseball career petered out ('twas his first love). He immediately made a huge splash and became a mega-star, his natural charisma overwhelming everyone. He had a great early angle featuring him testing all the Heel managers to see which one he'd pick: he gathered training from each of them, learned a bunch of stuff, then trotted them out and dumped the lot of them, taking his giga-hottie wife Miss Elizabeth as a manager instead.
-Savage was an AWESOME heel- he wrestled like a psychopath, cheated constantly, and here was this beautiful girl out there that he treated like utter crap, making every man and woman in the audience HATE HIM (women hated his abusive nature; men wanted to "save" Liz). Entire angles would be centered around guys protecting her from getting the crap kicked out of her by the Macho Man (who always seemed about two seconds away from backhanding her over the merest slight), and he'd STILL be using her as a human shield. His work in the ring was unparalleled. I can name maybe five or six guys who equaled Savage for sheer in-ring perfection with their moves- every move he had was beautifully-done. I've seen him do an amazing AIRPLANE SPIN- how do you improve upon the most basic move ever? His timing was impeccable- he's one of those guys who liked to plan matches out ahead of time, which drove some "improv" guys NUTS (Flair & Steamboat hated it), but how many of those guys ever went to five-f***ing-stars with THE ULTIMATE WARRIOR? That's like the pro wrestling equivalent of turning water into wine, or making a good TV series featuring Sinbad.
-Savage/Liz is probably the greatest angle in wrestling history. At first, every man in the audience was protective of the cute girl in the abusive relationship with the embodiment of all those nutso savages who beat them up in high school. Finally, she was able to bring out the good in him, as he fought to save her from the Honky Tonk Man & the Hart Foundation, and called down Hulk Hogan to team up. The Mega-Powers were the ultimate Babyface Team, and Liz managed them both. But then Savage got jealous, angry over the Hulkster stealing the spotlight (like all great villains, you could kinda see his point), and thinking Hogan had eyes for his woman. Finally, Savage SNAPPED, watching Hogan abandon a tag match to help out an injured Elizabeth. The Mega-Powers EXPLODED, giving us one of the greatest Main Event Feuds in history.
-Finally, Liz left him. And Savage replaced all that was good about women (pure, pretty, innocent, kind, loyal, sweet) with everything that was bad about them (The Sensational Sherri was slutty, vulgar, destructive, vicious and mean). Sadly, he was downgraded after a fairly quick-for-the-era Hogan feud (they could've gone all YEAR with the heat they had), doing a Ted DiBiase gimmick as an Upper-Card Heel with his "King" deal to waste time. He feuded with slugs like Dusty Rhodes, and never hit the main event for a long time. But the Liz story had a happy ending (well, for a while)- after losing one of the greatest matches of all time to The Ultimate Warrior, he got the hell beaten out of him by an angry Sherri, whose meal ticket was now gone. Who would save Savage but ELIZABETH, hair-tossing Sherri out like a piece of garbage while reconciling with Savage in the middle of the ring. That may be the most perfect moment in wrestling history- people were BAWLING at ringside.
-Savage returned to the ring (ironically, when he was forcibly retired, he ended up being the most over guy in the promotion) against Jake Roberts, having ANOTHER epic feud between two of the best promo guys in history. A lot of guys would've been overwhelmed by how awesome Heel Jake was, but Savage's raw psychotic energy kept him in the spotlight (his crazy promos were AWESOME, as he spent a whole promo suggesting that he was perfectly sane, then changed his mind at the end, telling everyone how he was going to KILL Jake, then ran off-camera screaming incoherently). He was so over that he was chosen as a temporary World Champion after Hulk Hogan retired, beating Ric Flair in another great feud. It actually kinda sucked that he was dropped so quickly, losing the Title for good by Survivor Series and the Bret Hart Era to take over.
-It's actually funny around this era, up until the New Generation- Savage was plain and clearly the most over guy in the promotion. Every time he hit the ring the crowds LOVED HIM- stuff at the Survivor Series drove people nuts when he'd kick the snot out of all the heels. I actually think Savage would've been as good a choice as anyone to carry the company, but it just wasn't to be- Vince just thought of him as a Commentator and that was that. Despite that, he STILL had the best single Yokozuna match in history. His WCW run... really, I never cared for it. He'd gotten REALLY skinny in the later WWF era (post-roids after the Steroid Trials), but then jacked up SERIOUSLY for WCW. He was a secondary Hogan guy again, getting a few forgettable runs with the WCW Title. He joined, then left, then joined the nWo, and I really lost track of what he was doing around this time- he'd get these sudden monster pushes, but then he'd leave and you wouldn't see him for months, and when he was with the nWo, he was overwhelmed with all of the big Main Event names in the stable (at one point, it was Hogan, Nash, Hall, Giant AND Savage in one group, with Bischoff as a Mega-Heel Leader). When he made a big return with "Team Madness" (adding an aged Medusa, his useless T&A girlfriend Gorgeous George, and Miss Madness, aka Molly Holly as a green rookie), but was still just another guy in the mix. Around this time he got a bad rep for being crazy, hurt Charles Robinson with an Elbow (he basically landed on him full-force, breaking his ribs), and he eventually left wrestling for good.
-Unfortunately, Vince never seemed to forgive Savage for bailing on him all those years ago. The snubbing was so obvious that fans created the "Savage raped a teenage Stephanie" rumour that has never really been confirmed (some, like Meltzer I think, suggest it's the only possible reason, while others "in the know" say it's not that), but I've heard that Vince was just pissed that the valuable Slim Jim promotional deal went to WCW with Savage, costing Vince a LOT of money. Others say it's a matter of principal- Savage said he'd stick around, then broke his promise and quit. But it's just tragic that Savage never got into the Hall of Fame while he was alive, and NOW he's just the ultimate Albatross hanging around the Hall of Fame's neck- sure it's often just a Vanity Project, but it's a nice way to pay some tribute to the Vince-loyal stars. That one of the biggest names of the Eighties & Nineties never got in is ridiculous.
-All-in-all, it's hard to find a more total package as a wrestler- most guys who were equal to him in workrate were smaller guys with worse bodies. Most guys as roided as him were slow as hell, or gym-bunnies with no personality. Most guys who were as good at talking used it to hide their smaller physiques. But a guy having ALL THREE THINGS in high numbers? Nearly impossible. To me, Savage is the single greatest star of all time- he combined EVERYTHING a wrestler could be. The only flaw I can see is the old "oh, but he had to plan out all of his matches" thing, and the fact that when he was dogging it, he'd just do the "Take tons of opponent's offense, then come back with two moves and win" match. But again, the end result is what's important to me.
-Savage represents the challenges of building "real people" in M&M stats- the system is designed for Supers, so there's a logjam in the bottom-end of stats. Savage & The Rock have the same Strength and Toughness, which seems odd because Rock is about forty pounds heavier and a lot stronger. BUT Savage doesn't fit a Strength 2, and Rock doesn't fit a Strength 4 (nor does +4 damage seem appropriate- that's getting close to some GUNS), so two muscular dudes end up in similar stat areas, but Savage is a bit more crazy (he did NOT invent that part of his wrestling persona) and athletic, and a better worker.

Bret Hart Categories:
Look: 8.5 (not one of the bigger guys, but as PWI once noted, he's got the ideal wrestler's physique- strong and roided as hell, but small enough to still be athletic)
Skill: 10 (screw the haters, Savage had better movement and flow to his moves than anyone else in wrestling history. He could be lazy and just sell for entire matches, but even that wasn't all the time)
Charisma: 10 (not even up for debate. Few wrestlers were as fascinating, even when being non-sensical and crazy. NOBODY cut "crazy man" promos like Savage, or had a better character)
Overall: 28.5 (that's about as high as it's possible to get)

'90s Era:
Look: 6 (lost a LOT of size, and was kinda funny-looking with the bald head and stringy hair, but still had a great look and a savage appearance)
Skill: 8.5 (still great, but a bit slower and more brawl-y. Got lazier with his style by doing a lot of selling, then making comebacks)
Charisma: 10 (same old Savage)
Overall: 24.5 (still elite)

WCW Era:
Look: 8 (roided as hell again)
Skill: 6 (I barely remember any Savage matches from this era, but he got pretty bad by the end)
Charisma: 8 (I can't even remember any Savage anything from this era- he seemed to do a "silent guy" gimmick a lot of the time)
Overall: 22 (still high, but I didn't care anymore)

"STONE COLD" STEVE AUSTIN (Steve Anderson, later Williams)
Hgt:
6'2" Wgt: 250 lbs.
Nicknames: "Stunning" Steve Austin, The Ringmaster, The Rattlesnake, Ice Dagger
Role: Arrogant Pretty-Boy, Angry Renegade, Bad-Ass Anti-Hero
Group Affiliations: The Hollywood Blonds, The Dangerous Alliance
PL 3 (67)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 3 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 5

Skills:
Athletics 3 (+6)
Expertise (Promos) 14 (+19)
Expertise (Pro Wrestler) 9 (+12) -- Uses Agility
Expertise (Football Player) 1 (+4) -- Uses Strength
Insight 2 (+4)
Intimidation 1 (+6)

Advantages:
Fascination (Promos), Ultimate Promo Skill

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

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

Complications:
Relationship (Various Women)- Austin has been married three times, twice to women in the wrestling businses (Jeannie Clarke & Debra McMichael).
Disabled (Injured Neck)- A botched Tombstone Piledriver from Owen Hart left Austin temorarily paralyzed, and he went against the advice of his doctors for years in continuing to wrestle with the injured neck. Even a few surgeries and long recovery time could not save it completely, and he was forced to retire. Even before that, he'd been forced to change his athletic grappling style to a more punch-happy brawling one.
Motivation (Keeping His Spot)- Austin had to fight long and hard, through a minefield of politics, to get where he was in the business, and did not take kindly to suggestions that he job to newcomers, or work with people beneath him. He refused to work with Jeff Jarrett, seeing him as bush-league, and walked out on a RAW after being told to job to rookie Brock Lesnar on TV (though in this he admits only to not wanting to job in a meaningless RAW match- he would have saved it for PPV).
Relationship (The Rock)- The two mean a lot to each other, having hit the main event scene around the same time. Their mutual respect led to Austin returning two WrestleMania jobs to The Rock in his final match.

Total: Abilities: 44 / Skills: 30--15 / Advantages: 2 / Powers: 0 / Defenses: 6 (67)

-Some guys are pretty much a "total package" situation, where fans just KNOW they're going to be big some day. To WCW fans, that situation was seen in Steve Austin, a young man who debuted in WCCW after failing at a football career. Austin was considered immediately good by everyone around him, and moved on to the USWA and eventually WCW, where he became an instant "name" on the undercard as TV Champion. He was a central guy to Paul E.'s "Dangerous Alliance" (a big-time heel stable to fans who were watching at the time), and started gaining credibility. Austin's team with Brian Pillman, The Hollywood Blonds, became the stuff of legend- a super-popular team of great workers who cut "Funny Heel" promos (some of the first of their kind) to earn the respect of "Smart Fans", and feuded with top-tier acts, dominating the WCW Tag division. Sadly, injuries and politics (it's alleged that Ric Flair was threatened by them, among others) split the team up before they could REALLY become legends, so the Blonds remain a great "what if" story in the business. A singles run did okay, but since Eric Bischoff perceived Austin as lacking marketability (hee), and he was becoming prone to injuries, he was fired from WCW in 1995.
-While on the shelf, Austin hooked up with old buddy Paul Heyman in ECW, where he developed his eventual persona as a tough-talking Funny Bad-Ass. He absolutely RIPPED on everyone in wrestling at the time, poking fun at Hulk Hogan and others. Mixing his star power with ECW's chaotic, rebellious energy proved to be lighting in a bottle, though it'd be one slow-ass release. Austin actually never won the ECW World Title at the time (Mikey Whipwreck was the "lucky Title winner" and The Sandman as a then-huge face), apparently at his own request to be "the hunter".
-Old allies Jim Ross & Kevin Nash later convinced Vince McMahon to bring Austin in- with a generic "Ringmaster" name and buzzcut, shaving off his terrible stringy blonde hair. The Ringmaster was Ted DiBiase's "Elite" secret hire for his Million Dollar Corporation- a pretty solid Midcard position for a heel since he was introduced as "The Million Dollar Champion" (DiBiase's old schtick when his singles push ended up with no Gold). Unfortunately, Austin was used as a flavourless guy with a tired DiBiase as a mouthpiece, and never allowed to get any solid wins. How bad was it? I STILL remember his debut solo match, in which he was booked to go like TEN MINUTES with some jobber, which made him look RIDICULOUS.
-Things'd get worse- a feud with Savio Vega was all he could muster at first, and Vega's solo push was one of the dumber aspects of the New Generation era. But he'd improve steadily as a performer, taking on a more bad-ass renegade appearance, shaving his head and growing a goatee, and then claiming to purposely lose a match in order to get DiBiase fired from the WWF so he could go solo. Soon, he quietly became "Stone Cold" Steve Austin (after rejecting potential nicknames like Ice Dagger). Austin's bad-ass heel act was AWESOME. Especially when he used a throwaway line like "Well AUSTIN 3:16 says I just WHIPPED yer ass!" when he got a surprise King of the Ring win against Jake Roberts.
-There's an energy to him in this era that's hard to describe to later people, though a lot of it is because he was one of the first wrestlers to regularly swear on TV (which seemed really edgy for the New Generation era)- it was enough to get him MAJOR cheers in my hometown when he beat up Fake Razor Ramon, to the point where "Pro Wrestling Illustrated" commented on it in their "House Show Report" section, all "in Red Deer, Alberta, Steve Austin got surprising cheers in his match". It'd get even bigger as time went on, and fans started responding to it more and more. Crazy stuff like beating the hell out of Brian Pillman then THREATENING HIS FAMILY while Pillman tried to shoot him are particular stand-outs, making Austin "must-see" to fans. Surprisingly, Vince had decided to do the slow-burn push with this fairly bland-looking guy without 80 extra pounds of muscle on him.
-Austin soon got his big shot in a feud with Bret Hart. They wrestled TWO ***** classics in that span, in which Austin's behavior started making him even MORE popular than the top faces at the time, and so they capped it off with the single greatest Double Turn in wrestling history, where Bret got turned into a heel (despite feeling completely justified with his actions- the mark of a great bad guy) and Austin a face by virtue of being SO AWESOME as to refuse to tap out in the hardest submission in wrestling while bleeding profusely- providing wrestling with it's most iconic moment ever.
-The rest is basically history. Austin was SO big feuding with The Hart Foundation (one of the greatest RAW moments in history- Austin revealing himself as the ambulance driver JUST TO KICK BRET'S CRIPPLED ASS SOME MORE) that his Title run was inevitable. He was good enough that he could effortlessly play a horrible villain in Canada while being a dangerous bad-ass face in the U.S. A horrific injury at SummerSlam against Owen Hart nearly finished his career and changed the course of wrestling history, but thankfully Austin was able to work through the injury and merely change his formerly-technical style to a straight example of brawling. He segued from Owen to The Rock (setting off both their inevitable rises), and finally became the World Champion, unseating Shawn Michaels and feuding with Vince McMahon, who'd used the fallout from The Montreal Screwjob to become the most-hated heel in the businses.
-Combining Rock's ascendancy AND Austin's rise was brilliant, especially once they got through a few iffy months using lesser talents and The Undertaker in the Main Event slot to buy time for Rock to gain credibility. By Austin's first Title Run, wrestling was officially "in" again, and almost everybody knew what was going on. By Austin/Rock at WrestleMania, wrestling was bigger than it had EVER been- the WWF at this point was the hottest company in the history of the business. What more can be said of The Attitude Era? It's basically The Austin Era, with a few bits taken out while he was badly injured or recovering from surgeries to his neck. The Rock basically became as popular as Austin did (though in a pinch, the fans ALWAYS sided with Austin, who was cooler than the Rock, who was arrogant even as a good guy), with Foley & Triple-H as solid backdrop challengers. Austin did the sort-of inevitable Heel Turn, though the fans didn't really buy it, and this set off a down period for the company during the stupid-as-hell InVasion Angle. Austin as the mewling baby was a fascinating character choice (essentially desperate for attention from others), but didn't really work in most fans' eyes, and so it bombed.
-Sadly, this was the downswing for Austin, as injuries piled up. Feuds with Booker T & The Rock didn't light the world on fire anymore, he briefly "took his ball and went home" when he refused some shitty angles (OH HEY A WRESTLER WHO REFUSED TO DO A JOB HOW 'BOUT THAT) and the whole company was basically dragging his name through the mud, and he was eventually so injured that he had to retire (fittingly, at WrestleMania and putting over The Rock out of respect for what they'd been to each other). This set off the Sherriff Austin Angle, which was REALLY awful because he was too injured to actually take offense from guys, and so looked like a bad-ass while all the heels had to job like idiots. Eventually, however, Austin regain his credibility and respect with the fans. It wasn't easy (the Ball-Taking, beating his wife, the Sherriffing, etc.), but now he's pretty much solidly considered one of the greatest wrestlers in history, and probably the #1 Most Popular of All-Time, though Hulk Hogan is probably still a more recognizable name.
-As a wrestler, he was ridiculously complete, especially once he'd shifted to a more bad-ass shaved-head appearance (enough cannot be said about what this meant for the business- suddenly EVERY wrestler either had a shaved head or black trunks- Royal Rumbles would never be more monochromatic). His workrate tumbled post-neck injury (before that, he was consistently an A-level worker), but even as a brawler his timing was impeccable, and he was able to carry some REAL slugs to good matches. His Charisma? Almost unmatchable- I've NEVER seen someone manipulate an audience like ol' Steve. That Canadian Stampede match where he's able to taunt and egg on the crowd FROM THE APRON, all eyes on him, while nine other guys are in the match is positively unreal. He's one of the funniest wrestlers ever, too, and not in the whacky Mick Foley way or the "laugh out loud jokes" way like The Rock- he's flat-out hilarious because he insults people to the core of their soul while swearing.
-For "Real World" stats, Austin is as good at promos as The Rock (which is saying something), but a worse fighter overall- few considered him one of the "tough guys" and he was less likely to just go off and kill someone as Savage was. But PL 3 is still pretty good.

Bret Hart Categories:
Prime Austin:
Look: 8 (he had a good Pretty Boy Physique for a while, but as The Bionic Redneck he looked tough without being pretty. The goatee/shaved head look made him look like a bad-ass without a six-pack)
Skill: 9 (ridiculously good, enough to hang with Bret Hart or Shawn Michaels on an even keel. He introduced better "Character Moments" than anybody)
Charisma: 10 (not even worth debating)
Overall: 27 (a solid contender for Best Ever)

Attitude Era Austin:
Look: 7.5 (he'd lost some mass, but still looked like an asskicker)
Skill: 8 (losing several steps due to injuries, he could still pace and time a match like nobody's business. It's just sad that he was the best of his era here, so we never saw how good he COULD be)
Charisma: 10 (again, you could argue that he was the best ever)
Overall: 25.5 (still a top-tier guy)

HULK HOGAN (Terrance Gene Bollea)
Hgt:
6'8" Wgt: 303 lbs.
Nicknames: Terry Boulder, Hollywood Hogan, The Hulkster, A Wrestling God
Role: Arrogant Heel, Patriotic Super-Hero, Desperate Egomaniac
Group Affiliations: The Mega-Powers, The New World Order
PL 3 (58), PL 5 (58) Defenses
STRENGTH
3 STAMINA 4 AGILITY 0
FIGHTING 2 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 5

Skills:
Athletics 2 (+5)
Deception 2 (+7)
Expertise (Promos) 12 (+17)
Expertise (Pro Wrestler) 5 (+5) -- Uses Agility
Insight 2 (+4)
Intimidation 1 (+6)

Advantages:
Fascination (Promos), Ultimate Promo Skill

Powers:
"Friggin' Huge" Strength-Damage +1 [1]

Offense:
Unarmed +2 (+4 Damage, DC 19)
Initiative +0

Defenses:
Dodge +1 (DC 11), Parry +2 (DC 12), Toughness +4, Fortitude +6, Will +4

Complications:
Motivation (Money)- Hogan is in the business for money, and is very smart with it- his contemporaries all corroborate this. He's kept well-taken care of by his various bosses, and often hides it from "the boys".
Relationship (Friends, Family)- Hogan has had many friends and allies, as well as family members, but many of these relationships explode. His wife divorced him, took a TON of money, and publically embarasses him, he has a... weird relationship with his daughter Brooke, and many of his wrestling friends no longer speak to him. He's still in tight with Eric Bischoff & Ed "Brutus Beefcake" Leslie, however.
Obsession (Lying)- Hogan is a pathological liar, a trait of many old-school wrestlers. But Hogan lies so much that he basically doesn't even realize he's lying- he just says whatever comes to mind. Interviews about Andre always make it seem like Andre was seconds away from "Shooting" and hurting his opponents, or that he weighed 600 lbs. or died right after their match or something.

Total: Abilities: 38 / Skills: 24--12 / Advantages: 2 / Powers: 1 / Defenses: 5 (58)

-Despite The Rock & Austin being technically bigger draws over time, Hulk Hogan will probably always be the most famous wrestler ever, being the #1 guy during the business' second-greatest peak in the 1980s, and becoming a Pop Culture Icon in that time. Showing up in various companies, he hit big as a heel in the WWF (often feuding with Andre the Giant) and others, Hogan was all set to become a giant star in Verne Gagne's AWA, but they repeatedly refused to put the World Title on him, preferring loyal-but-aging company man Nick Bockwinkel. Normally that's par for the course in wrestling, even today, BUUUUUUUUT back then, there were MANY other options for a pro wrestler who had some popularity behind him. And therefore Vince McMahon saw giant dollar signs in his eyes upon viewing The Hulkster's massive figure, and Vince, ever the roid-fetishist, threw the WWF Title on Hogan as quickly as he could, and the rest is history.
-Hogan's first run was about three years long, and featuring feuds against just about every important Heel in the business, including the now-legendary WrestleMania III bout against a weakened Andre the Giant (pushed as an undefeated Monster Heel, despite having lost many times over the years). Hogan was basically pushed as an Unbeatable Jesus, and often left his Heels completely destroyed- most of them either got major de-pushes or left the company entirely, and it took a TWIN REFEREE finish to finally screw him out of the belt. He let Randy Savage be the top guy for a while, but was constantly there, forcing Savage into his shadow (The Ultimate Warrior would suffer a similar fate years later)- Hulk was dominant enough to crush Savage, Sgt. Slaughter, Earthquake and others, always coming to the forefront.
-His dominance got so crazy that fans started to have a bit of a backlash against him- his crowd reactions would lessen with time, he'd often get BOOED (when he pulled what I call the Hulk Hogan Bitch Elimination on Sid at a Royal Rumble- a move he would FREAK when fellow Babyfaces tried it on him), and many older fans started leaving the wrestling fandom. By the time he came out of "retirement" to win the Title AGAIN (this time ruining Yokozuna's cred in the process), the business was faltering badly, and he ran to WCW where he was guaranteed more creative control and a bigger push. Hogan in WCW was a disaster at first, as he wiped out and ruined numerous Heels all Hogan-Style, but then he hit onto the biggest angle in history: The New World Order.
-A HEEL TURN for Hulk Hogan seemed like an impossible dream for his stale act (similar to John Cena's today), but it was the shot in the arm he needed- while Hall, Nash and the others acted like Cool Heels and destroyed and de-pushed the entire rest of the company, Hogan was the cowardly, egomaniacal, whiny Heel on top of the company, often playing his Belt like a guitar while proclaiming himself "a wrestling GOD!". He would have some of the worst Main Event matches in HISTORY (age is NOT kind to steroid-users, apparently), but the fans hated him to the point where they'd pay JUST to see him get his ass kicked, like they SHOULD when a Heel is good. Of course, Hogan's penchant for creative control and politics would soon destroy the entire company, as he wrecked Sting's triumphant comeback, gave himself the Belt again after the Fingerpoke of Doom, and played God so often that he was basically run out of the company by the guys who hated him the most.
-Which makes it all the more funny that when he returned with the nWo to attack the WWF (Vince McMahon was so desperate to break out of his own tailspin that he's hire ANYBODY), he got a Hero's Welcome by the WWF fans who'd grown up on him. Despite trying to ruin people and literally kill The Rock on television, the crowd was having none of it, and rejected his Heel persona and made him a super-popular nostalgic hero again. Watching the crowd COMPLETELY turn on The Rock and worship Hogan is one of those magical moments in wrestling, particularly in their WrestleMania match. It was a great feel-good thing... but then Vince put the TITLE on Hogan once again, and inadvertently trashed business EVEN MORE, because the fans really didn't want Hogan ON TOP of the company, they just wanted him THERE. And so a few more disasters occured (Hogan's penchant for politics, money-talk and creative control is EPIC) before Hogan basically left the company AGAIN, with a lot of hurt feelings and annoyed wrestlers in his wake. He's currently stinking up TNA, WWF's "rival" (hee, not really), doing whatever.
-In the end, The Hulkster's legacy is already set in stone, especially to non-wrestling fans, who unquestionably recognize his name and appearance. To wrestling fans and pro wrestlers themselves, he's a mixed bag- he made MILLIONS, and made tons of money for everyone who worked with him (guys LOVED getting "Hogan Paydays" on the cards), but he held everyone around him down, never jobbed, had his useless friends pushed (Brutus Beefcake), was a terrible worker (Gorilla Monsoon: "He had a Legdrop on him... My GRANDMOTHER could have done a better one! On a scale of one to ten as a performer, he's a ZERO!") and played the same tired character endlessly until countless fans left (my best friend's brother quit watching after Hogan won the 1991 Royal Rumble- he'd threatened the very same thing before sitting down to watch the show). He attempted some crossover appeal with an acting career, but let's just say that he deserves no Ranks for "Expertise (Acting)" and let that be that.

Bret Hart Rating System:
Look: 10 (ridiculously huge, even though he usually fought taller or fatter guys)
Skill: 4 (I actually find him not THAT bad compared to how some think of him- he just tended to have a "formula". I'm not counting those moments where he went to Japan and actually chainwrestled, though- that was at-best basic stuff that people get overly-impressed by because it's HOGAN... CHAIN-WRESTLING)
Charisma: 10 (One of the best ever, though his stuff doesn't age well)
Overall: 24 (A middle-range score for a Main Eventer, but "10s" in two categories make you an instant smash no matter what the other score is. As he gets older, he loses bits in all three, particularly Skill)

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ANDRE THE GIANT (Andre Rousimoff)
Hgt:
7'4" Wgt: 520 lbs.
Nicknames: Geant Ferre, Giant Machine, Jean Ferre, Monster Eiffel Tower, Monster Rousimoff
Role: Travelling Attraction, THE Monster Heel
Group Affiliations: The Heenan Family, The Colossal Connection
PL 5 (53), PL 6 (53) Defenses
STRENGTH
4 STAMINA 5 AGILITY -2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Expertise (Pro Wrestler) 3 (+1)
Expertise (Promos) 3 (+6)
Insight 1 (+1)
Intimidation 11 (+14)

Advantages:
Chokehold, Close Attack, Daze (Intimidation), Improved Critical (Unarmed), Startle

Powers:
"Friggin' Huge" Strength-Damage +1 [1]
Protection 1 [1]
"Enormous Arms" Reach 1 [1]

Offense:
Unarmed +5 (+5 Damage, DC 20)
Initiative -2

Defenses:
Dodge +0 (DC 10), Parry +4 (DC 14), Toughness +6, Fortitude +6, Will +5

Complications:
Disabled (Dying)- Andre's particular case of Giantism drastically shortens his life- he will not live to see fifty. He knows this, and thus tries to get as much out of life as possible, drinking and wenching his way across the world.
Addiction (Alcohol)- Andre's boozing is the stuff of legend- even with the amount of drink it takes to get him tipsy (allegedly a whole bottle of wine), he's known to get drunk constantly.

Total: Abilities: 28 / Skills: 18--9 / Advantages: 5 / Powers: 3 / Defenses: 8 (53)

-Andre Roussimoff was just some aimless farmworker/machinist/journeyman worker in France, except for the fact that he was seven goddamned feet tall. A local wrestling promoter saw the dollar (Frank?) signs, and had Andre trained. Problems developed early in that credible opponents were hard to come by (in a land of kayfabe, there's not a lot of people who can realistically take on a giant in a fight). And once his novelty wore off, people stopped showing up to see him. The AWA President asked for help, and legend has it Vince McMahon Sr. was the one who came up with the idea to have Andre travel throughout the world to avoid just such a problem. He had Andre stop the athletic wrestling style he'd used (full of dropkicks and rolling armbars and stuff), and become the Giant Pillar of Doom WWF fans recognize.
-In the WWWF, Andre never lost, and was a beloved Babyface figure. However, other countries would often have him to high-profile jobs to their national heroes, such as Mexico's Canek and Japan's Antonio Inoki- people were even allowed to BODYSLAM him! He'd go to a few draws with Harley Race & Nick Bockwinkel as well, but he was pretty much ALWAYS a challenging babyface who was never the TIPPY-Top guy. He feuded with dastardly villain Hulk Hogan for a couple years as well. He was one of the most popular guys in Vince Jr.'s new WWF Style. He beat on other big guys like Killer Khan and Big John Studd, but started to REALLY slow down by this point. The once-athletic Giant had turned into a big fat monster who could barely move without holding onto the ropes for support- his matches turned into horrible affairs, as repeatedly referred to by the Pro Wrestling Torch and other early "Smart" mags.
-It's odd to watch Babyface Andre in the early Rock 'n' Wrestling Era, doing Battle Royals and Body Slam Challenges (and an angle as "Giant Machine", who was hilariously supposed to be disguised by a mask, though the fans were obviously in on the con). Because HOLY GOD did he make a better menacing heel. That was a PHENOMENAL angle, too- Andre gets jealous of Hogan's success and accolades, and asks for a challenge. Hogan pussies out (claiming that he didn't want to ruin their friendship), and Andre just LEVELS him, joining up with Bobby "The Brain" Heenan and becoming the new evil Mega Heel that Hogan had never seen before- Orndorff, Piper and Bundy were all just early-season villains- Andre was the Big Leagues.
-What can be said about WrestleMania III. Piece of crap match, but OH SO EPIC, drawing a HUGE reaction and being booked perfectly (right down to a VERY close kick-out that let Andre retain some heat). Hogan pretends that he was concerned about Andre shooting on him (and even claimed that "Andre died a short time later"), but since Hogan is a pathological liar unable to get out of the "kayfabe" world, you can't trust anything he says. But Andre did the job in the biggest main event wrestling has ever seen (next to possibly Rock/Austin and that is IT)- the stories of the attendance at the SilverDome are exaggerated as well (68,000 versus 93,000), but as some critics have admitted, it COULD HAVE easily sold that many tickets.
-Andre stuck around in the next few years, still nursing a grudge against Hogan. He wasn't just de-pushed as a result of his loss, either- his team won at Survivor Series (though Hogan petulantly came out to pose later anyways), and he even got to win the WWF Title from Hogan on a famous "Saturday Night's Main Event" with the Twin Referee Finish. They went to a Double-Disqualification at WrestleMania IV to step aside for the Macho Man/DiBiase main event, and Andre became a DiBiase stooge for a while. Andre eventually fell down the card after WM IV, dropping the Hogan feud to angles against Jim Duggan and Jake Roberts (where they did the infamous "Andre has a heart attack" angle)- both were kind of just placeholder feuds that didn't really get major blow-offs.
-Eventually, as his body fell apart, he was stuck getting The Ultimate Warrior over on the House Show circuit, doing super-quick jobs. Think Triple-H will be doing the same in his later years? Now THAT is loyalty to The Big Boss. His final angle was with The Colossal Connection, a random tag team with Haku where they won the Tag Titles and feuded with Demolition. Putting THEM over too (though only Haku did stuff), Andre was lambasted by Heenan, then turned on him, INSTANTLY turning him face and he got a hero's send-off in Toronto at WrestleMania VI. He pretty much retired after that (doing some tours as a Comedy Wrestler in All Japan Pro Wrestling), only showing up to help out some other guys and help get others over- he even did an injury angle to the New Big Fat Heel, Earthquake!
-In any case, guys tell stories of Andre that border on sheer myth- stories about how much he drank and how strong he was add up over the years, getting bigger with each successive telling (like a lot of wrestling myths- how many men did Haku beat up that one time?). Many guys portray him as friendly, though some closer to him have other stories- Heenan says Andre was rather miserable thanks to his physical condition, a few fans have "Angry Giant" stories about fan meetings (describing sheer TERROR when Andre turned and bellowed at them with a voice that could shake the rafters), and Bret Hart knew that Andre had a tendency to shut out people and completely ignore them. He's billed as being 7'4", but was likely a shrimpy, paltry 6'10" when he died, and hit a peak of around seven feet.
-Andre is a tough guy to assess on some points- his English and diction were always terrible, but he had raw Charisma for DAYS. His Look is obviously super-high, mixing being a Big Fat Guy (less so in his younger days) with being a Giant- his size (though less than a few later wrestlers- he looks barely a few inches taller than Hulk Hogan at WrestleMania III) gave him more physical presence than almost anybody. Combined with the most terrifying, booming voice in history, Andre had INCREDIBLE force of personality. As a worker, he was never great, though the '70s & '80s stuff I've seen from when he could move is actually solidly good. He can move quickly, do some athletic stuff, sells properly (not just "this didn't hurt at all" but "this hurt just enough to be troubling"), and do some funny comedy stuff. He'd be more or less "Average" at that point in time. Later on, his body would fall apart the way no wrestler's ever has while in the public eye- desperately grabbing onto the ropes, or holding onto others for support. It was just pathetic and sad to see, really- I can't give him a good score there.
-It's also hard to find a single Monster Heel who was ever pushed to this extent- he was UNSTOPPABLE, losing clean only once in YEARS in America (and only a handful of times elsewhere), giving him some of the most intense credibility in wrestling history. He could take out entire TAG TEAMS, once one-hand-tossed the freaking WARLORD out of the Royal Rumble like he was Billy Kidman, won countless Battle Royals, barely ever even FELL OVER, and pretty much dropped for the three-count to Hogan & Warrior. There's a reason his myth as The Greatest Giant Ever is so intense.
-Andre Rousimoff's stats are those of basically a real-life Giant- he's not Comic Book Good, but his sheer size and mass make him insurmountable for the common layman (PL 0), Barfighter (PL 2-ish) or even his fellow wrestlers (PL 3-4). He's not particularly fast, but doing +5 Damage is CRAZY for a real-world person. If he wasn't so slow-moving, he'd be even higher, and ready to put on a funny suit and be a Mook in Batman!

Bret Hart Rating System:
Young Andre the Giant:
Look: 10 (huge as hell)
Skill: 5 (actually very quick and sprightly, and could hold his own in technical matches)
Charisma: 8 (poor English, but really popular and a great actor)
Overall: 23 (a phenomenal talent overall)

Old Andre the Giant:
Look: 10 (huge as hell. Even though he was clearly in awful shape, he had those monstrous teeth and freakish proportions that made him look like Frankenstein out there)
Skill: 1 (so, SO bad. Despite being a cripple though, he still had great timing. And he's not QUITE as bad as the slightly-more-mobile Giant Gonzalez)
Charisma: 9 (his evil booming presence was something to behold)
Overall: 20 (losing points, but he's still fucking enormous and had a GREAT angle behind him. It helped that he was booked as a monster like no other)

And what anthology of wrestling would be complete without a listing of Bobby Heena's greatest quotes?

(Shawn Michaels infamously turns on his partner Marty Jannetty, and throws him through the window of The Barber Shop set)
Heenan: "Did you see that? JANNETTY TRIED TO DIVE THROUGH THE WINDOW TO ESCAPE!"
Monsoon: "Are you KIDDING?"
Heenan: "What an act of cowardice!"
---

"You know why there were 220 Mexicans at the Alamo?... They only had one car"

---
Heenan's best-ever moment came as the commentator of the 1992 Royal Rumble, where his blatant bias towards Ric Flair came to a head, and he spent literally 80-plus minutes talking about how great Flair was and how all his enemies sucked. One of the funniest goddamned things EVER.

Or when everyone was eliminated from the ring except Flair Heenan started yelling "He won! He won! Quick give him the belt!" Even though there were still like 15 people left.
Or when Heenan literally started bargaining with Jesus to let Flair win "I promise- I'll be a better person!"
Brain: (on w:Real American, w:Hulk Hogan's theme music) "That's my second favorite song."
Gorilla: "I'm almost afraid to ask...what's your favorite?"
Brain: "All the rest are tied."
---
Gorilla is talking about the last match, and Bobby is on the banana phone with someone, trying to get advance tickets to Wrestlemania VII, and one listens carefully and hears, in rapid succession:
"That's right, tickets are going on sale" "Well don't get smart with me, I'll slap you in the mouth" "Do you want me to knock ya down?" and as they pan off to an ad, "I'll talk to you later mom"
---
(Bobby on the WWF's 1-900 number)
Gorilla: Kids, ask your parent's permission before calling.
Brain: "And if they don't give you permission, just take a baseball bat, sneak up behind them, and BAM!!"
---
Gorilla: What would you do if you were the Hitman (in a title match)
Brain: Well, I'd have my agent buy it for me and if that didn't work I'd take him out back and waffle him with a tire iron.
---
Gorilla: "That was an illegal move!"
Brain: "No it wasn't."
Gorilla: "Yes it was!"
Brain: "No, it was a legal move, it was a Greco-Roman Hair Pull."
---
Gorilla: (Referring to a match in progress in Texas) "Well, we'll be right back with a fight that's taking place very near where a big fight occurred many years ago."
Brain: "You know why there were only 220 Mexicans at the Alamo?
Gorilla: "...why?"
Brain: "They only had one car."
---
(Wrestlemania IX)
Ross: Hogan's giving the money away!
Bobby: Hold my headset! I'm gonna go get some cash!
---
(The Barbarian enters the Rumble): The Barbarian doesn't like anybody. When I managed him he barely liked me! Why do you think they call him the Barbarian? He's not a hairdresser on his day off!
---
Bobby: Virgil just came in, he's number 23, right?
Gorilla: That's right!
Bobby: Just think, who knows how many bags he's gone through in the back!
Gorilla: Will you be serious?
---
(Roddy Piper saves Flair from a Jake Roberts DDT)
Bobby: I never thought I'd say this, but thank you, Roddy. It's a kilt. It's not a skirt, it's a kilt.
(Not long after, Piper attacks Flair)
Bobby: You no-good creep! You skirt-wearing freak! It's not a kilt, it's a skirt!
---
(Referring to Sherri)
Brain: That's my pin-up girl!
Gorilla: I think you should see your occulist.
Brain: There's nothing wrong with my feet!
---
[When Roddy faced Bret for the IC title...after Piper showed some professional courtesy for Bret]
"You know that show of sportsmanship....the respect for each other, the enthusiasm they have....makes me sick!"
---
Gorilla: (referring to a woman's sign in the crowd) Natural Disasters Rule. How about that?
Bobby: If she'd been at home doing the dishes she wouldn't have time to make stupid cards like that. Bimbo.
---
Bobby: (on the foam fingers in the audience) I remember when I used to walk to the ring, McMahon, and people used to hold up one finger.
Vince: That was a different kind of salute.
---
Bobby: Now, wouldn't you classify 20 members of the Hart family living together as a ghetto?
---
(At Havoc 94 Flair walks by Bischoff and Brain was holding up 4 fingers. Hogan walks by after Flair has entered the cage.)
Bischoff: When Flair walked by he held up 4 fingers. That was the sign of the 4 Horsemen.
Brain: When Hogan walked by I held up one finger.
---
Brain: Once you wrestle Rikki Atakki (a Japanese jobber), an hour later you want to wrestle him again.
---
Brain: You know what they call a woman with 2 million dollars?
Schivone: What?
Brain: Divorced.
---
(about Mexican wrestler Tito Santana) "Do you know what 'Arriba' means? It means 'Swim faster, the boarder guards are behind us".
---
Gorilla: "This place is going crazy! Look at the Hulkster pointing to all of his hulkamaniacs!
Heenan: "He's not pointing to anybody, he's showing off how high he can count!"
---

Bobby Heenan: "I'll say this about Kerry Von Erich. He's the only man I know who can hide his own Easter Eggs."
---
Bobby: "I once knew a couple of Siamese twins."
Hillbilly Jim: "Really? They were born, uh... together like that"
Bobby: "UUUUHHHH, no, a couple weekends ago they had a soldering gun and nothing better to do. DDUUUUUUHHHH YEAH, they were BORN like that!"

THE BEST CHARACTERS IN WRESTLING:
There's been a lot of great characters in wrestling, and many of them could actually be fit into comic books with some modifications (heroes do stuff to Do Good or protect the world- wrestlers are in it to win Titles and hurt people, so there's some changes here and there). Heels make good super-villain, obviously.

"Ravishing" Rick Rude/"The Narcissist" Lex Luger- Both were great characters- Gym Bunnies who basically look upon the fat masses as disgusting pigs ("Let me take my robe off, and show all of you fat, disgusting New Jersey sweathogs what a REAL man is supposed to look like!"). Such easy, iconic stuff that works in pretty much any era, because it pisses off the men SO MUCH- the guys not only humiliate them, but they DO draw cheers from the women, infuriating men MORE. Comic books could utilize this more often- make Fanservicey Men for fangirls to drool over, thus annoying male fans- a perfect Super-Villain. Namor's one of the only male "bad boys" I can think of that isn't a weird-looking dude.

"Rowdy" Roddy Piper- A borderline-psychopathic ranter who goes off at a moment's notice. As a bad guy, he was sneaky, conniving and insulting, and he was possibly even WORSE as a Babyface! I liked how he fought dirty, but had a heart- that scene at WrestleMania VIII where he couldn't bring himself to hurt one of his friends (even though it meant keeping his Title) was a great moment.

Stephen/William Regal- An underrated but fantastic performer- his facial reactions are some of the best ever, and his promos can be REALLY great when he puts his all into it. My favourite is when Triple-H challenged and humiliated the mentally-retarded character Eugene, who had been Regal's annoying hanger-on for a while. Regal, who'd come to appreciate the lad, was PISSED, and cut this calm, rational promo on Trips about how "we're both born a little bit naughty" and how if it'd been anyone ELSE, then Regal would have been right along side him... but HHH did it to EUGENE, and so Regal would have to kick his ass: http://www.youtube.com/watch?v=lcb8RoxQPD0 (awesome acting from Regal here)

"The Million-Dollar Man" Ted DiBiase- Ted is what would happen if Lex Luthor & Norman Osborne decided to drop all that "appearing as charming people in public" crap and decided to just REVEL in their wealth, and rub it in the little peoples' faces. DiBiase was just AWESOME when he was punishing poor folks, like paying a kid to dribble a basketball ten times (and kicking the ball away after "9"), or closing a public pool by bribing the manager and forcing tons of over-heated children to watch behind a chain-link fence as he lounged in the pool by himself. It gets the crowd's goat because THEY'RE not rich, and he even puts the screws in FURTHER by cheating in all his matches, and using a BODYGUARD when he himself is one of the best wrestlers in the company! Similar acts include guys like JBL and Ric Flair, but none embodied greed the way Ted did.

Ted's so great that he could be EASILY translated into comic books, but they never really have. Imagine how awesome it would be to have some guy walk in and buy himself super-powers and then try to BUY his way onto the Justice League, just like Ted trying to BUY the WWF Title from Hulk Hogan! "The Powerpuff Girls" sort of did that with the Princess character (bought herself a powersuit because the Girls wouldn't let her join), but MAN it would fit Marvel or DC just fine. Have the guy try to bribe his way onto the League, then upon rejection, forge his OWN super-team just to punish them. Then buy the Daily Planet building and turn it into his personal playhouse, just to piss Superman off. There's a GLEE to how Ted bribed and insulted people that is just lacking from your typical Rich Asshole characters in comics.

"Macho Man" Randy Savage- Completely believable as the Abusive Boyfriend, the Pissed-Off Babyface or the Virtuous Hero. He'd be an AMAZING comic book character, as he could go from Hero to Villain at the drop of a hat, all based off of his anger. Think of the early-era Wolverine, who always seemed five seconds from his icing somebody on his own team. He's like Black Adam, but MORE mercurial and prone to savagery.

Kane- THE Monster Heel, in my mind. Basically the demented, Lightning-Shooting, Long-Lost Brother of The Undertaker (how is that NOT like a comic book storyline?), being used by the hated Paul Bearer and secretly wanting friends and a family of his own.

Jesse Ventura- Just a cynical asshole who loved it when people cheated, and oozed "cool" even though he was a heel, much unlike the more weasely Bobby Heenan.

Bobby Heenan- A conniving bastard-covered bastard (with a bastard filling)- Heenan was nasty, vindictive and sneaky, without any of the honour or respect Ventura had for certain good guys.

Jake "The Snake" Roberts- Jake was just UNSPEAKABLY awesome. As a babyface he was entertaining because he was still creepy and vicious to the heels, but as a Heel he was something else. That match where he lost to the Macho Man, but still hit a pair of DDTs and then SLAPPED MISS ELIZABETH was beyond epic. The best bit? Jake's post-match interview, where he likens laying his hands on Macho's woman with "*whew* that felt GOOD... I would pay MONEY... to feel that!" and then quietly begs Savage to bring Liz back next time so he can hit her again. Oh, and then offers to take her away from him and "turn her into something that even *I* could want!" Can you imagine a villain that awful in the comics? A guy who punches a hero's wife, talks about how orgasmic it made him feel, then OFFERS TO SLEEP WITH HER, but only if he can change her personality? Now THAT is a villain.

Andre the Giant- A kind of dorky, gentle Giant who grows more jealous of the #1 guy's fame and glory, before finally turning on him in a horrific way and becoming a dominant Monster Heel. Does comics even have an equivalent of this? Like if Martian Manhunter or Captain Marvel finally got tired of all the respect Superman got and then TURNED ON HIM, becoming the new Mega-Villain of the DC Universe. I might try to write that story just to see what it does to Ares :) (course, he might just say "meh- still better than how DiDio & Johns write him").

Mick Foley- He works equally well as the insane street-brawler Cactus Jack, the deranged Mankind, the deranged-but-desperate-for-acceptance Mankind (this is a perfect comic book villain- he's not REALLY evil, but he really wants his boss Luthor or Osborne to pay attention to him), the dorky-but-lovable Dude Love, or the Everyman With a Deranged Side Mick Foley.

Vince McMahon- An evil genius, vindictive bastard, and money-obsessed roid-addict freak of nature. Real-life Vince is almost as evil a villain as TV Vince!

Acrobatics, Athletics, Close Combat (Type), Deception, Expertise (Acting, Art, Business, Carpentry, Cooking, Criminal, Current Events, Dance, History, Journalism, Law, Law Enforcement, Military,
Magic, Music, Philosophy/Theology, Politics, Pop Culture, Psychiatry, Science, Sociology), Insight, Intimidation, Investigation, Perception, Persuasion, Ranged Combat (Type), Sleight of Hand, Stealth, Technology, Treatment/Medicine, Vehicles

Accurate Attack, Agile Feint, All-Out Attack, Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Chokehold, Close Attack, Connected, Contacts, Cunning Fighter, Damaging Escape, Daze (old Distract), Def.Attack. Def.Roll, Def.Strike, Def.Throw, Diehard, Eidetic Memory, Equipment, Evasion (R), Extraordinary Effort, Fascinate, Fast Grab, Fav. Environment, Fav. Foe, Fearless, Follow-Up Strike, Grab Finesse, Great Endurance, Hide in Plain Sight, Imp.Aim, Imp.Critical, Imp.Defense, Imp.Disarm, Imp.Grab, Imp.Initiative, Imp.Hold, Imp.Smash, Imp.Trip, Improvised Tools, Improvised Weapon, Inspire, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Languages, Last Stand, Leadership, Luck, Minions, Move-By Action, Power Attack, Precise Attack (Ranged/Close,Cover/Conceal), Prone Fighting, Quick Draw, Ranged Attack, Redirect, Ritualist, Second Chance, Seize Initiative, Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing Mastery, Tough, Tracking, Trance, Ultimate Effort, Uncanny Dodge, Weapon Bind, Weapon Break, Well-Informed, Withstand Damage

STR 0 (50 lbs.) ---- (Bald Eagle)
STR 1 (100 lbs.) ---- (Jean Grey, Sue Storm; Wolves)
STR 2 (200 lbs.) ---- (NPC Thugs, NPC Cop, Black Tom Cassidy, Base Doom/Kang) (DCA- Black Canary, Robin)
STR 3 (400 lbs.) ---- (Nightwing, Silver Samurai, Black Canary II, Razor Fist; Cougars) (DCA- Nightwing)
STR 4 (800 lbs.) ---- (Daredevil, Batman, Demona "Gargoyles"'; Chimpanzees, Jaguars) (DCA- Batman, Vandal)
STR 5 (1,600 lbs.) ---- HUMAN MAXIMUM (Captain America, Hudson "Gargoyles", Hawkman, Bugbears; Lions)

STR 6 (3,200 lbs.) ---- (Goliath "Gargoyles", Sabretooth; Horses, Gorillas, Anacondas, Black Bears, Tigers) (DCA- Gorillas)
STR 7 (3 tons) ---- (car, van, truck) ---- (Cyborg; Grizzlies, Gryphons, Rhinoceros, Styracosaurus, Ankylosaurus, Peak for Most Animals) (DCA- Cheetah)
STR 8 (6 tons) ---- (lear jet, subway car) ---- (Elephants, Triceratops, T-Rex)
STR 9 (12 tons) ---- (fighter jet, semi truck) ---- (Spider-Man, The Beast, The Blob)
STR 10 (25 tons) ---- (humpback whale) ---- (Kid Omni-Man) (DCA- Aquaman)

STR 11 (50 tons) ---- (tank, train) ---- (Rogue, The Immortal, Marvel's Ares)
STR 12 (100 tons) ---- (767, cargo jet) ---- (Most Super-Bricks: Colossus, King Kong, Baseline Hulk) (DCA- Humpback Whale, Powerhouse)
STR 13 (200 tons) ---- (747, fishing liner) ---- (DCAU Superman, The Thing, Dragon Man)
STR 14 (400 tons) ---- (drilling rig)
STR 15 (800 tons) ---- (small bridge) ---- (The Juggernaut, DCAU Darkseid, Mary Marvel/CM3, Invincible)

STR 16 (1,600 tons) ---- (destroyer) ---- (Legion Supergirl, The Abomination) (DCA- Wonder Woman)
STR 17 (3,200 tons) ---- (freight train, nuclear sub) ---- (Mon-El, PC Superboy, Omni-Man)
STR 18 (6,000 tons) ---- (cargo freighter- empty) ---- (Thunderstrike, Captain Marvel, Black Adam, Prof. Hulk, She-Ra, Samaritan) (DCA- Grundy)
STR 19 (12,000 tons) ---- (cruiser, loaded freighter) ---- (Thor, Superman, He-Man) (DCA- Black Adam, Superman)
STR 20 (25,000 tons) ---- (ocean liner, large bridge)

SPEED CHART:
2 mph (Normal Human), 4 mph (Speed 1), 8 mph (Speed 2), 16 mph (Speed 3), 30 mph (Speed 4), 60 mph (Speed 5), 120 mph (Speed 6), 250 mph (Speed 7), 500 mph (Speed 8), 1,000 mph (Speed 9), 2,000 mph (Speed 10), 4,000 mph (Speed 11), 8,000 mph (Speed 12), 16,000 mph (Speed 13), 32,000 mph (Speed 14), 64,000 mph (Speed 15), 125,000 mph (Speed 16), 250,000 mph (Speed 17), 500,000 mph (Speed 18), 1,000,000 mph (Speed 19), 2,000,000 mph (Speed 20)

(One Degree): Dazed (single action of own control), Entranced (stunned unless a threat is obvious), Fatigued/Hindered (half-speed), Impaired (-2 penalty), Vulnerable (half-defense)
(Two Degrees): Compelled (single action control), Defenseless (0 defense bonus), Disabled (-5 penalty), Exhausted (impaired/hindered), Immobile (no moving from spot), Prone (-5 close attack/hindered), Restrained (hindered/vulnerable), Stunned (no actions)
(Three Degrees): Asleep (defenseless/stunned/unaware), Controlled (all actions), Incapacitated (defenseless/stunned/unaware), Paralyzed (defenseless/immobile/stunned aside from mental actions), Transformed (altered traits), Unaware (unable to Percieve/Interact)

Attack Bonuses:
+6: Elite Wolves, Cassowaries, Komodo Dragons, Black Rhinos, Dolphins, Most Sharks,
+7: The Yeti, Worm, Jaguars, Dire Wolves, Smaller Bears (Black, Sloth), Terror Birds, Most Snakes (Constrictors & Vipers), White Rhinos, Gorillas, Great White Sharks, Megalodons, Thunderball, Stilt-Man, Bulldozer (Headbutt), Sasquatch
+8: Rusty & Skids, Boom-Boom/Meltdown, Siryn, Most of the Serpent Society (Coachwhip, Rock Python, Puff Adder, etc.), Blockbuster, G.W. Bridge, Grizzly IV, Most Big Cats (Lion, Leopard), Brown & Polar Bears, Haast's Eagles, Elephants, Killer Whales, The Wrecker, Piledriver, Titania, The Absorbing Man, Tony Stark
+9: The Thing, Karma, Rictor, Warpath, Copperhead, Short-Faced Bears, Crocodiles (In Water), Sperm Whale, Mister Hyde, The Gamecock, She-Hulk, James Rhodes,
+10: Harry Osborn, Fancy Dan, Hobgoblins, The Prowler, Sunspot, Cannonball, Asp, Black Mamba, Anaconda, Scalphunter, Harpoon, Arclight, The Wendigo, Sauron, Dragon Man, Zaran & Machete, The Beast, Julia Carpenter, Thor (Hammer), Hercules
+11: U.S. Agent, Vulture, The Lizard, Norman Osborn, Hammerhead, Mac Gargan, Tombstone, Spider-Girl (May), Callisto, Feral, Dani Moonstar, Shatterstar (Swords), Diamonback, King Cobra, Sabretooth (Unarmed), Jessica Drew, Luke Cage, Thor (Unarmed),
+12: The Puma, Kraven the Hunter, Black Cat, Callisto (Knife), Wolfsbane, Domino, Cable, The Punisher, Namor, Ares
+13: Bucky-Cap, Spider-Man, The Kingpin, Carnage, La Tarantula, Shatterstar (Unarmed), Sabretooth (Claws), Black Knight (sword)
+14: Black Widow, Silver Sable, Batroc the Leaper, Swordsman (Sword),
+16: Captain America

Damage:
+1: Kitty Pryde, Emma Frost (unarmed)
+2: Barracudas, Most Humans (200 lbs.)
+3: Black Widow, Iron Fist (standard attack), Rottweiler, Lynx, Eagles, Mandrills, Nighthawk, Night Thrasher (Unarmed)
+4: Daredevil, Mastiff, Wolves, Crossbones
+5: Standard Gun, Captain America, Bullseye (Objects/Adamantium Fists), Daredevil (Club), Hyenas, Eels, Rattlers, Stags, Chimps, Swarm, Red Skull
+6: Agent 13 (Gun), Black Widow (Bite), The Kingpin, Dire Wolf (Bite), Cougars/Leopards, Dolphins, Pythons, Horses, Elk, Orangutans
+7: Punisher, Cable & Domino's Rifles, Vermin, Jaguars, Lioness, Cobras, Gorillas, Spider-Girls, Black Knight (Sword)
+8: Spider-Man (Unarmed/Snare), Captain America (Shield), Wolverine (Claws), Lions, Black Bears, False Killer Whales, Bull Sharks, Anacondas, Terror Birds, Crocs, Moose, Bulls,
+9: Tigers, Brown/Polar Bears, Hammerheads, Colossal Squids, Salties, Irish Elk, Giraffes, Hippos, Black Rhinos, The Shocker, Titania I, Poundcakes
+10: Smilodons, Cave Bears, Great Whites, White Rhinos, Elephants, Killer Whales, Hydro Man, Piledriver's Fists, Texas Twister's Wind, Foxfire & Quagmire's Attacks, Gladiatrix
+11: Jack of Hearts (Blast), War Machine (Blasts), Mr. Hyde, Giant Snakes, Woolly Rhinos, King Kong, Dr. Octopus (Arms), Venom, The Lizard, Electro, Frenzy, Unuscione, Power Princess, Tiger Shark, Rogue, Stegosaurus' Thagomizer
+12: Iron Man (Blasts), Humpbacks, The Scorpion (Tail), Thunderball & Bulldozer's Weapons, Dr. Spectrum's Blasts
+13: Sperm Whales, Indricotherium, Namor, The Thing, Colossus, Ultron, The Mandarin's Area Attacks, T-Rex's Bite
+14: The Wrecker (Crowbar), Magneto's Blasts, Exodus' Blasts, Namor & Tiger Shark (in Water), Ultron's Attacks, Sasquatch, The Mandarin, Loki's Blasts
+15: Zeuglodons, Megalodons, Gilgamesh, Hulk (Baseline), Inertia's Blasts, The Executioner's Axe, Apocalypse
+16: Thor (Unarmed), Hercules, Giant-Man (Maximum Size), The Kraken, Redstone, The Abomination, The Juggernaut, Odin & Zeus (Unarmed), Air-Walker
+17: Hyperion, Ulik the Troll, Red Hulk, Fenris Wolf (Teeth), Red Shift
+18: Thor (Hammer), The Champion of the Universe, Black Bolt's Scream, Odin (Spear), Surtur & Ymir (Area Effects)
+19: King Caesar, Anguirus, Silver Surfer, Firelord, Nova, Stardust
+20: Hulk (maximum rage), Godzilla (Showa), Red Ronin, The Destroyer, Zeus (Thunderbolt), Terrax (Axe)
+21: Red Ronin's Blade, Odin (Blast)
+22: Godzilla (Showa- Breath Weapon), Godzilla (Heisei), The Destroyer (Blast), Morg (Blast)
+23: Jormungand, Morg (Axe)
+24: Godzilla (Heisei- Breath Weapon), Mechagodzilla (Showa- Weapons)
+25: Mechagodzilla (Heisei- Weapons), Space Godzilla (Breath Weapon), Jormungand (Breath)
+26: Destroyah (Oxygen Destroyer), Ymir, Surtur (Unarmed or Blast)
+28: Surtur (Twlight Sword)
Jabroniville
Posts: 24807
Joined: Fri Nov 04, 2016 8:05 pm

Astro City, Part One

Post by Jabroniville »

ASTRO CITY:

-Astro City is kind of tough to describe- it's sort of like a comic book ABOUT comic books, featuring what is usually a "man on the street" perspective of what it's like to live in a world with super-heroes. Kurt Busiek, Alex Ross (idea guy; cover artist; costume designer extraordinaire) & Brent Anderson (regular artist) make the whole deal- It's essentially a long-form version of Busiek & Ross's "Marvels" in that sense (which featured a photographer living through the Golden, Silver & sorta-Bronze Ages of comics, ending with Gwen Stacy's death), as you often don't get to know the super-heroes at all- just what the people on the street think of them. Astro City itself is basically a generic Comic Book Town version of New York, but with stuff named after comic book legends all cutesy-style ("Mount Kirby" being the most obvious). It went through all the super-heroic eras like we did, but in real-time (so the heroes actually got old and died, not just "updated" with each new trend).

A great majority of the super-heroes are Expies (ie. "basically the same, but not quite, and they admit it so it's not just a rip-off") of mainstream Marvel Super-Heroes- in particular The First Family (Fantastic Four, duh), Jack-In-The-Box (Spider-Man), and a ton of the background characters (gritty supernatural guys in the '70s especially), though a few obvious people stick out as DC's (Samaritan is the resident Supermanalogue, Winged Victory is basically Wonder Woman, and the Honor Guard are basically a Justice League with hints of Avengers to them).

As a whole, the series is beyond fantastic- it basically hits on everything unique and cool about comics, while also giving it a quirky underscoring because of all the "layman's point of view" stuff.

I mostly collected the Trades, as the series is NOTORIOUSLY slow in coming out, and I got into it later. The basic themes are:

Life in the Big City: The introduction to the tale, featuring Samaritan (the closest look we ever get at him, in fact), his date with Winged Victory (same with her), the nature of the quirky part of the city known as Shadow Hill, a common Hood who discovers a super-hero's true identity, and an alien judges the entire human race by a guy who makes Hawkeye seem stoic and A.C. Slater seem modest.
Confessions: The Confessor's story, as told by his sidekick Altar Boy. Also "The Nearness Of You", easily the best Man-On-The-Street perspective of cosmic battles you will ever read, and it will KILL YOU with it's awesomeness and message.
Tarnished Angel: The story of Steeljack.
Family Album: The tales of Astra's solo adventure, Jack-In-The-Box's dealings with his '90s-spoofing sons, and the sagas of Junkman & Looney Leo.
Local Heroes: assorted tales featuring random heroes. A doorman tells his tale, we find out what comic books are like in a world of super-heroes (complete with a Hucksterish old-school guy who makes up stories about the real-life people involved, often to his detriment and/or annihilation), how lawyers wage legal war using super-heroic rules (in a REALLY inventive bit that actually makes you sympathize with those dirty lawyers who use loopholes to finagle deals for evil people), a cynical Big-City girl making fun of a filthy country superhero, an aged Jim Starlin-esque hero, and a funny/tragic telling of the Silver Age stories of Superman & Lois Lane.
The Dark Ages: A multi-billion part storyline featuring the brothers Charles & Royal, as they fight the man who killed their parents after moving on from being generic crook & cop.

Generally speaking, Confessions & Tarnished Angel are easily considered the best of the lot, with either one being the favourite of most people. Family Album is an easy #3 for me, with Local Heroes coming up next. The general consensus is that Dark Ages ran for WAY too long for something that was pretty much just "okay" and by far the worst of the lot. It just never really GOT THAT INTERESTING, y'know? We had a couple nifty bits in stories featuring Beauty (giving her an origin and a quirky nature, as well as a great catchphrase of sorts), Infidel (apparently Samaritan's Big Bad recurring foe, with a great concept) and Astra (now fully-grown).

Building some of these guys can be rather tough- since we don't so much read comics ABOUT these guys, but about the guys WHO SEE these guys, many times they don't have concrete skill-sets, POWER-sets, or even real names. Some major characters, such as The Hanged Man (a spiritual entity floating around Shadow Hill), receive only snippets of personality with no hint as to their powers. And I'm really not a fan of doing "Blind Builds" (aka building a complete build based off of a snapshot or assumptions about a guy's role/powers)- Kreuzritter specializes in that more than I do. I prefer a more concrete set of abilities, myself. Thankfully, MOST of these guys are rather well-explained, particularly if they've had a feature on them (Jack-In-The-Box, for example, has had some of the most focus of the heroes). It's the random background supervillains (even guys like Infidel, who really told their philosophy and concept more than their powers) who tend to be problematic, as well as the giant groups of guys tossed into single panels (like The Astro City Irregulars, a Marvel/Doom Patrol-esque gang of oddities, and The Apollo Eleven, who are basically a batch of random alien-ish designs).

Spoilers will abound, of course- not just for guys like El Hombre, but I can't even BUILD The Confessor without dropping a big bomb from the story.

The overall list:
Honor Guard:
Samaritan
Black Rapier
Beautie
Quarrel II
Winged Victory
MPH
Cleopatra
The N-Forcer

Others:
The First Family (Rex, Nick, Natalie, Astra and maybe the two elders)
Steeljack
Jack-In-The-Box II & III
The Box & The Jackson
CrackerJack
Jitterjack
Platypus
Silver Agent
Street Angel
The Blue Knight
Palmetto
Junkman
The Gentleman
Looney Leo
The Crimson Cougar
The Confessor
Altar Boy
El Hombre
Roustabout
The Unholy Alliance (Demolitia, Spice, Flamethrower, Slamburger, Glowworm)


SAMARITAN (Asa Martin)
First Appearance:
Astro City #1 (1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Supermanalogue
Group Affiliation: Honor Guard
PL 12 (260)
STRENGTH
14 STAMINA 12 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Current Events) 4 (+7)
Expertise (History) 8 (+11)
Expertise (Time Astronaut Guy) 5 (+8)
Insight 4 (+7)
Intimidation 4 (+6)
Perception 5 (+8)
Persuasion 7 (+9)
Technology 6 (+9)
Vehicles 7 (+9)

Advantages:
Benefit 3 (Zyxometer, Warns of Danger & All Threats Worldwide), Fast Grab, Improved Disarm, Improved Grab, Improved Initiative 2, Power Attack, Quick Change, Ranged Attack 6, Takedown, Teamwork

Powers:
"Bathed in the Empyrean Fire"
Impervious Toughness 9 [9]
Immunity 4 (Vacuum, Heat, Cold, Empyrean Fire Energies) [4]
Movement 4 (Space Travel 2, Dimensional Travel 2) [8]
Senses 1 (Extended Hearing) [1]

Flight 14 (32,000 mph) (Feats: Dynamic) (29) -- [31]
Dynamic AE: "Super-Speed" Quickness 10 (10)

"Empyrean Web" Snare 12 (Feats: Reversible, Tether, Dynamic) (Extras: Area- 250ft. Shapeable +4) (Flaws: Touch Range) (51) -- [57]
Dynamic AE: Snare 14 (Feats: Dynamic) (43)
Dynamic AE: Move Object 14 (Feats: Dynamic) (29)
Dynamic AE: Create 14 (Extras: Movable) (Feats: Dynamic) (43)

Offense:
Unarmed +8 (+14 Damage, DC 29)
Snare +8 (+14 Ranged Affliction, DC 24)
Empyrean Web +12 Area (+12 Affliction, DC 22)
Initiative +11

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12, Fortitude +12, Will +9

Complications:
Responsibility (Must Always Save Whatever Lives He Can)- Samaritan's greatest joy in the world is the act of flight. Sadly, he is compelled to do all the good he can, and the Zyxometer sends him around the world to save lives, rescue kittens from trees, and punch costumed guys in the jaw.

Total: Abilities: 94 / Skills: 54--27 / Advantages: 18 / Powers: 110 / Defenses: 11 (260)

-Samaritan is the big dog of the Astro City Universe, debuting in 1986 to save the real-life Challenger explosion after having traveled from the far future. Since nearly every super hero universe I've ever seen in comics has a Supermanalogue come along, it makes sense for Busiek to add one to his own little world as well (though he rankles at the thought of Samaritan as a "mere" Superman-ish guy, since he had a bunch of other sources... well IF THE SHOE FITS, BUSIEK). Though pretty bluntly a Superman knock-off (the origin is even sort of similar), he maintains a much more varied set of characteristics, from his Zyxometer to his Empyrean Fire energies. And unlike quite a few big-name heroes, he's gotten several issues' worth of actual focus- dreaming of flying, dating Winged Victory, and conversing with his arch-nemesis Infidel.
-Samaritan's just another Flying Brick at the core of him, and costs similar to guys like Superman, Captain Marvel, Black Adam and more. He's actually a PL lower than most of the elite powerhouses thanks to his semi-low accuracy, but his +14 damage and Snare effects make up for it. He definitely won the Super Power Lottery, that's for sure- gaining the standard Supermanalogue power set, alongside the massive Empyrean Fire energy thing, essentially being a telekinetic/grappling/holding system of energy. Despite being merely PL 12, he's the most powerful hero in his universe by a ways- Astro City seems very "Bronze Age Marvel" in this sense, as it isn't all obsessed with Feats and "Good Showings".

FLAMETHROWER
First Appearance:
Astro City #4 (Nov. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Pyro/Shocker Knock-Off, Jobber Villain
Group Affiliation: The Unholy Alliance
PL 9 (101)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 1 PRESENCE 1

Skills:
Close Combat (Unarmed) 2 (+8)
Deception 4 (+5)
Expertise (Science) 3 (+5)
Expertise (Criminal) 3 (+5)
Intimidation 5 (+6)
Investigation 2 (+3)
Perception 4 (+5)
Technology 2 (+4)
Vehicles 1 (+6)

Advantages:
All-Out Attack, Improved Critical (Fire Blast), Ranged Attack 3, Set-Up, Teamwork

Powers:
"Flamethrower Costume" (Flaws: Removable) [24]
Fire Blast 10 (Feats: Split) (21) -- (23)
AE: "Flame Wave" Damage 9 (Extras: Area- 60ft. Cone) (18)
AE: "Flame Stream" Damage 9 (Extras: Area- 30ft. Line) (18)
Protection 2 (2)
Immunity 5 (Fire Damage) (5)
-- (30 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Fire Blast +8 (+10 Damage, DC 25)
Fire Area Attacks +9 (+9 Damage, DC 24)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +3 (+5 Costume), Fortitude +4, Will +4

Complications:
Motivation (Greed)
Enemy (Honor Guard)

Total: Abilities: 44 / Skills: 26--13 / Advantages: 7 / Powers: 24 / Defenses: 13 (101)

-Flamethrower is a rather quiet background guy who is nothing other than a Shocker-type blaster villain, backup to the rest of the Unholy Alliance. He's handy with his flames, but still got taken out by an actor in a super-hero suit. He's about PL 9 by my estimation, which isn't good enough to hurt most of the major heroes, and he's nothing but an annoyance (much like the Shocker, who resembles him just a little bit) in solo battle. I chose to give him some feats implying that he can rebuild and fix up his own costume, because otherwise, he's pretty useless.

SPICE
First Appearance:
Astro City #4 (Nov. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Random Background Chick, Jobber Villain
Group Affiliation: The Unholy Alliance
PL 8 (109)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 5 (+10)
Deception 5 (+7, +9 Attractive)
Expertise (Criminal) 6 (+7)
Expertise (Lady of Ill Repute) 5 (+6)
Insight 4 (+5)
Intimidation 5 (+7)
Investigation 4 (+5)
Perception 6 (+7)
Stealth 4 (+9)

Advantages:
Attractive, Defensive Attack, Defensive Roll, Equipment (Whip), Improved Critical (Whip) 2, Improved Disarm, Improved Trip, Power Attack, Quick Draw, Ramged Attack 2, Set-Up, Teamwork

Equipment:
"Whip" Strength-Damage +1 (Feats: Reach 2, Improved Disarm & Trip) (5)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Whip +12 (+3 Damage, DC 18)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +5, Will +4

Complications:
Motivation (Greed)
Enemy (The Astro City Police Department)- The ACPD is responsible for the death of her ex-partner Sugar, and so Spice is always attempting to get even.

Total: Abilities: 62 / Skills: 44--22 / Advantages: 14 / Powers: 0 / Defenses: 11 (109)

-Spice is a pretty boring, generic background character in Astro City, taking part of the Unholy Alliance, the local "Wrecking Crew"-styled jobber villains who end up losing in most of the minor stories. Obsessed with revenge since the Astro City PD had something to do with her partner Sugar's death, I'm assuming she was a hooker or dominatrix or something in her build. I'm not even sure if she's said anything yet, but I'm a completist, so here ya go.
-Not a very strong character, Spice is really just a chick with a whip, who plays 'crowd control' and bothers the police more than actually helping cause damage. She's accurate and fairly hard to hit, but is only PL 8 defensively, and needs Power Attack to do anything resembling real damage.

DEMOLITIA
First Appearance:
Astro City #4 (Nov. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Villain Group Leader
Group Affiliation: The Unholy Alliance
PL 11 (129)
STRENGTH
2/10 STAMINA 3 AGILITY 1
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Deception 4 (+7)
Expertise (Demolitions) 8 (+10)
Expertise (Criminal) 5 (+7)
Insight 4 (+6)
Intimidation 6 (+9)
Perception 4 (+6)
Technology 2 (+4)
Vehicles 1 (+5)

Advantages:
Chokehold, Fast Grab, Improved Critical (Jackhammer), Improved Critical (Wrecking Ball), Power Attack, Startle, Takedown, Teamwork

Powers:
"Demolitia Power Armour" (Flaws: Removable) [38]
Enhanced Strength 8 (16)
Protection 7 (Extras: Impervious 9) (16)
"Jackhammer" Strength-Damage +2 (Extras: Multiattack 12) (14) -- (15)
AE: "Wrecking Ball" Strength-Damage +4 (Feats: Reach 2, Split, Takedown- Total 2) (8)
-- (47 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Demolitia Armour +8 (+10 Damage, DC 25)
Jackhammer +8 (+12 Damage, DC 27)
Wrecking Ball +8 (+14 Damage, DC 29)
Initiative +1

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

Complications:
Motivation (Greed)
Enemy (Honor Guard)

Total: Abilities: 50 / Skills: 34--17 / Advantages: 8 / Powers: 38 / Defenses: 16 (129)

-Demolitia is the leader of the Unholy Alliance, depicted as a nasty piece of work decked out in power armour with all kinds of demolitions equipment on her. She doesn't really do much aside from leading the team straight into an ass-kicking by the super-heroes, so one would doubt her credibility, if not for the fact that the villains ALWAYS lose pretty quickly in Astro City.
-She's quite powerful (the Wrecking Ball is devastating, and the Jackhammer does repeated Multiattack damage) and hard to hurt, but she's fairly underpointed, despite being the best overall person on The Unholy Alliance (I decided she can maintain/fix her own armour and has structural capabilities as someone who presumably once worked in demolitions).

SLAMBURGER
First Appearance:
Astro City #4 (Nov. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Strong Guy
Group Affiliation: The Unholy Alliance
PL 10 (104)
STRENGTH
11 STAMINA 10 AGILITY 1
FIGHTING 8 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 0 PRESENCE -1

Skills:
Expertise (Criminal) 3 (+2)
Intimidation 9 (+8)
Perception 4 (+4)

Advantages:
All-Out Attack, Chokehold, Close Attack, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Grab, Improved Hold, Power Attack, Ranged Attack 2, Startle, Teamwork

Powers:
Protection 1 (Extras: Impervious 7) [8]
"Sulphur Breath" Affliction 6 (Fortitude; Impaired/Stunned) (Feats: Reach) (Extras: Cumulative) (Flaws: Limited Degree, Scent-Dependent) [4]

Offense:
Unarmed +9 (+11 Damage, DC 26)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +11, Fortitude +10, Will +4

Complications:
Motivation (Greed)
Enemy (Honor Guard)
Prejudice (Obvious Superhuman)- Slamburger is a pretty hideous beast, made out of what looks like raw hamburger meat.

Total: Abilities: 60 / Skills: 16--8 / Advantages: 13 / Powers: 12 / Defenses: 11 (104)

-The Unholy Alliance are a bit of a necessity in this world- a collection of Jobber Villains who show up to lose in the side panels without the creators having to invent a steady stream of new designs for every single issue. I mean, this is a series that ALREADY has pages full of sketches in the back for single-appearance villains in characters' descriptions ("in my day, I faced Platinum Blonde, Multiwhatever and some other dude..."- The Mock Turtle has a particularly epic one, detailing the entirety of England's super-community, which is of course based entirely off of English-themed stuff and quirky names, because this is a comic ABOUT comics and they're unapologetic with that kind of stuff), so you kind of need some plain faces out there to lose once in a while. They usually end up fighting Honor Guard, as no hero could beat them all at once in this universe.
Slamburger is your everday big dumb slug, a Powerhouse who shows up in the background of segments with the Unholy Alliance. He usually gets housed pretty quickly, so I may even be exaggerating his powers here, but I settled on a PL 10 build with few Skills and little in the way of options other than "run forward and punch". Not a very original build or concept, but hey, everyone needs a Brick in their group. His biggest appearacne was early on in the "Lady from Shadow Hill" issue detailing the locale of Astro City's weirdest quarter- while the viewpoint character had all sorts of charms and hexes to use against the monstrous denizens inhabiting the shadows, nothing she had would prevent Slamburger from raping her (in the middle of a fight? PRIORITIES, dude!!), so Nick Furst blasted him away instead. This led the woman (who'd been working in town and was contemplating moving there) to finally move back to the Hill full-time, where she at least KNEW what dangers lurked there.

GLOWWORM
First Appearance:
Astro City #4 (Nov. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Energy Guy
Group Affiliation: The Unholy Alliance
PL 10 (147)
STRENGTH
8 STAMINA 8 AGILITY 2
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Criminal) 5 (+5)
Expertise (Power Plant Worker) 4 (+4)
Intimidation 8 (+8)
Perception 5 (+5)
Ranged Combat (Electricity) 4 (+10)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Unarmed), Improved Critical (Blast), Improved Hold, Power Attack, Ranged Attack 4, Startle

Powers:
Protection 2 [2]
Flight 3 (16 mph) [6]
Movement 1 (Slithering) [2]
Senses 4 (Detect Radiation- Ranged, Darkvision) [4]
Immunity 7 (Need to Eat, Poison, Electrical Damage) [7]

"Energy Being"
Electrical Blast 10 (Feats: Split) (21) -- [22]
AE: Boost Radiation Aura 4 (16)
Radiation Aura 2 [8]

Offense:
Unarmed +10 (+8 Damage, DC 23)
Electrical Blast +10 (+10 Ranged Damage, DC 25)
Electrical Aura +10 (+2-6 Damage, DC 17-21)
Initiative +1

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +5

Complications:
Motivation (Greed)
Enemy (Honor Guard, Jack-In-The-Box)
Prejudice (Obvious Superhuman)- Glowworm is a giant glowing guy with no legs- even a trenchcoat won't disguise his deformities.
Prejudice (Racist)- Popular comics based off of real-life superheroes depict Glowworm as a racist who forces black people to work for him, regardless of what colour he is under his physical changes. Not everyone takes those books seriously, but his mother was apparently mortified when she read the stories.
Revenge (Astro City)- The electrical accident that created Glowworm leaves him rather anti-Astro City.
Vulnerable (Energy Drains)
Power Loss (All Powers)- If Glowworm gets wet, he may lose some or all of his powers.

Total: Abilities: 60 / Skills: 28--14 / Advantages: 9 / Powers: 51 / Defenses: 13 (147)

-Glowworm is a bit of a recurring villain in the Astro City books, moreso than the other Unholy Alliance members. His biggest showcase to date was in the "what do comics look like in a world with superheroes?' issue, where he beat the living crap out of Mr. Monkton, the guy editing books that called him a slave-driver and a racist. Turns out, Glowworm was actually black under his disfigurement (well, it's implied). Whoops. What's funny is that the whole 'black racist' thing was actually used for a character of the same name in a Hero For Hire book at Marvel.
-Glowworm's a fairly decent PL 10, having decent hitting power (I'm not sure if he's actually super-strong, but since he's pretty big, I figured I'd stick it in), a good Blast, an Aura attack (which can be boosted instead of using his Blast), etc. The big question is what IS that energy he's wielding- it seems to be radiation, but the way it's used (draining it out of people, being able to be sucked dry by a draining device) implies that it's Electricity, which is what Kreuzritter did for his 2e build. I also took the wetness Drawback from him; though I don't recall seeing that in the comics.

THE N-FORCER
First Appearance:
Astro City #4 (Aug. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Iron Man-Kinda Guy, Flying Blaster
Group Affiliation: Honor Guard
PL 11 (165)
STRENGTH
2/9 STAMINA 2 AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Science) 8 (+12)
Expertise (Business) 4 (+8)
Insight 4 (+7)
Investigation 2 (+5)
Perception 5 (+8)
Persuasion 4 (+5)
Ranged Combat (Blasts) 3 (+11)
Technology 8 (+12)
Vehicles 4 (+8)

Advantages:
Eidetic Memory, Improved Aim, Inventor, Jack-of-All-Trades, Ranged Attack 4, Set-Up, Teamwork

Powers:
"N-Forcer Uniform" (Flaws: Removable) (Feats: Restricted to Him) [62]
Immunity 10 (Life Support) (10)
Enhanced Strength 7 (14)
Protection 9 (9)
Flight 9 (1,000 mph) (18)

"N-Blasts" Energy Blast 11 (Feats: Improved Critical, Split) (24) -- (26)
AE: Create 11 (22)
AE: Force Field 10 (Extras: Affects Others +0) (10)
-- (77 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
N-Forcer Uniform +8 (+9 Damage, DC 24)
N-Blasts +11 (+11 Ranged Damage, DC 26)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2 (+11 Uniform), Fortitude +6, Will +7

Complications:
Involuntary Transformation (Scattered Energy)- If N-Forcer's Suit is destroyed, he is reduced to scattered energy that must actively be reformed. I guess.
Vulnerable (Electrical Attacks)
Responsibility (N-R Gystics Spokesman)

Total: Abilities: 52 / Skills: 46--23 / Advantages: 10 / Powers: 62 / Defenses: 18 (165)

-The N-Forcer is one of the few characters in Astro City so mysterious that we don't know his real name, his powers, or even the purpose of the suit. Is he an energy being, forced into the suit to survive? Is he just some guy who converts to energy? Just a robot now? How many have their been? We don't know. What is known is that his various costumes are a fixture of Honor Guard group shots going back to the late '50s, and is probably one of Brent Anderson's favourite guys to draw, given the multiple costume re-dos.
-As you can imagine, someone who's deliberately kept hidden is kind of difficult to stat, but I went with the pseudo-Iron Man role he likely uses in the books- Inventor, Knowledge & Craft Skills, etc. He's a good Blaster, with a Force Field that works on others (he himself is durable enough to not need it), and a balanced PL 11 on offense (10 on Defense). I decided that he's a normal human who can wear the N-Forcer uniform like armour that alters his body into the "Life Support"-having energy form. He doesn't get Insubstantial or Immunity 30 from the energy form since you can still breach the armour and mess him up, and presumably he can be KO'd. This build could change entirely with even the slightest bit of real exposition given on the guy, however.

THE N-FORCER
First Appearance:
Astro City #4 (Aug. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Iron Man-Kinda Guy, Flying Blaster
Group Affiliation: Honor Guard
PL 11 (208)
STRENGTH
9 STAMINA -- AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Science) 8 (+12)
Expertise (Business) 4 (+8)
Insight 4 (+7)
Investigation 2 (+5)
Perception 5 (+8)
Persuasion 4 (+5)
Ranged Combat (Blasts) 3 (+11)
Technology 8 (+12)
Vehicles 4 (+8)

Advantages:
Eidetic Memory, Improved Aim, Inventor, Jack-of-All-Trades, Ranged Attack 4, Set-Up, Teamwork

Powers:
"Energy Being"
Immunity 30 (Fortitude Effects) [30]
Protection 11 [11]
Flight 9 (1,000 mph) [18]

"N-Blasts" Energy Blast 11 (Feats: Improved Critical, Split) (24) -- [26]
AE: Create 11 (22)
AE: Force Field 10 (Extras: Affects Others +0) (10)

Offense:
Unarmed +8 (+2 Damage, DC 17)
N-Forcer Uniform +8 (+9 Damage, DC 24)
N-Blasts +11 (+11 Ranged Damage, DC 26)
Initiative +2

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

Complications:
Involuntary Transformation (Scattered Energy)- If N-Forcer's Suit is destroyed, he is reduced to scattered energy that must actively be reformed. I guess.
Vulnerable (Electrical Attacks)
Responsibility (N-R Gystics Spokesman)

Total: Abilities: 52 / Skills: 46--23 / Advantages: 10 / Powers: 85 / Defenses: 18 (208)

-The N-Forcer is one of the few characters in Astro City so mysterious that we don't know his real name, his powers, or even the purpose of the suit. Is he an energy being, forced into the suit to survive? Is he just some guy who converts to energy? Just a robot now? How many have their been? We don't know. What is known is that his various costumes are a fixture of Honor Guard group shots going back to the late '50s, and is probably one of Brent Anderson's favourite guys to draw, given the multiple costume re-dos.
-As you can imagine, someone who's deliberately kept hidden is kind of difficult to stat, but I went with the pseudo-Iron Man role he likely uses in the books- Inventor, Knowledge & Craft Skills, etc. He's a good Blaster, with a Force Field that works on others (he himself is durable enough to not need it), and a balanced PL 11 on offense (10 on Defense). I decided that he's a normal human who can wear the N-Forcer uniform like armour that alters his body into the "Life Support"-having energy form. He doesn't get Insubstantial or Immunity 30 from the energy form since you can still breach the armour and mess him up, and presumably he can be KO'd. This build could change entirely with even the slightest bit of real exposition given on the guy, however.

THE GENTLEMAN
First Appearance:
xxxxxx
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Excuse For Alex Ross to Draw Billy Batson Again
Group Affiliation: Honor Guard
PL 11 (145)
STRENGTH
12 STAMINA 11 AGILITY 3
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 4 PRESENCE 5

Skills:
Expertise (History) 6 (+8)
Expertise (Current Events) 2 (+4)
Insight 5 (+9)
Investigation 2 (+6)
Perception 5 (+9)
Persuasion 8 (+13)

Advantages:
Fast Grab, Interpose, Luck, Ranged Attack 2, Teamwork

Powers:
Immunity 2 (Aging, Pressure) [2]
Impervious Toughness 7 [7]
Flight 8 (500 mph) [16]

Offense:
Unarmed +10 (+12 Damage, DC 27)
Initiative +3

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

Complications:
Responsibility (Acting Like a Gentleman)- That suit is never even CREASED funny.

Total: Abilities: 98 / Skills: 28--14 / Advantages: 6 / Powers: 25 / Defenses: 12 (145)

-The Gentleman is one of the biggest mysteries of Astro City, rarely appearing in more than a page at a time. What IS known is that he's an ageless Golden Age hero, a perfect gentleman, always friendly, and powerful enough to be at the forefront of nearly every major alien invasion, godly rampage, etc. Where his powers come from, how he got them, his exact limits, and even his real identity are all completely unknown. Personally I think he's only there so Alex Ross can get out his Fred MacMurray & Captain Marvel fetish, but that's just me.
-The Gentleman's a balanced PL 11 on offense, PL 10.5 on defense. He's capable, strong and fast, being a Flying Brick, but is very 'by the book' by their standards, with few extra powers at all. Until we see more in the comics, that's all he can really be.

LOONY LEO
First Appearance:
Astro City #13 (Feb. 1998)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Comic Book Joke Character Turned Dark Story
PL 5 (68)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS -1 PRESENCE 3

Skills:
Athletics 2 (+4)
Deception 3 (+6)
Expertise (Pop Culture) 8 (+8)
Expertise (Acting) 2 (+5)
Perception 3 (+2)
Persuasion 2 (+5)

Advantages:
None

Powers:
"Cartoon Character Brought To Life"
Immunity 11 (Aging, Life Support) [11]
Regeneration 4 (Feats: Regrow Limbs) [5]

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

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

Complications:
Responsibility (Demons)- Leo has many personal demons to deal with, including partaking in loose women, drinking too much, and spending money in bad ways.
Reputation (Past)- Leo's past catches up with him from time to time, especially with people old enough to remember that 14-year old hooker who OD'd while he was with her.
Motivation (Fame)- As much as the game has destroyed Leo as a person, he has "the sickness" and can't turn away from it. He'll give his entire life story to a young kid, talk about how the lifestyle ruined him, then turn around and sign the damn contract to appear in commercials.

Total: Abilities: 34 / Skills: 20--10 / Advantages: 0 / Powers: 16 / Defenses: 8 (68)

-One of the neater Astro City one-shots featured Loony Leo. He was a cartoon character brought to life inadvetently by an enemy of The Gentleman, who was using a "Belief Ray" to bring movie monsters to life in a 1940s adventure. Rescuing The Gentleman, Leo managed to remain in existence once Alex Ross' boy-toy convinced the crowd to "believe in him" enough to allow him permanent life. He was a temporary sidekick to The Gent, but soon went on to do featuers (since the studios would make a killing with a LIVING CARTOON in gimmick pictures), a kids' TV show, and went down the dark side after addictions and women took their toll on him. With his Humphrey Bogart down-on-his-luck ways, he soon ended up working at a Restaurant gimmicked to his personality, filling his time with a day-job.
-Leo is a passable '40s Sidekick Character, capable of tripping up crooks and saving some lives, but he's really more of a passerby a lot of of the time. He can probably do okay in a fight (there's a scene of him in a barfight), but he's no monster. He also lacks most leonine attributes, but he has the Cartoon-like advantages of being fairly unable to die (he can take damage, but likely heals quickly, and he proved that he didn't need to eat, and couldn't die in the cold).

M.P.H. (Mike Hendrie)
First Appearance:
xxxxxx
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Speedster
PL 10 (177)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 8/10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 5 (+7)
Close Combat (Unarmed) 4 (+12)
Deception 2 (+5)
Expertise (Science) 1 (+3)
Insight 3 (+5)
Investigation 3 (+5)
Perception 3 (+5)
Persuasion 1 (+4)
Stealth 1 (+6)
Technology 2 (+4)
Vehicles 1 (+3)

Advantages:
Agile Feint, Defensive Attack, Defensive Roll 2, Equipment (Suit +1 Toughness, Wind-Shield), Great Endurance, Improved Critical (Unarmed), Improved Defense, Improved Disarm, Move-By Action, Power Attack, Ranged Attack 6, Redirect, Seize Initiative, Set-Up, Takedown 2, Teamwork

Powers:
Speed 15 (60,000 mph) [15]
Quickness 12 [12]
Enhanced Advantages 3: Enhanced Initiative 3 [3]
Enhanced Fighting 2 [4]

"Speed Feats"
Movement 3 (Wall-Crawling 2, Water-Walking) (Flaws: Limited to While Running) [3]
"Move Debris" Move Object 11 (Extras: 30ft. Cylindar) (Flaws: Touch Range) (22) -- [27]
AE: "Rapid Attack" Strength-Damage +3 (Extras: Multiattack 5) (8)
AE: "Hyperfast Punch" Strength-Damage +3 (3)
AE: "Hit Everyone in Range" Strength-Damage +3 (Extras: Area- 60ft. Burst +2 for 5 ranks) (13)
AE: "Spin Attack" Affliction 10 (Fort; Impaired & Dazed/Stunned & Defenseless/Incapacitated) (Extras: Extra Condition) (Flaws: Grab-Based) (Inaccurate -2) (8)
AE: Deflect 12 (12)

Offense:
Unarmed +14 (+3 Damage, DC 18)
Hyperfast Punch +14 (+6 Damage, DC 21)
Rapid Attack +14 (+5 Damage, DC 20)
Hit Everyone +5 Area (+5 Damage, DC 20)
Spin Attack +10 (+10 Affliction, DC 20)
Initiative +17

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +3 (+4 Suit, +6 D.Roll), Fortitude +6, Will +7

Complications:
Responsibility (Honor Guard)

Total: Abilities: 56 / Skills: 26--13 / Advantages: 23 / Powers: 64 / Defenses: 21 (177)

-M.P.H. was little more than Honor Guard's generic Speedster until the "Beautie" one-shot, where he was doing some of the investigating that helped Beautie find who created her. Beautie mistakes his interest for a sexual one, which he denies, and he even browbeats her creator for being overly-cold. For stats, I basically figured he's a generic Speedster with a few tricks, around the PL 10 level. Despite being on Honor Guard, he was pretty easy for even a tired old lug like Steeljack to K.O. with a lucky shot, and he's never come across as really powerful.

IRONHORSE
First Appearance:
xxxxxx
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Old-School Hero
PL 10 (121)
STRENGTH
14 STAMINA -- AGILITY -1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Expertise (History) 6 (+8)
Intimidation 7 (+9)
Perception 2 (+4)
Persuasion 1 (+3)

Advantages:
Fast Grab, Power Attack, Ranged Attack 4

Powers:
"Living Train"
Immunity 30 (Fortitude Effects) [30]
Protection 13 (Extras: Impervious 9) [22]
"Freight Train" Speed 6 (120 mph) [6]

Offense:
Unarmed +6 (+14 Damage, DC 29)
Initiative -1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +13 (+5 Impervious), Fortitude --, Will +8

Complications:
Responsibility (Honor Guard)

Total: Abilities: 36 / Skills: 16--8 / Advantages: 6 / Powers: 58 / Defenses: 13 (121)

-Ironhorse is a mere background character, but was given such a unique look and concept by Alex Ross (mostly) that I felt like building him. He's a LIVING TRAIN, and predates the guy who is generally considered as the "first superhero" by the public- Air Ace. This was a big surprise to the hero-obsessed Altar Boy when he first attempted to become a Sidekick at a dingy, urban bar in a bad part of town (notably the WRONG kind of bar to find a mentor). Because of his age, everyone gave him a ton of respect, and he was even able to beat The First Family's Rex in an arm-wrestling match (and it was stated that he ALWAYS won).

STREET ANGEL (Ramon something)
First Appearance:
Astro City: Local Heroes #4 (Nov. 2003)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Daredevil Homage, Gimmick Hero, Jokey-Hero Turned Dark Hero
PL 9 (138)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 8 (+14)
Deception 5 (+7)
Expertise (Civics) 2 (+3)
Expertise (Streetwise) 7 (+8)
Intimidation 6 (+9)
Investigation 8 (+11)
Perception 7 (+10)
Persuasion 5 (+7)
Ranged Combat (Halos) 4 (+14)
Sleight of Hand 5 (+9)
Stealth 5 (+11)

Advantages:
Accurate Attack, Agile Feint, All-Out Attack, Benefit (Ambidexterity), Defensive Attack, Equipment 3 (Throwing Halos), Evasion, Great Endurance, Improved Aim, Improved Critical (Halos) 2, Improved Defense, Improved Disarm, Power Attack, Precise Attack (Close/Concealment), Ranged Attack 6, Takedown, Uncanny Dodge

Equipment:
"Steel-Core Halo" Strength-Damage +1 (Feats: Ranged 4, Homing, Ricochet 2, Split 2) (Diminished Range -1) (9) -- (11)
AE: "Halo To The @!#$ing Mouth" Strength-Damage +2 (Feats: Penetrating 2, Split) (5)
AE: "Shuriken" Blast 3 (Extras: Multiattack) (Diminished Range -1) (8)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Steel Core Halo +12 (+5 Damage, DC 20)
Steel Core Halo +14 (+4 Damage, DC 19)
Adhesive/Rubber Halo +14 (+4 Ranged Affliction, DC 14)
Sonic Halo +6 Area (+6 Affliction, DC 16)
Constricting Halo +12 (+6 Ranged Affliction, DC 16)
Initiative +6

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

Complications:
Obsession (Stopping All Crime)

Total: Abilities: 70 / Skills: 62--31 / Advantages: 24 / Powers: 0 / Defenses: 12 (138)

STREET ANGEL (Ramon something)
First Appearance:
Astro City: Local Heroes #4 (Nov. 2003)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Daredevil Homage, Gimmick Hero, Jokey-Hero Turned Dark Hero
PL 8 (119)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 8 (+14)
Deception 5 (+7)
Expertise (Civics) 2 (+3)
Expertise (Streetwise) 5 (+6)
Intimidation 1 (+4)
Investigation 6 (+9)
Perception 6 (+9)
Persuasion 3 (+5)
Ranged Combat (Halos) 4 (+12)
Sleight of Hand 5 (+9)
Stealth 3 (+9)

Advantages:
Accurate Attack, Agile Feint, Benefit (Ambidexterity), Defensive Attack, Evasion, Improved Aim, Improved Critical (Halos), Improved Defense, Improved Disarm, Ranged Attack 4, Takedown, Uncanny Dodge

Powers:
"Halos" (Flaws: Easily Removable) [14]
"Sonic Halo" Dazzle Audio 6 (Extras: Area- 30ft. Burst) (18) -- (22 points)
AE: "Steel-Core Halo" Strength-Damage +2 (Feats: Ranged 5, Homing, Ricochet 2, Split 2) (12)
AE: "Adhesive Halo" Snare 4 (Extras: Contagious) (16)
AE: "Hard Rubber Halo" Affliction 4 (Fort; Dazed/Stunned/Incapacitated) (Feats: Homing, Ricochet 2, Split 2) (Extras: Ranged) (Diminished Range -1) (12)
AE: "Constricting Halo" Snare 6 (Flaws: Unreliable- 5 Uses) (Diminished Range -1, Inaccurate -1) Linked to Blast 3 (Extras: Secondary Effect) (Flaws: Unreliable- 5 Uses) (Diminished Range -1, Inaccurate -1) (14)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Steel Core Halo +11 (+5 Damage, DC 20)
Adhesive/Rubber Halo +12 (+4 Ranged Affliction, DC 14)
Sonic Halo +6 Area (+6 Affliction, DC 16)
Constricting Halo +10 (+6 Ranged Affliction, DC 16)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +4, Fortitude +6, Will +7

Complications:
Obsession (Stopping All Crime)

Total: Abilities: 68 / Skills: 48--24 / Advantages: 15 / Powers: 14 / Defenses: 12 (119)

-The Street Angel's story runs alongside "The Dark Age" and it's main plot, as he's iconic of the age where the happy-go-lucky heroes of the 60s slowly become darker and more brooding. Starting out as a jokey athletic guy of Latin American descent, he ends up wearing all-black, beating the snot out of people with steel-core "Halos" and bladed shuriken while threatening them Rorschach-style to get information. In the end, he realizes he's sent several men to their deaths, and vanishes, only to get casual mentions as possibly dead since '95, and possibly training/helping out the second Quarrel. Stylistically, he seems VERY much based off of the various tribulations of Matt Murdock, aka Daredevil, who similarly got a much darker, brooding style as the '70s & '80s marched on.
-I figured the Street Angel for a PL 9- a good combatant, but not Batman-level, with some tough weapons. I built two separate versions, since I like statting out gimmick-guys alot, and he's basically two separate heroes- a swashbuckling goof-off with gimmicked weapons, and a brooding ass-kicker who just wails on dudes with Halos as blunt-edged weapons. All of them but the main one are based off of Royal Williams' description of his old self (and yes, the Constricting one I assume can squeeze a guy as well as trapping him), the main one being a nasty piece of work- it's a +4 Ranged Damage effect if he throws it, can hit three people at once, bounce around corners, swirl in an arc (hence Homing), and he can alternatively just smash people with it in his hand for +5 damage.

WINGED VICTORY (Kristin something)
First Appearance:
Astro City #4 (Nov. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Wonder Woman Homage
PL 11 (159)
STRENGTH
8 STAMINA 8 AGILITY 5
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 5

Skills:
Expertise (Animal Handling) 2 (+7)
Expertise (Civics) 4 (+6)
Expertise (Behavioral Sciences) 5 (+7)
Insight 5 (+8)
Intimidation 4 (+9)
Investigation 4 (+9)
Perception 5 (+8)
Persuasion 3 (+8, +10 Attractive)
Stealth 4 (+9)

Advantages:
Accurate Attack, All-Out Attack, Attractive, Fast Grab, Fearless, Improved Critical (Sword) 2, Improved Disarm, Inspire, Power Attack, Quick Draw, Ranged Attack 3, Seize Initiative, Startle, Takedown

Powers:
Flight 8 (500 mph) (Flaws: Winged) [8]
Enhanced Advantages 1: Quick Change (Kristin to Winged Victory) [1]

"Sword" (Flaws: Easily Removable) [6]
Strength-Damage +3 (Feats: Improved Critical, Penetrating 6) (10 points)

"Armour" (Flaws: Removable) [4]
Protection 2 (Extras: Impervious 3) (5 points)

Offense:
Unarmed +11 (+8 Damage, DC 23)
Sword +11 (+11 Damage, DC 26)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +8 (+10 Armour), Fortitude +9, Will +8

Complications:
Responsibility (Women's Empowerment)
Reputation (Weirdo)- Many people question Winged Victory's sheer obsession with women's empowerment, and suggest that she's brainwashing women into loyalty to her.

Total: Abilities: 92 / Skills: 36--18 / Advantages: 17 / Powers: 19 / Defenses: 13 (159)

-Winged Victory is sort of the "Wonder Woman" of the Astro City world, being a feminist symbol based off of Greek mythology (specifically, Nike, Goddess of Victory). She takes it a bit further, though, being a confrontational women's empowerment-type who ends up being a controversial figure more in line with traditional Marvel-style writing practices. We've gone a bit more into her personality than we have of many super-powered Astro denizens, though, enough to make me wonder where she's gone in her relationship with Samaritan since it was last referenced more than TEN YEARS AGO.
-Winged Victory is a powerhouse and a well-balanced PL 11 fighter. She's super-strong, but not THAT much (it's hard to tell just HOW strong she is, but I figure her for sub-Samaritan level in Power Level, so it's easy to extrapolate from there), and she's a melee-combat focused type with a devastating sword (which I presume to be ultra-sharp and/or magical in nature).

JOE "THE PLATYPUS" PLATAPOPOULOUS
First Appearance:
Astro City: The Dark Age- Book Two #1 (Jan. 2007)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Freak Crimeboss
PL 7 (66)
STRENGTH
0 STAMINA 1 AGILITY 2
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+4)
Deception 3 (+6)
Expertise (Criminal) 6 (+9)
Insight 1 (+4)

Advantages:
Benefit 3 (Wealth), Equipment 3 (Gun), Ranged Attack 4

Equipment:
"Automatic Weapon" Blast 5 (Extras: Multiattack) (15)

Powers:
"Webbed Hands & Feet" Swimming 1 [1]

Offense:
Unarmed +4 (+0 Damage, DC 15)
Machine Gun +8 (+5 Ranged Damage, DC 20)
Initiative +6

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +1, Fortitude +2, Will +4

Complications:
Motivation (Greed)
Enemy (Deke)- The Platypus' second is a man named "Deke", who will one day come to betray him.
Responsibility (Pyramid)- Pyramid (think "HYDRA") funds and runs Joe's operation, and so he is answerable to them.

Total: Abilities: 40 / Skills: 14--7 / Advantages: 10 / Powers: 1 / Defenses: 8 (66)

-The Platypus is more like a Dick Tracy villain than a Comic Book Villain, but he fits as the kind of guy Batman might fight in between psychopaths. He's a deformed shrimpy guy who has a big, wide nose and a beaky face (though really, almost all of Brent Anderson's characters kind of had that "beaky" quality to their upper lip), and wasn't that physically dominant, but seemed to have a loyal group of guys under him. His second, Deke, would eventually murder his boss and use his connections with Pyramid and other groups to forge his OWN criminal empire, one which would stand for decades in the Astro-verse, allowing him to become "The Deacon of Crime".

ROUSTABOUT (Calvin Arnold Rory, aka "Rick")
First Appearance:
Astro City: Local Heroes #4 (Aug. 2003)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: D-League Hero, Location-Themed Hero
PL 8 (106)
STRENGTH
9 STAMINA 8 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 2 (+10)
Deception 2 (+5)
Expertise (Carnival Worker/Surveyor) 2 (+4)
Insight 1 (+4)
Investigation 1 (+4)

Advantages:
Fast Grab

Powers:
Flight 6 (120 mph) [12]
Protection 1 [1]
Regeneration 2 [2]

Offense:
Unarmed +6 (+10 Damage, DC 25)
Initiative +6

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +9, Fortitude +8, Will +6

Complications:
Motivation (Stopping TransGene International)- Roustabout is an escaped experiment, and fights his old masters at every turn. They even sent a bunch of animal men (Team Carnivore) after him.
Relationship (Lynn)- Cammie caught them smooching at the end of her stay with her podunk relatives way out in the sticks.
Secret (Rick, Carnival Worker)- Rick is a Carnival Worker doing mundane work, hiding from TransGene. Everyone in town knows who he really is, though, and keep his secret.

Total: Abilities: 80 / Skills: 8--4 / Advantages: 1 / Powers: 15 / Defenses: 6 (106)

-Roustabout is the hero of Caplinville- an experiment (it's implied) who broke free and fights the people responsible for messing with him- his story is mostly told by Cammie, an Astro City girl sent to hicksville for the summer by her parents. Cammie disrespects this small-time Poor Man's Flying Brick up until the very end, where she finds him making out with her cousin Lynn. He's a good example of a fairly minor-league hero, but he's still rather powerful (he pretty effortlessly grabs a big metal scaffolding thingie at a carnival, and rips a car's engine straight through the hood while being SHOT AT), though he can still be dogpiled by some weak animal-people. He's altogether pretty cheap on points, but that's usually common with Rookie Heroes. His Regeneration power comes from the bio listed on "Herocopia.com", a fictional superhero site in the comics that Cammie checks out for info on the dude.

CRACKERJACK (Eugene Wallace)
First Appearance:
Astro City #5 (Dec. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Daredevil Expy, Joke Hero, The Ted Baxter of the Super-Hero World
PL 9 (124)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 8 (+14)
Athletics 9 (+12)
Deception 6 (+7)
Expertise (Pop Culture) 4 (+5)
Expertise (Acting) 4 (+5)
Insight 2 (+2)
Intimidation 4 (+5)
Perception 5 (+5)
Ranged Combat (Baton) 2 (+12)
Sleight of Hand 2 (+6)
Stealth 4 (+10)

Advantages:
Accurate Attack, Agile Feint, Benefit (Ambidexterity), Attractive, Defensive Roll, Daze (Deception), Equipment 2 (Club), Evasion, Fascination (Deception), Improved Critical (Staff), Improved Defense, Improved Disarm, Improved Trip, Luck 2, Ranged Attack 6, Takedown, Taunt

Equipment:
"Club Toss" Strength-Damage +1 (Feats: Split, Ricochet 3) (Extras: Ranged 4) (Diminished Range -1) (7) -- (9 points)
AE: "Billy Club" Strength-Damage +2 (2)
AE: Movement 2 (Swinging, Slow-Fall) (4)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Baton Bash +12 (+5 Damage, DC 20)
Club Toss +12 (+4 Ranged Damage, DC 19)
Initiative +6

Defenses:
Dodge +13 (DC 22), Parry +12 (DC 22), Toughness +4 (+5 D.Roll), Fortitude +6, Will +6

Complications:
Motivation (Fame & Respect)- Crackerjack wants everyone to think that he's awesome.
Reputation (Blowhard)- Crackerjack is the kind of guy who'd bust into a "No Masks" Superhero private club in full costume with a grand entrance. He takes credit for others' work, sells the rights to his own image to unscrupulous comic book editors for money, and more.
Accident (Makes Mistakes on Duty)- Crackerjack is prone to silly errors in a life-or-death business. He once even blew his Secret I.D. by screaming about his record collection when his apartment building burned down (he was in costume at the time).

Total: Abilities: 60 / Skills: 50--25 / Advantages: 24 / Powers: 0 / Defenses: 15 (124)

-Crackerjack frequently shows up in background segments of the Astro City books, taking a Daredevil or Spider-Man-like role as a swing-lining hero, though that's where the similarities end. Instead of being tortured and angsty, he's imbecilic, loutish, a screw-up, sloppy, and humorously obsessed with his standing. He showed up to a mask-less super-hero hangout in full costume, took credit for Altar Boy stopping an alien clone of himself, cut a deal with a comics producer to give him the profits of his own book & t-shirt sales, and more. Despite this, he's often shown fighting the good fight in major battle scenes, and was one of the last guys captured by the government when they declared war on costumed heroes.
-Poor ol' Crackerjack is far more limited on Skills than most non-powered hero types, so he comes up WAY under points. He's drawn bigger and more muscular than almost every other hero in Astro City, but he's still kind of an idiot most of the time- he's only PL 8.5 on offense. The "screw-up hero" aspect of him is kinda tough to stat out, as he's probably a good fighter and he's DEFINITELY extremely hard to hit, but at the same point, he's shown screwing up alot. I'll let the GMs handle that with his "Accident" Complication.

THE APOLLO ELEVEN:
This is a curious batch of guys, sort of representing Marvel's space-age characters from the 1970s (some very Starlin-y effects here). They're a bit thematic in that they're mostly wearing the same outfit (the red sashes appear on the whole team), but it's never quite clear what most of their abilities are, leaving them impossible to really build. They're a team of astronauts that landed on the Moon, only to become transformed into alien-looking dudes. LGM is an actual alien, and an ally of the other ten. Of course, since this story is mostly Marvel-themed, the general public immediately fears what they don't understand and they end up being social pariahs. The sheer size of their roster is weird too, because VERY few comic book teams ever approach this high a number- even Morrison's JLA only hit 12 barely, and generally used the non-Big Seven as back-up guys. They lost their powers by the end of "The Dark Age", and never really got anything aside from other people reacting to them.

The roster:
Commander One (Andrew Garrison)- Big guy with space-suit mask, the group's leader.
Aquarina (Renata Delamare)- Chick made out of watery substance.
Kahoutek (Jeremy Neiderdorff)- Guy with flaming head.
Nihil (Troy Willets)- All-black guy with a purple energy field and Blasts.
Strangeling (LaFayette O'Hearn)- Big stretchy "grey" type alien.
Encephalon (Leonard Vindari)- Tentacled octopus Cthulhu guy with big brain and energy blasts.
Ichthyos (Xi Lun Chu)- Big scaly aquatic-looking dude.
Arthro (Simon McCaleb)- Four-armed insectoid guy.
Gas Giant (Robin Carruthers)- Big gaseous person. She & Arthro are hooked up, despite her impending insanity while being trapped in this form.
Shrff (Clayton Rhodes)- Cousin It with giant black eyes.
L.G.M.- Big-eared short green alien who fires as ray gun.

ASTRO CITY IRREGULARS:
-A team of weird young heroes, usually themed around being outcasts.

The roster (which has changed over time):
El Robo- Latino robot/cyborg.
Juice- apparent leader, wearing a leather jacket like a good '90s character should.
Homegirl- knife-throwing punk girl teen.
Palmetto- a Cockroach-Man.
Stray- werewolf
Ruby- living red crystal girl.

1970s version:
Bravo- El Hombre's old sidekick.
Umbra- half black girl/half shadow being who could grow super-huge.
Alligator- a bipedal gator.
Skitter- another bug guy.
Orphan- psionic damaged kid.
Switchblade- knife-using kid.

THE CROSSBREED:
-A devout team of Christians led by Noah, they preach to the non-believers and generally take a lot of crap for it. Despite this, they (especially Noah) help out Altar Boy, and basically say The Confessor is rad, despite his unholy nature.

roster:
Noah- the leader, commands rain & lightning
Daniel- Lion-man, wants to kill but isn't allowed to by Noah.
David- A Giant (not a giant-slayer)
Joshua- Sonic Screams (hey both he & Joshua Guthrie share the same powers. I must be down on my Biblical scholastics, because I don't get the name concept).
Mary- Winged woman.
Peter- Rock-skinned geokinetic.

HONOR GUARD:
-The JLA/Avengers of their world, with a rotating roster that's been active for years. They're actually not seen very often in focus, though most of them have had a fair bit of time in the spotlight. Rapier & N-Forcer get the least (ESPECIALLY the latter). The group is mostly active in the perceptions of others- they go all "oh hey and Honor Guard came in to do this thing", but we don't see most of it.

The roster:
Samaritan
Quarrel II
Beautie
M.P.H.
Black Rapier
The N-Forcer
Cleopatra II

former members:
Max O'Millions- A gigantic rich guy.
Starwoman- An often talked-about, but never focused-on, flying heroine from an alien race.
Cleopatra I- The blonde one from the '40s.
Jaguarman & Kitkat- you standard "Batman & Robin" duo.
Mermaid- Not focused on.
Hummingbird- Seen only in flashbacks, and never really doing anything.
El Hombre
The Silver Agent
Mirage- Basically seen as "that cool glowing guy who must be a BITCH to draw whenever he appears, and thus probably will never be focused on".
The Living Nightmare- Sorta like the Hulk, and has been a hero & villain before. Built up of many people's thoughts.
Starfighter

QUARREL II (Jessica Taggart)
First Appearance:
Astro City #1 (Aug. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Gadget Fighter, Second-Generation Super-Character
PL 9 (138)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 6 (+11)
Deception 6 (+8)
Insight 3 (+5)
Intimidation 3 (+5)
Investigation 4 (+6)
Perception 5 (+7)
Ranged Combat (Quarrel Bolts) 2 (+14)
Stealth 5 (+10)
Technology 3 (+5)
Vehicles 3 (+8)

Advantages:
Accurate Attack, Agile Feint, Beginner's Luck, Defensive Attack, Defensive Roll, Equipment (Quarrel Costume, Toughness +1), Improved Aim, Improved Critical (Quarrel), Improved Disarm, Improved Smash, Power Attack, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 7, Set-Up, Taunt, Teamwork, Ultimate Aim

Powers:
"Quarrel Bolts" (Flaws: Easily Removable) [20]
"Acid Quarrels" Blast 5 (Extras: Secondary Effect) Linked to Weaken Toughness 5 (Extras: Ranged) (25) -- (28)
AE: "Explosive Quarrels" Blast 8 (Extras: Area- 30ft. Burst) (24)
AE: "Blunt Quarrels" Blast 5 (Extras: Multiattack) (15)
AE: "Knockout Quarrels" Affliction 5 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (10)
Movement 2 (Swinging, Slow Fall) (4)
-- (32 points)

Offense:
Unarmed +10 (+1 Damage, DC 16)
Blunt Quarrels +14 (+5 Ranged Damage, DC 20)
Acid Quarrels +14 (+5 Ranged Damage & Weaken, DC 20 & 15)
Knockout Quarrels +14 (+5 Ranged Affliction, DC 15)
Initiative +5

Defenses:
Dodge +13 (DC 23), Parry +11 (DC 21), Toughness +2 (+3 Suit, +4 D.Roll), Fortitude +4, Will +7

Complications:
Responsibility (Father's Legacy as a Villain)- The first Quarrel was a stocky supervillain who often teamed up with Cutlass and Steeljack. His memory still haunts her, as she was brought to near-tears at the very mention of his name.
Relationship (Crackerjack)- Scientists are still trying to figure this one out.

Total: Abilities: 58 / Skills: 40--20 / Advantages: 24 / Powers: 20 / Defenses: 16 (138)

-Not all that much was known about Quarrel, basically the "Hawkeye/Green Arrow" of Honor Guard's "Avengers/JLA", being the human-level long-range Blaster type, until we saw her origins in Steeljack's story. Turns out her dad was a short, stocky fireplug of a guy and a super-villain back in the1970s, and Quarrel still has daddy issues to this day. She's one of the more frequently seen "Oh look it's--" cameos, thanks to her time with Honor Guard and as Crackerjack's partner/paramour/whatever she is to him.
-We've only seen a few of her Quarrels to date, so feel free to just give her the Hawkeye/Arrow approach if'n you really want to use her in a game. She's not quite fully PL 9 (which fits her exploits pretty well), as she's much more of a background/finesse fighter compared to the other members of Honor Guard, and I really don't see her as being in the Arrow/Hawkeye class just yet. Even so, she's got quite a few skills, good Ability scores, and is very high in Combat Advantages (specializing in long-range fire and teamwork, of course), so she can make due.

BEAUTIE
First Appearance:
Astro City #1 (Aug. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Flying Brick, Logical Inhuman Type
PL 10 (147)
STRENGTH
10 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 0 PRESENCE -2

Skills:
Close Combat (Unarmed) 2 (+10)
Deception 4 (+2)
Expertise (Pop Culture) 6 (+7)
Investigation 4 (+4)
Perception 8 (+8)
Technology 4 (+5)
Stealth 2 (+6)

Advantages:
Fast Grab, Fearless, Improved Critical (Unarmed), Improved Grab, Interpose, Ranged Attack 2, Set-Up, Teamwork

Powers:
"Doll-Like Body"
Immunity 40 (Fortitude, Mental Effects) [40]
Protection 10 (Extras: Impervious 7) [17]
Flight 6 (120 mph) [12]
Senses 1 (Extended Hearing) [1]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Initiative +4

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

Complications:
Obsession (Finding Her Origins)- Beautie is compelled to search out her creator from time to time, though the woman, the daughter of a mad scientist and now living a normal life, usually just erases her memory and sends her on her way.
Responsibility (The Gay Community)- Beautie beat up some gay-bashers pretty soon after

Total: Abilities: 38 / Skills: 30--15 / Advantages: 9 / Powers: 70 / Defenses: 15 (147)

-Beautie was an odd background character from Honor Guard for quite a while, showing up looking like a weird Barbie doll with strange, stiff limbs, before a recent Special fully introduced us to her. She's an odd flying "Beautie" (aka Barbie) doll, built by a little girl to prove herself to her supervillain father. Rejected a la Astro Boy, she found a calling as a superhero, though she's still pretty weird. Her "my breasts and buttocks are rigid and unyielding" line is pretty much one of the greatest catchphrases in all of comics.
-Beautie's a perfectly balanced PL 10 on offense & defense, though playing her would be a little odd, I'd imagine. She's strong, fast, immune to plenty of harm, and makes for a solid +10 Paragon (most make a trade-off of some kind).

JACK-IN-THE-BOX II (Zachary Johnson)
First Appearance:
Astro City #3 (Oct. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Spider-Man Homage, Street Level Hero, Gadget Hero
PL 10 (184)
STRENGTH
2 STAMINA 4 AGILITY 6
FIGHTING 13 DEXTERITY 5
INTELLIGENCE 5 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 8 (+15)
Athletics 6 (+8)
Deception 4 (+8)
Expertise (Toy Designer) 6 (+11)
Expertise (Science) 6 (+11)
Expertise (Streetwise) 3 (+8)
Insight 5 (+8)
Intimidation 4 (+8)
Investigation 4 (+7)
Perception 8 (+11)
Stealth 3 (+10)
Technology 7 (+12)

Advantages:
Accurate Attack, Defensive Attack, Defensive Roll, Grab Finesse, Improved Critical (Handsprings & Footapalts), Improved Initiative, Inventor, Jack-of-All-Trades, Move-By Action, Power Attack, Quick Change, Ranged Attack 7, Takedown 2, Taunt

Powers:
"Jack-in-the-Box Costume" (Flaws: Removable) [24]
Leaping 4 (120 feet) (4)
"Confetti" Snare 8 (Feats: Split 2) (Diminished Range -1) (25) -- (26)
AE: "Footapalts & Handsprings" Strength-Damage +3 (Feats: Reach 3, Split) (7)
-- (30 points)

"Satchel of Electro-Noses" (Flaws: Easily Removable) [7]
Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Extras: Cumulative) (Inaccurate -1) (11 points)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Handsprings & Footapalts +13 (+5 Damage, DC 20)
Electro-Noses +10 (+6 Affliction, DC 16)
Confetti +12 (+8 Ranged Affliction, DC 23)
Initiative +10

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +4 (+5 D.Roll), Fortitude +6, Will +8

Complications:
Responsibility (Wife Tamra Dixon & Baby)- Zachary loves his wife dearly, but fears for the fate of his unborn child after meeting a pair of monstrous future-offspring.
Responsibility (The Trouble Boys)- A gang of urban youths tends to follow Jack-in-the-Box around on his routines, flipping and diving around and trying to join up with him. They're a minor annoyance at worst, and at least it keeps them out of crime...
Motivation (Justice)
Responsibility (Father)- Zachary's father was the original Jack-In-The-Box, and died in battle with an enemy.
Enemy (Various Criminals)- Jack-in-the-Box's Rogues Gallery consists of people like The Deacon & The Brass Monkey, as well as any other crook in Astro City.

Total: Abilities: 84 / Skills: 64--32 / Advantages: 21 / Powers: 31 / Defenses: 16 (184)

-Jack-in-the-Box sticks out like crazy as the greatest character design and concept in all of Astro City (as Wizard Magazine- remember them?- pointed out, they made a CLOWN SUPERHERO actually WORK as a costume!). Quite liberally taking aspects of the Spider-Man mythos (the central concept of the fun-loving hero who is also tortured and obsessed by the responsibilities that come with crime-fighting), he got an unusual portion of solo storytelling during the course of the books (alongside Astra and Altar Boy), dealing with his psychotic sons (pastiches of Sabretooth & Venom) sent from the future to serve/torture him, and his wife's ensuing childbirth. Jack himself was orphaned when his father, the original Jack, died, and he was forced to deal with the hell that his son's life would be if he suffered the same fate. His story ends in Astro City by offering his name and costume to Roscoe James, the leader of a street gang that avoids criminal activities, so that he can still help out crime in town without orphaning his own son.
-But let's face it, the whole thing wouldn't work if the costume wasn't awesome. And just look at it- crazy red and green, a big flaming collar, extendo-arms and legs, confetti and a clown's face, it accomplishes the impossible- the COOL Clown Superhero!
-Jack's points cost goes over his PL thanks to his status as a solo super-hero. Since they're not team guys, they need at least a bit of most skills and a Jack-of-All-Trades general nature, and a semi-genius inventor with lots of little tricks of the trade adds up remarkably fast. The Electro-noses & the Confetti can't really be Arrayed off each other properly either (as one is easily disarmed and the other is not), and he's a remarkably good melee fighter. His Confetti & Defensive abilities are the only PL 10 things about him, he's otherwise a PL 9 brawler in melee, lacking extreme hitting power (but getting a 20-foot range on his punches!).

JACK-IN-THE-BOX III (Roscoe James)
First Appearance:
xxxx
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Legacy Hero
PL 9 (131)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 6 (+11)
Athletics 6 (+8)
Deception 4 (+5)
Expertise (Science) 1 (+3)
Expertise (Streetwise) 3 (+5)
Insight 3 (+5)
Intimidation 3 (+4)
Investigation 2 (+4)
Perception 4 (+6)
Stealth 2 (+7)
Technology 2 (+4)

Advantages:
Defensive Roll, Grab Finesse, Move-By Action, Power Attack, Ranged Attack 5, Takedown, Taunt

Powers:
"Jack-in-the-Box Costume" (Flaws: Removable) [24]
Leaping 4 (120 feet) (4)
"Confetti" Snare 8 (Feats: Split 2) (Diminished Range -1) (25) -- (26)
AE: "Footapalts & Handsprings" Strength-Damage +3 (Feats: Reach 3, Split) (7)
-- (30 points)

"Satchel of Electro-Noses" (Flaws: Easily Removable) [7]
Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Extras: Cumulative) (Inaccurate -1) (11 points)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Handsprings & Footapalts +10 (+5 Damage, DC 20)
Electro-Noses +8 (+6 Affliction, DC 16)
Confetti +9 (+8 Ranged Affliction, DC 23)
Initiative +5

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

Complications:
Responsibility (The Trouble Boys)- Roscoe was the leader of a gang of urban youths tends to follow Jack-in-the-Box around on his routines, flipping and diving around and trying to join up with him. They're a minor annoyance at worst, and at least it keeps them out of crime...
Prejudice (Street Kid)- A young urban black in a poor neighborhood, Roscoe has a tendency to be blamed for things that aren't directly his fault.
Responsibility (Legacy Hero)- The previous Jack-in-the-Box lectures Roscoe via a headset radio, and Roscoe has to try to prove the equal of his mentor.

Total: Abilities: 58 / Skills: 36--18 / Advantages: 11 / Powers: 31 / Defenses: 13 (131)

-Roscoe is a PL 8.5-ish Jack-in-the-Box, losing a TON of Skills & Advantages compared to Zachary. As a rookie hero, he's got his work cut out for him, and we've only seen him helping out Cleopatra once, and fighting The Brass Monkey (where he used his head and trapped him inside a garbage bin with no leverage to break free of the Confetti).

THE BRASS MONKEY
First Appearance:
Astro City #3 (Oct. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Freak Villain
PL 10 (109)
STRENGTH
7 STAMINA -- AGILITY 6
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 5 (+11)
Deception 3 (+4)
Expertise (Janitor) 2 (+2)
Expertise (Criminal) 5 (+5)
Intimidation 5 (+5)

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

Powers:
"Man Trapped in a Statue"
Immunity 30 (Fortitude Effects) [30]
Protection 9 [9]

Offense:
Unarmed +11 (+7 Damage, DC 22)
Initiative +6

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

Complications:
Motivation (Greed)
Prejudice (Statue)- The Brass Monkey is permanently trapped in this body after his original body was killed after he tried a brain-switch with a statue.
Enemy (Jack-in-the-Box)- They've fought enough that the Monkey can tell something's not right with "Jack", who is in fact the new Jack, Roscoe, on an early mission.

Total: Abilities: 48 / Skills: 20--10 / Advantages: 6 / Powers: 39 / Defenses: 7 (109)

-The Brass Monkey is a one-off enemy and a goofy foe of Jack's, being a janitor who worked in a science lab, and used a brain-switching device to put his mind into a brass statue so that he could commit crimes. At some point, his actual body was killed, and so he's stuck as a living brass monkey now. He's light on the Skills, but he's strong enough to do some damage to Jack, and REALLY hard to injure, making PL 9.5 that way. As such, he's a bit more than Jack-in-the-Box III can ordinarily handle, though Jack II could probably deal with him in a fair fight.

THE BOX (Jerome Johnson)
First Appearance:
Astro City #11 (Nov. 1997)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Legacy Hero, Psychopathic Murderer, Punisher/Cable Pastiche
PL 10 (148)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Science) 2 (+4)
Intimidation 11 (+11)
Investigation 3 (+3)
Perception 5 (+5)
Technology 5 (+7)

Advantages:
All-Out Attack, Chokehold, Power Attack, Precise Attack (Ranged/Cover), Ranged Attack 8, Startle

Powers:
"Cybernetics"
Senses 3 (Extended & Infravision) [3]
Protection 2 [2]
Immunity 10 (Electrical Effects) [10]
Regeneration 6 (Flaws: Source- Electricity) [3]

"Extendable Limbs"
Speed 2 (8 mph) [2]
Leaping 4 (120 feet) [4]

"Justice Jacky Sidearm"
"Gunfire" Blast 7 (Extras: Multiattack) (21) -- [24]
AE: "Knives" Strength-Damage +3 (Feats: Improved Critical, Reach 3) (7)
AE: "Chainsaw" Strength-Damage +3 (Feats: Improved Critical 2, Reach 3) (Extras: Multiattack 7) (15)
AE: "Flamethrower" Damage 6 (Extras: Area- 30ft. Cone +1/2) (9)

Offense:
Unarmed +11 (+4 Damage, DC 19)
Knives +11 (+7 Damage, DC 22)
Chainsaw +11 (+9 Damage, DC 24)
Flamethrower +6 Area (+6 Damage, DC 21)
Gunfire +12 (+7 Ranged Damage, DC 22)
Initiative +3

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

Complications:
Motivation (Killing Jack-in-the-Box)- Jack was a failure, dying in his war to stop crime. Thus, The Box seeks to come to the past to murder his weak father.
Vulnerable (Magnetic Attacks)- As a Cyborg, The Box is highly vulnerable to things like junkyard car-size magnets. As Jack-in-the-Box said about his brother, "HE was the hard one". Hell, Box just shuts off COMPLETELY when he's zapped.

Total: Abilities: 58 / Skills: 30--15 / Advantages: 13 / Powers: 48 / Defenses: 14 (148)

-One of the more emotional looks into a super-hero's life takes place in the "Family Album" series of Astro City, as Jack-in-the-Box discovers two abominations- both his sons, come from various alternate futures to meet and destroy him. The Box cybernetically augmented his body into a sickening abberation of 90s heroes like Cable and Image cyborg-types, wielding a crazy talking puppet out of an actual attachment on his left arm (in place of Cable's metal arm), but he goes down pretty easy nonetheless.
-The Box is a scary prospect at first, being tough, good in combat, and having a potentially devastating weapon (Justice Jacky can switch between stabbing, blasting in automatic mode, an Area blast, or a CHAINSAW), in addition to being immune to Jack's joy-buzzers. His extendable legs seem to be a better estimation of Leaping and Speed than anything (Elongation takes too long, and he RUNS using it), since walking at rooftop-level is basically the equivalent of jumping anyways, despite the position of your body. Even so, he's highly vulnerable to magnetics (it doesn't just stop him, like Cyborg & Wolverine- he just shuts OFF), has some low Saves, and isn't too high on his own skills, basically being a limited killing machine.

THE JACKSON (Jerome Johnson)
First Appearance:
Astro City #11 (Nov. 1997)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Legacy Hero, Psychopathic Murderer, Venom/Sabretooth Pastiche
PL 10 (130)
STRENGTH
8 STAMINA 8 AGILITY 6
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 5 (+11)
Intimidation 12 (+12)
Perception 7 (+7)
Stealth 4 (+10)

Advantages:
All-Out Attack, Chokehold, Fast Grab, Improved Critical (Claws), Improved Hold, Improved Initiative, Power Attack, Precise Attack (Close/Concealment), Startle

Powers:
"Enhanced Body"
"Claws & Teeth" Strength-Damage +1 (Feats: Split) [2]
Leaping 3 (60 feet) [3]
Senses 2 (Acute Scent, Tracking) [2]
"Acid Veins" Weaken Toughness 4 (Extras: Reaction +3) Linked to Acid Aura 1 [20]

Offense:
Unarmed +11 (+8 Damage, DC 23)
Claws +11 (+9 Damage, DC 24)
Initiative +10

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +8, Fortitude +8, Will +4

Complications:
Motivation (Killing Jack-in-the-Box)- The Jackson meant to hang with his deceased father and make good. Instead, he finds a weak man who goes against the sacred teachings, and decides to kill him instead, even teaming up with The Box to do so.
Obsession (War and Fighting)

Total: Abilities: 70 / Skills: 28--14 / Advantages: 9 / Powers: 27 / Defenses: 10 (130)

-Also the son of Jack-in-the-Box (hence the name), the Jackson is similarly built as a kind of vulgar response to mid-90s anti-heroes and "cool villains". His face and build are sheer Venom, but he's got the distinctive finger-claws and fur-collar of Sabretooth, both the living emodiments of that kind of 'get your blood-fetish out by having the villain murder even WORSE people' style of writing that the Image-founders used to ridiculous levels in that time period. The Jackson was a murderous offspring, raised in the far future by descendants of the Trouble Boys into a one-man war on crime, using Jack's old teachings improperly (taking Bugs Bunny's jokey "of course, you realize this means WAR" literally) and killing his foes. He was even more scary than The Box, since Jack had to THINK to beat him (a giant magnet wouldn't have worked), but a jury-rigged freezing device did the trick.
-The Jackson is a pretty good PL 10 Scrapper type of foe, being hard to hit and quite accurate, while also being tough and strong. Not many weaknesses to exploit, especially since he's got an Acid Touch in melee and a high Fortitude save. If you've got a mentalist though, either he or The Box will go down easy- like most crazed villains, they're none too bright, and have low-ass Will saves.

THE OTTER
First Appearance:
Astro City #1 (Aug. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Joke Villain
PL 7 (71)
STRENGTH
2 STAMINA 2 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 2 (+5)
Athletics 4 (+6)
Deception 3 (+3)
Expertise (Criminal) 4 (+4)
Perception 2 (+2)
Technology 5 (+5)

Advantages:
Fast Grab, Ranged Attack 2

Powers:
"Otter Suit" (Flaws: Removable) [8]
"Otter Tail" Strength-Damage +2 (2)
"Otter Skin" Immunity 1 (Friction) (1)
Swimming 4 (8 mph) (4)
Protection 2 (2)
"Rebreather" Immunity 2 (Drowning, Suffocation) (Flaws: Limited to Half-Effect) (1)
-- (10 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Otter Tail +8 (+4 Damage, DC 19)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +2 (+4 Suit), Fortitude +4, Will +3

Complications:
Motivation (Greed)

Total: Abilities: 38 / Skills: 20--10 / Advantages: 3 / Powers: 8 / Defenses: 12 (71)

-The Otter's just classic "Horrible Jobber", and that's why I love his cameo appearance, being captured by Nightingale & Sunbird. He was also shown being attacked by The Pale Horseman (who would have eaten him alive) alongside his then-teammates, Mr. Owl and The Turtle (both equally-lame, and apparently just Fursuiters like Otter is). He just sucks SO MUCH, and is a glorious example of the kind of guys that The Scourge of the Underworld usually ends up killing at Marvel.

CLEOPATRA II (Sarah Brandeis)
First Appearance:
Astro City #1 (Aug. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Thor Homage
PL 11 (166)
STRENGTH
8 STAMINA 8 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Deception 2 (+5)
Expertise (Arcane Lore) 5 (+8)
Expertise (History) 5 (+8)
Insight 6 (+9)
Intimidation 4 (+8)
Investigation 3 (+6)
Perception 5 (+8)
Persuasion 5 (+8)
Ranged Combat (Power Prism) 2 (+10)
Stealth 4 (+7)

Advantages:
Improved Disarm, Interpose, Power Attack, Ranged Attack 6, Takedown

Powers:
"Sun-Staff of Ra" (Flaws: Easily Removable) (Feats: Restricted 2- Only Cleo) [41]
Flight 6 (250 mph) (12)
Immunity 6 (Vacuum, Pressure, Heat, Cold, Suffocation 2) (6)

"Power Pyramid" Snare 11 (Feats: Dynamic, Reversible, Tether) (Extras: Area- 30ft. Cone +1/2) (42) -- (46)
Dynamic AE: Force Field 12 (Feats: Increased Mass 3, Impervious 11) (Extras: Affects Others +0) (26)
Dynamic AE: Force Field 4 (Extras: Impervious 9) (13)
Dynamic AE: Move Object 10 (20)
Dynamic AE: Lightning Blast 12 (24)
-- (64 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Otter Tail +8 (+4 Damage, DC 19)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8 (+12 Force Field, +5 Impervious), Fortitude +8, Will +8

Complications:
Motivation (Justice)

Total: Abilities: 80 / Skills: 46--23 / Advantages: 10 / Powers: 41 / Defenses: 12 (166)

-Cleopatra's another largely-unknown background character. It was years before we discovered her origins and the nature of her abilities- a new guy called Point Man basically handed her the arch-villain Hellsignor's Macguffin Of Power, transforming her into the new Cleopatra (the Silver Age one was a blonde woman- and in fact the real Cleopatra was a full-blooded Greek and not Egyptian or African in any way), a harsh, powerful woman who fills out some more muscle on Honor Guard.
-Cleo's a tough cookie to figure out, though it's pretty easy to put it all together once you decide on her stuff. I decided her Energy Powers powers come from the Sun-Staff, so she better not have it taken away from her. Her physical transformation appears to be permanent-ish, because Point Man was all "wow your life has changed forever" when he tossed the gem necklace onto her.

MIRAGE (Aaron Barzun)
First Appearance:
Astro City #13 (Feb. 1998)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Background Guy, Flying Blaster
PL 10 (121)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Aerobatics 9 (+14)
Deception 2 (+5)
Expertise (Science) 4 (+7)
Insight 2 (+5)
Perception 2 (+5)
Persuasion 2 (+5)
Ranged Combat (Lasers) 2 (+11)
Technology 4 (+7)
Vehicles 5 (+9)

Advantages:
Equipment 2 (Flying Neon Thingie), Favoured Environment (Airborne), Improved Aim, Improved Critical (Lasers), Move-By Action, Ranged Attack 5

Powers:
"Mirage Costume" (Flaws: Removable) [24]
Laser Blast 9 (Feats: Split) (Extras: Multiattack) (28) -- (29)
Dazzle Visuals 9 (Feats: Split) (19)
Protection 1 (1)
-- (30 points)

Equipment:
"Flying Neon Thingie" Flight 6 (120 mph) (Flaws: Platform) (9)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Lasers +11 (+9 Ranged Damage, DC 24)
Dazzle Visuals +11 (+9 Ranged Affliction, DC 19)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +3 (+4 Costume), Fortitude +5, Will +6

Complications:
Motivation (Justice)

Total: Abilities: 58 / Skills: 32--16 / Advantages: 9 / Powers: 24 / Defenses: 14 (121)

-Mirage exists more or less to have an awesome costume and be an interesting visual behind most of the other characters in "Astro City". His only real focus came in the final portion of "The Dark Age", shown with Hellhound and Silver Agent fighting some mohawked OMAC-lookin' minions while the A-Story took place beneath his hometown of Las Vegas. It revealed that he was a black guy, and semi-new with his powers at the time. But really, this guy's all about the costume- all black, save some cool neon/freon/whatever fluorescent tubes that make him look equal parts garish and totally rad. Like a lot of Astro City guys, there could be a whole lot different here (here's no real evidence his power is either suit-derived or just his own special ability, nor is he a Science Guy), but I figured he's got some capability.

PALMETTO
First Appearance:
Astro City #5 (Dec. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Freak Hero
PL 8 (108)
STRENGTH
5 STAMINA 6 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+9)
Intimidation 5 (+5)
Stealth 5 (+8)

Advantages:
Close Attack 2, Fast Grab, Improved Hold, Startle, Takedown

Powers:
"Cockroach Physiology"
Movement 1 (Wall-Crawling) [2]
Communication (Pheromones) 2 [8]
Senses 2 (Acute & Extended Scent) [2]

"Legendary Hardiness"
Regeneration 2 [2]
"Chitinous Shell" Protection 2 (Extras: Impervious 7) [9]
Immunity 11 (Heat, Radiation Effects) [11]
Immunity 4 (Suffocation 2, Poison, Starvation & Thirst) (Flaws: Limited to Half-Effect) [2]

Offense:
Unarmed +10 (+5 Damage, DC 20)
Initiative +5

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

Complications:
Prejudice (Freak)- Like most of the Irregulars, Palmetto cannot pass for an ordinary human.

Total: Abilities: 44 / Skills: 14--7 / Advantages: 6 / Powers: 36 / Defenses: 10 (108)

-Palmetto is one of the Astro City Irregulars, a Marvel-esque "Freak Team" of one-note concepts with very little character to them. I just wanted to build a Cockroach-themed guy :). He's a PL 8 brawler with mild super-strength, some fighting ability, and remarkable durability (in addition to Immunity to Radiation- exaggerating a legendary concept of the mighty cockroach, able to survive nearly any environment- they can withstand six times the radiation a human can, though insects like Fruit Flies can take more).

THE STEEL-JACKETED MAN (Carl Donewicz)
First Appearance:
Astro City #14 (April 1998)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Downbeat Ex-Villain, Dumb Lug
PL 10 (114)
STRENGTH
10 STAMINA 3 AGILITY 2
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+10)
Deception 4 (+4)
Insight 2 (+2)
Intimidation 8 (+8)
Perception 6 (+6)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Improved Critical (Unarmed), Improved Hold, Power Attack, Ranged Attack 3

Powers:
"Steel-Jacketed Skin"
Features 2: Increased Mass) [2]
Protection 10 (Extras: Impervious 15) [25]
Immunity 3 (Heat, Pressure, Drowning) [3]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +13 (+8 Impervious), Fortitude +5, Will +5

Complications:
Vulnerable (Vibratory Effects & Magnetic Attacks)- As a man made of metal, Steeljack is vulnerable to certain types of attacks.
Responsibility (Failure)- Steeljack looked up to super-heroes ("angels", his mother called them) in his youth, and wanted to be one. However, he ended up on the wrong side of the law, and actualy became a super-villain instead.
Reputation (Villain)- Trying to go straight, Steeljack finds it nearly-impossible to hold a steady job. His unique appearance marks him as an ex-villain.

Total: Abilities: 52 / Skills: 22--11 / Advantages: 9 / Powers: 30 / Defenses: 12 (114)

-Steeljack (formerly "The Steel-Jacketed Man") is the central character of "The Tarnished Angel", Astro City's other great, long-spanning series alongside "Confessions". Basically being a run-of-the-mill dime-a-dozen villain from Keifer Square (among dozens of others of what I call "Jobber Villains"), he's finally out of jail after years away, old and broken down, trying to make it straight. Problem being, people from the Square are dying, and they hire him to find out who did it.
-The story covers a LOT of ground, and Steeljack deals with the fact that he's just not that bright or wise, and makes several mistakes on the way to solving the crime. It's gritty and noir (despite mostly taking place at day and involving lots of primary-coloured heroes), and one of the finest trade paperbacks ever. Steeljack is just so beaten-down by life, and tired-looking despite his reflective body (you know Alex Ross was involved in his design because he's all metallic), and the whole story could ONLY be done in comics- where else would the death of a man made of chains be seen to have pathos?
-This is Steeljack in his young adult prime, a PL 10 Powerhouse who's damn near invincible. Toughness +12, strong, and reasonably accurate, he can dish it out, but is very limited otherwise. Few Skills or even Combat Advantages, and low mental Ability scores (though he's not QUITE as dumb as he thinks- he does several smart things over the course of the story, and knows exactly how to fight most super-humans just by virtue of experience).

STEELJACK (Carl Donewicz)- Modern Version
First Appearance:
Astro City #14 (April 1998)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Downbeat Ex-Villain, Dumb Lug
PL 10 (103)
STRENGTH
10 STAMINA 3 AGILITY 0
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+9)
Deception 4 (+4)
Insight 2 (+2)
Intimidation 6 (+6)
Perception 6 (+6)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Improved Hold, Ranged Attack 2

Powers:
"Steel-Jacketed Skin"
Features 2: Increased Mass) [2]
Protection 10 (Extras: Impervious 15) [25]
Immunity 3 (Heat, Pressure, Drowning) [3]

Offense:
Unarmed +9 (+10 Damage, DC 25)
Initiative +5

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +13 (+8 Impervious), Fortitude +5, Will +5

Complications:
Vulnerable (Vibratory Effects & Magnetic Attacks)- As a man made of metal, Steeljack is vulnerable to certain types of attacks.
Responsibility (Failure)- Steeljack looked up to super-heroes ("angels", his mother called them) in his youth, and wanted to be one. However, he ended up on the wrong side of the law, and actualy became a super-villain instead.
Reputation (Villain)- Trying to go straight, Steeljack finds it nearly-impossible to hold a steady job. His unique appearance marks him as an ex-villain.

Total: Abilities: 44 / Skills: 20--10 / Advantages: 6 / Powers: 30 / Defenses: 13 (103)

-In his old age, Steeljack is a good bit worse off, though still able to handle himself. He's big and slow, but he can still take a punch like nobody's business, and most superhumans just tire themselves out beating on him. He once took out M.P.H. by virtue of having fought "fast guys" in his past and dishing out a well-timed punch, and he managed to not die against his story's Big Bad, so he's not entirely worthless. He's PL 9.5 these days, and his points-cost won't impress anybody, but that's sort of what made him a fascinating character.

HELLHOUND
First Appearance:
Astro City: The Dark Age- Book One #2 (Sept. 2005)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Downbeat Ex-Villain, Dumb Lug
PL 9 (121)
STRENGTH
7 STAMINA 8 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 2 (+10)
Deception 2 (+3)
Expertise (Soldier) 5 (+6)
Insight 2 (+4)
Intimidation 7 (+8)
Investigation 1 (+3)
Perception 3 (+5)
Vehicles 4 (+6)

Advantages:
All-Out Attack, Chokehold, Close Attack 3, Diehard, Fast Grab, Improved Critical (Unarmed), Ranged Attack 4, Startle, Takedown

Powers:
"Bulletproof" Protection 2 (Extras: Impervious 9) [11]
Leaping 1 (15 feet) [1]
"Animal Senses" Senses 5 (Acute & Extended Scent, Low-Light Vision, Ultra & Extended Hearing) [5]

Offense:
Unarmed +11 (+7 Damage, DC 22)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +10 (+5 Impervious), Fortitude +8, Will +7

Complications:
Prejudice (Monstrous Appearance)- Hellhound looks doglike in the late 1970s, and like a red scaly Asian Monster in the 1980s. He cannot pass for an ordinary person.
Involuntary Transformation (Super-Giant Monster)- If his dark side is unleashed, Hellhound loses control and becomes a giant rampaging monster. He has some training to withstand the transformation ("The old man taught you to..."), but it lets loose when he is infected with Black Velvet's psychic power.

Total: Abilities: 68 / Skills: 26--13 / Advantages: 14 / Powers: 17 / Defenses: 9 (121)

-Hellhound is a very classically-70s Street Level character, being a Luke Cage-ish guy who can transform into a giant monster. Tying into his era, Hellhound was involved in the Vietnam conflict, and wore black leather and chains on his way around Astro City. He was created for "The Dark Age", like a lot of other characters, mainly to fill in some blanks- it's actually a bit weird, since the Astro-verse has been dealing with largely the same characters for years, with very few introductions, and suddenly tossed in a bunch for their new story. It makes sense, though- the Astro-verse wasn't ENTIRELY filled by any means. He starts off more like a big ugly dog-man (more of a big chin than a muzzle), then turns into something more like his Monster Form, adding red scales and a tail to his overall design, plus some funny head-crest. We've yet to see him in any other stories, meaning he likely didn't make it out of the early 1980s.
-Hellhound has little to him apart from some side-glances, one-off remarks, and a bit of evidence (someone says he's bulletproof, for example), and I figure him for a Luke Cage-type PL 9 Street Brawler. When he transforms into a Monster, he appears to be little more than a PL 11-12 Giant Monster, about the size of a twenty-story building.

THE CRIMSON COUGAR (Mitch Goodman)
First Appearance:
Astro City #21 (March 2000)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Actor Turned Unwilling Super-Hero
PL 4 (70)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 4 DEXTERITY 1
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 4 (+7)
Athletics 3 (+5)
Deception 4 (+7)
Expertise (Rodeo Cowboy) 5 (+6)
Expertise (Stuntman) 4 (+5)
Expertise (Acting) 2 (+5)
Insight 4 (+5)
Intimidation 2 (+5)
Perception 2 (+3)
Persuasion 2 (+5)
Stealth 2 (+5)

Advantages:
Equipment (Crimson Cougar Costume- Protection +1), Fast Grab

Offense:
Unarmed +4 (+2 Damage, DC 17)
Initiative +3

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

Complications:
Responsibility (Acting Career, "Making It")- Mitch is in the business to "make it"- he got into stunts to get out of rodeo, and got into acting to get out of stuntwork, so he believes it's all about the end-game. He just doesn't quite know what the "end" really is.

Total: Abilities: 36 / Skills: 34--17 / Advantages: 2 / Powers: 0 / Defenses: 5 (70)

-The Crimson Cougar's brief one-shot story gave us a neat little look into what pop culture is like in a world populated by real superheroes- he's a low-level actor on a soap opera where he plays a super-hero in order to "give realism" to the plot (a cute aside). Unique circumstances allow him to act a real hero one time (using his actor & telekinetic SFX buddies for help), which quickly turns into a massive publicity push, but he starts doubting it once he starts being targeted by increasing numbers of punks with names to make, alongside actual supervillains. I liked the little bit about how actors view things from the inside, attempting to make the Hollywood Hype Machine work for them (I gots to namedrop that, since I created the TV Tropes page for it :))- his new fame allows him to renegotiate a contract, get a date with the show's starlet (who herself wants a piece of the fame-pie by being connected to the hot new thing), etc. And in the end, he figures out that it's not really worth it, as his "in it for the art" buddy points out- what exactly IS the point of all this "making it"?
-An ex-rodeo cowboy, stuntman and physical actor, Mitch isn't a pushover, but he's no super-hero. PL 3 on offense, and a little better at avoiding damage thank to his theatrical costume (which, as he notes, pokes into his stomach when he jumps around), he wouldn't hold his own in a fight with any capable supervillain, but he can beat up a thug or two and fake intimidating enough to see them off. He's good enough at acting, but not to the point where he could make it easily based off of it (most actors at least have Attractive going for them, or at least a better agent or a high-profile nude scene).

NIGHTINGALE
First Appearance:
Astro City #5 (Dec. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Batman Expy
PL 8 (153)
STRENGTH
2 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 9 (+15)
Athletics 7 (+9)
Close Combat (Unarmed) 2 (+13)
Deception 4 (+7)
Expertise (Streetwise) 6 (+9)
Insight 4 (+8)
Intimidation 3 (+6)
Investigation 7 (+11)
Perception 6 (+10)
Persuasion 1 (+4)
Stealth 7 (+13)

Advantages:
Accurate Attack, Agile Feint, Beginner's Luck, Equipment 5 (Batman-ish Gear), Evasion 2, Fast Grab, Grab Finesse, Improved Critical (Unarmed) 2, Improved Initiative, Move-By Action, Power Attack, Quick Draw, Ranged Attack 6, Startle, Takedown 2

Powers:
"Martial Artist" Strength-Damage +1 [1]
"Powers Over Darkness" Concealment (Visuals) 2 (Extras: Attack, Area- 30ft. Shapeable) [8]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Initiative +10

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

Complications:
Motivation (Justice)
Relationship (Partner)- Nightingale & Sunbird are a duo, though no "closer than sisters" implications are appreciated by either.

Total: Abilities: 76 / Skills: 56--28 / Advantages: 27 / Powers: 9 / Defenses: 11 (153)

SUNBIRD
First Appearance:
Astro City #5 (Dec. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Robin Expy
PL 8 (136)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+13)
Athletics 7 (+8)
Close Combat (Unarmed) 2 (+12)
Deception 2 (+5)
Expertise (Streetwise) 3 (+6)
Insight 3 (+6)
Investigation 4 (+7)
Perception 4 (+7)
Persuasion 2 (+5)
Stealth 6 (+11)

Advantages:
Agile Feint, Equipment 2 (Batman-ish Gear), Evasion, Fast Grab, Improved Critical (Unarmed), Improved Initiative, Move-By Action, Ranged Attack 4, Takedown

Powers:
"Martial Artist" Strength-Damage +1 [1]

"Powers Over Light"
Dazzle Visuals 8 (16) -- [17]
AE: Dazzle Visuals 8 (Extras: Area- Visual Perception) (Flaws: Touch Range) (16)

Offense:
Unarmed +11 (+1 Damage, DC 16)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +2, Fortitude +5, Will +6

Complications:
Motivation (Justice)
Relationship (Partner)- Nightingale & Sunbird are a duo, though no "closer than sisters" implications are appreciated by either.

Total: Abilities: 62 / Skills: 42--21 / Advantages: 13 / Powers: 18 / Defenses: 13 (136)

-Nightingale & Sunbird are sort of like a female version of The Dynamic Duo, but have darkness & light powers (which you could miss if you blinked- in Crackerjack's first appearance, they're shown blinding some bad guys). Not much else is known about them, so this is largely conjecture, but I imagine both to be PL 8 Low-end Batman types.
Jabroniville
Posts: 24807
Joined: Fri Nov 04, 2016 8:05 pm

Astro City, Part Two

Post by Jabroniville »

EL HOMBRE (Esteban Rodrigo Suarez Hidalgo)
First Appearance:
Astro City #13 (Feb. 1998)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Ethnic Hero, Fallen Hero
PL 9 (129)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 7 (+13)
Athletics 3 (+6)
Close Combat (Whip) 2 (+13)
Deception 5 (+9)
Expertise (Business) 2 (+5)
Expertise (Charity Founder) 2 (+5)
Insight 4 (+7)
Intimidation 2 (+6)
Investigation 4 (+7)
Perception 5 (+8)
Persuasion 4 (+8)
Stealth 4 (+10)

Advantages:
Accurate Attack, Agile Feint, Benefit 2 (Wealth), Defensive Attack, Improved Critical (Whip) 2, Improved Disarm, Improved Trip, Luck, Quick Draw, Ranged Attack 2

Powers:
"Whip" (Flaws: Easily Removable) [6]
"Stunning Power" Affliction 5 (Fort; Dazed/Stunned/Incapacitated) (Feats: Reach 2) (7) -- (9 points)
AE: Strength-Damage +1 (Feats: Reach 2, Improved Disarm, Improved Trip) (5)
AE: Deflect 10 (Feats: Reach 2) (Flaws: Limited to Bullets) (7)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Whip +13 (+4 Damage, DC 19)
Stunning Strike +13 (+5 Affliction, DC 15)
Initiative +6

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

Complications:
Responsibility (People of the Barrio)- Esteban grew to pity the poor of The Barrio in Astro City, and chose to become their defender as El Hombre, and guide to a better life as the philanthropic Esteban.
Obsession (Fame and Standing)- Despite his heroic origins, El Hombre grew to care far too much about his standing in the community. He wasn't sure what upset him most- that his toys were the LEAST popular of the "Honor Guard" set, or that the sales of such trinkets mattered so much to him.
Obsession (Maria Luisa Alvarado)- She was his girlfriend for a while, but she eventually married a more charismatic firebrand of a politician.

Total: Abilities: 76 / Skills: 44--22 / Advantages: 13 / Powers: 6 / Defenses: 12 (129)

BRAVO (something Ruiz)
First Appearance:
Astro City #xx (xxxxx)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Kid Sidekick
PL 8 (91)
STRENGTH
1 STAMINA 2 AGILITY 6
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 4 (+8)
Athletics 5 (+6)
Deception 4 (+6)
Insight 4 (+5)
Investigation 3 (+4)
Perception 4 (+5)
Stealth 4 (+8)

Advantages:
Agile Feint, Defensive Attack, Equipment 4 (Bolas & Shield), Improved Critical (Bolas), Improved Disarm, Improved Trip, Quick Draw, Ranged Attack 6

Equipment:
"Bolas" Snare 5 (Diminished Range -1) (14)
"Cape" Enhanced Dodge & Parry 1 (2)

Offense:
Unarmed +9 (+1 Damage, DC 16)
Bolas +10 (+5 Ranged Affliction, DC 15)
Initiative +6

Defenses:
Dodge +10 (+11 Cape, DC 20-21), Parry +10 (+11 Cape, DC 20-21), Toughness +2, Fortitude +4, Will +5

Complications:
Responsibility (People of the Barrio)- Esteban grew to pity the poor of The Barrio in Astro City, and chose to become their defender as El Hombre, and guide to a better life as the philanthropic Esteban.
Obsession (Fame and Standing)- Despite his heroic origins, El Hombre grew to care far too much about his standing in the community. He wasn't sure what upset him most- that his toys were the LEAST popular of the "Honor Guard" set, or that the sales of such trinkets mattered so much to him.
Obsession (Maria Luisa Alvarado)- She was his girlfriend for a while, but she eventually married a more charismatic firebrand of a politician.

Total: Abilities: 50 / Skills: 28--14 / Advantages: 16 / Powers: 0 / Defenses: 11 (91)

-El Hombre is a mere 'background' character in the "Tarnished Angel" story, until we find out just how bad his mind has been broken after all these years. He's depicted as a fairly generic (and a tad silly) ethnic hero from the 1970s (curuiously, he doesn't really do anything during "The Dark Age"), who was successful enough to join Honor Guard as their least popular member. However, as the woman he loves marries another man, and he grows to realize how meaningless he really is, his mind snaps, and tragedy occurs as he tries to win back his legacy.
-El Hombre's a good PL 9 overall, meaning he's a fairly capable guy, but not in the upper echelon of super-heroes by any means. He's one of the best whip guys ever, in that his whip is actually specially designed to snap bullets out of the air or stun people (though neither of these abilities is shown in-comic- he merely flashbacks that that's what it can do). For his bullet-snapping power, I chose to just make it something specifically designed for bullet-wielding opponents, and specially-designed to seek & take out bullets that end up in his range (Touch Range, but gaining his whip's +2 Reach). Bravo's a pretty good sidekick, as his bolas are an effective Snare (though limited to one or two guys at a time).

POINT MAN
First Appearance:
Astro City: The Dark Age- Book Three #1 (July 2009)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Flying Blaster, Jerk Hero
PL 10 (123)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Aerobatics 4 (+9)
Deception 3 (+4)
Expertise (Military) 6 (+6)
Perception 1 (+1)

Advantages:
All-Out Attack, Improved Critical (Points), Improved Smash, Move-By Action, Ranged Attack 6

Powers:
"Flying Points" Blast 10 (Extras: Multiattack) [30]
Flight 7 (250 mph) [14]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Flying Points +10 (+10 Ranged Damage, DC 25)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +5

Complications:
Reputation (Killer)- Point Man has a pretty loose application of the old-school "Heroic Ideals", meaning that he has little problem killing people who get in his way. He isn't a complete psychopath, but he sheds few tears for a few mowed-down henchmen.

Total: Abilities: 48 / Skills: 14--7 / Advantages: 10 / Powers: 44 / Defenses: 14 (123)

-Point Man shows up as another 1970s-era hero in "The Dark Age". I found him a bit interesting, despite his dull-as-dishwater design and generic powers (he shoots energy at people and flies), since he was shown as less of a direct pastiche and more of a general Jerkwad who killed, but didn't seem to be super-homicidal about it. He was less The Punisher and more The Pragmatist (that should totally be some hero's codename now).
-When some people are mind-controlled and coming after him, he'll kill them so that he can save the world. When some woman is endangered by a villain with a Cosmic Macguffin, he'll throw it onto the woman to give her powers (note: he actually felt a bit bad about that one). He mows down Henchmen like he's Brock Freaking Samson, and he once used a Horrendous Space Kablooey gun to wipe out a Generic Cosmic Menace, which got him reamed out by Simon Magus' old partner Grimoire. I actually liked his response, where he points out that HE had no way of knowing "The Innocent Gun" had all this dire crap attached to it- he just saw a super-weapon, and used it on an unstoppable menace. Granted, it nearly destroyed the world when it unleashed Aubrey Jason & The Pale Horseman on the world, but HE couldn't have known that!
-Point Man is pretty much only shown flying, being a jerk, and shooting stuff, so that's all he really gets here. I figure someone with that codename (a "Point Man" is someone who leads a military operation as the first guy in, and the first guy to shoot- "No Easy Day", about the mission that killed Osama bin Laden, makes a lot of references to the mission's Point Man, who killed most of the bad guys in the house) and his general pragmatic attitude, that he'd be an ex-soldier-turned-Superhero, and so he's got some Military Expertise.

BLACK RAPIER
First Appearance:
Astro City #xx (xxxxx)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Team Leader, Weapon Guy
PL 10 (152)
STRENGTH
2 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 6 (+12)
Athletics 7 (+9)
Close Combat (Sword) 2 (+13)
Deception 4 (+7)
Expertise (Science) 3 (+6)
Expertise (Civics) 1 (+4)
Expertise (History) 4 (+7)
Intimidation 3 (+6)
Investigation 8 (+12)
Insight 5 (+9)
Technology 6 (+9)
Perception 5 (+9)
Persuasion 4 (+7)
Stealth 5 (+11)
Vehicles 1 (+5)

Advantages:
Accurate Attack, Agile Feint, Assessment, Beginner's Luck, Defensive Attack, Defensive Roll, Evasion, Fearless, Improved Critical (Sword) 2, Improved Defense, Improved Disarm, Improved Smash, Jack-of-All-Trades, Leadership, Power Attack, Quick Draw, Ranged Attack 2, Set-Up, Takedown, Teamwork

Powers:
"Black Rapier" (Flaws: Easily Removable) [8]
"Electrical Tip" Strength-Damage +5 (Feats: Improved Critical) Linked to Affliction 7 (Fort; Dazed/Stunned/Incapacitated) (13 points)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Sword +13 (+5 Damage & +6 Affliction, DC 20 & 16)
Initiative +9

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +4 (+5 D.Roll), Fortitude +6, Will +8

Complications:
Responsibility (New Orleans)
Relationship (Bamboo)- Bamboo is a crimelord, and thus their relationship was a bit complicated.

Total: Abilities: 74 / Skills: 64--32 / Advantages: 22 / Powers: 8 / Defenses: 16 (152)

-The Black Rapier, like most of Honor Guard, is actually kind of a mystery in Astro City comics, having no big showcase episode, and most of what is known of him comes from what other people say (like his detective skills). Basically taking a Captain America/Batman-like role of leading superhumans into battle while basically being a normal guy with a gimmick, he looks like a black guy under the mask, and he's been in action since at least 1973, which actually gives him a semi-unrealistically long career (he'd have to be in his fifties by now), since AC uses real-time.
-Black Rapier comes out well-balanced, and focused around using his Sword. Very high Attack Bonus, with a Stun LINKED to the Damage (meaning he can hit you with both at once), he's a Skillmonkey and has a ton of Combat Feats, like most guys built around this type of adventurer.

BLACK VELVET (Barbara Vale)
First Appearance:
Astro City #xx (xxxxx)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Empathic Killer
PL 10 (188)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 1

Skills:
Deception 6 (+7)
Expertise (Crime) 8 (+10)
Insight 4 (+7)
Intimidation 9 (+10)
Perception 7 (+10)
Ranged Combat (Tendrils) 4 (+11)
Stealth 2 (+6)

Advantages:
Power Attack, Ranged Attack 3, Startle

Powers:
"Empathy" Mind-Reading 10 (Flaws: Limited to Past Evil Acts) [10]
Flight 4 (30 mph) [8]

"Darkforce-y Tendrils" Affliction 9 (Strength & Will; Hindered, Dazed & Vulnerable/Defenseless, Immobile & Stunned/Paralyzed) (Extras: Ranged, Extra Condition +2) Linked to Move Object 3 Linked to Blast 7 (Feats: Penetrating 6) Linked to Weaken Stamina 9 (Extras: Ranged) [80]

Offense:
Unarmed +7 (+1 Damage, DC 16)
Darkforce Tendrils +11 (+9 Ranged Affliction & Weaken, +7 Ranged Damage, DC 19, 19 & 22)
Initiative +4

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

Complications:
Motivation/Obsession (Revenge)- Black Velvet was a prostitute murdered by a gang of criminals. Now, with memories of her past life, she hunts down all crooks, but especially the ones who "hurt" her. She wants to allow them to live, but finds herself unable to.
Involuntary Transformation (Wild Energy)- If she's killed or torn open, Black Velvet's Empathic powers will invade the entire region, twisting everyone around her to acts of evil.

Total: Abilities: 50 / Skills: 40--20 / Advantages: 5 / Powers: 98 / Defenses: 15 (188)

-Black Velvet is shown to be a strange woman (drawn as an albinistic black Harlem ex-prostitute) with a mad-on for criminals and a partnership with The Street Angel. The Angel would beat the hell out of guys, but Velvet would snag them with Dark Tendrils, lift them into the air, terrify the bejezus out of them, then disintegrate them after ranting to herself. So basically, your classic "Dark Age" heroine, though nuttier than DC or Marvel would have put out as anything other than a villain. She mainly fought Mooks & Crooks, but when she screwed with Jitterjack, she got more than she bargained for. She disintegrated his heart sure enough, but since The Divided Man had TWO, he was able to resist the damage, and punch clean through Ms. Vale, setting off a massive Emotion Explosion, turning all of Astro City into a riotous mess. The Silver Agent travelled through time with uber-powers in order to put her out of her misery (an act she preferred to letting her live).
-Black Velvet is all about her Tendrils, which act as Part-Snare, Part-Confuser (guys get "drunk circles" around their heads and have trouble speaking), Part-Lifter (she drags a guy up the side of a building with them to confront him), and Part-Disintegrater (she shreds people from the inside out, often leaving pieces of them on nearby walls). In effect, it's a super-expensive Linked structure that turns people into paste, making it super-expensive. But since she's rather one-note (and not very tough or fast- Street Angel easily keeps up with her and knocks her down with one Halo) she's still not THAT expensive.

AUGUSTUS FURST
First Appearance:
Astro City #xx (xxxxx)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Super-Scientist, Brilliant Adventurer
PL 9 (99)
STRENGTH
1 STAMINA 3 AGILITY 2
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 9 AWARENESS 3 PRESENCE 1

Skills:
Athletics 4 (+5)
Deception 3 (+4)
Expertise (Science) 10 (+19)
Investigation 3 (+6)
Perception 3 (+6)
Stealth 2 (+4)
Technology 10 (+19)
Vehicles 3 (+7)

Advantages:
Beginner's Luck, Equipment 8 (Lab, Assorted Science Tech Stuff, Vehicles), Inventor, Jack-of-All-Trades, Ranged Attack 2, Skill Mastery (Technology), Ultimate Technology Skill

Offense:
Unarmed +4 (+1 Damage, DC 16)
Initiative +2

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

Complications:
Responsibility (The First Family)
Motivation (Discovery)

Total: Abilities: 54 / Skills: 38--19 / Advantages: 15 / Powers: 0 / Defenses: 11 (99)

-Ya know, I never really cared too much about The First Family in "Astro City". Maybe it's because they're a little too direct in their knock-offishness (an obvious Fantastic Four pastiche). Maybe it's their super-plain outfits (they're kinda elegant, but the whole black & orange colour scheme and giant "F" logo makes them way too simple and hokey). I just find them a little too dull. The fact that Astra got one of the more boring multi-parters in the early years didn't help. Neither does the fact that I never really cared for the whole "We're modern-day explorers" bit (pioneer stuff bored me as a kid, and even comic book super-science and Lava Men doesn't make it cool- the FF only works to me as authentic super-heroes for that reason). Some of the characters have next to no personality at all, either (Nick & Augustus mainly), and their powers are a bit one-note at the same time.
Augustus Furst is possibly the most boring character in the entirety of "Astro City", mainly due to being a generic Reed Richards/'50s Explorer Hero knock-off with almost no focus whatsoever in the series. Even his BROTHER gets to act out his personality. Gus here just smokes his weird energy pipe (apparently the same kind of energy that Astra is comprised of, and Nick wields) and does Science stuff (and has apparently been divorced four times). He's easy enough to build since he's just a power-less Reed-Lite.

AUGUSTUS FURST
First Appearance:
Astro City #xx (xxxxx)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Crabby Old Man
PL 8 (95)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Athletics 3 (+5)
Deception 2 (+5)
Expertise (Science) 4 (+7)
Insight 2 (+5)
Intimidation 2 (+5)
Perception 2 (+5)
Persuasion 2 (+5)
Stealth 2 (+4)
Technology 3 (+7)
Vehicles 2 (+6)

Advantages:
Beginner's Luck, Equipment 4 (Science Stuff, Big Laser Cannon +6), Ranged Attack 6

Equipment:
"Laser Cannon" Blast 6 (12)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Laser Cannon +10 (+6 Ranged Damage, DC 21)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +7

Complications:
Responsibility (The First Family)
Motivation (Discovery)

Total: Abilities: 58 / Skills: 24--12 / Advantages: 11 / Powers: 0 / Defenses: 14 (95)

-Julius Furst is a pastiche of Julie Schwartz, a big-time DC Comics creator, and played up as a Jack Kirby-esque cigar-chomping curmudgeon who drinks beer and threatens people. He shoots his big-ol' gun and mouths off at the bad guys, and that's about it.

NIKOLAI "NICK" FURST
First Appearance:
Astro City #4 (Nov. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Blaster
PL 10 (158)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 4

Skills:
Acrobatics 4 (+7)
Deception 2 (+6, +8 Attractive)
Expertise (Business) 2 (+4)
Expertise (Science) 4 (+6)
Insight 4 (+5)
Intimidation 2 (+6)
Perception 5 (+6)
Persuasion 3 (+7, +9 Attractive)
Ranged Combat (Energy) 2 (+10)
Technology 4 (+6)
Vehicles 2 (+6)

Advantages:
Attractive, Improved Aim, Improved Critical (Blast), Improved Disarm, Power Attack, Ranged Attack 4

Powers:
"Orange Kirby Dots Energy"
Create 10 (Feats: Dynamic) (Extras: Movable) (31) -- [37]
Dynamic AE: Blast 10 (Feats: Split, Dynamic) (22)
Dynamic AE: Damage 10 (Feats: Dynamic) (Extras: Area- 30ft. Shapeable) (21)
Dynamic AE: Force Field 2 (Feats: Dynamic) (Extras: Impervious) (8)

Flight 6 (120 mph) (Extras: Affects Others) (Flaws: Platform) [12]
Force Field 5 (Extras: Impervious 4) [9]

Offense:
Unarmed +9 (+2 Damage, DC 17)
Kirby Blast +10 (+10 Ranged Damage, DC 25)
Shapeable Blast +10 (+10 Damage, DC 25)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+8-10 Force Field), Fortitude +5, Will +7

Complications:
Responsibility (The First Family)
Responsibility (Darcy Conroy- Fiancee)- Eventually the two have a pair of children.

Total: Abilities: 58 / Skills: 34--17 / Advantages: 9 / Powers: 59 / Defenses: 15 (158)

-Nick Furst is pretty rarely seen or focused on in Astro City compared to his relatives (he had no children for a long time, and doesn't look like a big orange monster), getting the most focus in one of the earliest stories, about a woman who lives in Shadow Hill and works for Nick's Fiancee. He's given the "Johnny Storm" role in the obvious Fantastic Four-esque First Family, but instead of being the semi-hot-headed and angry young man, he's a responsible adult with what appears to be a steady girl. His powers are only shown in background fights, but he seems to be an Energy Blast Guy, modifying his powers into flying with the rest of the Family on top of a big energy platform, shaping energy beams, and using it as a Force Field.
-One of my particular tricks in Green Lantern-type guys is the ability to use a Force Field normally, but also Dynamically Alt-Effecting their main blast into a more effective Field. This lets up some of the cost, and makes sense, as you NEVER see GL-types fire off their maximum blasts while using a major bubble-style Force Field/Created Construct. It's a bit more complicated in-game, and does weaken the character a bit, but is FAR more accurate to the books than just having max-level Fields out there while they're blasting away.

ASTRA FURST (Astra Jeanine Majestros-Furst)
First Appearance:
Astro City #4 (Nov. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Blaster, Little Girl Hero
PL 9 (136)
STRENGTH
-1 STAMINA 1 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 0 PRESENCE 1

Skills:
Aerobatics 4 (+6)
Deception 4 (+5)
Expertise (Science) 4 (+6)
Perception 5 (+5)
Ranged Combat (Blasts) 2 (+8)
Stealth 2 (+4)
Technology 5 (+7)

Advantages:
Ranged Attack 3, Set-Up, Teamwork

Powers:
"Astral Energy Form"
Snare 8 (Feats: Reversible) (Extras: Affects Corporeal) (33) -- [37]
AE: Blast 9 (Feats: Improved Critical, Split) (Extras: Affects Corporeal) (29)
AE: Move Object 10 (Extras: Affects Corporeal) (30)
AE: Create Object 5 (Extras: Movable, Affects Corporeal) (20)
AE: Nullify Energy Effects 8 (Extras: Affects Corporeal) (16)
Insubstantial 3 (Feats: Precise) [16]
Flight 6 (120 mph) [12]

"Small Girl" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Defenses, +4 Stealth, -2 Intimidation)

Offense:
Unarmed +5 (-1 Damage, DC 14)
Blast +9 (+9 Damage, DC 24)
Snare +9 (+8 Ranged Affliction, DC 18)
Nullify Energy +9 (+9 Ranged Nullify, DC 19)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +1, Fortitude +2, Will +6

Complications:
Responsibility (The First Family)
Responsibility (Wants To Be A Kid)- When she saw a game of hopskotch being played, she wanted to join in, and ran away to do so.

Total: Abilities: 30 / Skills: 26--13 / Advantages: 5 / Powers: 74 / Defenses: 14 (136)

-Astra is a 10-year old girl who transforms into an energy being, and got her own focus in an Astro City arc, learning to play normal girl games on a 'secret mission' that ended up sending her parents on a massive villain ass-kick fest. It wasn't a bad arc by any means, but her Family's aforementioned dullness combined with a lack of Confessor, Jack-in-the-Box or Steeljack makes it a fair bit more boring.
-Astra's a PL 9, since her powers are great, but her experience and size is not. Her powers gain in cost since she's fundamentally difficult to capture as an Energy Being, but can still Blast away with full power. She can do some neat things with her abilities, including mess up energy-wielding guys, but she's got a way to go before she's anything more than back-up. Her Defenses are REALLY bad, as she lacks toughness, but since she can use Affects Corporeal Blasts on bad guys, it doesn't matter so much.

ASTRA FURST (Astra Jeanine Majestros-Furst)
First Appearance:
Astro City #4 (Nov. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Blaster, Young Adult Hero
PL 10 (181)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 4

Skills:
Aerobatics 4 (+9)
Deception 2 (+6, +8 Attractive)
Expertise (Science) 4 (+6)
Insight 3 (+6)
Investigation 2 (+5)
Perception 5 (+8)
Persuasion 2 (+6, +8 Attractive)
Ranged Combat (Blasts) 2 (+10)
Stealth 2 (+7)
Technology 5 (+9)
Vehicles 1 (+5)

Advantages:
Accurate Attack, Beginner's Luck, Evasion, Improved Critical (Blast), Improved Smash, Move-By Action, Ranged Attack 4, Set-Up, Teamwork

Powers:
"Astral Energy Form"
Snare 10 (Feats: Reversible) (Extras: Affects Corporeal) (41) -- [45]
AE: Blast 10 (Feats: Improved Critical, Split) (Extras: Affects Corporeal) (32)
AE: Move Object 11 (Extras: Affects Corporeal) (33)
AE: Create Object 9 (Extras: Movable, Affects Corporeal) (36)
AE: Nullify Energy Effects 10 (Extras: Affects Corporeal) (20)
Insubstantial 3 (Feats: Precise) [16]
Flight 6 (120 mph) [12]

Offense:
Unarmed +8 (+1 Damage, DC 23)
Blast +10 (+10 Damage, DC 25)
Snare +10 (+10 Ranged Affliction, DC 20)
Nullify Energy +10 (+10 Ranged Nullify, DC 20)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +8

Complications:
Responsibility (The First Family)
Motivation (Normalcy)- Astra was attracted to her College boyfriend mainly because he was normal, and treated HER like she was normal. Of course it didn't work out anyways.

Total: Abilities: 64 / Skills: 32--16 / Advantages: 12 / Powers: 73 / Defenses: 16 (181)

-Astra was finally aged to modern times a few years back in a two-parter, and it was kinda interesting. I mean, we've seen the same "era" of Astro City for basically a DECADE, to the point where we have '70s & '80s heroes show up in the late '90s as active fighters (itself not terribly unrealistic). But now it's the early part of the next century, and 1970-somethings's Black Rapier looks a little weird being so old (assuming it's the same guy). Astra is one of the few characters seen in a more modern sense, being aged to a college-age girl who likes to hang out with her friends & boyfriend, who played up the classic "semi-dorky normal guy gets the hot girl" thing- it was a bit cliche, but took an unexpected turn when he was revealed to be a douchebag in the end, out for money and a bit of self-importance. Of course, the oddest thing about that whole story was how Astra both looked noticeably like the same person as her child self, but also a hot young adult, which weirded me out.
-Modern Astra only goes up a single PL (I have no idea how skilled she actually is, as she didn't fight in that issue), but is much pricier, and turns out to be quite intelligent like her step-grandparents.

NATALIE FURST
First Appearance:
Astro City #4 (Nov. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Growing Hero
PL 10 (143)
STRENGTH
3/11 STAMINA 3/11 AGILITY 3
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 2 (+5)
Deception 3 (+6)
Expertise (Science) 3 (+5)
Insight 4 (+7)
Intimidation 1 (+4, +10 Size)
Perception 5 (+8)
Persuasion 6 (+8)
Technology 3 (+5)
Vehicles 2 (+5)

Advantages:
Fast Grab, Improved Critical (Unarmed), Improved Hold, Interpose, Takedown

Powers:
"Giant Size" (41) -- [43]
AE: "Small Size" (24)
AE: "Phasing" (20)

"Giant Size"
Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (30 feet) (16)
Growth 5 (+13 Mass, +6 Intimidation, +1 Speed, -13 Stealth) -- (60 feet) (Flaws: Limited to Non-ST & STA Growths) (5)
"Area Attack" Damage 10 (Extras: Area- 30ft. Burst) (20)

"Small Size" Shrinking 12 (24)
"Phasing" Insubstantial 4 (20)

Offense:
Unarmed +9 (+3 Damage, DC 18)
Giant Size +9 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +7
"Giant Size" Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +11, Fortitude +13, Will +7

Complications:
Responsibility (The First Family)
Relationship (Astra & Rex)

Total: Abilities: 56 / Skills: 30--15 / Advantages: 12 / Powers: 43 / Defenses: 17 (143)

-Natalie, like the other Furst, is often in the background of most stories, even the one focusing on her daughter Astra. Kind of taking up a Sue Storm role as the level-headed woman and mom of the FF, she's altered a bit by being like Elasti-Girl of the Doom Patrol, gaining size-changing abilities. Her most notable quality is probably her choice in men- Rex, son of one of their worst enemies, looking like something Ben Grimm & Barney the Dinosaur created after a sex-change and one too many peppermint schnapps. Why is it always the WOMAN who hooks up with the freaky weirdo anyways? Does Beauty & the Beast never work the other way around?
-Though really, the weirdest thing about Natalie Furst is that despite appealing to nearly every fetish I have, I'm not that into her. I mean, they took a Hot Mom, made her a redhead, then gave her the power to turn into a GIANT... yet I'm totally not in lust with her. That defies all of my internal logic to the point of absurdity- Brent Anderson just never drew her that attractively.
-Natalie is different from most Size-Shifting Heroes because she can both Shrink AND go Insubstantial. This is actually CRAZY useful and powerful (though mostly non-damaging), as you spend only TWO FREAKING POINTS to nearly double the character's usefulness. GMs Note: this is why you have to watch your party's Alternate Effects as they start going up in level and points value.

REX ZORUS
First Appearance:
Astro City #4 (Nov. 1995)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: The Thing Homage
PL 10 (153)
STRENGTH
12 STAMINA 12 AGILITY 1
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Science) 3 (+4)
Expertise (Monster Prince) 3 (+4)
Insight 4 (+6)
Intimidation 7 (+9)
Perception 6 (+8)
Persuasion 5 (+7)
Technology 4 (+5)
Vehicles 2 (+4)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Unarmed), Improved Hold, Interpose, Power Attack, Ranged Attack 3, Startle, Takedown

Powers:
Impervious Toughness 9 [9]
Features 1: Increased Mass [1]
Immunity 3 (Heat, Cold, Pressure) [3]
Leaping 3 (60 feet) [3]

"Strength Feats"
"Groundstrike" Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (14) -- [15]
AE: "Shockwave" Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Both He & Target Must Be Touching Ground) (10)

Offense:
Unarmed +8 (+12 Damage, DC 27)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12, Fortitude +12, Will +7

Complications:
Responsibility (The First Family)
Relationship (Astra & Natalie)

Total: Abilities: 80 / Skills: 38--19 / Advantages: 11 / Powers: 31 / Defenses: 12 (153)

-Rex's physical appearance makes it pretty obvious who he's a direct variant of- the orange rocky hide alone reveals him as The Thing in Astro City-fied form. They alter it by having him be the son of an enemy, giving the First Family a more generational aspect than the frozen-in-time Fantastic Four, and married to the female of the group, having a human energy being for a daughter. He's also rather dignified, except for his battle-ready savagery. One of the more visually iconic characters in the Astro City books, he's often one of the more stand-out guys in every major battle, and gets more cover space than most other minor team guys.
-Rex is pretty much a direct knock-off of The Thing in terms of powers, so he's basically a slightly-cheaper Ben Grimm, almost at Player Character stats & cost- shave off a couple things, and he's a tolerable PL 10 (150) starter PC). A pretty generic, but extremely solid Powerhouse build.

THE BLUE KNIGHT (Officer Josh something)
First Appearance:
Astro City #xx (xxx)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Punisher Homage, Gun-Toting Vigilante
PL 10 (143)
STRENGTH
5 STAMINA 7 AGILITY 4
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Athletics 5 (+10)
Deception 4 (+4)
Expertise (Police Officer) 3 (+5)
Intimidation 14 (+14)
Investigation 3 (+5)
Perception 6 (+8)
Stealth 2 (+6)
Technology 4 (+6)
Vehicles 1 (+6)

Advantages:
All-Out Attack, Daze (Intimidation), Fascinate (Intimidation), Improved Aim, Improved Critical (Guns) 3, Power Attack, Ranged Attack 3, Startle

Powers:
"Death Guns" (Flaws: Easily Removable) [16]
Blast 8 (Feats: Accurate 2) (Extras: Multiattack) (26 points)

"Appears in Dreams" Communication (Mental) 2 (Flaws: Limited to Sleeping Subjects) [6]
Leaping 1 (15 feet) [1]
"Mark Victims" Morph 1 (Feats: Incurable) (Extras: Perception Range +2, Permanent) (Flaws: Limited to Targetted Appearance) [8]
"Detect Victims" Senses 6 (Victim Detection- Ranged 3, Tracking 2) [6]

Offense:
Unarmed +10 (+5 Damage, DC 20)
Guns +12 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +7, Fortitude +7, Will +8

Complications:
Motivation (Killing Criminals)- Josh's son Damon was killed in the crossfire between rival gangs. As a result, Damon's spirit now infuses Josh with a terrible power, and the desire to punish as many criminals as possible.
Power Loss (Marking Victims)- The Blue Knight's "Marking" power is only effective should the victim not hide overly well. Granted, it's pretty hard to live a normal life with tinfoil wrapped around your neck and being underground all the time.

Total: Abilities: 70 / Skills: 42--21 / Advantages: 12 / Powers: 37 / Defenses: 16 (143)

-I really liked the story that showed us the origin of The Blue Knight- it showed a defense attorney named Vincent Oleck defending the worst criminal imaginable (a crimeboss's son), and to save his own life from the angry boss, he had to defend his client using some brand-new methods. Oleck applied the methods of super-crime to the concept of regular crime- he asked the fuzz, the doctors and the witnesses to prove whether or not his client was a member of The Doppel Gang, whether the defendant was a clone or under mind control, and whether or not the victim was truly DEAD. This made it a fascinating little look into how super-heroic stuff can alter the normal world (a Busiek trademark). It had good art (the Vincent's wife is one of the hotter women shown in Astro City, actually- Anderson wasn't usually a Fanservice Artist so it's rare to see), strong motivations, great characterization, and it showed things I've never before read in ANY kind of story.
-I liked how Oleck had to deal with comments from the police (his own pal was a cop, and pointed out how he was getting the cold shoulder from his buddies for that very reason), how the concept of the law is presented (ie. lawyers can screw the system, but that's so the system can alter itself to fit better and be more sure next time), how the mobster admired Oleck for standing up for himself (when Mr. Forgione yelled at him, Oleck yelled back and put him in his place), and how the judge presiding over the case refused to let him drop it because "the work you're doing out there is fascinating" but politely points out that he really should have saved it for a better case (ie. one where the murderer was less of an obvious killer and dickwad).
There are some neat little bits in the story, too: Josh's face being a skull in a reflection, and a red light underneath the family's car as they're being mysteriously followed all over the country. The ending is great too, as "superheroic stuff" ends up getting involved FOR REAL, as Oleck is being chased by Forgione's men for running out on him (he was going to force Vincent to be his own personal lawyer, which Vince found amoral). With at least seven mobsters about to descend upon his innocent family in a cabin in the woods, they're gunned down mercilessly by The Blue Knight, the mystical Spirit of Vengeance, who is revealed to be Vincent's cop buddy! His origin is as sad as a Punisher Expy's should be, and of course his design is BAD ASS, turning a cop motorcyclist's uniform into a glowing blue skull (yeah there's a good bit of ol' Ghost Rider in here as well).
-Determining his stats, or even his PL, is a bit difficult, since The Blue Knight tends not to have his fights against anything non-Mooky be central to the story. He can basically track people- the Marking Victims thing is essentially a Morph Attack, since it creates a small red "trigger" on someone that allows the Knight to track them all over creation, thus changing their appearance- Affliction could technically work, but would be over 30 points with similar Extra attached to it. He's pretty fast, can appear to people (like Vincent) in dreams, and blow people away at possibly a supernatural rate (he effortlessly wipes out a half-dozen people at once on more than one occasion). However, there's quibbly bits- the Oleck story presents him as possibly a normal guy with Gimmicks (high-tech arsenal and an engineering background), but he's clearly a mystically-powered being in The Dark Age. The latter story also has a bit that deals with his "ending"- several heroes (including the Dr. Strange Expy Simon Magus) entrap him while he's taller than a building for some reason, but that's impossible to really quantify with stats since it was a one-shot thing in a single panel. It DOES illustrate that the Knight could be MUCH more powerful than the build presented here suggests, though.

THE CONFESSOR (Jeremiah Parrish)
First Appearance:
Astro City #4 (Dec. 1996)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Dark Urban Vigilante
PL 11 (232)
STRENGTH
6 STAMINA -- AGILITY 6
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 5 PRESENCE 5

Skills:
Acrobatics 4 (+10)
Athletics 7 (+13)
Close Combat (Unarmed) 4 (+14)
Deception 4 (+10)
Expertise (Arcane Lore) 2 (+6)
Expertise (History) 6 (+10)
Expertise (Streetwise) 4 (+8)
Expertise (Catholic Priest) 9 (+13)
Intimidation 9 (+14)
Investigation 9 (+14)
Insight 9 (+14)
Perception 8 (+13)
Stealth 6 (+14)

Advantages:
Accurate Attack, All-Out Attack, Beginner's Luck, Precise Attack (Close/Concealment), Defensive Attack, Diehard, Fast Grab, Favored Environment (Darkness), Fearless, Improved Critical (Unarmed) 2, Improved Disarm, Power Attack, Seize Initiative, Ranged Attack 3, Startle, Takedown 2, Teamwork, Tracking

Powers:
"Vampiric Might"
"Hitting Power" Strength-Damage +2 [2]
Protection 8 (Extras: Impervious 5) (Flaws: Limited- vs. Blessed, Silver, Wooden, Magic Weapons) [9]
Immunity 30 (Fortitude Effects) [30]
Regeneration 10 (Feats: Regrow Limbs) (Flaws: Source- Blood) [6]

"Vampiric Traits"
Speed 1 (4 mph) [1]
Leaping 1 (15 feet) [1]
Senses 2 (Low-Light Vision, Scent) [2]

"The Vampire's Bite" Strength Damage Linked to Weaken Stamina 10 (Flaws: Grab-Based, Limited to 1 Rank Per Minute) (Inaccurate -1) Linked to Affliction 8 (Fort; Entranced/Compelled/Transformed to Vampire) (Extras: Cumulative) (Flaws: Grab-Based) (Inaccurate -1) [10]

"Mist Form"
Insubstantial 2 [10]
Movement 2 (Trackless, Air-Walking) [4]
"Invisible" Concealment (Vision) 2 [8]

Offense:
Unarmed +14 (+8 Damage, DC 23)
Vampire Bite +12 (+10 Weaken & +8 Affliction, DC 20 & 18)
Initiative +6

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +8 (+3 Impervious), Fortitude --, Will +10

Complications:
Motivation (Justice)- Fame or glory are not important, neither is recognition for good work. The only thing that matters is justice.
Responsibility (Catholic)- Parrish was a Priest, and still takes his mission seriously. His own unclean nature horrifies him, and he seeks to punish himself for it still. One of the Priestly duties is also to TEACH- Altar Boy being the next generation.
Weakness (Garlic, Sunlight)- Both are anathema to vampires, and will cause horrible pain. Direct sunlight might kill a vampire of any power level. Parrish is never seen out in daylight.
Weakness (Holy Symbols)- Witnessing or touching a Holy Symbol is painful to vampires. The Confessor's Cross chest insignia actually causes him constant pain- it is meant to, as a form of penitence for his sins.
Weakness (Lack of Blood, Home Soil)- It's unknown if the Astro-verse's vampires suffer from these weaknesses. Parrish is never seen drinking blood.
Quirk (No Reflection)- Vampires do not cast reflections in any mirrored surface. This is one of the pieces Altar Boy notices that don't "fit" the pattern- The Confessor once snuck up behind him while Altar Boy was looking at a mirror.

Total: Abilities: 70 / Skills: 82--41 / Advantages: 22 / Powers: 83 / Defenses: 16 (232)

-When you ask anyone who's read Astro City books which book is their favourite, "Confessions" is pretty much always that one. The story of a young man from small-town America coming to the big city to be a super-heroic Sidekick is a fascinating look at the inside of superheroics (turns out he's not the only guy who's thought of hanging out where super-heroes go in order to find a mentor), the training of a young hero, and the secrets of the best candidate for Astro City's "Batman". We learn a lot about the nature of heroics and being a good person (Altar Boy wants to be well-known and respected, unlike his father, who died penniless after letting people take advantage of his good nature), how detectives should notice "patterns" (find what doesn't fit, essentially), and more.
-Though Altar Boy is the "Focus Character", EVERYONE remembers the fascinating mentor figure, who turns out to have an enormous secret. Confessor turns out (spoilers here, obvious just by reading the build) to be a 100-plus year old VAMPIRE (given through a bunch of "blink and you'll miss them" hints), driven to do justice and God's work in spite of his sinful nature (he got bitten because he followed a floozy behind a barn), and wants to teach Altar Boy to follow in his stead. One classic heroic sacrifice against some goofy-looking aliens later (they'd kidnapped virtually every hero in Astro City), and you've got one hell of a story. It succeeds on pretty much every level you could imagine a story succeeding in, and even features some good old-fashioned "realistic touches" thrown in (like pointing out that a cape is supposed to be slippery, so that crooks who think the cape is an easy weakness end up slipping off of it), like a good smart super-hero story should.
-Confessor's more expensive than any A.C. denizen who isn't Samaritan, and for good reason. The Vampiric power-set is actually ridiculously expensive (though the dramatic array of weaknesses makes up for it), with abilities all over the place, PLUS he's got the Batman-style detective thing going on, with a Combat Advantage Guy build on top of it. There's simply no way to make him cheaply, though you could make a go of it if you needed to. My Confessor a pretty elite PL 11 character, well beyond most Street Level characters.

ALTAR BOY (Brian Kinney)
First Appearance:
Astro City #4 (Dec. 1996)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Plucky Sidekick
PL 8 (98)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 3 (+8)
Athletics 6 (+8)
Close Combat (Unarmed) 2 (+12)
Deception 4 (+6)
Investigation 5 (+7)
Expertise (Streetwise) 2 (+4)
Perception 6 (+8)
Insight 4 (+6)
Stealth 4 (+9)

Advantages:
Defensive Attack, Improved Disarm, Power Attack, Ranged Attack, Takedown, Teamwork, Track

Powers:
"Martial Artist" Strength-Damage +1 [1]

Offense:
Unarmed +12 (+3 Damage, DC 18)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +3, Fortitude +5, Will +5

Complications:
Motivation (Being a Super-Hero)- Brian Kinney is fascinated by super-heroes, and wants to become one more than anything. He wants the glory and sense of being that comes with such a role- his own father provided no such role model, at least in his own mind.
Relationship (The Confessor)- The Confessor is a stern, stoic figure, not prone to excessive compliments. Kinney sometimes barely avoids snapping at him because of his teaching methods as well.

Total: Abilities: 58 / Skills: 36--18 / Advantages: 7 / Powers: 1 / Defenses: 14 (98)

-This seems like an odd pick for one of my favourite characters (I almost never hear people talk about Altar Boy when they refer to "Astro City"- it's all about the Honor Guard, Samaritan, Jack-in-the-Box, and the Confessor), but this guy really stuck with me. Altar Boy is actually the main character of "Confessions", depicted as a bright, fast, strong young man who can kick some ass if he needs to. He's still a bit naiive in the way of super-heroics, and still thinks he needs to be recognized as a hero (based off of issues with his deceased father, a doctor who went poor because he let people slide on their bills) to do good. He's among the more well-rounded characters in Astro City, and a great "man's eye view" of the super-hero world from someone just coming up in it. The whole "Starting Out Sidekick" thing has never really been done better, either. The perfect ending of the story makes me REALLY want to see what eventually became of Altar Boy in his new identity.
-Altar Boy isn't that powerful, but is learning quickly, becoming quite a good PL 7.5 Sidekick. He mostly just barely defeats super-powered adversaries, still needing the Confessor's help against simple gun-toting Supervillains. He's got the fundamentals of a good detective, but he's not there yet. This depicts him around the end of "Confessions", before he goes on his massive training excursion.

JUNKMAN (Hiram Potterstone)
First Appearance:
Astro City #10 (Sept. 1997)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Mid-Tier Villain, "I'll Show Them All!" Type
PL 9 (131)
STRENGTH
-1 STAMINA 2 AGILITY 0
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 6 AWARENESS 3 PRESENCE 1

Skills:
Deception 6 (+7)
Expertise (Science) 8 (+14)
Expertise (Thief) 8 (+14)
Insight 4 (+7)
Perception 5 (+8)
Stealth 8 (+8)
Technology 8 (+14)
Vehicles 1 (+6)

Advantages:
Beginner's Luck, Daze (Deception), Eidetic Memory, Equipment (Random Tech Stuff, Big Jacket) 2, Improved Aim, Inventor, Jack-of-All-Trades, Ranged Attack 5, Skill Mastery 2 (Science, Technology), Ultimate Technology Skill

Powers:
"Gadgets" (Flaws: Easily Removable) [34]
Variable 8 (56 points)
Common Abilities:
"Anti-Gravity Boots" Flight 2 (8 mph) (4)
"Vaccuum-Cleaner Jetpack" Flight 6 (120 mph) (12)
"Etch-A-Sketch" Senses 4 (Vision Penetrates Concealment) (Flaws: Distracting) (2)
"Static-Cling Marbles" Affliction 8 (Strength; Hindered & Vulnerable/Immobile & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition, Progressive +2) (Diminished Range -1) (39)
"Aerosol Bombs" Blast 4 (Extras: Area- 30ft. Burst) (Diminished Range -1) Linked to Snare 7 (Feats: Split 2) (Extras: Area- 30ft. Burst) (Dim. Range -1) (40)
"Whirling Blades" Blast 4 (Feats: Homing 4, Ricochet 2) (14)
"Gas-Filled Inner Tube" Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Feats: Triggered- Piercing) (Extras: Area- 60ft. Cloud +3) (25)

Offense:
Unarmed +6 (-1 Damage, DC 14)
Whirling Blades +10 (+4 Ranged Damage, DC 19)
Static Cling Marbles/Aerosol Bombs +10 (+8 Ranged Affliction, DC 18)
Gas-Filled Inner Tube +6 Area (+6 Affliction, DC 16)
Initiative +0

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

Complications:
Obsession ("I'll show them ALL!")
Motivation (Money, Respect)

Total: Abilities: 44 / Skills: 48--24 / Advantages: 16 / Powers: 34 / Defenses: 13 (131)

-Junkman is a villain from a one-shot, basically a generic Silver Age-type villain (he was forcibly-retired at the toy company because of his age, and wants to "show them all!") pulling the greatest heist of all time, but being forgotten about because he was so good at hiding it. Consequently, he sets up his own defeat, just so the great prosecuting attorney can do a step-by-step analyses of his crime, thus getting Junkman the full credit he deserves, and finally "show them all". It's a really good story, too- showing things from the villain's viewpoint while he's in the midst of his big score. You can actually get inside his head and realize just WHY someone would pull a huge score, only to risk it all on a re-do.
-A good Gadgeteer, Junkman can use his Jetpack or Anti-Gravity Boots to fly about while using his massive array of Gadgets (basically like Variable Power with a limit). Limit is 35 points worth of stuff, which I got based off of all the little things he used in his junk-based toybox. He's a threat in combat mainly thanks to his ability to toss out all kinds of crazy stuff that you wouldn't expect (he seems particularly fond of Snares), but as he points out, "Reflexes Count", and he's still just an old man- pretty easy to beat once you fight past his crazy technology.

STARFIGHTER
First Appearance:
Astro City #xx (xxxxxxxx)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Background Hero
PL 10 (169)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Aerobatics 5 (+10)
Close Combat (Unarmed) 3 (+11)
Expertise (Space Hero) 9 (+11)
Insight 2 (+5)
Perception 2 (+5)
Persuasion 3 (+6)
Technology 4 (+6)
Vehicles 2 (+6)

Advantages:
Improved Aim, Improved Critical (Blasts), Power Attack, Ranged Attack 6, Teamwork

Powers:
"Space Hero"
Immunity 10 (Life Support) [10]
Flight 10 (2,000 mph) [20]
Movement 2 (Space Travel 2) [4]
Cosmic Blast 10 (Feats: Penetrating 5, Increased Range 2) [27]

Offense:
Unarmed +11 (+3 Damage, DC 18)
Blasts +10 (+10 Ranged Damage, DC 25)
Initiative +5

Defenses:
Dodge +13 (DC 23), Parry +11 (DC 21), Toughness +4, Fortitude +7, Will +8

Complications:
Motivation (Justice)- I guess. He never says anything.

Total: Abilities: 64 / Skills: 30--15 / Advantages: 10 / Powers: 61 / Defenses: 19 (169)

-Starfighter is another background guy who mainly represents a certain era and storytelling style. He very much looks like a Jim Starlin character, particularly the Captain Marvel/Adam Warlock type with his spacey costume and Energy Blasts, though his hair and wicked 'stache definitely reflect his era even more than those two's flowing semi-long locks did. He was a member of Honor Guard, and was apparently capable to fighting The Silver Agent to a standstill, and I chose to "Blind Build" him as a PL 10 Flying Blaster type of guy (ya know, I said I hate those kinds of builds, yet I'm doing enough of them here... ah well, it's a guy to fill out the Astro-verse's background). This build could change with even the slightest bit of focus on the character. Hell, he could be super-strong for all I know.

ATOMICUS (Adam Peterson)
First Appearance:
Astro City: Local Heroes #2 (June 2003)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Superman Homage, Flying Brick
PL 11 (245)
STRENGTH
11 STAMINA 12 AGILITY 4
FIGHTING 9 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 2 PRESENCE 3

Skills:
Deception 5 (+8)
Expertise (Politics) 1 (+5)
Expertise (Science) 8 (+12)
Insight 2 (+4)
Investigation 4 (+6)
Perception 3 (+5)
Technology 4 (+8)

Advantages:
Accurate Attack, Close Attack, Interpose, Power Attack, Ranged Attack 3

Powers:
Flight 9 (1,000 mph) [18]
Movement 1 (Space Travel 1) [2]
Impervious Toughness 7 [7]
Immunity 10 (Life Support) [10]

"Atomic Duplicates" Summon Duplicate 11 (Extras: Horde, 4 Duplicates +4) [77]

Offense:
Unarmed +10 (+11 Damage, DC 26)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +12, Fortitude +12, Will +7

Complications:
Relationship (Irene Meriwether)- Atomicus only wants one woman, and wants to be what she deserves. He spends his time watching her, learning how to be a man in this new world of his. However, she just won't stop coming at him and harassing him about his secret identity.
Responsibility (Child)- Though he appears to be an adult, Atomicus is actually young and quite immature.

Total: Abilities: 100 / Skills: 28--14 / Advantages: 7 / Powers: 114 / Defenses: 10 (245)

-Atomicus is kind of a Superman of the "Mad Men" era, and the story focusing on his "Lois Lane" is essentially a commentary on the Clark/Lois type of stories from that era. Irene Meriwether is your typical ball-busting woman archetype, and she's always trying to prove that Atomicus is really her wimpy co-worker Adam Peterson. However, it turns dark as all her cutesy Silver Age tricks to get him to reveal his secret identity end up turning him on her, and he finally snaps and leaves Earth. He's got a pretty cool design (the flaming head and "nosecone" uniform" are great touches by Alex Ross, proving he hasn't lost it in the 2000s), and I found the story kind of funny, but ultimately the whole "I was watching you to learn how to BE A MAN and didn't want to reveal myself to you" thing kind of came out of left field for me, so I didn't find the story as striking as the others in "Local Heroes".
-Atomicus is your everyday PL 10 Supermanalogue, not quite as powerful as Kal-El, but perfectly serviceable for his era. Like a few guys, he could be Samaritan-powerful for all I know (he's only shown fighting in little side bits), but I stuck with just the basics. The addition of his "Atomic Duplicates" make him LUDICROUSLY expensive, assuming they all are as powerful as he is (there's no evidence to suggest they're NOT- one at least has super-strength).

THE MOCK TURTLE (Martin Chefwick)
First Appearance:
Astro City #xx (xxxxxxxx)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Jobber Villain, Dorky Scientist
PL 9 (123)
STRENGTH
0/7 STAMINA 1 AGILITY 2
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 6 AWARENESS 0 PRESENCE -1

Skills:
Aerobatics 4 (+6)
Deception 3 (+2)
Expertise (Science) 7 (+13)
Expertise (Criminal) 1 (+7)
Perception 4 (+4)
Stealth 2 (+4)
Technology 8 (+14)
Vehicles 1 (+6)

Advantages:
Inventor, Ranged Attack 3

Powers:
"Mock Turtle Armour" (Flaws: Removable) [56]
Flight 7 (250 mph) (14)
Enhanced Strength 7 (14)
Protection 8 (Extras: Impervious 5) (13)
Immunity 6 (Suffocation 2, Heat, Cold, Vacuum, Pressure) (6)
"Blasters" Blast 7 (Extras: Multiattack) (21) -- (22)
AE: Blast 9 (18)
-- (69 points)

Offense:
Unarmed +6 (+0 Damage, DC 15)
Armour +6 (+7 Damage, DC 22)
Blasters +8 (+7 Ranged Damage, DC 22)
Higher-Powered Blast +8 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +1 (+9 Armour), Fortitude +2, Will +4

Complications:
Motivation (Fantasy)- Chefwick has been obsessed with fantasy realms for as long as he can remember. It clouds his perceptions of others, and makes him trust the wrong people.

Total: Abilities: 38 / Skills: 30--15 / Advantages: 4 / Powers: 56 / Defenses: 12 (123)

-The Mock Turtle was a slice of storytelling brilliance (or nastiness, I can't decide) on the parts of Busiek & Anderson. Appearing during "Tarnished Angel", he was a bit of a one-off- a first-person narrative of growing up in the Astro-verse's England, where he engaged in battles with British Stereotype heroes (Popstar, Lion & Unicorn), and teamed with British Stereotype villains (Aunt Acid, The Toff, Clever Dick -- thankfully better taste won out and they avoided calling him "Spotted Dick", which is the worst name for a desert EVER. I mean, if there's two things that don't go together, it's Britain and digusting cuisine, am I right?). Busiek deliberately filled his universe with more ethnic & locale-based heroes the further away you got from Astro City, mostly for window-dressing and cute jokes. He was a fantasy nerd growing up, but this absent-minded professor turned into a supervillain when his beloved self-designed Turtle Suit was going to be taken from him and given to a "real" diver.
-He took it and went on a crime spree, mostly donating it to a beloved "perfect girl" from his childhood, ignoring the fact that she was a career criminal who never really liked him. When he discovered her real character (in a cute bit, he goes "I'm sure you all saw that coming from MILES away, but I had no idea"), he went on the run, and ended up in Keifer Square, where Steeljack and his neighbors fought for him and made a hero out of the guy. And then Busiek kicked us square in the balls next issue, after we'd already fallen in love with the poor schmuck. Brilliant, brilliant dickishness-in-writing right there.
-The Mock Turtle is a classic Powersuit guy, being weak outside of the suit, but a pretty tough guy within it- a solid mid-tier villain (though below the REALLY good Astro City heroes) who can Blast away and avoid damage.

JITTERJACK
First Appearance:
Astro City #xx (xxxxxxxx)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Assassin-For-Hire
PL 10 (112)
STRENGTH
10 STAMINA 10 AGILITY 6
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -2 PRESENCE -2

Skills:
Acrobatics 2 (+8)
Athletics 3 (+13)
Expertise (Criminal) 2 (-1)
Intimidation 10 (+8)
Perception 5 (+3)

Advantages:
All-Out Attack, Chokehold, Diehard, Extraordinary Effort, Fearless, Improved Critical (Unarmed) 2, Improved Hold, Improved Initiative 2, Move-By Action, Power Attack, Startle, Takedown 2

Powers:
"Divided Man" Features 1: Has Two Hearts (just in case someone tears out one) [1]
Speed 5 (60 mph) [5]
Leaping 2 (30 feet) [2]
"Punches Really Fast" Strength-Damage +0 (Extras: Multiattack 10) [10]
Senses 5 (Extended Sight, Scent & Hearing, Acute Scent, Low-Light Vision) [5]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Initiative +14

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10, Fortitude +11, Will +2

Complications:
Motivation (Treats)- Jitterjack does this for his Pyramid masters for weird energy treats.
Responsiblity (Insane)- Jitterjack is full-blown nuts

Total: Abilities: 58 / Skills: 22--11 / Advantages: 15 / Powers: 23 / Defenses: 5 (112)

-Jitterjack is a background character in "The Dark Age", working for Pyramid as a hired assassin for The Platypus's group in his gang war. He was basically nutty and stupid, ran around like a lunatic, and killed indiscriminately. He's quite powerful, too- he's the one who killed Black Velvet (when her heart-ripping attack left him alive, since he's got TWO- being comprised of two different guys), and he once trounced Hellhound and Jack-in-the-Box in succession after hitting the former with a surprise attack. He's fast, strong and really hard to hurt- Velvet's "Bad Feelings Explosion" is what finally brought him down, and he was still alive, despite a point-blank hit.

THE SILVER AGENT (Alan Craig)
First Appearance:
Astro City #xx (xxxxxxxx)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Captain America Expy, Silver Age Representative
PL 11 (195)
STRENGTH
4 STAMINA 5 AGILITY 7
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 5 PRESENCE 4

Skills:
Acrobatics 5 (+12)
Close Combat (Unarmed) 2 (+15)
Deception 4 (+8)
Persuasion 8 (+12)
Vehicles 3 (+7)
Investigation 3 (+8)
Intimidation 2 (+6)
Investigate 6 (+8)
Expertise (History) 6 (+8)
Expertise (Tactics) 6 (+8)
Treatment 1 (+4)
Perception 9 (+14)
Insight 8 (+13)
Ranged Combat (Agent Gun) 4 (+14)
Sleight of Hand 2 (+6)
Stealth 3 (+10)

Advantages:
Accurate Attack, Agile Feint, All-Out Attack, Assessment, Defensive Attack, Diehard, Great Endurance, Equipment (Agent Uniform- Protection +1), Fast Grab, Fearless, Improved Aim, Improved Critical (Unarmed), Improved Critical (Gun) 2, Improved Disarm, Improved Smash, Inspire, Interpose, Leadership, Luck, Power Attack, Precise Attack (Ranged/Concealment), Quick Draw, Ranged Attack 7, Seize Initiative, Set-Up, Takedown 2, Teamwork 2, Uncanny Dodge, Ultimate Will Save

Powers:
"Silver Agent Gun" (Flaws: Easily Removble) [10]
Blast 7 (Feats: Split) (15) -- (16 points)
AE: "Smoke Pellets" Concealment (Visual) 2 (Extras: Area- 15ft. Cloud) (6)

"Is Super In-Shape From Some Silver Thingie"
Strength-Damage +1 [1]
Speed 1 (4 mph) [1]
Leaping 1 (15 feet) [1]

Offense:
Unarmed +15 (+5 Damage, DC 20)
Agent Gun +15 (+7 Ranged Damage, DC 22)
Initiative +7

Defenses:
Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +5 (+6 Suit), Fortitude +7, Will +11

Complications:
Responsibility (Duty)- Craig grew up suffering from polio, but took a job as a mailman just so that he could serve the community.

Total: Abilities: 90 / Skills: 72--36 / Advantages: 38 / Powers: 13 / Defenses: 18 (195)

-I'm ashamed to admit I didn't get the inspiration for the Agent's name for years. I mean, he's based off of the ideals of the SILVER AGEnt, duh. They finally explained why his death was such a shame to humanity a couple years ago (he was framed by an old enemy, and executed by U.S. courts), and it was big enough to remind us of just what that era of comics was all about (his debut coincides with the debut of DC's Silver Age heroes, and his death with that of Gwen Stacy, often regarded as the moment the Silver Age truly ended). Oh, and he's pretty obviously a variant of Captain America- the chain mail, the mask, the poses, his status as leader of Honor Guard, etc. But instead of just going for some boring rip-off like most people do (The Patriot, Fighting American), they altered the design around a policeman's badge-shield and a Germanic knight, making him much more unique.
-He got a two-issue Limited Series to showcase him, and it was fairly good, though the overarching story is way too confusing thanks to all the time-jumping. The whole origin story and a character-piece was excellent, though- especially the bit where he goes to talk to his old girlfriend one last time (he broke up with her when he realized he could never give her any children, and she married his brother instead- though he always loved her), but doesn't do it because he knew he'd never have the strength to go back and sacrifice his life.
-The Agent is much like Captain America in may ways, but much lower at certain things (no Shield, no Powers from the Serum, though some floating Silver Thingie gave him some powers- and in a "Crisis"-like twist he ends up giving himself powers in some cyclical thing). That Gun of his isn't seen being used all that often, so I'm unsure of just how many gimmicks it has, so I'll leave those to the player's imagination. A slightly cheaper Cap at one PL lower.

CHARLES WILLIAMS
First Appearance:
Astro City: The Dark Age- Book One #xx (xxxxxxxx)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: The Good Son, Honest Cop
PL 8 (93)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 1 PRESENCE 0

Skills:
Athletics 4 (+7)
Deception 4 (+4)
Expertise (Police Officer) 4 (+6)
Expertise (E.A.G.L.E. Agent) 3 (+5)
Insight 1 (+2)
Intimidation 5 (+5)
Investigation 2 (+3)
Perception 2 (+3)
Technology 2 (+4)
Vehicles 1 (+6)

Advantages:
Diehard, Equipment 4 (Assorted Gear), Improved Aim, Ranged Attack 5

Offense:
Unarmed +8 (+3 Damage, DC 18)
Guns & Stuff +10 (+4-6 Damage, DC 19-21)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +4, Fortitude +5, Will +6

Complications:
Responsibility (Justice)- Charles demands that the world make sense, and wants to bring order to it. Unlike most of the 1970s Astro City Police Department, he is clean and will not take bribes.
Motivation (Parents' Deaths)- Charles and Royal saw their parents killed by Aubrey Jason (a Pyramid Agent) as children, and grew up hating super-heroes as a result, since Jason was fighting The Silver Agent at the time. Charles wants the heroes and "freaks" to stay out of the police's business.

Total: Abilities: 56 / Skills: 28--14 / Advantages: 11 / Powers: 0 / Defenses: 12 (93)

ROYAL WILLIAMS
First Appearance:
Astro City: The Dark Age- Book One #xx (xxxxxxxx)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: The Bad Son, Con Man
PL 8 (103)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+6)
Deception 6 (+8)
Expertise (Criminal) 5 (+8)
Expertise (Pyramid Agent) 1 (+4)
Insight 4 (+7)
Investigation 3 (+6)
Perception 3 (+6)
Persuasion 2 (+4)
Sleight of Hand 3 (+9)
Stealth 2 (+6)
Technology 2 (+5)
Vehicles 1 (+7)

Advantages:
Beginner's Luck, Equipment 4 (Assorted Gear), Improved Defense, Improved Initiative, Luck, Ranged Attack 4

Offense:
Unarmed +8 (+2 Damage, DC 17)
Guns & Stuff +10 (+4-6 Damage, DC 19-21)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +5

Complications:
Motivation (Greed)- Royal Williams had been a thief and pickpocket for years. He lacks any respect for anything after his parents died and the greatest hero of all couldn't help them.
Motivation (Parents' Deaths)- Charles and Royal saw their parents killed by Aubrey Jason (a Pyramid Agent) as children, and grew up hating super-heroes as a result, since Jason was fighting The Silver Agent at the time.
Responsibility (Disturbed By Death)- Royal's a crook, but not a killer. When he sees him and his brother killing people with intensity, he starts to get really disturbed.

Total: Abilities: 62 / Skills: 36--18 / Advantages: 12 / Powers: 0 / Defenses: 11 (103)

-Charles & Royal were the central characters of "The Dark Age", and basically represented the "Opposite Side of the Coin" effect. When their parents were killed during a fight between The Silver Agent and Pyramid Agents, both were twisted and motivated in separate ways- Charles became stodgy and obsessed with justice, and was one of the few cops to both not take kickbacks and bribes (which got him shot, in the end) AND to dislike super-heroes just barging into police business. Royal, a scrawny guy with a pronounced lower lip and funny afro, was a con-man who didn't take any kind of authority seriously anymore. The brothers thus obviously had some differences, but put up with each other nonetheless.
-"The Dark Age" brought them all over the place- Royal avoided death in a gangwar between his boss, The Platypus, and a bunch of other crimebosses. Charles got shot by some dirty cops, and Royal pulled him out of his coma by telling him that one of his boss' partners was Aubrey Jason, the Pyramid agent who killed their mom and dad. Soon, Charles & Royal were working for E.A.G.L.E. (a S.H.I.E.L.D. Expy) against Pyramid. This soon fell apart, and the boys went off on their own, chasing after Jason on a new personal vendetta. This part of the story (though drawn-out) got a bit interesting, because while both brothers had been disturbed by the growning tendency towards Angry Vigilantes killing and maiming crooks, they started doing the same thing THEMSELVES, mowing down crooks to get to Jason and kill him. Charles, always a bit more focus and obsessive, didn't notice it, but Royal started to, and it disturbed him. Ultimately, Royal chose to save The Silver Agent's life instead of going after Jason AGAIN, and thus Jason & The Pale Horseman were sent to another dimension, and the Williams Brothers retired to start a fishing company. It turns out the whole story is their impressions, told in the modern day to a reporter working on a book.
-The Williams Brothers aren't that elite in combat, though both ended up pretty good by the end of the story. They can mow down Mooks as well as anyone (and often do just that), good enough to hunt a high-level Pyramid operative over the years, and can even briefly hang with real super-heroes and villains. Charles is a better physical specimen, but Royal is the thinker, with a lot more skills, knowledge and luck. Both brothers tend to use a lot of lost Super-Tech, and sometimes the stuff runs out of ammo or breaks down, since niether is a real Techspert with that kind of stuff.

SUPERSONIC (Dale Enright)
First Appearance:
Astro City: The Dark Age- Book One #xx (xxxxxxxx)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Retired Hero, Flying Brick
PL 11 (219)
STRENGTH
12 STAMINA 12 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 4 PRESENCE 4

Skills:
Aerobatics 8 (+12)
Deception 4 (+8)
Expertise (Science) 8 (+13)
Insight 2 (+6)
Investigation 2 (+6)
Perception 4 (+8)
Persuasion 4 (+8)
Stealth 1 (+5)
Technology 9 (+14)
Vehicles 4 (+8)

Advantages:
Assessment, Beginner's Luck, Daze (Deception), Defensive Attack, Diehard, Evasion, Extraordinary Effort, Fearless, Great Endurance, Improved Critical (Unarmed), Improved Defense, Improved Initiative, Improved Smash, Improvised Weapon, Interpose, Inventor, Jack-of-All-Trades, Last Stand, Luck, Move-By Action, Power Attack, Ranged Attack 4, Redirect, Seize Initiative, Takedown, Taunt, Well-Informed, Withstand Damage

Powers:
"Super-Cyclone" Move Object 11 [22]
Flight 9 (1,000 mph) [18]
Impervious 13 [13]
Immunity 9 (Vacuum, Pressure, Heat, Cold, Fire Damage) [9]
Senses 1 (Detect Radio-Waves) [1]

Offense:
Unarmed +10 (+12 Damage, DC 27)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +12 (+7 Impervious), Fortitude +12, Will +9

Complications:
Motivation (Fun)- Supersonic is constantly trying to one-up his wins, coming up with more and more outlandish schemes to beat his enemies.
Relationship (Caroleen)

Total: Abilities: 110 / Skills: 46--23 / Advantages: 12 / Powers: 63 / Defenses: 11 (219)

-Supersonic was basically a retread of Steeljack's story of the "past-his-prime old guy" pathos-play, but from a super-heroic point of view. Supersonic was a Hal Jordan-esque cocky 1960s hero who did awesome stuff with his jet-based powers and wacky Silver Age-type solutions (Busiek seems to have the most fun describing all of his old outlandish victories, like going back in time- it's not explained how- just to beat a villain's Anti-Supersonic Aura). In our story, he's an old man, twenty years retired and now widowed, forced out of retirement by an old buddy to fight a Super-Robot that beats the bejeezus out of him. Realizing he's tired and washed-up, and with no real plans, he basically has to pummel the thing into submission while a neighborhood gets demolished. I didn't enjoy the story so much for it's point (like I said, Steeljack plays the "Old Guy Pathos" MUCH better), but I loved the Silver Age Solutions, and the design of the costume- why don't Marvel & DC just hire Alex Ross to do Costume Design for them 24/7? The Supersonic costume is RIDICULOUSLY amazing- even better than Atomicus or Samaritan.
-Supersonic in his prime is YET ANOTHER Flying Brick Hero (plus a "Super-Cyclone", which I figure for a Flash-style Speed Feat thingie, and the ability to detect Radio Waves somehow), which Astro City just has far too many of by now, to be honest. The fact that Busiek likes to tell every kind of superhero story that comics has had, from every era, but ALSO uses a "For Better Or For Worse" timeline, means that he has to insert these guys all over the place because like a lot of writers, he believes the Superman-type "Paragon" is the best kind of hero around, I suppose.

THE PALE HORSEMAN
First Appearance:
Astro City #xx (xxxxxxxx)
Created By: Kurt Busiek, Brent Anderson & Alex Ross
Role: Otherworldly Killer
PL 11 (253)
STRENGTH
5 STAMINA -- AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 4

Skills:
Expertise (Arcane Lore) 8 (+11)
Intimidation 10 (+14)
Perception 6 (+9)
Ranged Combat (Death Blast) 4 (+12)

Advantages:
All-Out Attack, Diehard, Fearless, Improved Critical (Death Blast) 2, Power Attack, Ranged Attack 6, Sidekick 24 (Flying Horse), Startle, Tracking

Powers:
"Demonic Entity"
Immunity 40 (Fortitude, Mental Effects) [40]
Protection 10 [10]

"Creature of Hellfire"
Immunity 10 (Fire Effects) [10]
Flame Aura 6 [24]

"I Smell TRANSGRESSION!" Senses 8 (Detect Sins- Ranged, Acute, Analytical, Postcognition) (Flaws: Postcognition Limited to Past Sins) [6]

"Death Blast" Blast 10 (Feats: Split 2) Linked to Weaken Stamina 10 (Feats: Split 2) (Extras: Ranged) (44) -- [45]
AE: "Death Touch" Damage 11 Linked to Weaken Stamina 11 (22)

Offense:
Unarmed +11 (+5 Damage, DC 20)
Flame Aura +11 (+5 Damage, DC 20)
Death Touch +11 (+11 Weaken & Damage, DC 21 & 26)
Death Blast +12 (+10 Ranged Weaken & Damage, DC 20 & 25)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +10, Fortitude --, Will +9

Complications:
Motivation (Punishing Sinners)- The Pale Horseman flies throughout Astro City, killing all those who commit acts of sin.
Responsibility (All Crimes Are Equal)- Murder people? DIE! Kill criminals? DIE! Steal shopping carts at thirteen years old? DIE DIE DIE!!

Total: Abilities: 54 / Skills: 24--12 / Advantages: 38 / Powers: 135 / Defenses: 14 (253)

SKELETAL HORSE
Role:
Dark Mount
PL 9 (119)- Minion Rank 8, Sidekick Rank 24
STRENGTH
7 STAMINA -- AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -- AWARENESS -1 PRESENCE --

Skills:
Athletics 2 (+8)
Close Combat (Unarmed) 3 (+10)
Insight 3 (+4)
Intimidation 6 (+5 Size)
Perception 4 (+5)

Advantages:
All-Out Attack, Benefit (Uses Strength instead of Presence for Intimidation Checks), Improved Critical (Hooves), Power Attack

Powers:
"Undead Monster" Immunity 30 (Fortitude Effects) [30]
"Bag of Bones" Immunity 10 (Piercing Damage, Cold Damage) (Flaws: Limited to Half-Effect) [5]
Protection 8 [8]
Flight 6 (120 mph) [12]
Flame Aura 5 [20]

"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision, Radius Sight) [3]
"Animal Physiology" Speed 3 [3]

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

Offense:
Unarmed +10 (+7 Damage, DC 22)
Flame Aura +10 (+5 Damage, DC 20)
Initiative +1

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

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

Total: Abilities: -10 / Skills: 18--9 / Advantages: 4 / Powers: 89 / Defenses: 18 (119)

-This is basically a bad-ass Mount for any type of Undead or Evil-minded character. It's sorta like the other Skeletons, but it's also got Horse Stuff on it (Senses, Size, Speed).

-This guy shows up in the final "Book" of The Dark Age, and is essentially some sort of hell-born "I'll kill ALL SINNERS" guy that sorta reflects Ghost Rider and a few other supernatural guys, but I think he's generally a commentary on Image-style heroes. Note that people are kinda into him at first when he's offing criminals, but they kinda draw the line when he wipes out a group of pre-teens for the minor sin of stealing shopping carts (I mean, they COULDA been Nickelback fans, but the comic doesn't SAY that so you can't assume it). He also looks TOTALLY RAD, being all "on fire" and stuff, along with his creepy invisible-ish body with the mummy-cloth wrapped around him and the skull face and the flaming skeletal steed and junk. Because Alex Ross is just bitching sometimes.
-He's pretty clearly tough as hell, though not so much that The Street Angel can't hurt him a little in melee (though he withstood being thrown halway across Astro City by Aubrey Jason)- though again he's another guy you've just kinda gotta "wing it" with. For all I know he could be a PL 14 Super-God (he brawled with Jason, who as Lord Sovereign was dangerously-close to Exodus/Bullrog-level "I have lots and lots of powers" syndrome).

Acrobatics, Athletics, Close Combat (Type), Deception, Expertise (Acting, Art, Business, Carpentry, Cooking, Criminal, Current Events, Dance, History, Journalism, Law, Law Enforcement, Military, Magic, Music, Philosophy/Theology, Politics, Pop Culture, Psychiatry, Science, Sociology), Insight, Intimidation, Investigation, Perception, Persuasion, Ranged Combat (Type), Sleight of Hand, Stealth, Technology, Treatment/Medicine, Vehicles

Accurate Attack, Agile Feint, All-Out Attack, Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Chokehold, Close Attack, Connected, Contacts, Cunning Fighter, Damaging Escape, Daze (old Distract), Def.Attack. Def.Roll, Def.Strike, Def.Throw, Diehard, Eidetic Memory, Equipment, Evasion (R), Extraordinary Effort, Fascinate, Fast Grab, Fav. Environment, Fav. Foe, Fearless, Follow-Up Strike, Grab Finesse, Great Endurance, Hide in Plain Sight, Imp.Aim, Imp.Critical, Imp.Defense, Imp.Disarm, Imp.Grab, Imp.Initiative, Imp.Hold, Imp.Smash, Imp.Trip, Improvised Tools, Improvised Weapon, Inspire, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Languages, Last Stand, Leadership, Luck, Minions, Move-By Action, Power Attack, Precise Attack (Ranged/Close,Cover/Conceal), Prone Fighting, Quick Draw, Ranged Attack, Redirect, Ritualist, Second Chance, Seize Initiative, Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing Mastery, Tough, Tracking, Trance, Ultimate Effort, Uncanny Dodge, Weapon Bind, Weapon Break, Well-Informed, Withstand Damage

STR 0 (50 lbs.) ---- (Bald Eagle)
STR 1 (100 lbs.) ---- (Jean Grey, Sue Storm; Wolves)
STR 2 (200 lbs.) ---- (NPC Thugs, NPC Cop, Black Tom Cassidy, Base Doom/Kang) (DCA- Black Canary, Robin)
STR 3 (400 lbs.) ---- (Nightwing, Silver Samurai, Black Canary II, Razor Fist; Cougars) (DCA- Nightwing)
STR 4 (800 lbs.) ---- (Daredevil, Batman, Demona "Gargoyles"'; Chimpanzees, Jaguars) (DCA- Batman, Vandal)
STR 5 (1,600 lbs.) ---- HUMAN MAXIMUM (Captain America, Hudson "Gargoyles", Hawkman, Bugbears; Lions)

STR 6 (3,200 lbs.) ---- (Goliath "Gargoyles", Sabretooth; Horses, Gorillas, Anacondas, Black Bears, Tigers) (DCA- Gorillas)
STR 7 (3 tons) ---- (car, van, truck) ---- (Cyborg; Grizzlies, Gryphons, Rhinoceros, Styracosaurus, Ankylosaurus, Peak for Most Animals) (DCA- Cheetah)
STR 8 (6 tons) ---- (lear jet, subway car) ---- (Elephants, Triceratops, T-Rex)
STR 9 (12 tons) ---- (fighter jet, semi truck) ---- (Spider-Man, The Beast, The Blob)
STR 10 (25 tons) ---- (humpback whale) ---- (Kid Omni-Man) (DCA- Aquaman)

STR 11 (50 tons) ---- (tank, train) ---- (Rogue, The Immortal, Marvel's Ares)
STR 12 (100 tons) ---- (767, cargo jet) ---- (Most Super-Bricks: Colossus, King Kong, Baseline Hulk) (DCA- Humpback Whale, Powerhouse)
STR 13 (200 tons) ---- (747, fishing liner) ---- (DCAU Superman, The Thing, Dragon Man)
STR 14 (400 tons) ---- (drilling rig)
STR 15 (800 tons) ---- (small bridge) ---- (The Juggernaut, DCAU Darkseid, Mary Marvel/CM3, Invincible)

STR 16 (1,600 tons) ---- (destroyer) ---- (Legion Supergirl, The Abomination) (DCA- Wonder Woman)
STR 17 (3,200 tons) ---- (freight train, nuclear sub) ---- (Mon-El, PC Superboy, Omni-Man)
STR 18 (6,000 tons) ---- (cargo freighter- empty) ---- (Thunderstrike, Captain Marvel, Black Adam, Prof. Hulk, She-Ra, Samaritan) (DCA- Grundy)
STR 19 (12,000 tons) ---- (cruiser, loaded freighter) ---- (Thor, Superman, He-Man) (DCA- Black Adam, Superman)
STR 20 (25,000 tons) ---- (ocean liner, large bridge)

SPEED CHART:
2 mph (Normal Human), 4 mph (Speed 1), 8 mph (Speed 2), 16 mph (Speed 3), 30 mph (Speed 4), 60 mph (Speed 5), 120 mph (Speed 6), 250 mph (Speed 7), 500 mph (Speed 8), 1,000 mph (Speed 9), 2,000 mph (Speed 10), 4,000 mph (Speed 11), 8,000 mph (Speed 12), 16,000 mph (Speed 13), 32,000 mph (Speed 14), 64,000 mph (Speed 15), 125,000 mph (Speed 16), 250,000 mph (Speed 17), 500,000 mph (Speed 18), 1,000,000 mph (Speed 19), 2,000,000 mph (Speed 20)

(One Degree): Dazed (single action of own control), Entranced (stunned unless a threat is obvious), Fatigued/Hindered (half-speed), Impaired (-2 penalty), Vulnerable (half-defense)
(Two Degrees): Compelled (single action control), Defenseless (0 defense bonus), Disabled (-5 penalty), Exhausted (impaired/hindered), Immobile (no moving from spot), Prone (-5 close attack/hindered), Restrained (hindered/vulnerable), Stunned (no actions)
(Three Degrees): Asleep (defenseless/stunned/unaware), Controlled (all actions), Incapacitated (defenseless/stunned/unaware), Paralyzed (defenseless/immobile/stunned aside from mental actions), Transformed (altered traits), Unaware (unable to Percieve/Interact)

Attack Bonuses:
+6: Elite Wolves, Cassowaries, Komodo Dragons, Black Rhinos, Dolphins, Most Sharks,
+7: The Yeti, Worm, Jaguars, Dire Wolves, Smaller Bears (Black, Sloth), Terror Birds, Most Snakes (Constrictors & Vipers), White Rhinos, Gorillas, Great White Sharks, Megalodons, Thunderball, Stilt-Man, Bulldozer (Headbutt), Sasquatch
+8: Rusty & Skids, Boom-Boom/Meltdown, Siryn, Most of the Serpent Society (Coachwhip, Rock Python, Puff Adder, etc.), Blockbuster, G.W. Bridge, Grizzly IV, Most Big Cats (Lion, Leopard), Brown & Polar Bears, Haast's Eagles, Elephants, Killer Whales, The Wrecker, Piledriver, Titania, The Absorbing Man, Tony Stark
+9: The Thing, Karma, Rictor, Warpath, Copperhead, Short-Faced Bears, Crocodiles (In Water), Sperm Whale, Mister Hyde, The Gamecock, She-Hulk, James Rhodes,
+10: Harry Osborn, Fancy Dan, Hobgoblins, The Prowler, Sunspot, Cannonball, Asp, Black Mamba, Anaconda, Scalphunter, Harpoon, Arclight, The Wendigo, Sauron, Dragon Man, Zaran & Machete, The Beast, Julia Carpenter, Thor (Hammer), Hercules
+11: U.S. Agent, Vulture, The Lizard, Norman Osborn, Hammerhead, Mac Gargan, Tombstone, Spider-Girl (May), Callisto, Feral, Dani Moonstar, Shatterstar (Swords), Diamonback, King Cobra, Sabretooth (Unarmed), Jessica Drew, Luke Cage, Thor (Unarmed),
+12: The Puma, Kraven the Hunter, Black Cat, Callisto (Knife), Wolfsbane, Domino, Cable, The Punisher, Namor, Ares
+13: Bucky-Cap, Spider-Man, The Kingpin, Carnage, La Tarantula, Shatterstar (Unarmed), Sabretooth (Claws), Black Knight (sword)
+14: Black Widow, Silver Sable, Batroc the Leaper, Swordsman (Sword),
+16: Captain America

Damage:
+2: Barracudas,
+3: Black Widow, Iron Fist, Rottweiler, Lynx, Eagles, Mandrills,
+4: Daredevil, Mastiff, Wolves
+5: Standard Gun, Captain America, Bullseye (Objects), Daredevil (Club), Hyenas, Eels, Rattlers, Stags, Chimps, Swarm,
+6: Agent 13 (Gun), Black Widow (Bite), The Kingpin, Dire Wolf (Bite), Cougars/Leopards, Dolphins, Pythons, Horses, Elk, Orangs,
+7: Punisher, Cable & Domino's Rifles, Vermin, Jaguars, Lioness, Cobras, Gorillas, Spider-Girls, Black Knight (Sword)
+8: Spider-Man (Unarmed/Snare), Captain America (Shield), Lions, Black Bears, False Killer Whales, Bull Sharks, Anacondas, Terror Birds, Crocs, Moose, Bulls,
+9: Tigers, Brown/Polar Bears, Hammerheads, Colossal Squids, Salties, Irish Elk, Giraffes, Hippos, Black Rhinos, The Shocker,
+10: Smilodons, Cave Bears, Great Whites, White Rhinos, Elephants, Hydro Man,
+11: Jack of Hearts (Blast), War Machine (Blasts), Killer Whales, Giant Snakes, Woolly Rhinos, King Kong, Dr. Octopus (Arms), Venom, The Lizard, Electro,
+12: Iron Man (Blasts), Humpbacks, The Scorpion (Tail),
+13: Sperm Whales, Indricotherium, The Thing, Colossus
+14: Sasquatch
+15: Zeuglodons, Megalodons, Gilgamesh,
+16: Thor (Unarmed), Giant-Man (Max Size), The Kraken,
+18: Thor (Hammer)
+20: Red Ronin
+21: Red Ronin's Blade
Jabroniville
Posts: 24807
Joined: Fri Nov 04, 2016 8:05 pm

Preacher

Post by Jabroniville »

PREACHER:

The first Vertigo book I ever read was "Preacher", based off of some online recommendations. Discovering a book full of gratuitous violence, swear words, nudity, and frequent Author Soapboxing about Garth Ennis' own views of the world, I found it AWESOME- this is pretty much what the Iron Age of comics SHOULD have been, but ended up being a bunch of pointless stuff- "Preacher" has FUN with it's violent storytelling. The fact that Ennis goes balls-out with blasphemy and inspires a generation of comic book writers at the same time is just icing on the cake.

The story is about a drunken Preacher named Jesse Custer, forced into preaching by his evil grandmother. He soon becomes possessed by the child of an Angel and a Demon, bestowing upon him tremendous power (the ability to command others with the sound of his voice). Upon discovering that God has abandoned his post, Jesse teams up with his gun-toting ex-girlfriend Tulip, and a hard-drinking Irish vampire named Cassidy, on a mission to confront God for making such a crappy world, and abandoning the people who worship Him. Then The Grail, an ancient organization devoted to protecting the descendents of Jesus Christ, gets involved, as does The Saint of Killers (the successor to The Angel of Death), and it turns into this hilarious mix of Superhero Story (super-powered guys against super-powered guys), Cowboy Story (Jesse is obsessed with John Wayne enough that the man still communicates with him, and westerns in general are referred to), and criticism on our entire culture.

What's nice is that Ennis picks targets from every walk of life. Greedy corporations, addicts, musicians, Neil Gaiman, religions, and both sides of the political spectrum are given the full breadth of Ennis' hate- there's a brilliant recurring bit with a Stereotypical Ring-Nosed Whiny-Ass Feminist Bleeding Heart-Liberal and a Bill O'Reilly-esque Big Fat Hillbilly Southerner Warmonger Conservative, where they're on some talk show debating the stories of the day, and spewing out the most IDIOTIC drivel imaginable. So rather than using Political Strawmen to make his point (like it's DC's "Hawk & Dove" or something), Ennis takes the South Park/Jabroniville point of view and says that everybody is a bunch of idiots. I can appreciate that :).

Ennis uses one of his favourite storytelling tropes- The Deformed, Depraved Villain- very often. Herr Starr is a permanently-bald, scarred menace who needs "regular, sordid sex" to unwind from his high-pressure job, and eventually becomes obsessed with sodomy after being raped by a Cockney Sexual Detective ("It's Buggering Time!" should have been the catchphrase of the century, dammit!). Allfather D'Aronique is a repulsive, torture-loving bulimic who's so fat that he regularly-destroys his personal airplane. Odin Quincannon is a diminutive, goggle-glasses wearing, big-nosed racist KKK-leader who has a sexual fetish for a gigantic woman made out of meat. Jesse's Grandma is a ragged, saggy old woman with major hair-loss and possibly the most evil personality of a comic book full of racists, rapists and murderers. There's also some cannibal hillbillies, a child-beating Sheriff, a vampire who gets all of his personality traits from Anne Rice (much to Cassidy's consternation), and more.

The side characters are a real hoot. One of my favourites is a guy who got booted out of NASA's Astronaut program for being too small & weak, and so he longs for the day when some proud-ass guy in outer space looks down at the desert and sees his message to them- "F*** YOU" written in gigantic letters via dynamite. There's also Jesse's parents, a rock-star teenager who was disfigured after trying to copy Kurt Cobain's suicide, Tulip's childhood best friend, and others. Even the side-villains are hilarious, with Featherstone & Hoover having a great relationship with the constantly-angry Herr Starr.

But overall, this book is FUNNY. Just random moments are utterly hilarious, beyond even just the descriptions of the characters like Arseface or the Buggering Sexual Detective. There's the moment where the three heroes try to listen to each other's music on a long road trip (Tulip's gangsta rap freaks out the other two), and everyone hates everyone else's taste, and the next panel has them going "WHAT A FEELING- NA-NA NANANA- IS BELIEVING NA-NA NANANA!" to IRENE CARA's "What a Feeling", and it freaking rules. Some of the casual dialogue is hilarious, too- Garth Ennis can really turn a phrase here- much better than even "Hitman".

The human element and relationships are big draws, as well. You REALLY feel it when Jesse & Cassidy become Hetero Life Partners, and feel it again when "Ol' Cass" reveals his true nature, and Jesse & Tulip have to deal with it. The endless Author Tracts of Garth Ennis are amusing, and rarely get tiring because of how entertaining he is as a writer, and you don't get as much of a "wah wah this is how *I* think the world should be!" feeling from it, because it's usually the characters just whining, and they often get poked fun at when they go on these rants (like when Jesse goes on a rant to himself about how everyone demands people act Politically Correct and how stupid that is, then adds "... I really need to get laid").

There are, of course, a handful of flaws- Ennis' obsession with filthy humor goes far enough that it becomes the focus of entire arcs- the worst case is in the Odin Quincannon story, which essentially ends up being "huh huh this guy is MESSED UP" and doesn't really go anywhere (it's more or less a stop-gap until the Main Story keeps up again). The main villain Herr Starr eventually just gets more and more crazy until his entire Motivation shifts into silliness. God is depicted as being such a worthless nothing that you never get the sense of "The Villain Thinks He's Right" with him- he basically acts like the most petulant version of the Old Testament God you've ever seen.

But overall, it's iconic, hilarious Vertigo (so many later Vertigo books follow the lead of "swearing, sex, nudity & gore", but in a more mature & adult way than, say, Image Comics did it in the early '90s). Full recommendation, even if some of the arcs drag.

JESSE CUSTER
Created By:
Garth Ennis & Steve Dillon
First Appearance: Preacher #1 (xxxx)
Role: The Hero, Wannabe Cowboy, Bad Boy With a Heart of Gold, Mary Sue
PL 25 (221)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Athletics 3 (+6)
Deception 2 (+5, +7 Attractive)
Expertise (Pop Culture/Reading) 5 (+6)
Expertise (Car Thief) 3 (+4)
Expertise (Religion) 4 (+5)
Intimidation 2 (+5)
Perception 2 (+5)
Persuasion 2 (+5, +7 Attractive)
Vehicles 2 (+6)

Advantages:
Attractive, Beginner's Luck, Benefit (Occasionally Gets Advice From John Wayne), Diehard, Fast Grab, Improved Critical (Unarmed), Taunt

Powers:
"I Think It's as Strong as God Almighty"
"The Word of God" Affliction 25 (Will; Entranced/Compelled/Controlled) (Extras: Area- Audio Perception, Selective, Continuous +3) (Flaws: Limited to Understanding Targets) (125) -- [127]
AE: "F**KING DIIIIIEEEEEEEEE!!!" Weaken Stamina 18 (Extras: Area- Audio Perception, Selective) (Flaws: Limited to Understanding Targets) (36)
AE: "BURN, YOU F**KERS!!" Damage 4 (Extras: Secondary Effect +2, Area- Audio Perception, Selective) (Flaws: Limited to Understanding Targets) (16)

"Grievous Bodily Harm Via Combat" Strength-Damage +1 [1]

Offense:
Unarmed +9 (+4 Damage, DC 19)
The Word of God +25 Area (+25 Affliction, DC 35)
Word of Death +18 Area (+18 Weaken, DC 28)
Word of Burning +4 Area (+4 Damage, DC 19)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +4, Fortitude +6, Will +8

Complications:
Relationship (Tulip O'Haire)- Jesse is madly in love & lust with Tulip. He swears that he'll love her "Until the End of the World".
Relationship (Cassidy)- Jesse immediately falls in guy-love with "Ol' Cass", and trusts him implicitly. This later turns out to be not so great an idea, and he is utterly destroyed by the revelation.
Relationship (Parents)- Dishonouring the memory of Jesse's parents is the surest way in the world to suffer a horrible end. "Say one more word to dishonour their memory, you fat son of a bitch- and I will kill you now NO MATTER WHAT THE COST."
Enemy (Herr Starr)- Rejecting Starr's plans for him, and then scarring The Grail's leader, Jesse is now a marked man.
Enemy (God)- When God abandons his post, Jesse goes on a quest to find God and punish him for making a Hell of Earth, leaving his flock and "all the people you mean so much to".
Enemy (Gran'ma, Jody & T.C.)- Jesse was ruled for years by his evil Grandmother, who demanded the most from him (and locked him in a sealed coffin underwater when he was bad). Jesse lost both his father and his mother to Jody under orders from Gran'ma, and the evil bastard treats Jesse like a son- but Jody is abusive as hell, and completely evil. He handed Jesse severe ass-kickings in his younger years, and murdered Jesse's father right in front of him.
Responsibility (Good Guy)- Jesse takes John Wayne movies VERY seriously, and took his father's last words to heart. He believes dearly in a strict code on honour- no hitting women, being true to your friends, don't stand in judgment of others, don't cry, and "you have to be a good guy, son- 'cause there's way too many of the bad". This is normally good stuff, but his refusal to put Tulip in harm's way bites him on the ass TWICE, and his philosophy is often tested.
Responsibility (Pride)- "Don't take any shit off of fools" was one of the last things John Custer ever said to his son- Jesse will respond with violent force if insulted.
Responsibility (Carrying Genesis)- Genesis, the child of a demon and an Angel, lives within Jesse's mind. This makes him a target of God, The Saint of Killers, and others. The "spook" knows vast amounts of information, but cannot be truly accessed- Jesse must often go on quests to discover Genesis' knowledge, often by using Voodoo rituals or psychotropic drugs.
Responsibility (Power)- Despite possessing The Word of God, Jesse will not over-use it, particularly to steal or get good rooms. He thinks this would be hypocritical, considering he's going after God for misusing his power, too. He's also witnessed how badly it can screw him over if he relies on it too much.

Total: Abilities: 62 / Skills: 26--13 / Advantages: 7 / Powers: 128 / Defenses: 11 (221)

-Jesse is the smart-assed, good-looking protagonist of "Preacher", and a really interesting character study. He's basically a summation of every John Wayne & Clint Eastwood movie ever, being a "good guy" with a sketchy past (raised by evil zealots who murdered his parents, then becoming a car thief), believing in a strict code of honour, and being obsessed with cowboys and friendship and stuff. Eventually forced by his evil Grandmother to become a preacher, he becomes an alcholic, until he watches a comedy routine by Bill Hicks (who I only knew because I have "Planet Simpson", a book that outlines the cartoon's effect on pop culture and how it defined a generation- and features a chapter that is essentially an Author Tract for "I am a fan of Bill Hicks and I want everyone to know it"- there's a similar bit on the band Wilco). His cynical witticisms make Jesse realize that his life is full of crap, and he rejects his post. Soon, he's possessed by Genesis and given vast power.
-During Jesse's quest, he finds an old love, a new buddy, and countless enemies. Jesse is hilarious sometimes in the way he casually brushes people off ("But he is the Lord of Hosts!" "And he can wait his goddamn turn- he ain't even the reason I'm here"), and I love the way he just kicks the ass of whoever has traits that annoy Garth Ennis the writer. He has classic old-school views, but the series occasionally points out how some of those are stupid. He's kind of an interesting mix- avoiding the pratfalls of having the main hero be ultra-bland, yet also making him the most moralistic character.
-Jesse is hell on wheels in a fight- Ennis & Dillon show him basically beating on EVERYBODY, and no one short of Jody or a Cosmic Badass can trump him in a fistfight. He's also a giant Mary Sue at times, as Ennis is sure to let you know that Jesse is a Bad Boy, super-handsome (Tulip goes on and on about how beautiful he is), a great lover, a great fighter and the sort who's usually correct. He also shares most of Ennis' own opinions. So if you find that type of character tiresome, it might get to you. It prepared me for "Fables", in which Bigby Wolf is an even BIGGER Mary Sue to the creators of THAT book (and Flycatcher soon catches up to him).
-Jesse is PL 6.5 in a fistfight, which is quite incredible for a "realistic" universe, with only Jody and the one "Supercop" in the first trade really being a match for him- he even beats the hell out of CASSIDY, who is a super-strong vampire. But his major power comes from The Word, which is primarily used to give eternal, permanent commands to others- it's at such a level that no character makes even a RUDIMENTARY attempt at resisting it- you simply fail and that's that. It's one of those times where you could justify the "you don't get a save against it" Extra from 2nd Edition, but in any case, I just put it at such a level that no Preacher character could resist it's power- a DC 35 Will Check is a BIT beyond the limits of most people- you're at least going to be Compelled unless you get a Natural 20. In general, a command is Permanent until you carry it out- if you tell someone to leave, they'll do so. If you tell them to "BURN!", they'll be set aflame. If you tell them to "DIIIIIEEEEE!", they'll keel over dead. If you tell someone to count 10,000 grains of sand, they will sit down and do it, taking MONTHS to do so. And when he tells a guy to engage in a normally-impossible physical act with himself, he will do his best to accomplish that act ("your father's severed penis is stuck in his colon").
-The only real flaw in The Word is that it won't work on people who can't hear nor understand him- people who don't "Speak American" are immune (Starr once sent some French-only goons after him), as are animals like cats. Plus that one time God made his demented "family" Immune to it at-will. Dunno why he couldn't do that to HIMSELF, but Mysterious Ways, and all that.

ARSEFACE (Mr. Root- no first name given)
Created By:
Garth Ennis & Steve Dillon
First Appearance: Preacher #2 (May 1996)
Role: Kurt Cobain Wannabe, '90s Teen Parody, Whacky Rock Star
PL 5 (36)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 1 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Athletics 2 (+3)
Deception 2 (+2)
Expertise (Pop Culture) 4 (+3)
Expertise (Rock Star) 4 (+4)
Perception 2 (+1)
Vehicles 2 (+2)

Advantages:
Ranged Attack 4

Powers:
"That Boy's Got a Face Like an Arse" Affliction 5 (Fort; Dazed & Impaired/Stunned & Disabled) (Extras: Area- Visual Perception, Reaction +3- People Looking His Way) (Flaws: Limited to One Test Per Target -2, Permanent) [10]

Offense:
Unarmed +1 (+1 Damage, DC 16)
Face Like an Arse +5 Area (+5 Affliction, DC 15)
Initiative +2

Defenses:
Dodge +2 (DC 12), Parry +1 (DC 11), Toughness +2, Fortitude +3, Will +4

Complications:
Relationship (Sheriff Root)- Arseface was a typical doofus teenager, smoking weed and listening to grunge music, but was violently abused by his father on a regular basis for it. Full of hate at first, he recovered from his suicide attempt and decided to become a dutiful, loving son to a man who would no longer even speak to him.
Enemy (Jesse Custer)- When his father commits suicide, Arseface blames Jesse, and rages in the nighttime rain that "Vengeance Will Be Mine!"
Prejudice (Appearance)- Arseface is hideously deformed thanks to a failed suicide attempt, and draws horrified reactions from people.
Enemy (Agent, Gene)- Arseface has a typically-corrupt Southern agent, who attempts to create controversy for record sales, then marches off with all of Arseface's money when his career is going down in flames (after "insulting" The Pope).

Total: Abilities: 8 / Skills: 16--8 / Advantages: 4 / Powers: 10 / Defenses: 6 (36)

-Arseface was a bit of a double-whammy- part of Ennis' childish love of deformed freaks, and an indictment of the modern state of teenagers. See, I've heard a lot of English people didn't care for Kurt Cobain and the whole "grunge" movement (Britpop was formed as a counter to this in England, but the international failures of Oasis & Blur- both one-hit-wonders in North America- meant that it had limited success), and Ennis here takes the piss out of it with a whiny, self-obsessed, depressed teen who follows his best friend Pube into an act of shotgun-assissted suicide. However, when he recovers (with a face looking, as Cassidy notes, as an arse), he becomes kind, good-hearted, and loving towards is father, who now refuses to speak to him (instead of abusing him verbally and physically, as before).
-This one-note Joke Character actually reappears several times, including becoming a Rock Star (predating the whole "Ironic Celebrity Fad" of the Willam Hung/Honey Boo-Boo ear by quite a few years), making a ton of money, then getting sued by several people- notably the parents of OTHER teens who shot themselves trying to become like their new hero. His agent, Gene, soon betrays him (after deliberating fomenting controversy for publicity), cutting out with all his money, and Arseface wanders the U.S., coming to Salvation, Texas (home of one of Preacher's more-maligned arcs), finally getting his happy ending with a one-eyed girl who sees strange things in everyone around her (people as Platypuses or Beer Bottles or something)- but views Arseface like he's a James Dean-level super-hottie.
-Arseface isn't overly-useful (though grabs a gun at one point and has to be talked down by Jesse), and noticeably has a limited-use Affliction that causes people to freeze and puke uncontrollably upon seeing his gruesome visage. This tends to only happen the first time people meet him, and only works on minor characters, so it's a low-level thing, as well as being quite limited.

TULIP O'HAIRE
Created By:
Garth Ennis & Steve Dillon
First Appearance: Preacher #1 (April 1996)
Role: The Girlfriend, Action Girl
PL 7 (61)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+5)
Deception 1 (+3, +5 Attractive)
Expertise (Hunting/Guns) 2 (+5)
Perception 2 (+4)
Persuasion 1 (+3, +5 Attractive)
Ranged Combat (Guns) 1 (+9)
Stealth 1 (+5)

Advantages:
Attractive, Equipment 2 (Pistol), Improved Critical (Pistol), Ranged Attack 4

Equipment:
"Pistol" Blast 5 (10)

Offense:
Unarmed +3 (+1 Damage, DC 16)
Pistol +9 (+5 Ranged Damage, DC 20)
Initiative +2

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

Complications:
Relationship (Jesse Custer)- Tulip is desperately in love with Jesse, but is frequently aggravated by his snarky attitude, drunkenness and inability to let her get into dangerous situations with him.
Relationship (Cassidy)- Tulip is annoyed and disgusted with Cassidy frequently, but soon comes to depend on him once she fears Jesse dead.
Addiction (Drugs & Alcohol)- Tulip was once a heavy drinker, and falls heavily into drugs once Jesse disappears. She's able to quit both habits cold turkey once she hits rock bottom.

Total: Abilities: 44 / Skills: 12--6 / Advantages: 8 / Powers: 0 / Defenses: 3 (61)

-Tulip is interesting, in that she plays up the "Action Girl" stereotype that's always thrown at comic book fans (most all the feminists who whine about comics seem to ignore that comics-reading males always go for the bad-ass "Strong Women" types), but is equally a "Broken Girl" type that had a rotten past (grew up with a widowed father, he was killed in a hunting accident when she was a teenager, and she started drinking heavily when Jesse "abandoned" her years ago). A lot of "Preacher" is spent with Jesse trying to get her back at first (she thinks he left her years ago, but he was actually picked back up by his evil "family"), then there's the moment when he tells her his whole backstory, then they hook up for a while, but then he disappears again and she's left messing around with Cassidy, who desperately wants her.
-Some of the funnier moments in "Preacher" are when we see Tulip's backstory- her father is a classic stereotypical He-Man Republican Hunter-Guy who worships guns and wants a big, strong son. When his wife dies in childbirth and he's left with Tulip, he basically goes "oh hell, so you're a girl. So what?" and raises her into a classic tomboy. There's even a hilarious bit where he and all his Southern Republican buddies are going on about how Tulip can't join the baseball team because she's a girl and "as long as there's no equality between the sexes, there will always be something wrong with this great country of ours!" and then one guy is just like ".... what?" at the end, because he can't believe they're talking like that.
-Tulip isn't a melee fighter, but at range, she can take out an entire squad of Mercenaries or elite Grail fighters by using great accuracy and good cover. A lot of stuff kind of ends up happening TO Tulip, rather than her actively doing stuff, but she gets her moments, and is arguably the most useful person in a life-or-death situation short of Jesse's Word.

CASSIDY (Proinsias Cassidy)
Created By:
Garth Ennis & Steve Dillon
First Appearance: Preacher #1 (April 1996)
Role: The Best Buddy, Bad Boy With a Heart of Bad, The Addict, Bad-Past Guy
PL 5 (103)
STRENGTH
6 STAMINA -- AGILITY 2
FIGHTING 2 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Athletics 2 (+8)
Deception 4 (+7)
Expertise (Streetwise) 7 (+7)
Expertise (History) 5 (+5)
Expertise (Pop Culture) 6 (+6)
Insight 2 (+2)
Intimidation 3 (+6)
Perception 4 (+4)
Stealth 1 (+3)
Vehicles 2 (+4)

Advantages:
Improved Critical (Unarmed), Ranged Attack 2

Powers:
"Vampire"
"Undead" Immunity 30 (Fortitude Effects) [30]
Protection 5 [5]
Senses 4 (Low-Light Vision, Extended & Acute Scent, Vampire Awareness) [4]
Speed 2 (8 mph) [2]
Regeneration 6 (Feats: Regrows Limbs) (Flaws: Requires Blood on all but 2 Ranks -2) [5]
"Strong as Fifty Men" Strength-Damage +1 [1]

"Vampire's Bite" Strength-Damage Linked to to Weaken Stamina 4 (Flaws: Grab-Based, Limited to 1 Rank Per Minute) [1]
Linked to Affliction 5 (Fort; Impaired/Disabled/Transformed to Vampire) (Extras: Continuous +3) (Flaws: Takes a Full Day After "Death", Grab-Based) [10]

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

Defenses:
Dodge +4 (DC 14), Parry +2 (DC 12), Toughness +5, Fortitude --, Will +2

Complications:
Relationship (Jesse Custer)- Cassidy makes a great friend in Jesse, and he truly admires his new buddy. Jesse's morality often plagues Cassidy, who's nowhere near as noble.
Relationship (Tulip O'Hare)- Tulip is annoyed and disgusted with Cassidy frequently, but Cass is infatuated with her and how smart and tough she is. He's even willing to risk his friendship with Jesse to pursue her, and he willfully keeps her addicted to drugs so that she'll stay with him.
Addiction (Drugs & Alcohol)- Cassidy is a loveable drunk at first, but when his addictions take him over (and they often do), few people are a bigger burden to be around. He's spent YEARS under the influence of drugs as bad as heroin, and has done unspeakable things for them, and because of them.
Secret (Past)- Cassidy has a VERY dark, nasty past, one that he keeps hidden from even his closest friends- he's had a few kids, been addicted to various substances, horribly injured women in fits of rage, gone gay for heroin, and broken up with dozens of women in bad circumstances.
Responsibility (Can Never Say Goodbye)- Cassidy abandoned his brother and family after he was turned into a vampire, and did the same to his close group of Irish immigrant friends when he feared them growing old while he stayed alive.
Responsibility (Lack of Responsibility)- Cassidy is short-sighted and gives little thought nor care to his actions, and doesn't consider how they can hurt others. He's impulsive and rogueish in all the worst ways.
Secret ("The V Word")- Cassidy keeps it hidden from regular folks, though is quick to reveal it even to acquaintances. Usually he springs it on them by drinking someone's blood RIGHT IN FRONT OF PEOPLE.
Weakness (The Sun)- Exposure to sunlight is the only way to truly kill a vampire- he immediately begins smoking and takes terrible damage, and two vampires have been shown to explode from direct contact within seconds. Cassidy thus only comes out at night, sleeps under tarps in the backs of trucks, and takes jobs at night to make money.
Prejudice (Freaky Eyes)- Only a few people ever get a look at Cassidy's eyes under his dark shades- a two lifetimes of partying have left him with horrid, bloodshot eyes.

Total: Abilities: 20 / Skills: 36--18 / Advantages: 3 / Powers: 58 / Defenses: 4 (103)

-Cassidy was an awesome character. He's great because he's interesting on so many different levels. On one hand, he's the CLASSIC "whacky buddy", the guy who does hilarious stuff, rips on people, swears, gets drunk, and has humorous injuries befall him because he can regenerate right back. Then he surprises you by revealing he's in love with Tulip, but willing to just stand aside (temporarily), because she's Jesse's Girl (I suspect he felt dirty when they started talking cute). Then he allows a grieving Tulip to sleep with him while she's drugged to hell. She'd ASKED for the drugs, but he's on shaky moral ground. THEN he basically keeps her on them long past any reasonable level. THEN we discover his whole dark past, and all the truly MESSED UP stuff he's done- maiming women, sleeping with other guys' girls- a trend, you see- getting people hooked on drugs, doing ANYTHING he can for another fix... he's a truly dirty person who never once manned up. Ultimately, we're disappointed in him while at the same time we admit he's funny. Jesse feels the same way, which is why it hurt him so bad. Like the hobo lady said- all you ever have to say is his name.
-Cassidy, in many ways, represents the dark side of America- the addictions, fads and hang-ups of the country and its new immigrants. He's just SUCH a screw-up, no matter how hard he tries. In the end, he decides to go by Jesse's advice one more time- he's gonna try to be a MAN. His buddy Xavier points out the inherent flaw of "Ol' Cass"- he's a genuine friend and a person who tries to do good... but he's careless and thoughtless, and gives little heed to the consequences of his actions. He's not an evil man, but "shit happens in his wake."
-Cassidy is strong as hell, being incredibly dangerous in a fight, yet he never really learned HOW. As Jesse points out, why would a guy strong enough to K.O. with one punch ever need to learn to fight? And yet, he's the ONLY BEING, in the ENTIRE SERIES, to survive a bullet from The Saint of Killers. I guess someone who already died once can't die again. He has an assortment of others powers, too, and can theoretically create other Vamps (though never has, at least that have been seen- the only other vampires he's encountered were the bog monster that victimized him in his younger days, and an Anne Rice-esque flouncy vampire who was killing potential converts), in addition to detecting them, Regenerating from harm (he needs blood for the worst of it, allowing him to recover very quickly, though he can slowly grow back anyways).

Preacher Trade-Paperbacks:
"Gone To Texas"
-The beginning of the tale, and obviously has a bit of exposition and such, though most of the backstory is left out until later- this series LOVES to show flashbacks. It's a fair bit less funny than some later ones, as the characters spend more time arguing than palling around. The initial free-for-all is practically subdued compared to later arcs, and they don't even have Herr Starr, The Grail, or God yet, so it's really different. The initial scuffle with Arseface's dad is minor as far as things go, though we see the comedic/horrific aspects of The Word immediately when he castrates himself and takes Jesse's Word-borne insult literally. The Saint of Killers is treated as being freakishly dangerous immediately, though oddly Cassidy becomes the only person on Heaven, Earth or Hell to survive a bullet from him- something that Ennis apparently regretted writing later on.

The whole secondary portion of Cass' friend Si and a Serial Killer storyline seems like the kind of odd side-story arc that the series got notorious for later on, which is weird because it's in there so early. It's not overly compelling, and many of the side characters never showed up again (the tough cop and his hapless buddy).

"Till the End of the World"
-Oddly, the high water mark for the entire series, agreed upon by nearly everybody I've encountered, is right near the beginning. Though later stuff is great, THIS story is ultimately epic. Jesse's backstory is revealed, and the sheer Satanic EVIL of his Gran'ma and her minions (strong-as-hell Jody and animal-buggerin' T.C., both utterly sadistic men) is something to behold. There's a TON of real drama here as Tulip is punished violently for helping lead Jesse "astray", and Gran'ma shows you just how much of a villain somebody can be without having any superpowers. Some of these scenes count among the best things I've ever seen in comics- especially Jesse's whole family life and the moment when he freaking strangles Jody to death with his bare hands and watches his grandmother die in an inferno.

We also get The Grail and Herr Starr, with his little crew attempting to hunt down Jesse Custer to complete their conspiracy- a plan to present a "savior" to the world come armageddon, at which point they will take control of the entire planet. Plus the party of Jesus de Sade and a MASSIVE beatdown of a pedophile. Ennis was always really good about the villains getting theirs in the end- de Sade is pummelled into an inhuman, purple mass of bruises when Jesse catches him about to film a porno with a little boy.

"Proud Americans"
-Another fantastic one, as Jesse gets some Vietnam War stories about his dad from an old Marine partner, then goes straight into Grail territory to kick some asses after they kidnap Cassidy. There's SO MANY great moments in this one, like the horrors of Allfather D'Aronique, Starr's descriptions of such, Jesse kicking ass and using The Word on people, bad guys getting killed, etc. I like the scenes where Frankie the Eunuch tortures Cassidy, then taunts Jesse with the fact that he'll kill him if he even STARTS talking (because of The Word). Jesse's reply: "Miss". Seeing Jesus' last descendent is of course worth the whole blasphemous price of admission.

"Ancient History"
-Three collected tales featuring the pasts of our characters- I've gone into the Saint's & Arseface's (where it comes across as an anti-suicide screed that rips on people for committing suicide because of how many lives they ruin, yet seems to have NOBODY HELPING THE KIDS who are being bullied & abused). Jody & TC have a funny bit where they stumble into a parody of an Action Movie Plot (bad-ass cop who plays by his own rules, a hot chick who argues with him, and a dog), and then they subvert everything by having two evil, demented hillbillies be the heroes of the day. Worth it just to see Jody using an outboard motor as a MELEE WEAPON, and TC seducing the dog.

"Dixie Fried"
-Kind of a breather after two CRAZY chapters, as it features The Grail mopping up, and Jesse trying to access the mind of Genesis with some voodoo. More of a side-quest than anything else, like when the RPGs ignore the main plot for a bit and go to somewhere else. Cassidy meeting up with a Lestat-wannabe provide some of the funniest best, as Ennis basically goes into how much he hates the whole "Vampire Cliche" handbook, though it's kind of odd how he rips on the whole garlic/cross/bats thing because "Why WOULD it work like that?", yet the vampires still GET LIT ON FIRE BY SUNLIGHT AND DRINK BLOOD. You can't use just SOME of the Tropes and then act like all the other ones are stupid, especially since the Sunlight one is a LATER creation (didn't the book "Dracula" feature day-walking?), and frickin' GARLIC is arguably the oldest one.

The random-ass "Bill Hicks Flashback" is cute, because it's literally just the writer going "I'm a fan of this guy, and all of you should be, too", and he goes on a diatribe about how brilliant a comedian Hicks was. Also funny, because as somebody on TV Tropes once noted (bestowers of literary genius that that site is :)), Ennis' blasphemous anti-religious screed is clearly something Hicks would have ranted against. But then, Jesse/Ennis points out that he didn't necessarily AGREE with Hicks on everything- just that he admired that the man always spoke the truth "in this bullshit world".

Jesse's over-the-top fighting ability starts getting out of control here, as he EASILY defeats about five people (two of whom are reasonably well-trained and armed with dangerous melee weapons), at one point poking a guy in the eyes, causing blood to EXPLODE out of his face! Though shoving a sword up a guy's ass is a pretty good way to describe a Critical Hit at the gaming table. The voodoo guy Xavier actually outlines Cassidy's personality VERY well (better than I did)- he's not evil or rotten, just careless & thoughtless. He lives a life without consequence, and assumes that nothing will go wrong. "Shit happens in his wake".

"War in the Sun"
-Starr's backstory is pretty interesting and funny- it's kind of horribly ironic that both he and the Saint have the origins that heroes typically get (Starr witnesses a child killed on a terrorist-killing raid, and insists the world must gain order from chaos in order to prevent such things). It's also pretty funny when Starr claims "I've always resisted the sexual urge until now. But it doesn't seem to go away, no matter how vigorously I masturbate" to his commanding officer (who is trying to give him advice on women).

The meat of it is Starr taking another shot at capturing Jesse in Monument Valley, and it soon turns into a VERY dramatic free-for-all once the Army, The Grail, and the Saint show up. It's actually REALLY suspenseful, especially when they're escaping on the airplane, but that moment where Jesse just leaves Tulip & Cassidy together after he returns from certain death is... well, I get that he's shell-shocked, but it seems to serve no other purpose than to create drama for the sake of drama- Splitting the Party for an arc.

"Salvation"
-Pretty much what everyone considers as the weakest arc of "Preacher", as Jesse becomes a small-town Sheriff while he's all shell-shocked over Tulip & Cassidy hooking up in his absense. We get your standard Perverted Deformed Ennis Villain in Odin Quincannon, and there's some funny bits (Jesse beating up the KKK) and some sweet moments (Jesse finding his Long-Lost Mother, one of the oldest tropes in the book- and THIS from the guy who rants about how much super-heroes suck!!), but it's really just a stop-gap measure until the end.

"All Hell's A-Coming"
-That has GOT to be the greatest name for a Trade Paperback I've ever heard. AWESOME. This one's the penultimate part of the story, and you can see the wheels turning, as Starr has to fend off the threat of Eisenstein, a senior Grail official who's searching out how Starr killed his way to power- it's kind of nice that they don't pretend that all of Starr's nonsense could go unrecorded, and that the Grail could just break ties with him if necessary. Starr's repeated attempts to have Eisenstein killed is pretty hilarious, as is his eventual "f**k it" realization, and the results. But the real meat is when Jesse uncovers Cassidy's dark backstory, involving his drug abuse, terrible decisions, and the way he brings his friends down with him. It really makes you realize how fascinating his character is- as even the storyteller (an old homeless lady who remembers Cass from way back) brings up how charismatic and devilishly-charming he can be at his best, making you forget how awful he truly was.

JODY
Created By:
Garth Ennis & Steve Dillon
First Appearance: Preacher #8 (Nov. 1995)
Role: Evil Father Figure, Abusive Caretaker, Evil Personified
PL 7 (98)
STRENGTH
4 STAMINA 5 AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 2 (+6)
Deception 3 (+6)
Expertise (Mechanic) 4 (+6)
Expertise (Survival) 4 (+7)
Insight 2 (+5)
Intimidation 5 (+8)
Investigation 2 (+5)
Perception 2 (+5)

Advantages:
All-Out Attack, Chokehold, Close Attack, Daze (Intimidation), Diehard, Equipment 2 (Pistol +4), Fast Grab, Fearless, Improved Critical (Unarmed) 2, Improved Hold, Ranged Attack 3, Startle, Taunt, Withstand Damage

Powers:
"Strong as Hell" Strenght-Damage +1 [1]

Offense:
Unarmed +9 (+5 Damage, DC 20)
Pistol +7 (+4 Ranged Damage, DC 19)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +8 (DC 18), Toughness +5, Fortitude +6, Will +5

Complications:
Relationship (T.C.)- The two are lifelong friends and best buds, though there's still not a lot of hand-shaking and complimenting going on.
Relationship (Miss Marie)- Jesse's Grandmother is Jody's boss, and he is utterly, unfailingly loyal to her. It drives him crazy that she's nicer to the ungrateful Jesse than she is to Jody, whom she treats more like a loyal employee.
Relationship (Jesse Custer)- Jody has treated Jesse horribly for his entire life- calling a bawling five-year old a "fucking crybaby" because he just watched his father shot through the head, shot both of his parents, beat him savagely on one occasion, and frequently locking him in an airtight coffin for punishment. He insists it's all for Jesse's own good, and that he'd have treated him WORSE if he was Jody's own son- "to toughen you up, boy". He is sometimes proud of Jesse's strength, but still mocks and punishes him mercilessly.
Responsibility (Pride)- Jody is as prideful as Jesse is, and takes great umbrage to any insults. He is amused when weaker people than himself do it, though- and he is generally constantly smug and smirking at others.

Total: Abilities: 62 / Skills: 24--12 / Advantages: 18 / Powers: 1 / Defenses: 5 (98)

-oh GOD was Jody an epic villain. A nasty, smug, spiteful asshole, Jody murdered Jesse's father right in front of his eyes when the boy was only a kid, then taunted him for crying about it. He's punished and treated Jesse like crap for his whole life to "toughen him up", and generally is a murderous monster in every situation. AND THAT SMIRK- Jody always has this aura of superiority around him, taunting Jesse and others, and the fact that he never receives his comeuppance for it is SO MADDENING, which is why it's so glorious on the two occasions where he DOES get his- both Jesse's dad and Jesse hold wins over him
-John Custer embarassed him in their first meeting, and in one of my favourite scenes in comic book history, Jesse and Jody have a HUGE throw-down, knock-out fight that leaves both of them badly hurt. Jesse lands punch after punch (and even slams a board with a nail in it into Jody's face), only for THAT FREAKING SMIRK to come out, and Jody starts knocking Jesse everywhere. When he locks Jesse is the same arm-hold that pushes his ULNA through his skin when he was seventeen, Jody is shocked to find the boy TEARING A CHUNK OF SKIN OFF WITH HIS TEETH, and Jesse proceeds to kick him in the face, break his back, and then STRANGLE THE LIFE OUT OF HIM with his bare hands. He mutters "prouda you, boy" as his eyes roll back into his head and Jesse leaps and cheers with savage glee as both Jody and his Grandmother are killed within seconds of each other. EPIC stuff.
-Jody is an extremely fearsome opponent, being just as good at fighting as Jesse is, but much stronger and tougher (he once LITERALLY pulled a man's head off with his bear hands and shat in the hole, and has beaten a Gorilla to death with a baseball bat)- he's liable to Withstand Damage and soak a ludicrous amount of punches (several combos are thrown at him, and he barely nudges). His only weakness is a worse defense and a slower start- Christina Custer notes that "you were always slow" before kicking him square in the balls. Even an adult Jesse, who frequently deals fatal damage to SQUADS of unarmed men (a throat-chop flat-out KILLS a mercenary), is in the fight of his life against the guy, even though he's twenty years older than their first meeting. The fact that The Word doesn't work on him for most of the story (and when it does, Jesse refuses to use it out of principal so he can beat Jody to death with his bare hands) makes it even worse.

T.C.
Created By:
Garth Ennis & Steve Dillon
First Appearance: Preacher #8 (Nov. 1995)
Role: Abusive Character, Animal Husband, Violent Rapist, Stupid Hillbilly
PL 7 (50)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 3 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 0 PRESENCE -1

Skills:
Athletics 2 (+4)
Deception 3 (+2)
Expertise (Survival) 5 (+5)
Intimidation 5 (+4)
Perception 4 (+4)

Advantages:
Equipment 3 (Shotgun, Knife), Improved Critical (Shotgun), Ranged Attack 3, Taunt

Equipment:
"Shotgun" Blast 6 (12) -- (14)
AE: "Buckshot" Damage 4 (Extras: Area- 30ft. Cone +1/2) (6)
AE: "Knife" Strength-Damage +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +3 (+2 Damage, DC 17)
Knife +3 (+3 Damage, DC 18)
Shotgun +7 (+6 Ranged Damage, DC 21)
Buckshot +4 Area (+4 Damage, DC 19)
Initiative +3

Defenses:
Dodge +4 (DC 14), Parry +3 (DC 13), Toughness +3, Fortitude +4, Will +2

Complications:
Relationship (Jody)- The two are lifelong friends and best buds, though there's still not a lot of hand-shaking and complimenting going on.
Relationship (Miss Marie)- T.C. is as loyal to Miss Marie as Jody is, but cares less for her approval.
Relationship (Jesse Custer)- T.C. never really took to Jesse either, but was generally less abusive, despite how awful he was to him.
Addiction (Intercourse)- T.C. is a disgusting pervert even by the standards of a Garth Ennis character- he has been seen raping a fish (with its gut slit), and a chicken, and Marie suspects that he would have sex with Tulip's corpse if left alone with it. He openly brags about his "conquests", and suggests to a young Jesse that once Wile E. Coyote catches The Roadrunner, "he's gonna stick his pecker in it".

Total: Abilities: 26 / Skills: 24--12 / Advantages: 8 / Powers: 0 / Defenses: 4 (50)

-While Jody was terrifying and impressive in his wrath, T.C. was another great concept- a disgusting bastard who you want to see hurt JUST AS BAD, yet is weaker than his buddy, making him look PATHETIC as well as rotten. T.C. lets Ennis get some of his obsessions with perversion out (he rapes animals), and he's more open and nasty with his taunting than the more cruel, biting Jody, throwing out frequent insults. He once murdered Jesse's childhood friend Billy-Bob for accidentally spying him raping a chicken in a barn, and called Tulip a VERY nasty name.
-So it's just as glorious that the more cowardly T.C. (usually behind the safety of a shotgun) is confronted by Jesse, commanded by The Word to drop the gun (surprising T.C., who was immune before), and then SAVAGELY beaten into a bloody pulp. And I mean BADLY- he stumbles through the house, begging for Jesus to help him, afraid that his BRAINS are leaking out the hole where Jesse repeatedly smashed his face into the wooden floor. Then a resurrected Tulip, gun in hand, walks up to him, and says "Remember what you said to me when we first met? Well, 'the cooze' got a name... it's TULIP." And then she shoots him in the face while he begs for his life. This is a very cathartic series if you like seeing bad guys suffer.
-T.C. is as dangerous as Jody when he's got that Shotgun (he nearly offs John Custer with it early-on), but otherwise, he's more of a standard Mook who Jesse (with a +9 to hit) would easily break in a fight.

-There's also the matter of Jesse's Grandmother, who is one of those villains who defies the common comic book stereotype that the Big Bad villain needs to be the most powerful one around. With nothing more than her authority and some high-powered minions, she has John Custer murdered, her OWN DAUGHTER taken away, and her grandson repeatedly locked in a horrible coffin in the bottom of a lake for weeks at a time. Her vicious, lethal, INCREDIBLE evil is a driving force in "Till the End of the World", making her one of the most hateful bad guys ever. Her disgusting physical appearance only makes her MORE repulsive, with her sagging boobs and bald, string-covered head. She's less of a statted creation (she only really knows Religion), and more of a creation for the most evil GM ever- a character you can never touch because of the power behind her. She she's forced to suffer in her burning home while Jesse kills Jody, there's that great moment where she curses Jesse's name for ruining everything, then she EXPLODES as her oxygen tank gets hit by the fire.


THE GRAIL
-I thought The Grail was an awesome concept when I first heard it- doesn't "The Da Vinci Code" basically have the same sort of an organization in it? Who started that whole thing, and what was the inspiration for it? The overall story is that a group of Jesus' followers faked his death on the Cross, and secretly kept him alive for years, allowing him to sire children. Upon his real death, they kept his heirs intact, breeding them within the same bloodline to keep the "Divine Essence" pure. Over the centuries, this organization has grown incredibly powerful, and one day plans to create the illusion of an Armageddon- making the world believe its about to be destroyed, only to "save them" at the last minute, using Jesus' descendant as the new Messiah, with them as the power behind the throne.

The Grail uses the promise of great power to keep every other government in the world in line- they are the most dangerous and mighty group on the face of the Earth, with contacts in every possible office and army. The President himself is their servant, as are the leaders of every army and police group- The Grail's Army is massive and perfectly-trained. There is not a more dangerous force on Earth, short of God Almighty himself. But there are cracks forming- the Allfather (supreme leader of The Grail) position is highly-coveted, and Allfathers are often killed. The current Allfather, D'Aronique, is a mass murdering bulimic monster who is protecting the last descendent of Jesus, an inbred moron with no divine powers at all. D'Aronique's highly-admired Sacred Executioner, Herr Starr, believes The Allfather mad and The Child useless, and is planning a massive coup that will put himself as the new leader, with Jesse Custer (anagram: "Secret Jesus") as his fictional Child. Using a few loyal agents (military man Marseilles, his contact in Masada; outside-liaison guy Hoover, and intelligence operative Featherstone), he sets off many of the major events in the series.

HOOVER
Created By:
Garth Ennis & Steve Dillon
First Appearance: Preacher #13 (April 1996)
Role: Butt-Monkey
PL 3 (27)
STRENGTH
0 STAMINA 1 AGILITY 2
FIGHTING 0 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE -1

Skills:
Deception 4 (+3)
Expertise (Lifeguard) 1 (+3)
Expertise (Liaison Officer) 6 (+8)
Perception 3 (+3)

Advantages:
Benefit 2 (Member of The Grail), Equipment 2 (Pistol +4)

Offense:
Unarmed +0 (+0 Damage, DC 15)
Pistol +2 (+4 Ranged Damage, DC 19)
Initiative +2

Defenses:
Dodge +2 (DC 12), Parry +0 (DC 10), Toughness +1, Fortitude +1, Will +4

Complications:
Relationship (Sarah Featherstone)- When Featherstone is the only person to be kind to him when he returns from Custer's punishment (he's forced to count thousands of grains of sand), he falls in love with her. He fawns over her, but she has no idea, loving Starr instead. The one time he reveals it to her, she's not paying attention. Then he decides to learn about drinking.
Responsibility (Herr Starr)- Hoover does not endear himself to Starr early on, accidentally arranging his boss to be anally raped by a giant Englishman. Starr frequently berates and insults Hoover, thinking him useless. Yet Hoover is loyal until the very end, when Featherstone is killed.
Responsibility (Life's Butt-Monkey)- Poor Hoover has failed most of his life. Despite being got at accquiring outside help for The Grail, he is often incompetent at other things, incredibly nervous, and prone to have bad situations befall him through no fault of his own. With no experience with prostitutes, Hoover sets up his boss to be raped by a man; his confession to Featherstone is ignored; he writes "quotes" around subject headers instead of as quotation marks.
Responsibility (Aversion to Swearing)- Hoover is also adverse to profanity, getting upset with his beloved Featherstone calls Starr a "motherf**ker" in front of him.

Total: Abilities: 12 / Skills: 14--7 / Advantages: 4 / Powers: 0 / Defenses: 4 (27)

-Hoover was pretty hilarious in the series- going from a chubby guy to a skinny weirdo after living on a beach for months, trying to enact Jesse's Word-borne command that he count three million grains of sand ("for f**king with me and mine"). Being Hoover's Butt-Monkey is one of the worst Minion jobs EVER, full of physical and verbal abuse.

SARAH FEATHERSTONE
Created By:
Garth Ennis & Steve Dillon
First Appearance: Preacher #13 (April 1996)
Role: Straight Man (er, Woman), Majordomo
PL 4 (60)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 1

Skills:
Athletics 3 (+4)
Deception 4 (+5)
Expertise (Intelligence) 6 (+9)
Expertise (Sunday School Teacher) 2 (+5)
Insight 3 (+6)
Investigation 4 (+7)
Perception 2 (+5)
Persuasion 2 (+3)

Advantages:
Benefit 2 (Member of The Grail), Equipment 2 (Pistol +4)

Offense:
Unarmed +3 (+1 Damage, DC 16)
Pistol +4 (+4 Ranged Damage, DC 19)
Initiative +3

Defenses:
Dodge +3 (DC 13), Parry +3 (DC 13), Toughness +2, Fortitude +3, Will +5

Complications:
Responsibility (Herr Starr)- Featherstone finds Starr condescending but incredibly skilled at first, but soon grows to develop a schoolgirl crush on him. Since he's a perverted, murderous bastard, this doesn't go well. She is nonetheless a very loyal soldier, believing in Starr until he completely loses his mind.

Total: Abilities: 40 / Skills: 26--13 / Advantages: 4 / Powers: 0 / Defenses: 3 (60)

-Featherstone was a CLASSIC Straight Man to the angry, insane Herr Starr, frequently chasing him around and trying to get him to calm down. Some of the funnier moments come from her reacting to Starr's insanity.

ALLFATHER D'ARONIQUE
Created By:
Garth Ennis & Steve Dillon
First Appearance: Preacher #16 (July 1996)
Role: Evil Ruler, Fat Bastard
PL 4 (60)
STRENGTH
1 STAMINA 2 AGILITY -2
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Deception 4 (+8)
Expertise (Grail Leader) 9 (+12)
Expertise (Religion) 5 (+8)
Insight 3 (+7)
Intimidation 3 (+7)
Persuasion 2 (+6)

Advantages:
Benefit 6 (Leader of The Grail)

Powers:
"Morbid Obesity" Features 2: Increased Mass 2 [2]
"Wall of Fat" Protection 3 [3]

Offense:
Unarmed +0 (+1 Damage, DC 16)
Initiative -2

Defenses:
Dodge -2 (DC 8), Parry +0 (DC 10), Toughness +5, Fortitude +2, Will +5

Complications:
Responsibility (The Grail)- As leader of The Grail, Allfather D'Aronique has many duties to perform, and people to order around.
Relationship (The Child)- The current Messiah is mentally retarded and physically deformed, but The Allfather has the faith that he will lead the world.
Addiction (Mass Murder, Pies)- D'Aronique is a massive over-eater, as his physique will attest.
Disability (Bulimic)- Despite his physique, D'Aronique is bulimic, and has a special tonsil-scratcher for this very purpose. He does this, even at meals with other people, and conducts business with vomit all over his shirt.

Total: Abilities: 24 / Skills: 26--13 / Advantages: 6 / Powers: 5 / Defenses: 1 (60)

-... heh, The Allfather. A great study in contrasts- "He may look like a one-ton f**kwit", says the ever-friendly Herr Starr "but in reality he's LETHALLY clever." A person of gravity (so gigantic that he will weight down a small-sized CARGO PLANE enough to break it's wheels off on landing), D'Aronique is supposed to be physically-repulsive, but they add in the caveat that he's no simple-minded fat buffoon. He figures out Herr Starr's game and coup attempt quickly, suspects people's motives, and has a love for the finer things (especially food). Oh, and he's a sadistic murderer who WILL torture anyone to deal who displeases him (Starr mercy-kills a soldier who drops the fat bastard just so he can avoid the time spent watching that; and he advises his #2 man Marseille to put a gun in his mouth of he's captured- "the last thing you want is for D'Aronique to take you alive"). So once again, it's a delightful read to see him dumped out of a helicopter head-first, allowing him to explode just before the fortress of Masada is blown to pieces.

HERR STARR
Created By:
Garth Ennis & Steve Dillon
First Appearance: Preacher #9 (Dec. 1995)
Role: Big Bad Villain, Butt-Monkey, Anger-Management Needer
PL 7 (94)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 3 PRESENCE 1

Skills:
Athletics 3 (+5)
Deception 6 (+7)
Expertise (Grail Agent) 9 (+13)
Expertise (Soldier) 4 (+8)
Expertise (Religion) 1 (+5)
Insight 3 (+6)
Intimidation 3 (+4)
Investigation 3 (+6)
Perception 2 (+5)

Advantages:
Accurate Attack, Benefit 6 (Allfather of The Grail), Diehard, Equipment 2 (Pistol +5), Improved Aim, Improved Critical (Guns), Quick Draw, Last Stand, Ranged Attack 3

Offense:
Unarmed +5 (+2 Damage, DC 17)
Pistol +8 (+5 Ranged Damage, DC 18)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +5 (DC 15), Toughness +3, Fortitude +4, Will +6

Complications:
Motivation (Fixing the World)- Seeing chaos throughout the world, Starr is devoted to maintaining order. His own order. And he will kill a million little girls to win.
Motivation (The Grail's Leadership)- The second he met Allfather D'Aronique, Starr knew that he one day had to kill him- the vile torturer was a fool, and was propping up an idiotic Messiah. Starr will ultimately kill them both, and lead The Grail himself, attempting to use Jesse Custer as the new Messiah.
Secret (Killed D'Aronique and the Bloodline of Christ)- Starr murdered the two most important people to The Grail, and he seeks to hide this. Eisenstein, the demented Grail agent who Starr thought was dead (or else he NEVER would have made the moves he did), is hot on his trail, with a mean dog and a cannibalistic Spetsnaz agent behind him.
Obsession (Revenge on Jesse Custer)- Starr's mind soon breaks under the endless series of humiliations and deformities he suffers- he becomes obsessed with murdering Jesse for being responsible for a huge number of them (starting with making his head look like a giant, gleaming dong).
Prejudice/Disability (Deformities)- Herr Starr had his eye gouged out when he was a child, suffering permanent baldness after a nasty fever that resulted. Eventually, he will be horribly scarred by Jesse (leaving a large slit-like scar on the top of his bald head, making it resemble a penis), lose his leg in a helicopter accident (and have it eaten by cannibalistic hillbillies), and have his genitals bitten off by an angry rottweiler. This does not help his near-constant anger.
Responsibility (Temper)- Starr's high-stress job and multiple accidents have left him vastly short-tempered. He usually just takes this out on Hoover, but he's been known to chase an elderly woman with guns blazing because she was standing in the airport walkway.
Responsibility (Sexually-Weird)- Being raped by a giant Englishman has left Starr unable to enjoy regular sex- he must now be sodomized to feel pleasure. He tries to keep this secret from people, but eventually stops bothering (he rejects Featherstone's advances because he finds it unlikely she'll want to shove a swordfish up his arse).
Responsibility (German)- Despite being generally-intelligent, Starr's German heritage makes him less likely to pick out faked accents, like when the very Irish Cassidy does an AWFUL variation of a Texan accent.
Responsibility (Shoot The Women First)- Starr knows that a woman in the military will have to train twice as hard, and be twice as skilled, to be taken seriously and selected for a high-end mission. Thus, he tells all new recruits to make sure they shoot the women first.

Total: Abilities: 52 / Skills: 34--17 / Advantages: 17 / Powers: 0 / Defenses: 8 (94)

-Herr Starr was a great, phenomenal villain on many levels. He is the main manipulator of the series (well, next to God himself, it turns out), starting a conspiracy within The Grail to fix it, and establish a new order. His origin story is TERRIFIC, showcasing an obsessed soldier who witnesses acts of terrorism and chaos- a single child dies on a rescue mission he embarks on, killing a female terrorist leader, and he insists this is now how the world should be). But it's not because of his sense of morality or sadness over the girl's loss (as Starr's recruiter into The Grail believes)- he's fixing things because there is too much disorder and chaos throughout the world- that child could have become ANYTHING, yet was cut down because of some random terrorist bullcrap. "We are at war", he tells his recruiter, "And I would kill a million little girls to win".
-Starr is also hilarious- his over-the-top, screaming rage is something to behold, and the way he both casually insults people and things ("who taught Custer to fight?" he says, reading a report, "I thought he grew up on a farm. What the f**k can you learn on a farm?"), and in how he becomes verbally abusive at the slightest provocation (Hoover's writing style, old women standing in a moving walkway). Watching Featherstone scoot after him all doting-like while he screams is some of the best laugh-worthy stuff in the books. That it's all wrapped up in this tightly-wound guy who is constantly being horribly injured (he escapes the cannibal hillbillies by shooting their retarded brother in the head and then gunning down the other two, but not before they eat his injured leg).
-I was kind of annoyed when Starr became more of a running gag ("further injuries befall Herr Starr") and eventually just went crazy- it made CHARACTER-sense, but I felt like he was worth something MORE than the gags we ended up getting served, especially since his early motivation (fixing the world... the best villains always believe they're right) was soon dropped, making him a revenge-crazed villain instead.
-Overall, Starr is still decent PL, though he's worse off than Jesse in a fistfight or knife-fight by a WAYS (part of his early motivation was always being armed- he avoids his unarmed combat class by shooting his instructor through both knees and saying "I intend to never be unarmed"), and Tulip is a bit better at long-range. He WAS a former elite soldier, after all, even though it's been quite a few years since then.

THE SAINT OF KILLERS
Created By:
Garth Ennis & Steve Dillon
First Appearance: Preacher #2 (May 1995)
Role: Nightmare Fuel, Patron Saint of Killers, Bad-Ass Cowboy
PL 24 (234)
STRENGTH
11 STAMINA -- AGILITY 3
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Expertise (Bounty Hunter) 8 (+9)
Expertise (Heavenly Agent) 5 (+6)
Expertise (History) 4 (+5)
Insight 2 (+4)
Intimidation 17 (+20)
Perception 6 (+8)
Ranged Combat (Guns) 4 (+12)
Stealth 2 (+5)

Advantages:
All-Out Attack, Diehard, Great Endurance, Improved Aim, Improved Critical (Guns) 2, Improved Initiative 2, Precise Attack (Ranged/Concealment), Ranged Attack 6, Startle, Tracking, Withstand Damage

Powers:
"Undead Force of Nature"
Immunity 30 (Fortitude Effects) [30]
"Not Enough Gun" Protection 30 (Extras: Impervious 17) [47]
Regeneration 10 [10]

"Magical Walker Colt Revolvers- Forged From the Sword of the Angel of Death" (Flaws: Easily Removable) [38]
"No Shot Will Ever Miss" Blast 24 (Extras: Perception-Ranged) (62 points)

Offense:
Unarmed +8 (+11 Damage, DC 26)
Walker Colts -- (+24 Perception-Ranged Damage, DC 39)
Initiative +11

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +30, Fortitude --, Will +14

Complications:
Motivation (Destruction)- After the only good things in a bad life died, the Saint devoted himself to destruction. He will kill anyone and everyone who angers or annoys him.
Responsibility (God's Command)- Commanded by God or Angels, The Saint will remorselessly hunt down his targets.
Relationship (Wife & Daughter)- When they die of fever after he was delayed by a piece of scum named McCready, he swore vengeance on all of creation. When he uncovers the true responsible party, their demise is all but assured.

Total: Abilities: 52 / Skills: 48--24 / Advantages: 18 / Powers: 125 / Defenses: 15 (234)

-Long have I complained about Power Geeking and writers including super bad-ass guys to come in and kick ass effortlessly, because it ruins drama and just comes across as the guy wanking off because he wants to prove he has the bigger phallus. So why do I like The Saint, who is one of the Power-Geekingest Powerhouses ever created? STYLE.
-The Saint's origin is drawn from Clint Eastwood's "Unforgiven", and is the series' one link to the Wild West of myth (both deliberately-done by Ennis)- he was a bounty hunter and Indian-scalper who was generally a heartless monster, until the love of a good woman changed him for the better. When she and his young daughter died as a result of a lawless heaten named McCready, he swore vengeance, but was killed in the process. With a hate so strong it FROZE HELL, The Devil and the Angel of Death cut a deal with him, melting the Angel's Sword into a pair of revolvers that would kill anything they hit. He wiped out McCready, the bastard's goons, and then THE ENTIRE TOWN OF RATWATER, fully realizing his true nature after all.
-And that's kind of what I like about the character- rather than being one of those comic book characters who take a horrible tragedy and becomes a better person for it, he instead lets it turn him into a monster. He sort of represents the darkest, most destructive impulses and combines them with the looks of Lee Marvin and the intimidation of Eastwood, giving is a remorseless Goonsweeper with a HELL of a lot more style than any kind of Cosmic Menace. The sheer intimidation factor of him is crazy- he just LOOKS at people and they piss their pants (in one case, literally).
-The Saint's PL is ridiculous, but then, the character is ridiculous. He takes thousands and thousands of bullets at once without reaction, Cassidy broke his hand by punching the guy, and he didn't even react to either a speeding truck hitting him OR a tank's full-power blast. Criminy, he took a hit from a NUCLEAR WEAPON, and just stared out from the cloud with a "Not enough gun". His guns cannot miss (it's in their power not to), even with people hanging off of his arms, he's strong as hell, and he can slaughter an entire Host of Angels without much effort (and does). The only thing that can stop him in his tracks is The Word of Jesse Custer.

GOD
Created By:
Garth Ennis & Steve Dillon
First Appearance: Preacher #2 (May 1995)
Role: Sycophantic Super-Being, Mythical Creator
PL 16 (473)
STRENGTH
11 STAMINA 16 AGILITY 4
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 8 AWARENESS 6 PRESENCE 5

Skills:
Deception 3 (+8)
Expertise (History) 20 (+28)
Expertise (Heaven & Earth) 20 (+28)
Intimidation 10 (+15)
Perception 10 (+16)
Persuasion 3 (+8)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Fast Grab, Improved Critical (Unarmed), Improved Hold, Inspire, Leadership, Power Attack, Ranged Attack 9

Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing
Powers:
"Sees The Future" Senses 8 (Precognition & Postcognition) [8]
"Speaks With All Tongues" Comprehend 3 (Languages) [6]
"Hears All On Earth" Remote Senses (Hearing) 20 [20]
Flight 10 (2,000 mph) [20]
Movement 1 (Dimensional Travel 1- Heaven, Hell & Earth) [2]
Immunity 11 (Aging, Life Support) [11]
"Invisibility" Concealment (Visuals) 2 [8]

"All-Powerful" Variable 13 (Magical Powers) [91]
Sample Powers:
Blast 18 (36)
"Flames" Damage 16 (Extras: Area- 60ft. Shapeable +2) (48)
Teleport 20 (40)
"Freeze Time" Quickness 20 (Extras: Affects Others) (40)

"The Great Creator"
"Create Worlds" Create 25 (Feats: Innate, Precise, Increased Mass 20) (Extras: Continuous) [97]
"Create Angels & Man" Summon 5 (Extras: Variable +2, Heroic +2, Continuous) [35]

Offense:
Unarmed +12 (+11 Damage, DC 26)
Flames +16 Area (+16 Damage, DC 31)
Blast +12 (+18 Ranged Damage, DC 33)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +16, Fortitude +16, Will +14

Complications:
Motivation (The Love & Adulation of Others)- Almost everything God has done, has been to gain the love and worship of others. He created Man with Free Will to test their love for him (and to test which of his Angels would still be loyal to him when he did). He created The Saint of Killers and Genesis so that both super-powerful beings could worship a God who was weaker than they.

Total: Abilities: 130 / Skills: 66--33 / Advantages: 18 / Powers: 278 / Defenses: 16 (473)

-The God of "Preacher" is a pretty dark, hopeless take on the concept of a "Loving God". Instead of being a kindly being, he is basically a parody of the vain, angry God of the Old Testament, and given the full "Human Frailty" thing, rather than any kind of "you can't judge Him, because he's too hard to understand/mysterious ways" argument. He comes across as a selfish, whiny guy who wants everyone around to love him- all of the acts of Creation are designed around this concept. He created Angels to serve him, but they did not love him of their own free will- they were CREATED to love him. And so, he created men, both to have beings CHOOSE to love him (this meant more), and to test which of his Angels would be loyal (half the Host went berserk on the spot). But even Men often only love God because he's so much more powerful than they- they're FORCED to, lest they end up in Hell. THEN he puts the steps in motion that would create The Saint of Killers AND Genesis, solely to create beings MORE powerful than himself (the Saint can kill Him; Genesis can control Him)- if THESE beings chose to love him, then his desire for True Worship would be complete.
-Didn't I say this comic was blasphemous :)? It's basically the most humanized, pathetic version of God in history, and Ennis wants to TAKE HIM TO TASK for "the Hell you made of this world". In a sense, he's more horrible and disgusting than any of the other villains of the series- murderous controllers like Starr, torturing bulimics like D'Aronique, rapists like deSade, animal rapists like T.C., monstrous killers like Jody, manipulative bitches like Gran'ma & rampaging psychopaths like McCready- after all, bad as they are, God CREATED them.
-Determining the stats for GOD of all people can be tough, but hey- the Preacher version has recognizable traits and attributes. He's not even as powerful as most Marvel Cosmics, mainly because he doesn't NEED to be- he's the creator of one small world (or maybe the Universe), has a limited set of powers and vulnerability, and has actual limits in general- being vulnerable to both The Saint & Genesis's Word. It helps that I did some of the heavy lifting with my Marvel Cosmic Being builds. He can Create beings and things (like say, the Earth), injure things (he sucks out Jesse's eye in rage, and burns an Angel to death), can hear most anything on Earth, Teleport, Freeze Time (I was gonna go Affliction- but he's actually freezing EVERYTHING AROUND HIM, including non-living stuff, so Affects Others Quickness has the same effect- talking to someone between the ticks of the clock), and more.

xxxx

Acrobatics, Athletics, Close Combat (Type), Deception, Expertise (Acting, Art, Business, Carpentry, Cooking, Criminal, Current Events, Dance, History, Journalism, Law, Law Enforcement, Military,
Magic, Music, Philosophy/Theology, Politics, Pop Culture, Psychiatry, Science, Sociology), Insight, Intimidation, Investigation, Perception, Persuasion, Ranged Combat (Type), Sleight of Hand, Stealth, Technology, Treatment/Medicine, Vehicles

Accurate Attack, Agile Feint, All-Out Attack, Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Chokehold, Close Attack, Connected, Contacts, Cunning Fighter, Damaging Escape, Daze (old Distract), Def.Attack. Def.Roll, Def.Strike, Def.Throw, Diehard, Eidetic Memory, Equipment, Evasion (R), Extraordinary Effort, Fascinate, Fast Grab, Fav. Environment, Fav. Foe, Fearless, Follow-Up Strike, Grab Finesse, Great Endurance, Hide in Plain Sight, Imp.Aim, Imp.Critical, Imp.Defense, Imp.Disarm, Imp.Grab, Imp.Initiative, Imp.Hold, Imp.Smash, Imp.Trip, Improvised Tools, Improvised Weapon, Inspire, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Languages, Last Stand, Leadership, Luck, Minions, Move-By Action, Power Attack, Precise Attack (Ranged/Close,Cover/Conceal), Prone Fighting, Quick Draw, Ranged Attack, Redirect, Ritualist, Second Chance, Seize Initiative, Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing Mastery, Tough, Tracking, Trance, Ultimate Effort, Uncanny Dodge, Weapon Bind, Weapon Break, Well-Informed, Withstand Damage

STR 0 (50 lbs.) ---- (Bald Eagle)
STR 1 (100 lbs.) ---- (Jean Grey, Sue Storm; Wolves)
STR 2 (200 lbs.) ---- (NPC Thugs, NPC Cop, Black Tom Cassidy, Base Doom/Kang) (DCA- Black Canary, Robin)
STR 3 (400 lbs.) ---- (Nightwing, Silver Samurai, Black Canary II, Razor Fist; Cougars) (DCA- Nightwing)
STR 4 (800 lbs.) ---- (Daredevil, Batman, Demona "Gargoyles"'; Chimpanzees, Jaguars) (DCA- Batman, Vandal)
STR 5 (1,600 lbs.) ---- HUMAN MAXIMUM (Captain America, Hudson "Gargoyles", Hawkman, Bugbears; Lions)

STR 6 (3,200 lbs.) ---- (Goliath "Gargoyles", Sabretooth; Horses, Gorillas, Anacondas, Black Bears, Tigers) (DCA- Gorillas)
STR 7 (3 tons) ---- (car, van, truck) ---- (Cyborg; Grizzlies, Gryphons, Rhinoceros, Styracosaurus, Ankylosaurus, Peak for Most Animals) (DCA- Cheetah)
STR 8 (6 tons) ---- (lear jet, subway car) ---- (Elephants, Triceratops, T-Rex)
STR 9 (12 tons) ---- (fighter jet, semi truck) ---- (Spider-Man, The Beast, The Blob)
STR 10 (25 tons) ---- (humpback whale) ---- (Kid Omni-Man) (DCA- Aquaman)

STR 11 (50 tons) ---- (tank, train) ---- (Rogue, The Immortal, Marvel's Ares)
STR 12 (100 tons) ---- (767, cargo jet) ---- (Most Super-Bricks: Colossus, King Kong, Baseline Hulk) (DCA- Humpback Whale, Powerhouse)
STR 13 (200 tons) ---- (747, fishing liner) ---- (DCAU Superman, The Thing, Dragon Man)
STR 14 (400 tons) ---- (drilling rig)
STR 15 (800 tons) ---- (small bridge) ---- (The Juggernaut, DCAU Darkseid, Mary Marvel/CM3, Invincible)

STR 16 (1,600 tons) ---- (destroyer) ---- (Legion Supergirl, The Abomination) (DCA- Wonder Woman)
STR 17 (3,200 tons) ---- (freight train, nuclear sub) ---- (Mon-El, PC Superboy, Omni-Man)
STR 18 (6,000 tons) ---- (cargo freighter- empty) ---- (Thunderstrike, Captain Marvel, Black Adam, Prof. Hulk, She-Ra, Samaritan) (DCA- Grundy)
STR 19 (12,000 tons) ---- (cruiser, loaded freighter) ---- (Thor, Superman, He-Man) (DCA- Black Adam, Superman)
STR 20 (25,000 tons) ---- (ocean liner, large bridge)

SPEED CHART:
2 mph (Normal Human), 4 mph (Speed 1), 8 mph (Speed 2), 16 mph (Speed 3), 30 mph (Speed 4), 60 mph (Speed 5), 120 mph (Speed 6), 250 mph (Speed 7), 500 mph (Speed 8), 1,000 mph (Speed 9), 2,000 mph (Speed 10), 4,000 mph (Speed 11), 8,000 mph (Speed 12), 16,000 mph (Speed 13), 32,000 mph (Speed 14), 64,000 mph (Speed 15), 125,000 mph (Speed 16), 250,000 mph (Speed 17), 500,000 mph (Speed 18), 1,000,000 mph (Speed 19), 2,000,000 mph (Speed 20)

(One Degree): Dazed (single action of own control), Entranced (stunned unless a threat is obvious), Fatigued/Hindered (half-speed), Impaired (-2 penalty), Vulnerable (half-defense)
(Two Degrees): Compelled (single action control), Defenseless (0 defense bonus), Disabled (-5 penalty), Exhausted (impaired/hindered), Immobile (no moving from spot), Prone (-5 close attack/hindered), Restrained (hindered/vulnerable), Stunned (no actions)
(Three Degrees): Asleep (defenseless/stunned/unaware), Controlled (all actions), Incapacitated (defenseless/stunned/unaware), Paralyzed (defenseless/immobile/stunned aside from mental actions), Transformed (altered traits), Unaware (unable to Percieve/Interact)

Attack Bonuses:
+6: Elite Wolves, Cassowaries, Komodo Dragons, Black Rhinos, Dolphins, Most Sharks,
+7: The Yeti, Worm, Jaguars, Dire Wolves, Smaller Bears (Black, Sloth), Terror Birds, Most Snakes (Constrictors & Vipers), White Rhinos, Gorillas, Great White Sharks, Megalodons, Thunderball, Stilt-Man, Bulldozer (Headbutt), Sasquatch
+8: Rusty & Skids, Boom-Boom/Meltdown, Siryn, Most of the Serpent Society (Coachwhip, Rock Python, Puff Adder, etc.), Blockbuster, G.W. Bridge, Grizzly IV, Most Big Cats (Lion, Leopard), Brown & Polar Bears, Haast's Eagles, Elephants, Killer Whales, The Wrecker, Piledriver, Titania, The Absorbing Man, Tony Stark
+9: The Thing, Karma, Rictor, Warpath, Copperhead, Short-Faced Bears, Crocodiles (In Water), Sperm Whale, Mister Hyde, The Gamecock, She-Hulk, James Rhodes,
+10: Harry Osborn, Fancy Dan, Hobgoblins, The Prowler, Sunspot, Cannonball, Asp, Black Mamba, Anaconda, Scalphunter, Harpoon, Arclight, The Wendigo, Sauron, Dragon Man, Zaran & Machete, The Beast, Julia Carpenter, Thor (Hammer), Hercules
+11: U.S. Agent, Vulture, The Lizard, Norman Osborn, Hammerhead, Mac Gargan, Tombstone, Spider-Girl (May), Callisto, Feral, Dani Moonstar, Shatterstar (Swords), Diamonback, King Cobra, Sabretooth (Unarmed), Jessica Drew, Luke Cage, Thor (Unarmed),
+12: The Puma, Kraven the Hunter, Black Cat, Callisto (Knife), Wolfsbane, Domino, Cable, The Punisher, Namor, Ares
+13: Bucky-Cap, Spider-Man, The Kingpin, Carnage, La Tarantula, Shatterstar (Unarmed), Sabretooth (Claws), Black Knight (sword)
+14: Black Widow, Silver Sable, Batroc the Leaper, Swordsman (Sword),
+16: Captain America

Damage:
+2: Barracudas,
+3: Black Widow, Iron Fist, Rottweiler, Lynx, Eagles, Mandrills,
+4: Daredevil, Mastiff, Wolves
+5: Standard Gun, Captain America, Bullseye (Objects), Daredevil (Club), Hyenas, Eels, Rattlers, Stags, Chimps, Swarm,
+6: Agent 13 (Gun), Black Widow (Bite), The Kingpin, Dire Wolf (Bite), Cougars/Leopards, Dolphins, Pythons, Horses, Elk, Orangs,
+7: Punisher, Cable & Domino's Rifles, Vermin, Jaguars, Lioness, Cobras, Gorillas, Spider-Girls, Black Knight (Sword)
+8: Spider-Man (Unarmed/Snare), Captain America (Shield), Lions, Black Bears, False Killer Whales, Bull Sharks, Anacondas, Terror Birds, Crocs, Moose, Bulls,
+9: Tigers, Brown/Polar Bears, Hammerheads, Colossal Squids, Salties, Irish Elk, Giraffes, Hippos, Black Rhinos, The Shocker,
+10: Smilodons, Cave Bears, Great Whites, White Rhinos, Elephants, Hydro Man,
+11: Jack of Hearts (Blast), War Machine (Blasts), Killer Whales, Giant Snakes, Woolly Rhinos, King Kong, Dr. Octopus (Arms), Venom, The Lizard, Electro,
+12: Iron Man (Blasts), Humpbacks, The Scorpion (Tail),
+13: Sperm Whales, Indricotherium, The Thing, Colossus
+14: Sasquatch
+15: Zeuglodons, Megalodons, Gilgamesh,
+16: Thor (Unarmed), Giant-Man (Max Size), The Kraken,
+18: Thor (Hammer)
+20: Red Ronin
+21: Red Ronin's Blade

Watching my first RAW in like two or three years, just for the hell of it.

Alberto Del Rio promo: Not a bad gimmick with his own personal announcer. Not a great promo, though, but definitely above-average. This is one of those cases where somebody needs a few catchphrases to have some "high spots" in a promo. CM Punk pretty easily owns him in a casual promo (looking REALLY aged compared to what I'd recognized- the Abe Lincoln beard doesn't agree with him), then Vickie Guerrero comes out for like two seconds to okay a match. Vickie's not much of a looker, though she sticks out in all the right places below the neck.

Christian (vs) Wade Barrett
-This is Christian's return from somewhere, and it was kind of oddly done- with little promotion or suspense. Vickie just came out and made it so. This is my first time seeing future World Champ Barrett (you KNOW it's gonna happen). Why is he already in the ring? What is he- a jobber? VERY short match, with Christian just casually putting the guy away with the Unprettier. In a three-hour show, why not give them some time?

-A new stable: Three demented hillbillies using A&E-inspired Reality TV stuff! Well, that's not a bad gimmick. Also, CM Punk is sort of insulting Paul Heyman, and is probably going to get betrayed & face-turned for it.

Sheamus (vs) Damien Sandow & Cody Rhodes
-Rhodes has the gayest moustache ever. Sandow is another rookie destined for a huge push given his roided physique. Sheamus is pretty decent in the ring, actually, but is totally 100% generic Homogenized WWE Superstar. Sandow wins with a roll-up after Sheamus rapes Rhodes for a while. Then he Brogue Kicks Rhodes anyways.

-shit, RVD is coming back? That's unexpected- ever since he quit after they threw away his superstar run for stupid reasons. GOOD LORD this show is filling time with nothing segments. One hour in and it's been two short matches, with barely any angle furthering.

Randy Orton (vs) Daniel Bryan
-Orton still looks like he never got out of the "Main Event Brawl" phase of the HHH/Rock/Austin style. He's perfectly-acceptable, but just... bleh. Bryan does some good stuff. Did they... forget that this is No-DQ? They seem to be wrestling a normal match, in the ring and everything. ah, there's a weapon. A dick-kick and a backdrop onto the guard rail provokes a Doctor Stoppage, which is apparenly now a thing. Not a... BAD concept to add to wrestling I guess, but this was a pretty dull match with a weak ending as a result. Especially since that's 1/10th the damage most wrestlers take in a normal No-DQ match. They teased heelishness from Orton throughout.

-AJ promo, watching some chick (Kaitlyn) with WAY TOO MUCH MAKE-UP on fake sadness badly while crying after losing the Title. AJ is a pretty bad actress when left on her own. OH GOODIE IT'S STEPHANIE McMAHON- the woman possibly most-responsible for killing the WWE's success. She looks pretty decent these days, though some pics have her lookin' pretty leathery thanks to all the working out The Bride of HHH has to do to keep him excited. Steph makes sure to devalue all the Divas in one promo, sounding more like a hag with each passing year, though it does make me want to see her fuck AJ sideways because she's so much taller. Good fuck, the entire Divas division looks like they have the exact same bodies except for AJ. Totally disappointing. Watching these silent RAW crowds is depressing.

US Title Match: Dean Ambrose (vs) Kane
-Is everybody on the same card nowadays? Is the Brand Split over? Ambrose is one of The Shield, a gang of Corporation-Era Big Boss Man cosplayers doing a "walk through the crowd" bit. Before things can go anywhere, The Shield runs in for the DQ. Pretty big waste of time, only maintaining the whole Shield Status-Quo.

Antonio Cesaro (vs) William Regal
-3 hours of programming with constant stalling and commercial breaks, and we show Regal ALREADY IN THE RING?? WTF? Cesaro is a bit more toned than the generic Puffy Main Eventer, and has Zeb Colter with him. Colter cuts a vaguely-Letters/Panthergod-style promo. Holy fuck, this is just a Squash Match, though I guess Regal is pretty old. A Spinning Chinlock and a Cradle Styles Clash ends a pretty silent match in a hurry, with almost no Regal offense.

-Cena's out to tell us he doesn't care about being booed. Which I think he's said about 9 billion times before. But Mark Henry comes out for his Retirement Speech, doing a heck of a job and crying real tears. HAHAAHAHAH I TOTALLY CALLED THE ENDING!! BRILLIANT acting, considering he wasn't really retiring. Though the half-and-half reaction is classic WWE in this era, since Cena is so hated by half the audience.

Heath Slater (vs) Chris Jericho
-Is that Lance Hoyt with Slater out there? I always figured him for a classic WWE guy- big, tall, long-haired. Totally generic match, and Y2J handily wraps it up with the Codebreaker, then beats up the ENTIRE STABLE BY HIMSELF. Wow.

Intercontinental Title: Curtis Axel (vs) Sin Cara
-Boy, Curtis Axel really looks like his dad. Why not just fucking call him Joe Hennig if they're gonna make "Perfect" comments and actually refer to his parentage all the time? He's a totally Generic Big WWE Wrestler, but with a fairly limited moveset. Watching Sin Cara job handily to a DDT is pretty weird- I thought RAWs were adding longer matches?
Jabroniville
Posts: 24807
Joined: Fri Nov 04, 2016 8:05 pm

Hitman Builds

Post by Jabroniville »

HITMAN:

-For something a little different, but still linked to my comic book builds, comes a couple of sets of builds from the sick, demented, Irish (or is that redundant? :)) brain of Garth Ennis. Ennis has a penchant for sick humour, drunken Irishmen, good guys in bad worlds, and some good-old-fashioned piss-taking of whatever annoys him (common threads in his work include jokes about cats, religion, Delta Force members, and wannabe heroic types like Hollywood Action Heroes or Kyle Rayner). He's one of the funniest writers in comics when he's on, loves to moralize about stuff, and absolutely worships at the bloody altar of the Gods of Violence.

I've heard many people call "Hitman" a better read than his other magnum opus, "Preacher". It's less extreme, and more held back by editorial (it's a Mainstream DCU book, not Vertigo), so he can't just go full-bore with sexually-perverted villains, boobs, profanity (Some of the characters are funny, though the language being so PG is a bit weird and motherlovin' awkward at times. Isn't that what the #@$! symbols were for?) and blasphemy. The stories end up a bit more "Down to Earth" because the protagonist, Tommy Monaghan, and his friends are more normal people (albeit in a nasty business) and most of their threats are as well. So there's a lot of commentary on friendships, old times, relationships and the real world, whereas "Preacher" has a more big concept, dealing with God and Angels and stuff. Personally, I still find "Preacher" to be a better overall story- it's MUCH funnier at times (again because Ennis can go full-bore with his perverted characters, but also some of the standard jokes are CLASSIC), has more to say about America and morality and the like, and villains like Jody & Herr Starr are much more memorable than any "Hitman" bad guys. But it's still very interesting.

The overall plotline is about Tommy Monaghan, a ne'er-do-well Gotham piece of Hitman scum who has a moral line of "I won't kill any good people", so he only shoots bad guys. He ends up getting super-powers (that ultimately don't get used very often) in the "Bloodlines Incident" (remember when DC added like a dozen Image-ripoff books at once? "Hitman" was one of them, and the only one to last), and starts a feud with a bunch of Mafia hoodlums good and early. After dealing with a constant stream of Evil Assassins (like "The Sopranos", the series uses a bunch of Even MORE Evil Guys to make what the bad-boy main character does seem less villainous and give him actual antagonists- it's an old trick when a villain is your main character), a corrupt Government Agent out to kill or control super-humans, undead animals, Batman (he punches Tommy in the stomach- Tommy barfs on him), dinosaurs, an African dictator, bad-guy supervillains and more, Tommy and his friends at Noonan's Bar sort of have a Trial By Bullets friendship and are utterly loyal to each other.

There's also a bit of English-style piss-taking of super-heroes. Ennis finds the idea kind of absurd, and so a couple heroes are trotted out as fools- an early Kyle Rayner makes an appearance (and later tells a story about being roofied and hearing "Bueno! Bueno!" in his memories), acting like a holier-than-thou goon. The only regular group of heroes seen is a gang of Joke Supers that are more a group of psychos in tights, and there's a LOT of poking fun at the then-current "Dark Vigilante" characters that popped up in the post-Image years. However, he has the utmost respect for Batman & Superman. There's a nice bit when Tommy explains to a depressed Supes (who failed on a very important mission- he saved the day, but one person died) that he's all that's good about America (more or less stating that in America, nationalism and ethnic pride for your homeland is retarded, and you should start anew and make life better for everyone, not just your own group- Superman represents the best of that as a Kryptonian American Hero who just wants to do good).

Their friendships kind of play a key role, here- "Preacher" was at it's best when Jesse, Tulip & Cassidy are dealing with each other, and "Hitman" is often no different, though the supporting cast here isn't as compelling. Most of the stories end up being "Tommy & Co. face down an armada of bullet-firing bad guys while avoiding all injuries themselves", so the drama is kind of ruined at points, but eventually some of the cast gets a LOT less bulletproof, and you authentically feel bad when the cast starts dropping like flies.

The series ended after seven trades' worth of stuff, and is a good read. Ennis' classic sense of humour is well on display, so don't read it unless you think the idea of both Lobo and Kyle Rayner being anally-raped by a demented would-be superhero is hilarious. Thankfully, I do, so I liked the book :).

The Builds:
The Guys At Noonan's:
Tommy Monaghan- The protagonist and assassin with low-level superpowers. Tries to be a good guy and a nice guy, but he's gotta make his money by shooting people.
Natt The Hat- Tommy's old Marine pal, both a powerhouse at a fat-ass.
Sean Noonan- Owns Noonan's Bar, and used to be in the same world Tommy was. He wanted better for Tommy & Pat, but it never happened. Basically a father to Tommy.
Pat Noonan- Tommy's best bud from childhood. A weakling who desperately wants to be seen as a tough guy.
Ringo Chen- The only gun in town as good as Tommy. A pal, but everyone thinks there's going to be a reckoning between them sooner or later.
Hacken- A borderline-retarded goon of a fellow who the others barely put up with.

Supporting Cast:
Tiegel- Tommy's longest-running girlfriend, a Good Cop kicked off the force, often has to help bail Tommy out.
Six-Pack- A wannabe super-hero who tells stories about his days on the Justice League in between drinks.
Friendly Fire- Flame powers, but only works on allies.
Jean le Baton- Frenchman who uses a baguette as a weapon.
Phlegmgem- Super-snot powers.
Shakes- Apparently Parkinson's disease is a super-power.
Bueno Excellente- Garth Ennis' obsession with male rape in super-form.
The Defenestrator- Throws people through windows.
Dogwelder- Arguably the most-iconic member of the team- he welds dead dogs to human faces.

Enemies:
The Dubelz Brothers- Conjoined Twin Mafia Dons.
Johnny Navaronne- One of the chief assassins sent after Tommy.
The S.A.S. Guys- Probably the most effective threat Tommy ever faced.
Nightfist- He will hit you with his FIST!




The guys are so immune to bullets it's hilarious- guys shoot at them THOUSANDS of times and they only ever get winged. And then Tommy goes blazing with endless ammo and kills dozens of people. It's over the top and ridiculous, and I'm not sure how much I liked it- most of the time, it ruins the drama because they win SO EASILY, even when pinned down by hundreds of guys. The whole "Tommy is a hitman, but is deep down a super-nice guy who does the right thing" deal is kind of goofy- I'd like it more if it was a Tony Soprano "he's an asshole, but his enemy is an even BIGGER asshole"- this way comes across as kind of a half-assed way to make him more heroic because they're afraid people would be turned off by a villain-based series.

But overall, a good series that I'll probably collect all of. I'm liking the "S.A.S. Guys hunt Tommy & Natt for killing soldiers in the Gulf War" thing.
Hitman really seems to have the same toilet-humor leanings, too- the Dead Cat Signal, the guy who does all his business while on the shitter, the Siamese Twins where one of them is a dead body, etc. It's the same shit, just more PG. I still love the Jesse/Cassidy relationship more than any of Tommy's, because they had this near-instant connection and were totally in man-love with each other, and you could buy them as lifelong buds... and then Cassidy goes and pulls a Cassidy and fucks it all up. Means a lot more than "oh we're a bunch of lifelong buds" like in Hitman. Shit, they even pulled it off with the pair of single-issue Vietnam stories.

Preacher's also a LOT funnier. Hitman has some great moments (hiding behind a fat guy from the S.A.S., "There's just never any call for that kind of language" while being attacked by dozens of ninjas), but Preacher was non-stop funny at times, even when it wasn't just going for ass humor. Like when they were all listening to "Oh What a Feeling" in the truck, or when the Conservative & Liberal commentators were constantly going on about their bullshit (and Ennis carefully pointed out that both were idiots), before both craving cock.
I also liked Preacher's little commentaries about American and life in general- jokes about bullshit psychology, politics, conversations about what being a man is all about, stuff like that. There was the neat dichotomy of how Jesse was sort of the Good Side of America (all honorable, free-wheeling, mischievous but not really hurting anybody), but Cassidy was the Bad Side (all anger, self-pity, and abuse of drugs & alcohol).

The only bits of Preacher I didn't really like were the ending to "Salvation" (it was this nice bit about small-town America and the shittiness of the South, only to drop the usual "the villain is a sexual deviant fuck and is easily killed" cliché) and how in the end, Herr Starr just kind of became this obsessed, pathetic figure you were disgusted with instead of being a rather epic, smart villain. Turning the entire Grail into a weapon against Custer was silly- I liked his whole "fix the world" idea much better.

TOMMY MONAGHAN
Role:
The Protagonist, Heroic Murderer, Bad Boy With A Heart of Gold (or at least Brass)
First Appearance: Demon Annual #2 (Jan. 1993)
Created By: Garth Ennis & John McCrea
PL 9 (109)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 4 DEXTERITY 6
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Athletics 5 (+7)
Deception 3 (+6)
Expertise (Hitman) 10 (+10)
Expertise (U.S. Marine) 2 (+2)
Insight 2 (+3)
Intimidation 2 (+5)
Investigation 2 (+3)
Perception 6 (+7)
Persuasion 2 (+5)
Stealth 2 (+6)

Advantages:
All-Out Attack, Diehard, Equipment 4 (Arsenal), Evasion, Improved Aim, Improved Critical (Guns) 2, Improved Defense, Improved Initiative, Quick Draw, Ranged Attack 6

Powers:
"Bloodlines Abilities"
"X-Ray Vision" Senses 4 (Vision Penetrates Concealment) [4]

"Area Telepathy"
Senses 1 (Danger Sense) [1]
Enhanced Advantages 1: Uncanny Dodge [1]
Mind-Reading 2 [4]

Equipment:
"Arsenal"
"Automatic Weapon" Blast 6 (Extras: Multiattack) (Inaccurate -1) (17) -- (18)
AE: "Paired Guns" Blast 5 (Feats: Split) (Extras: Multiattack) (16)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Paired Guns +12 (+5 Ranged Damage, DC 20)
Automatic Weapon +10 (+6 Ranged Damage, DC 21)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +5 (DC 15), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Greed)- Tommy is a hitman, and kills for money.
Responsibility (Only Kills Bad Guys)- Despite being a killer-for-hire, Tommy holds firm to his morality- his only victims will be bad guys (drug dealers, murderers, mobsters, etc.). He will not shoot innocents, police officers or bystanders.
Relationship (Wendy, Tiegel)- Tommy has two major girlfriends over the course of the series, and has arguments with both of them based off of his chosen career. With Wendy, he kept it hidden for as long as he could.
Relationship (Sean Noonan)- Sean basically raised Tommy to be a man, and the two are basically father-and-son, though neither has ever actually said so. Tommy was going to at one point, but, y'know, they're guys, and guys don't do that sort of thing.
Relationship (The Guys At Noonan's)- Tommy's closest friends are Pat Noonan & Natt the Hat. He would take a bullet for either of them, and they'd do the same for him. He finds Hacken amusing, but is less close with him.
Rivalry (Ringo Chen)- The other "Fastest Gun in Gotham", Ringo & Tommy often wonder what would happen if one was sent after the other. At times, it seems the rivalry is so thick that they'll end up going to war just to see who's best.
Enemy (Numerous)- Tommy makes a lifelong enemy of the Gotham Mobs, including the Dubelz Brothers, Men's Room Louie, and a HUGE assortment of assassins. Aspects of the U.S. Government want him dead as well, and then there's what happens when the S.A.S. figure out that he & Natt killed some of their members in a "Friendly Fire" incident years ago in the Gulf War...
Noticeable (Eyes)- Tommy's eyes are pure, ebon black. This is brought on by his super-powers, and can't be turned off- he nearly exclusively wears dark shades to hide this, even from his closest friends and lovers. Both Natt & Tiegel INSIST he puts them back on whenever they see his real eyes, so it's apparently very disturbing.
Addiction (Alcohol)- He's a Garth Ennis character.
Secret (Past)- Tommy thinks he was an abandoned baby, and has no idea about his backstory. When he finds out what it is, and suffers the consequences of it once more, he is less than happy.

Total: Abilities: 46 / Skills: 36--18 / Advantages: 20 / Powers: 10 / Defenses: 15 (109)

-Tommy is a classic Garth Ennis character, if "Preacher" is any indication- the hero is a black-haired, stubbled tough-guy who has high moral standards despite being an outlaw (Jesse Custer was a car thief, Tommy a hitman), is utterly loyal to his friends, merciless to his enemies, and is a severe alcoholic. You can tell how complex a character he is by the sheer number of Complications I've given him- Tommy is a murderer, sure, but he insists on only killing "bad guys" (a moral founding I find a bit silly coming from a murderer, since he considers his own kind scum enough to kill- maybe it's because of DC editorial). His friends are as loyal to him as he is to them, but in the end he brings most of them only suffering, and the loyalty really causes pain all around in the end. But it's still there- the human element that keeps a story full of ass humour grounded.
-Tommy and the boys possess a LUDICROUS ability to survive just about anything, and are frequently seen mowing down dozens and dozens of Mooks at once, so his PL can be kind of tough to determine, when you consider that the book tries to keep things to relatively-human levels, with metahumans only being in minor roles. On one hand, he is EASILY one-punched by Batman, and the demonic Mawzir is shown to be outside his level without Magical assistance. The Demon Etrigan is similarly MUCH stronger. But he's frequently battled low-level superhumans, and treats Mooks like a joke all the same, so I figure him for a below-Punisher kind of guy rooted in reality, but still quite dangerous overall. So in the end, with his typical armaments, he's a PL 8.5 Gunfighter, dangerous on offense. But he's a wimpy PL 4 unarmed (offensively AND defensively), and only PL 7.5 when being shot at (he's +12 to dodge, and I dare you to suggest otherwise after seeing all of the bullet he's dodged over the entire series :)), so he's hardly a match for even my own, PL 10 Batman.
-He also has low-level Metahuman powers from the Bloodlines Incident (in which a ton of low-end Image rip-offs got powers- the book makes fun of them later, as The Flash goes into detail about how their job isn't really that easy- you can't just "Get Powers, Become Superhero" and expect to survive), giving him the powers of Telepathy and X-Ray Vision. The X-Ray stuff shows up more often (though tends to be used to check out Catwoman & Wonder Woman out naked more than on the battlefield, but he DOES often see just how many Mooks are hiding behind a wall), while the Telepathy is almost completely ignored after the first couple trades, because he never bothered to pursue it's limits (using it leaves him with a headache). It does, however, allow him to avoid being surprised, gaining Uncanny Dodge & Danger Sense- at one point, he's woken up from his sleep by a would-be killer, and the assassin Johnny Navarone has to distract him to make up for his inability to be sniped.
-So altogether, Tommy's not FREAKISHLY dangerous, especially to a serious super-hero, most of whom can handily dodge bullets (or just not be hurt by them), and wail on him with his terrible Fighting stats. He IS, however, a Mook Killer extraordinaire, with Multiattack weapons, two ranks of Improved Critical, various shooting feats (Quick Draw, Improved Aim & Improved Initiative), and some Diehard because of all the times he's been shot and survived. A frontal assault on Noonan's Bar is highly ill-advised.

NIGHTFIST
Created By:
Garth Ennis & John McCrea
First Appearance: Hitman #5 (Sept. 1996)
Role: Dark Urban Vigilante, Crazed Psychopath
PL 6 (58)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Athletics 5 (+8)
Deception 2 (+1)
Expertise (Streetwise) 3 (+3)
Intimidation 8 (+7)

Advantages:
Improved Critical (Fisting), Ranged Attack 2

Powers:
"Nightfist Uniform" (Flaws: Removable) [6]
"Fisting Power" Strength-Damage +3 (Feats: Reach) (4)
"Partially Bulletproof" Protection 2 (2)
-- (7 points)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Fisting +6 (+6 Damage, DC 21)
Initiative +4

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

Complications:
Motivation (Ruling the Night)- Nightfist wants to save Gotham from scum, but isn't above keeping/selling the drugs he finds himself.
Responsibility (Insane)- He's a drooling psychopath who kills just for the sake of killing. So he fits right into the heroic landscape of the early 1990s.

Total: Abilities: 36 / Skills: 18--9 / Advantages: 3 / Powers: 6 / Defenses: 4 (58)

-Nightfist is a parody of the EXTREEEEEEME Vigilantes spreading out across the comic book landscape in the early 1990s- his hyper-dramatic monologuing annoys all of the characters as he runs around Gotham City smashing people's heads in with gigantic metal fists he straps to his arms. He's a drooling psychopath who targets criminals, yet also seems to carry away some uncut drugs he finds after murdering some dealers. He is one of the "Metahumans" Tommy is charged with killing (via a corrupt Gotham Cop, who himself is leading Tommy into a trap via Johnny Navarone), but it takes a good bit, as his costume is pretty durable. Eventually, he busts in on Tommy & Natt while they're invading the Dubelz compound, and ends up being cut to pieces by our heroes and some of Dubelz' goons. He's good enough to handily kill Dealer-types, but anybody close to professional will wipe him out.

PATRICK "PAT" NOONAN
Created By:
Garth Ennis & John McCrea
First Appearance: Demon Annual #2 (Jan. 1993)
Role: Go-Between, Wussy Hanger-On
PL 1 (21), PL 2 (21) Defenses
STRENGTH
1 STAMINA 1 AGILITY 1
FIGHTING 0 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Deception 3 (+4)
Expertise (Streetwise) 5 (+5)

Advantages:
Contacts

Offense:
Unarmed +0 (+1 Damage, DC 16)
Initiative +1

Defenses:
Dodge +1 (DC 11), Parry +1 (DC 11), Toughness +1, Fortitude +1, Will +2

Complications:
Motivation (Money)
Relationship (Tommy & the Boys)- Pat's best friend since childhood is Tommy Monaghan, who has been protecting Pat for most of his life. When Tommy announces Natt as "my best buddy", it's like a knife got twisted inside of him. He is also very close to his uncle, Sean.
Reputation (Wussy)- Pat is no tough guy and everybody knows it.

Total: Abilities: 14 / Skills: 8--4 / Advantages: 1 / Powers: 0 / Defenses: 2 (21)

-Pat is kind of an interesting side-character, because he's both the "Best Buddy" character of Tommy's, and kind of a wuss. As the only non-badass around, Pat is pretty helpless in a fight, and gets humiliated about it when he lips off Hacken one too many times, and Hacken both one-punches him and berates him as a wussy in front of all their friends (when they come to Pat's defense). Feeling bad, Pat is soon assaulted by Johnny Navarone and tortured for information. Later, at his funeral, Hacken admits that Pat refusing to give up any information on Tommy (it's heavily implied he was castrated- Tommy is forced to shoot his best friend in the face in an act of mercy) is about "the toughest thing I ever heard".

SEAN NOONAN
Created By:
Garth Ennis & John McCrea
First Appearance: Demon Annual #2 (Jan. 1993)
Role: Father Figure
PL 6 (62)
STRENGTH
2 STAMINA 3 AGILITY 0
FIGHTING 4 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Deception 3 (+5)
Expertise (Streetwise) 5 (+7)
Expertise (U.S. Marine) 4 (+6)
Insight 2 (+5)
Intimidation 2 (+4)
Perception 2 (+5)
Persuasion 2 (+4)

Advantages:
Equipment 3 (Arsenal), Ranged Attack 4

Equipment:
"BFG" Blast 7 (Extras: Multiattack) (Flaws: Unreliable- 5 Rounds of Shooting) (Inaccurate -1) (13) -- (14)
AE: "Pistol" Blast 5 (10)

Offense:
Unarmed +4 (+2 Damage, DC 17)
Pistol +7 (+5 Ranged Damage, DC 20)
BFG +5 (+7 Ranged Damage, DC 21)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +3, Fortitude +4, Will +5

Complications:
Relationship (Tommy & the Boys)- Sean has basically raised both Tommy and his own nephew Pat since they were young children. He is utterly loyal and close to both of them, though they don't talk about it much.
Responsibility (Noonan's Sleazy Bar)- Sean won the bar in a poker game decades ago, and defends it honorably many times. It's the local hangout for all of his loyal friends, and much of the scum in The Cauldron (Gotham's Irish district).

Total: Abilities: 38 / Skills: 20--10 / Advantages: 7 / Powers: 0 / Defenses: 7 (62)

-Sean Noonan is the old-school father-figure to Tommy & Pat in "Hitman", and takes the same role for most of the boys. He's a retired Marine who served in Korea, and ended up mixed in with Gotham's underworld off-and-on, with his "boys" ending up there as well. He retired to a happy life of running a bar, which proves rather eventful, what with getting a demon named Baytor as a bartender and the near-constant surge of Mafia goons coming to wipe out Tommy & Co. for attacking their bosses. Sean just calmly goes behind the bar, picks up a giant chain-fed super-gun, and goes to town on them, alongside Tommy and the boys. He tells some of the better stories in the series, like when he was saved by a fighter plane in Korea (while his unit died around him), or watched a group of British soldiers go down with their ship trying to hold off a massive Nazi vessel from attacking a helpless merchant fleet (based off of a true story- Garth Ennis LOVES his military history).
-Sean & Tommy have a neat relationship by the end, where they basically act like father and son, but neither really talks about it. Tommy is about to confess that he thinks of Sean this way, but can't bring himself to, because they're guys, right? I mean, there's always another time. "Sean Noonan- Beloved Father".

NATT THE HAT (Natt Walls)
Created By:
Garth Ennis & John McCrea
First Appearance: Hitman #4 (Aug. 1996)
Role: Black Best Friend, Mouthy Sidekick
PL 7 (87)
STRENGTH
3 STAMINA 4 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Deception 2 (+5)
Expertise (U.S. Marine) 3 (+4)
Expertise (Hitman) 7 (+8)
Insight 2 (+4)
Intimidation 3 (+6)
Perception 2 (+4)
Stealth 1 (+3)

Advantages:
Equipment 4 (Arsenal), Fast Grab, Improved Critical 2 (Guns, Unarmed), Improved Disarm, Power Attack, Ranged Attack 5

Equipment:
"Arsenal"
"Automatic Weapon" Blast 6 (Extras: Multiattack) (Inaccurate -1) (17) -- (18)
AE: "Paired Guns" Blast 5 (Feats: Split) (Extras: Multiattack) (16)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Paired Guns +9 (+5 Ranged Damage, DC 20)
Automatic Weapons +7 (+6 Ranged Damage, DC 21)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +6 (DC 16), Toughness +4, Fortitude +5, Will +5

Complications:
Relationship (Tommy & The Boys)- Tommy saved Natt from getting castrated by two racist hillbilly Marines when they were in boot camp, and the two have been great friends ever since. When Natt left Detroit to avoid some gang heat, he hooked right up with Tommy and ended up saving him from HIS enemies, and the two were basically inseparable ever since.
Relationship (Sister)- When a dwarf undercover cop knocks up Natt's sister, he's quite upset, but the guy eventually apologizes after saving Natt's life, and says they're square. Natt still doesn't get why his sister hooked up with a runt.
Responsibility (Obese)- Natt used to be a pretty square jock-ish type, but is getting bigger and bigger. Tommy pokes fun at him, but it doesn't really affect him other than making him a slower runner than Tommy.
Enemy (Numerous)- Tommy makes a lifelong enemy of the Gotham Mobs, including the Dubelz Brothers, Men's Room Louie, and a HUGE assortment of assassins, and Natt has to deal with them as well. Aspects of the U.S. Government want him dead as well, and then there's what happens when the S.A.S. figure out that he & Natt killed some of their members in a "Friendly Fire" incident years ago in the Gulf War...
Responsibility (Never Swears)- Natt made a promise to his mother on her deathbed that he would never swear again. Since the "Air used to turn blue" around him, this is amusing to his buddies. Natt explains that "it's easy once you realize there's no call for that kind of language" as twenty ninjas jump off a ten-story building to assassinate the two of them.

Total: Abilities: 50 / Skills: 20--10 / Advantages: 15 / Powers: 0 / Defenses: 12 (87)

-Natt was a pretty good sidekick character, but seems like a clear attempt to add a black guy to the cast just to have a black guy- he talks "street" and acts like a real bad boy, but he's as loyal to Tommy as it gets (most people would run screaming the second they got attacked by ninjas the second they meet up for the first time in years), and sticks by him until the end. In many cases, he replaces Pat as Tommy's bestie and sounding-board throughtout the series. Natt's not as great as Tommy, but PL 7 is still pretty good for what is basically a Thug/Marine/Gunfighter archetype who is nowhere in the "Elite Class" of such characters.

HACKEN
Created By:
Garth Ennis & John McCrea
First Appearance: Hitman #1 (April 1996)
Role: Big Doofus, Butt-Monkey
PL 6 (51)
STRENGTH
3 STAMINA 4 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Athletics 3 (+6)
Expertise (Hitman) 3 (+2)

Advantages:
Equipment 4 (Arsenal), Power Attack, Ranged Attack 4

Equipment:
"Arsenal"
"Automatic Weapon" Blast 6 (Extras: Multiattack) (Inaccurate -1) (17)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Automatic Weapons +6 (+6 Ranged Damage, DC 21)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +4, Fortitude +5, Will +3

Complications:
Relationship (Tommy & The Boys)- Hacken loves to hang out with the boys at Noonan's, and doesn't seem to get that they all make fun of him and disrespect him. Pat in particular eggs him on one too many times, leading to a beating and a dressing-down in front of everyone. He thinks that he & Ringo are as close as Tommy & Natt are, and Ringo feels so badly that he can't be brought to dissuade him.
Responsibility (Insane)- Hacken is COMPLETELY nuts, and is prone to sudden acts of violence. "KILL THE CHICKENS KILL THE CHICKENS KILL THE CHICKENS KILL THE CHICKENS KILL THE CHICKENS KILL THE CHICKENS KILL THE CHICKENS KILL THE CHICKENS KILL THE CHICKENS KILL THE CHICKENS KILL THE CHICKENS!!!!!!
Disabled (One-Handed)- Bitten by a Zombie Seal, Hacken thought they were like Movie Zombies, and cut off his own hand. He spends the rest of his days with a big goofy plastic hand.

Total: Abilities: 28 / Skills: 6--3 / Advantages: 9 / Powers: 0 / Defenses: 11 (51)

-Hacken is sort of the Big Dumb Guy of the group, talking big and going on and on about how tough he is, while the others just kind of poke fun of him. He's COMPLETELY insane, once hacked apart of a coop-ful of chickens, and chopped off one of his hands when he got bit by a Zombie Seal.

DEBORAH TIEGEL
Created By:
Garth Ennis & John McCrea
First Appearance: The Demon #45 (March 1994)
Role: The Girlfriend, Miss Fanservice, Action Girl
PL 6 (74)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 1 (+5)
Athletics 4 (+6)
Deception 1 (+2, +4 Attractive)
Expertise (Police Officer) 5 (+6)
Expertise (Zookeeper) 4 (+5)
Insight 2 (+3)
Intimidation 4 (+5)
Investigation 4 (+5)
Perception 4 (+5)
Vehicles 1 (+5)

Advantages:
Attractive, Equipment 4 (Arsenal), Ranged Attack 2

Equipment:
"Arsenal"
"Automatic Weapon" Blast 6 (Extras: Multiattack) (Inaccurate -1) (17)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Automatic Weapons +6 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +3, Fortitude +4, Will +4

Complications:
Relationship (Tommy)- Tiegel hooked up with Tommy despite her reservations (she's a cop- he's a killer), but ultimately finds herself drawn to him. They have repeated fights over his job, that one time he cheated on her, and more.
Relationship (Family)- Tiegel's Nazi grandfather and mother are her dependents, and she has a sister living in New York who wants them all to move in with her.
Responsibility (Not On The Take)- Tiegel looses her job because she's not on the take like most of her colleagues on the Gotham P.D.
Responsibility (Zoo Animals)- When the Earthquake & "No Man's Land" hits, Tiegel is a zoo worker to pay the bills- she refuses to let the animals die, and devotes herself to their care.

Total: Abilities: 44 / Skills: 30--15 / Advantages: 7 / Powers: 0 / Defenses: 8 (74)

-Tiegel is a smoking-hot babe (half-black, ultra-long hair, big in all the right places), and hooks up with Tommy after a couple arcs of hunting him. They fight constantly (usually with her smacking him for doing something stupid), but she's pretty amusing as Girlfriend characters go, and not bad in a fight either- she matches Hacken's PL (and is a LOT smarter and more Skilled due to her time in the police), and is probably one of the tougher cops in Gotham.


JOE & MOE DUBELZ
Created By:
Garth Ennis & John McCrea
First Appearance: Demon Annual #2 (Jan. 1993)
Role: Mob Bosses
PL 6 (61)
STRENGTH
3 STAMINA 4 AGILITY 1
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Mob Boss) 7 (+8)
Insight 1 (+4)
Intimidation 4 (+6)
Perception 3 (+6)

Advantages:
Equipment 2 (Guns), Fast Grab, Improved Hold, Ranged Attack 4

Equipment:
"Guns" Blast 5 (10)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Guns +7 (+5 Ranged Damage, DC 20)
Initiative +2

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

Complications:
Motivation (Greed)
Enemy (Tommy Monaghan)- Tommy kills the Dubelz Boys' father, then Joe Dubelz. There's now a million-dollar bounty on the man's head.
Prejudice (Freak)- The Dubelz Brothers are Conjoined Twins, which is rather hard not to notice, even BEFORE one of them became a corpse.

Total: Abilities: 44 / Skills: 6--3 / Advantages: 8 / Powers: 0 / Defenses: 6 (61)

-This was such a Dick Tracey-esque series at times- SIAMESE TWIN VILLAINS? Humorously, I had a bunch of ideas for "Freak Villains" for a created superhero of mine- one of them was a Conjoined Twin, and I imagined some sick instance where one twin died, and the other was forced to go on living with a decaying corpse attached to him. Of course, I soon discovered that I either ripped off Garth Ennis because I'd heard about the characters once and then forgot about them, or that he & I are exactly as disgustingly-perverse and came up with the exact same concept! I later shifted the character into a Conjoined Twin situation where one half was good, and the other evil, which is probably some '80s concept that I'm forgetting :).
-So Moe & Joe Dubelz are the sons of a big-name Gotham Mob Boss who is dusted off early on in the "Hitman" run, and so a million-dollar bounty is placed on Tommy's head. Joe is killed by Tommy as well, and his decaying corpse makes Moe sicker and sicker as time goes by- eventually it's just a rotten skeleton attached to a dying mobster. Things get even creepier when Dubelz has a last reckoning with a vengeful Tommy (who's now lost his best friend, Pat, to Dubelz' goons)- the mobster, with his brother's skull being shattered by another Monaghan bullet, and several bullets wounding him fatally (the top part of his head comes off), stomps down towards our hero, with his eyes glowing red with rage, and with an almost demonic glee, tries to strangle Tommy to death while appearing almost unkillable. One final bullet in the mouth decapitates him.

GOTHAM GOONS
Role:
Mooks
PL 4 (31)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

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

Advantages:
Equipment 4 (Guns), Ranged Combat 2

Equipment:
"Guns" Blast 6 (Extras: Multiattack) (18)

Offense:
Unarmed +3 (+2 Damage, DC 17)
Guns +2 (+6 Ranged Damage, DC 21)
Initiative +2

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

Total: Abilities: 20 / Skills: 8--4 / Advantages: 7 / Powers: 0 / Defenses: 0 (31)

-The Goons of the Hitmen-verse are hilariously inept- there are literally HUNDREDS of them flowing out of the woodwork to get at Tommy and his friends, and yet the crew at Noonan's can easily mow down dozens of them at a time. They score virtually NO hits (Tommy takes only a couple wounds from the Dubelz' Mooks, and Natt looses a chunk of leg), which may be a bit accurate when you consider how hard it is to hit a moving target with automatic weapons fire. In actuality, real-life guns nearly ALWAYS miss (something like 200 rounds need to be fired for a single hit in military battles), and in-universe, a Lead Mook explains to Men's Room Louie that "you can't just stick a gun in a guy's hands and call him an enforcer"- describing the difference between Gotham Goons and real military specialists like the S.A.S., who fight all the time and plan out cover fire and firing lines. Gotham Goons typically just run straight ahead with zero cover, firing wildly at muzzle flares.

RINGO CHEN
Created By:
Garth Ennis & John McCrea
First Appearance: Hitman #1 (April 1996)
Role: The Rival, Bad-Ass Hitman
PL 9 (123)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 9 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 3 (+8)
Athletics 6 (+9)
Deception 2 (+5)
Expertise (Hitman) 7 (+10)
Expertise (Chinese Soldier) 2 (+5)
Insight 2 (+5)
Intimidation 4 (+7)
Investigation 2 (+5)
Perception 3 (+6)
Stealth 1 (+6)

Advantages:
Accurate Attack, Diehard, Equipment 4 (Arsenal), Evasion, Improved Aim, Improved Critical 3 (Guns 2, Unarmed 1), Improved Defense, Improved Initiative, Quick Draw, Ranged Attack 6, Uncanny Dodge

Equipment:
"Arsenal"
"Paired Guns" Blast 5 (Feats: Split) (Extras: Multiattack) (16) -- (17)
AE: "Silencer Pistol" Blast 4 (Feats: Subtle) (9)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Pistol +12 (+4 Ranged Damage, DC 19)
Paired Guns +12 (+5 Ranged Damage, DC 20)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +9 (DC 19), Toughness +4, Fortitude +6, Will +7

Complications:
Motivation (Greed)- Ringo is a hitman, and kills for money. Like most, he dreams of someday getting out of it.
Responsibility (The Finer Things)- "You bring death, but enjoy life"- Ringo enjoys Dom Perrignon and loves watching cityscapes at night- he doesn't see why being a killer and a lover of life can't be the same thing. Death agrees.
Relationship (Wendy)- Ringo is considering leaving his job to be an acceptable boyfriend to her. When they meet up with her old flame Tommy, and his career becomes known to her, he's quite upset.
Relationship (The Guys At Noonan's)- Ringo is a close hanger-on of Tommy & the boys, though is often not seen with them.
Rivalry (Tommy Monaghan)- The other "Fastest Gun in Gotham", Ringo & Tommy often wonder what would happen if one was sent after the other. At times, it seems the rivalry is so thick that they'll end up going to war just to see who's best.
Enemy (Numerous)- In addition to being a friend of Tommy's, Ringo has carried out hits on some very important people. And the son of a very important person, which comes to bite him in the ass...

Total: Abilities: 73 / Skills: 32--16 / Advantages: 21 / Powers: 0 / Defenses: 13 (123)

-Some of the cooler moments of the "Hitman" series come about with Ringo Chen- Tommy's rival and friend. Everyone around them wonders what would happen if the two Best Guns in Gotham were set up against each other, and so do the two of them. At a few points, they almost draw their weapons, too- but they remain distant friends (with Ringo often not speaking). In the end, there's a great moment where Ringo says that kind of thinking is something "for children. Not friends" as the two make good.
-I really dug this character- there's a very quiet bad-assitude about him in how he silently carries out his job with class, often using silencers, while Tommy and the boys are more the "put as many holes in them as humanly possible" type. In the "Closest you ever came to death" reminiscing story, Ringo calmly tells about the time he offed five dudes, then came across some creepy mystery man. He fires three shots into his centre of mass... and nothing happens. The man tells him he didn't come to fight, and has come for the five men he killed. Then they discuss the beauty of Hong Kong at night ("it's like Manhattan built up against a mountain"), and how they can enjoy life while bringing death- the two need not be exclusive. Then the man turns and leaves, but not before putting three unspent bullets into Ringo's hand. Ringo meets this man again.
-Ringo is a stone-cold BAD ASS. At one point, he calmly walks towards an oncoming helicopter that's pinned down the boys, just so that he can lure it into an assault from Tommy's weapon. "The dude has ice water running through his veins" Natt points out. At another point, he takes a kung fu stance and PUNCHES A HOLE IN A MAN'S CHEST- a one-off trick he never used again. He's just as good as Tommy at ranged killing, but is much better at melee, making him a more dangerous overall combatant (if not for Tommy's inability to be surprised).

JOHNNY NAVARONE
Created By:
Garth Ennis & John McCrea
First Appearance: Hitman #4 (Aug. 1996)
Role: The Rival, Elite Hitman
PL 9 (118)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 7 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Athletics 6 (+8)
Deception 2 (+5)
Expertise (Hitman) 10 (+13)
Insight 6 (+8)
Intimidation 3 (+6)
Investigation 4 (+8)
Perception 4 (+8)
Stealth 1 (+5)

Advantages:
Accurate Attack, Diehard, Equipment 4 (Arsenal), Improved Aim, Improved Critical (Guns) 2, Improved Defense, Improved Initiative, Quick Draw, Ranged Attack 7, Uncanny Dodge

Equipment:
"Arsenal"
"Paired Guns" Blast 5 (Feats: Split) (Extras: Multiattack) (16) -- (17)
AE: "Silencer Pistol" Blast 4 (Feats: Subtle) (9)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Pistol +13 (+4 Ranged Damage, DC 19)
Paired Guns +13 (+5 Ranged Damage, DC 20)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +9 (DC 19), Toughness +4, Fortitude +6, Will +6

Complications:
Motivation (Greed)- Ringo is a hitman, and kills for money. Like most, he dreams of someday getting out of it.
Responsibility (The Finer Things)- "You bring death, but enjoy life"- Ringo enjoys Dom Perrignon and loves watching cityscapes at night- he doesn't see why being a killer and a lover of life can't be the same thing. Death agrees.
Relationship (Wendy)- Ringo is considering leaving his job to be an acceptable boyfriend to her. When they meet up with her old flame Tommy, and his career becomes known to her, he's quite upset.
Relationship (The Guys At Noonan's)- Ringo is a close hanger-on of Tommy & the boys, though is often not seen with them.
Rivalry (Tommy Monaghan)- The other "Fastest Gun in Gotham", Ringo & Tommy often wonder what would happen if one was sent after the other. At times, it seems the rivalry is so thick that they'll end up going to war just to see who's best.
Enemy (Numerous)- In addition to being a friend of Tommy's, Ringo has carried out hits on some very important people. And the son of a very important person, which comes to bite him in the ass...

Total: Abilities: 66 / Skills: 36--18 / Advantages: 20 / Powers: 0 / Defenses: 14 (118)

-Johnny Navarone is "The Best In The World" at his job- he takes the Moe Dubelz' hit on Tommy, and goes into detail about how in EVERY SINGLE TOWN there's some hitman who's "the best. Nobody messes with him, etc.", and in every single town, Navarone is the guy who puts a bullet in his head. Unlike the other guys who go in guns blazing, Navarone plans his hits carefully. He gets a corrupt cop to put a hit out on Nightfist so Tommy can get him- and Navarone just follows Nightfist and nearly does Tommy in right then and there. He tortures Pat Noonan to death, which brings Tommy to Dubelz' door, and he uses the various Goons & Dubelz himself to distract Tommy, leading him into a hit (where he can't "hear" Navarone's thoughts because of all the guys running around). He puts a bullet or two in Tommy, and Tommy can only fire off a wild one, which he notes Navarone will "probably just laugh off". He waits for the final hit... and then looks at a mashed-up gun and a pile of fingers lying on the floor. His "wild one" got Johnny right in the hand. A pretty cool villain, all things considered.
-Navarone is extremely dangerous, and a notch better than Tommy & Ringo. He's also the type to carefully plan out his hits, neutralizing whatever advantages the target has, which means he's a Player Character's worst nightmare, since this is when the GM is REALLY gunning for him.

THE WATERMAN
Created By:
Garth Ennis & John McCrea
First Appearance: Hitman #39 (July 1999)
Role: Evil Torturer
PL 8 (105)
STRENGTH
0 STAMINA 4 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 1

Skills:
Athletics 6 (+6)
Deception 4 (+5)
Expertise (Torturer) 8 (+11)
Insight 2 (+5)
Intimidation 4 (+5)
Investigation 3 (+6)
Perception 4 (+7)
Stealth 2 (+6)

Advantages:
Improved Defense, Ranged Attack 4

Powers:
"Aquatic Troll-Dude"
Swimming 4 (8 mph) [4]
Immunity 2 (Drowning, Pressure) [2]

"Electrified Water" Damage 8 (Extras: Area- 30ft. Burst) (Flaws: Medium- Requires Liquids) [8]

Offense:
Unarmed +7 (+0 Damage, DC 15)
Electrocution +8 Area (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +4, Fortitude +6, Will +6

Complications:
Responsibility (Murderer)- The Waterman's job is to torture people for his employers.

Total: Abilities: 52 / Skills: 34--17 / Advantages: 5 / Powers: 14 / Defenses: 17 (105)

-The Waterman is a creepy little Chinese troll of a man who is charged with torturing Ringo Chen to death. See, Ringo carried out a hit on a rich man's son, and The Waterman soon killed all of the people responsible, finally coming to Ringo (who pointed out that as the only party who didn't KNOW the kid, he was least responsible. It didn't work). Tommy of course got roped in, and the two ended up being slowly tortured while the rich dude watched on camera (Tommy lost a nipple, Ringo an eye and some ribs), but soon made their escape and there was indeed a reckoning. This guy's got your standard Minions (some are higher-end, like PL 6 or something), and a nasty Area Effect that does some major damage to our heroes, but only if there's water present on the floor. It helps that there's usually blood everywhere in the Hit-verse.

SIX PACK (Sidney Speck)
Created By:
Garth Ennis & John McCrea
First Appearance: Hitman #9 (Dec. 1996)
Role: Joke Superhero
PL 6 (41), PL 7 (41) with Defenses
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 2
INTELLIGENCE -1 AWARENESS -2 PRESENCE -1

Skills:
Athletics 2 (+4)
Deception 2 (+1)
Expertise (Alcohol) 4 (+3)

Advantages:
Equipment (Broken Beer Bottles +1), Improved Critical (Broken Beer Bottle), Improvised Weapon, Ranged Attack 2

Powers:
"Alcoholism" (All Have Flaws: Source- Alcohol)
"Loose Limbs" Enhanced Stamina 1 [1]
"Drunken Bravery" Enhanaced Will 4 (Flaws: Limited to Resisting Fear) [1]

Offense:
Unarmed +5 (+2 Damage, DC 17)
Broken Beer Bottles +5 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +3 (+4 Drunk), Fortitude +4 (+5 Drunk), Will +4 (+8 vs. Fear)

Complications:
Motivation (Justice)
Addiction (Alcohol)- Six Pack was seen drunk in all but one of his hundreds of panels.

Total: Abilities: 20 / Skills: 8--4 / Advantages: 5 / Powers: 2 / Defenses: 10 (41)

-Six Pack is a drunken fat guy in a parody of a super-hero uniform, and the leader of Section-Eight, a group of Joke Super/Mental Patients who fight crime. He goes on a recruiting spree to get them together, helping out Tommy & his friends against The Mawzir and a bunch of goons. The gang treat him like one of their own, and usually humor him when he's bragging about beating Doomsday single-handedly or talking about how the Justice League wanted him to join them, and Friendly Fire is the only person in the series to call him out on his remarks. Despite this, he has a heroic moment at the end, bravely facing down The Many-Angled Ones in their own dimension, and going on to Alcoholic's Anonymous.
-Six Pack is PL 4 on offense, PL 6 on defense, owing to his alcoholism making him quite a bit fightier than you'd expect- he carves up Mooks with broken beer bottles while the rest of Section-Eight do their thing. He's also damn near impossible to frighten, but then most of Section-Eight is like that.

FLEGMGEM
Created By:
Garth Ennis & John McCrea
First Appearance: Hitman #18 (Sept. 1997)
Role: Joke Superhero
PL 5 (33)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 3 DEXTERITY 2
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Athletics 2 (+3)
Ranged Combat (Phlegm) 4 (+6)

Advantages:
None

Powers:
"Super-Powered Phlegm"
"Snot in the Eye" Dazzle Visuals 4 (8) -- [9]
AE: "Snot Snare" Snare 2 (Diminished Range -2) (4)

Offense:
Unarmed +3 (+1 Damage, DC 16)
Snot Snare +6 (+2 Ranged Affliction, DC 12)
Snot in the Eye +6 (+4 Ranged Affliction, DC 14)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2, Fortitude +3, Will +1

Complications:
Motivation (Justice)
Responsibility (Insane)

Total: Abilities: 16 / Skills: 2--1 / Advantages: 0 / Powers: 9 / Defenses: 7 (33)

-Flegmgem has the relatively one-note ability to fire snot at people, getting in their faces and being sticky and stuff.

FRIENDLY FIRE
Created By:
Garth Ennis & John McCrea
First Appearance: Hitman #18 (Sept. 1997)
Role: Joke Superhero
PL 7 (51)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 2 (+5)
Ranged Combat (Fire) 2 (+6)

Advantages:
Ranged Attack 2

Powers:
Fire Blast 8 (Flaws: Limited to Allies) [8]

Offense:
Unarmed +4 (+3 Damage, DC 18)
Friendly Fire +6 (+8 Ranged Damage, DC 23)
Initiative +3

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

Complications:
Motivation (Justice)
Responsibility (Terrible Superhero)- Friendly Fire is the only member of Section-Eight to realize just how freaking DUMB they all are.

Total: Abilities: 36 / Skills: 4--2 / Advantages: 0 / Powers: 8 / Defenses: 5 (51)

-Friendly Fire has the best physique and most standard superheroic look of his team, so of course he has the worst power- the ability to shoot tremendous bursts of flame... but only at his allies. His final moment is a major-league blast in the most important fight of his life... at which point he blows off his own head by accident.

JEAN DeBATON
Created By:
Garth Ennis & John McCrea
First Appearance: Hitman #18 (Sept. 1997)
Role: Joke Superhero, Ethnic Stereotype
PL 5 (37)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 2
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Athletics 2 (+4)
Expertise (Frenchman) 2 (+1)

Advantages:
Equipment 1 (French Bread, Baton), Improved Critical (Bread/Baton), Ranged Attack 3

Equipment:
"Loaf of Stale French Bread" Strength-Damage +2 (Feats: Subtle- Looks Like Food) (3) -- (5)
AE: "Baton" Strength-Damage +2 (Feats: Reach) (3)
AE: "Oignons!" Dazzle Visuals 2 (Diminished Range -1) (3)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Baton/Bread +5 (+4 Damage, DC 19)
Oignons +5 (+2 Ranged Affliction, DC 12)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3, Fortitude +4, Will +1

Complications:
Motivation (Justice)
Responsibility (Insane)

Total: Abilities: 26 / Skills: 4--2 / Advantages: 6 / Powers: 0 / Defenses: 4 (37)

-Jean DeBaton pretty much exlusively speaks his own name like he's an outrageous French Pokemon, and smashes people's heads in with a (presumably) stale loaf of French Bread (called a "Baguette" up here in Canada, and probably France). It's alarmingly-devastating (more than one Gotham Goon has had his BRAINS smashed in by the weapon!), but Jean himself is no major threat to a serious adversary.

SHAKES
Created By:
Garth Ennis & John McCrea
First Appearance: Hitman #18 (Sept. 1997)
Role: Joke Superhero
PL 4 (20)
STRENGTH
2 STAMINA 2 AGILITY 3
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -2 PRESENCE -3

Skills:
Athletics 2 (+4)
Expertise (Bum) 2 (+1)

Advantages:
None

Powers:
"Advanced Parkinson's Disease" Immunity 5 (Grapple Effects) [5]

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

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2, Fortitude +2, Will +0

Complications:
Motivation (Justice)
Responsibility (Insane)- All Shakes can do is wander around shaking. He also appears to have Tourette's Syndrome.

Total: Abilities: 6 / Skills: 4--2 / Advantages: 0 / Powers: 5 / Defenses: 7 (20)

-Shakes is easily the most useless member of Section-Eight, being unable to do anything other than shake uncontrollably while going "F-uh! F-uh! F-F-Fuh!" incessently. His shaking makes him relatively hard to hit, but might make him do something like grabbing a grenade and being unable to let go of it.

THE DEFENESTRATOR
Created By:
Garth Ennis & John McCrea
First Appearance: Hitman #18 (Sept. 1997)
Role: Joke Superhero
PL 6 (44)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Athletics 2 (+5)
Expertise (Windows) 6 (+5)
Intimidation 4 (+3)

Advantages:
Equipment 1 (Window Pane +1), Improved Critical (Window-Assisted Moves), Ranged Attack

Powers:
"Defenestration" Strength-Damage +2 (Flaws: Limited to When Throwing Someone Through a Window) [1]

Offense:
Unarmed +6 (+3 Damage, DC 18)
Window Pane +6 (+4 Damage, DC 19)
Defenestration +6 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +3, Fortitude +4, Will +1

Complications:
Motivation (Justice)
Obsession (Throwing People Through Windows)

Total: Abilities: 30 / Skills: 12--6 / Advantages: 3 / Powers: 1 / Defenses: 4 (44)

-I only knew what "Defenestration" meant because I looked up "The Departed" (good movie; pointless love-story tacked-on probably due to focus groups) and they mentioned how a character died in the film. Wikipedia is funny that way. It turns out, it means throwing people through windows (Fenetre = window, in French), something that The Defenestrator specializes in. Early on, he's found in Arkham Asylum, having thrown a cop through the same window fourteen times. He's released thanks to the most hilariously half-assed reasoning ever (a play on how easy it is to escape- some Asylum worker basically just lets him into Sixpack's care because "You seem like a pretty responsible guy- what the hell, huh?"- keep in mind Sixpack looks like a drunken hobo with a tiny derby hat). He says nothing- he just defenestrates.

DOGWELDER
Created By:
Garth Ennis & John McCrea
First Appearance: Hitman #18 (Sept. 1997)
Role: Joke Superhero
PL 6 (49)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Athletics 2 (+4)
Expertise (Welding) 8 (+7)
Expertise (Dog Trapping) 8 (+7)
Intimidation 5 (+4)
Perception 2 (+1)
Technology 3 (+2)

Advantages:
Equipment 2 (Welding Torch, Animal Traps, Welding Kit), Fast Grab, Improved Critical (Welding Torch), Improved Grab, Improved Hold, Ranged Attack

Equipment:
"Welding Torch" Damage 5, Features 1: Can Weld Stuff to Other Stuff (6)
Animal Traps, Welding Kit (Mask, etc.)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Welding Torch +6 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +3, Fortitude +4, Will +1

Complications:
Motivation (Welding Dogs to People's Faces)

Total: Abilities: 26 / Skills: 28--14 / Advantages: 4 / Powers: 0 / Defenses: 5 (49)

-Dogwelder is one of the more popular "Hitman" characters, and all without speaking a word! Of course, it's because of his memorable one-note gimmick- that of welding dead dogs to the faces of his enemies. He was popular enough to be voted Best New Character by Wizard Magazine, and made a handful of cameos throughout the series. He's a perfect example of Ennis' sick sense of humor, in that he mixes animal cruelty, murder and insanity into one beautifully-deranged package.

BUENO EXCELENTE
Created By:
Garth Ennis & John McCrea
First Appearance: Hitman #18 (Sept. 1997)
Role: Joke Superhero, Super-Rapist
PL 6 (49)
STRENGTH
4 STAMINA 4 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Athletics 1 (+5)
Expertise (Pornography) 5 (+4)
Stealth 8 (+10)

Advantages:
Chokehold, Fast Grab, Hide in Plain Sight, Improved Grab, Improved Hold, Ultimate Stealth Skill

Powers:
"The Power of Perversion" Damage 6 (Extras: Penetrating 5) (Flaws: Grab-Based, Limited to From Behind) [3]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Welding Torch +6 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +3, Fortitude +4, Will +1

Complications:
Motivation (Anally Raping Men)- heh heh heh... Beuno.
Obsession (Anally Raping Men)- BUENO! BUENO! BUENO!
Addiction (Anally Raping Men)- ..... Bueno.

Total: Abilities: 30 / Skills: 14--7 / Advantages: 14 / Powers: 3 / Defenses: 5 (49)

-Bueno Excelente is another example of the Sick Genius of Garth Ennis- a man whose specialty is sodomizing men. "Preacher" has a guy like this, too- methinks Ennis has an unhealthy obsession with buggery :). Bueno here tends not to get overly-involved in Section-Eight's battles- he merely sneaks up behind one or two random combatants, and one "Bueno" later, they're in a quite prickly predicament (emphasis on the "prick"). His victims are always male (because male on female rape isn't funny, plus Dr. Light would sue him for copywrite infringement), and make up a 50/50 split of Mooks and important characters. One scientist responsible for nearly-creating Hell on Earth is sodomized to death in one issue (a newspaper headline later mentions his "catastrophic internal injuries"), a knocked-out Lobo is fragged up the scuzzhole after threatening Noonan's Sleazy Bar (the boys film it and threaten to release the video to the entire galaxy if Lobo tries to get revenge), and in an epitaph for the series, Kyle Rayner vaguely recalls the time in Gotham when "someone slipped something into my drink. I can only remember one voice going 'Bueno! Bueno!' over and over again..."

SPECIAL AIR SERVICE AGENTS (Captain Page, Sgt. Eddie Baker, Plug, Whitey)
Created By:
Garth Ennis & John McCrea
First Appearance: Hitman #23 (Feb. 1998)
Role: Bad-Ass Normals
PL 9 (137), PL 10 (137) vs. Gunfire
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 8 (+11)
Deception 2 (+5)
Expertise (S.A.S. Soldier) 10 (+12)
Insight 2 (+5)
Intimidation 4 (+7)
Investigation 4 (+7)
Perception 5 (+8)
Stealth 2 (+6)
Technology 4 (+6)
Treatment 2 (+4)
Vehicles 3 (+8)

Advantages:
Accurate Attack, Chokehold, Daze (Intimidation), Diehard, Equipment 5 (Arsenal), Extraordinary Effort, Fearless, Improved Aim, Improved Critical 3 (Guns 2, Unarmed 1), Improved Disarm, Improved Initiative, Improved Hold, Jack-of-All-Trades, Quick Draw, Last Stand, Ranged Attack 7, Set-Up, Skill Mastery (Soldier), Teamwork, Tracking

Powers:
"Extreme Warrior" Strength-Damage +1 [1]

Equipment:
"Arsenal"
"Heavy Automatic Weapons" Blast 7 (Extras: Multiattack) (Inaccurate -1) (20) -- (22)
AE: "Heavy Pistol" Blast 6 (12)
AE: "Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Kevlar" Protection 1 & Protection 2 (Flaws: Limited to vs. Ballistics) (2)

Offense:
Unarmed +9 (+4 Damage, DC 19)
Knife +9 (+5 Damage, DC 20)
Heavy Pistol +12 (+6 Ranged Damage, DC 21)
Automatic Weapons +10 (+7 Ranged Damage, DC 22)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +4 (+5 Kevlar, +7 vs. Bullets), Fortitude +6, Will +7

Complications:
Responsibility (Duty)- As loyal soldiers, the S.A.S. has a mission to carry out, and will accomplish it.
Responsibility (Pride)- "Who Dares Wins"- the S.A.S. are considered to be among the very best in the entire world. They will brook no challenge, and assume all of their enemies are lesser.
Responsibility (Frenzied Killer)- Captain Page takes things much further than the boys under his command- he refuses to drop this obviously-silly mission, and even turns his gun on the other men when they try to stop him.

Total: Abilities: 66 / Skills: 46--23 / Advantages: 32 / Powers: 1 / Defenses: 15 (137)

-"Who Dares Wins" is probably the best overall arc of "Hitman", and probably the single biggest example I can think of in comics of military-fanboyism. Garth Ennis loves him some soldiers, and he treats the boys of the S.A.S. like GODS. See, while on Operation: Desert Storm, Tommy & Natt engaged in some "friendly fire" with an S.A.S. squad (thinking they were Iraqis), then hid the evidence. This actually bothered me a bit at the time (the comic treated it like a bit of a funny incident), but soon there was a reckoning- the S.A.S. eventually discovered the bodies years later, and put out a hit on the boys for what they'd done to their men. And they go ALL-OUT in telling you how bad-ass these guys are- Natt the Hat goes into a full-bore drawn-out explanation about "forget ANYONE you ever thought was tough!", and the guys soon tear a hole in Gotham's underworld searching for Tommy.
-One of Men's Room Louie's men goes into detail about the difference between these guys and the typical Gotham Goon- these guys have firing lines figured out (ie. covering each other, leading guys into spots where others are aiming), and use short, controlled bursts rather than your typical "A-Team Firing" (automatic weapons have really short ammo clips and TERRIBLE accuracy, so firing full clips indiscriminately is shocking-ineffective at killing people). "You just put a gun in a guy's hand, and call him an enforcer." Soon, the S.A.S. scare the hell out of Tommy & Natt, blow through Louie's men (who were ALSO hunting for Tommy, but Tommy keeps leading his foes towards Louie's men), kidnap Sean, and generally do better than anyone else at nearly finishing Tommy.
-There's some neat bits during and afterwards where Tommy & Natt are just SHELL-SHOCKED at how much better these guys are than them- Natt describes with horror at how he punched one guy as HARD AS HE COULD (and keep in mind Natt is stronger than Tommy by a ways), only to have him basically smile and take it. The boys only win by luck, cheap tactics (ie. drawing the Mafia into things), and personell problems within the group. These is easily the most respect I've ever seen a military unit get in comics- most time it's either just lip-service paid as part of a guy's backstory (ie. "So-and-so was a GREEN BERET, man!"), or a boast before the hero wades into a gang of soldiers and wipes the floor with them. The S.A.S. come out of this looking like GODS.
-It's a bit tough to ultimately place someone who's stated to be SO GOOD, yet still fits within the "street level" comic book framework. I figure that it works best of the entire squad is full-bore PL 9s- a notch higher than Tommy & Ringo, as WELL as being much more Skilled and packing more Advantages and higher-calibre (literally) weapons. Through a combination of higher stats and better GM-tactics, a squad of PL 9s would wipe the FLOOR with PL 8.5 Tommy & PL 7 Natt, and actually be a challenge for most SUPER-HEROES as well- they're only a bit worse than a full PL 10 hero, and would probably handily defeat someone with a similar build at that level (ie. my Punisher build is PL 10, and could only win by dividing & conquering or some great luck. Daredevil or even Spider-Man, too).

xxxx


Acrobatics, Athletics, Close Combat (Type), Deception, Expertise (Acting, Art, Business, Carpentry, Cooking, Criminal, Current Events, Dance, History, Journalism, Law, Law Enforcement, Military,
Magic, Music, Philosophy/Theology, Politics, Pop Culture, Psychiatry, Science, Sociology), Insight, Intimidation, Investigation, Perception, Persuasion, Ranged Combat (Type), Sleight of Hand, Stealth, Technology, Treatment/Medicine, Vehicles

Accurate Attack, Agile Feint, All-Out Attack, Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Chokehold, Close Attack, Connected, Contacts, Cunning Fighter, Damaging Escape, Daze (old Distract), Def.Attack. Def.Roll, Def.Strike, Def.Throw, Diehard, Eidetic Memory, Equipment, Evasion (R), Extraordinary Effort, Fascinate, Fast Grab, Fav. Environment, Fav. Foe, Fearless, Follow-Up Strike, Grab Finesse, Great Endurance, Hide in Plain Sight, Imp.Aim, Imp.Critical, Imp.Defense, Imp.Disarm, Imp.Grab, Imp.Initiative, Imp.Hold, Imp.Smash, Imp.Trip, Improvised Tools, Improvised Weapon, Inspire, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Languages, Last Stand, Leadership, Luck, Minions, Move-By Action, Power Attack, Precise Attack (Ranged/Close,Cover/Conceal), Prone Fighting, Quick Draw, Ranged Attack, Redirect, Ritualist, Second Chance, Seize Initiative, Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing Mastery, Tough, Tracking, Trance, Ultimate Effort, Uncanny Dodge, Weapon Bind, Weapon Break, Well-Informed, Withstand Damage

STR 0 (50 lbs.) ---- (Bald Eagle)
STR 1 (100 lbs.) ---- (Jean Grey, Sue Storm; Wolves)
STR 2 (200 lbs.) ---- (NPC Thugs, NPC Cop, Black Tom Cassidy, Base Doom/Kang) (DCA- Black Canary, Robin)
STR 3 (400 lbs.) ---- (Nightwing, Silver Samurai, Black Canary II, Razor Fist; Cougars) (DCA- Nightwing)
STR 4 (800 lbs.) ---- (Daredevil, Batman, Demona "Gargoyles"'; Chimpanzees, Jaguars) (DCA- Batman, Vandal)
STR 5 (1,600 lbs.) ---- HUMAN MAXIMUM (Captain America, Hudson "Gargoyles", Hawkman, Bugbears; Lions)

STR 6 (3,200 lbs.) ---- (Goliath "Gargoyles", Sabretooth; Horses, Gorillas, Anacondas, Black Bears, Tigers) (DCA- Gorillas)
STR 7 (3 tons) ---- (car, van, truck) ---- (Cyborg; Grizzlies, Gryphons, Rhinoceros, Styracosaurus, Ankylosaurus, Peak for Most Animals) (DCA- Cheetah)
STR 8 (6 tons) ---- (lear jet, subway car) ---- (Elephants, Triceratops, T-Rex)
STR 9 (12 tons) ---- (fighter jet, semi truck) ---- (Spider-Man, The Beast, The Blob)
STR 10 (25 tons) ---- (humpback whale) ---- (Kid Omni-Man) (DCA- Aquaman)

STR 11 (50 tons) ---- (tank, train) ---- (Rogue, The Immortal, Marvel's Ares)
STR 12 (100 tons) ---- (767, cargo jet) ---- (Most Super-Bricks: Colossus, King Kong, Baseline Hulk) (DCA- Humpback Whale, Powerhouse)
STR 13 (200 tons) ---- (747, fishing liner) ---- (DCAU Superman, The Thing, Dragon Man)
STR 14 (400 tons) ---- (drilling rig)
STR 15 (800 tons) ---- (small bridge) ---- (The Juggernaut, DCAU Darkseid, Mary Marvel/CM3, Invincible)

STR 16 (1,600 tons) ---- (destroyer) ---- (Legion Supergirl, The Abomination) (DCA- Wonder Woman)
STR 17 (3,200 tons) ---- (freight train, nuclear sub) ---- (Mon-El, PC Superboy, Omni-Man)
STR 18 (6,000 tons) ---- (cargo freighter- empty) ---- (Thunderstrike, Captain Marvel, Black Adam, Prof. Hulk, She-Ra, Samaritan) (DCA- Grundy)
STR 19 (12,000 tons) ---- (cruiser, loaded freighter) ---- (Thor, Superman, He-Man) (DCA- Black Adam, Superman)
STR 20 (25,000 tons) ---- (ocean liner, large bridge)

SPEED CHART:
2 mph (Normal Human), 4 mph (Speed 1), 8 mph (Speed 2), 16 mph (Speed 3), 30 mph (Speed 4), 60 mph (Speed 5), 120 mph (Speed 6), 250 mph (Speed 7), 500 mph (Speed 8), 1,000 mph (Speed 9), 2,000 mph (Speed 10), 4,000 mph (Speed 11), 8,000 mph (Speed 12), 16,000 mph (Speed 13), 32,000 mph (Speed 14), 64,000 mph (Speed 15), 125,000 mph (Speed 16), 250,000 mph (Speed 17), 500,000 mph (Speed 18), 1,000,000 mph (Speed 19), 2,000,000 mph (Speed 20)

(One Degree): Dazed (single action of own control), Entranced (stunned unless a threat is obvious), Fatigued/Hindered (half-speed), Impaired (-2 penalty), Vulnerable (half-defense)
(Two Degrees): Compelled (single action control), Defenseless (0 defense bonus), Disabled (-5 penalty), Exhausted (impaired/hindered), Immobile (no moving from spot), Prone (-5 close attack/hindered), Restrained (hindered/vulnerable), Stunned (no actions)
(Three Degrees): Asleep (defenseless/stunned/unaware), Controlled (all actions), Incapacitated (defenseless/stunned/unaware), Paralyzed (defenseless/immobile/stunned aside from mental actions), Transformed (altered traits), Unaware (unable to Percieve/Interact)

Attack Bonuses:
+6: Elite Wolves, Cassowaries, Komodo Dragons, Black Rhinos, Dolphins, Most Sharks,
+7: The Yeti, Worm, Jaguars, Dire Wolves, Smaller Bears (Black, Sloth), Terror Birds, Most Snakes (Constrictors & Vipers), White Rhinos, Gorillas, Great White Sharks, Megalodons, Thunderball, Stilt-Man, Bulldozer (Headbutt), Sasquatch
+8: Rusty & Skids, Boom-Boom/Meltdown, Siryn, Most of the Serpent Society (Coachwhip, Rock Python, Puff Adder, etc.), Blockbuster, G.W. Bridge, Grizzly IV, Most Big Cats (Lion, Leopard), Brown & Polar Bears, Haast's Eagles, Elephants, Killer Whales, The Wrecker, Piledriver, Titania, The Absorbing Man, Tony Stark
+9: The Thing, Karma, Rictor, Warpath, Copperhead, Short-Faced Bears, Crocodiles (In Water), Sperm Whale, Mister Hyde, The Gamecock, She-Hulk, James Rhodes,
+10: Harry Osborn, Fancy Dan, Hobgoblins, The Prowler, Sunspot, Cannonball, Asp, Black Mamba, Anaconda, Scalphunter, Harpoon, Arclight, The Wendigo, Sauron, Dragon Man, Zaran & Machete, The Beast, Julia Carpenter, Thor (Hammer), Hercules
+11: U.S. Agent, Vulture, The Lizard, Norman Osborn, Hammerhead, Mac Gargan, Tombstone, Spider-Girl (May), Callisto, Feral, Dani Moonstar, Shatterstar (Swords), Diamonback, King Cobra, Sabretooth (Unarmed), Jessica Drew, Luke Cage, Thor (Unarmed),
+12: The Puma, Kraven the Hunter, Black Cat, Callisto (Knife), Wolfsbane, Domino, Cable, The Punisher, Namor, Ares
+13: Bucky-Cap, Spider-Man, The Kingpin, Carnage, La Tarantula, Shatterstar (Unarmed), Sabretooth (Claws), Black Knight (sword)
+14: Black Widow, Silver Sable, Batroc the Leaper, Swordsman (Sword),
+16: Captain America

Damage:
+2: Barracudas,
+3: Black Widow, Iron Fist, Rottweiler, Lynx, Eagles, Mandrills,
+4: Daredevil, Mastiff, Wolves
+5: Standard Gun, Captain America, Bullseye (Objects), Daredevil (Club), Hyenas, Eels, Rattlers, Stags, Chimps, Swarm,
+6: Agent 13 (Gun), Black Widow (Bite), The Kingpin, Dire Wolf (Bite), Cougars/Leopards, Dolphins, Pythons, Horses, Elk, Orangs,
+7: Punisher, Cable & Domino's Rifles, Vermin, Jaguars, Lioness, Cobras, Gorillas, Spider-Girls, Black Knight (Sword)
+8: Spider-Man (Unarmed/Snare), Captain America (Shield), Lions, Black Bears, False Killer Whales, Bull Sharks, Anacondas, Terror Birds, Crocs, Moose, Bulls,
+9: Tigers, Brown/Polar Bears, Hammerheads, Colossal Squids, Salties, Irish Elk, Giraffes, Hippos, Black Rhinos, The Shocker,
+10: Smilodons, Cave Bears, Great Whites, White Rhinos, Elephants, Hydro Man,
+11: Jack of Hearts (Blast), War Machine (Blasts), Killer Whales, Giant Snakes, Woolly Rhinos, King Kong, Dr. Octopus (Arms), Venom, The Lizard, Electro,
+12: Iron Man (Blasts), Humpbacks, The Scorpion (Tail),
+13: Sperm Whales, Indricotherium, The Thing, Colossus
+14: Sasquatch
+15: Zeuglodons, Megalodons, Gilgamesh,
+16: Thor (Unarmed), Giant-Man (Max Size), The Kraken,
+18: Thor (Hammer)
+20: Red Ronin
+21: Red Ronin's Blade
Jabroniville
Posts: 24807
Joined: Fri Nov 04, 2016 8:05 pm

Star Trek (2e)

Post by Jabroniville »

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STARFLEET ENSIGN (aka "Redshirts")
Examples: Too numerous to mention- usually victims in each episode
PL 5 (40), Minion Rank 3
ST 12 (+1) DEX 12 (+1) CON 12 (+1) INT 10 WIS 10 CHA 10 (+2 to any Mental Stat)

Skills:
Computers 4 (+4)
Knowledge (Any) 4 (+4)
Notice 2 (+2)
Pilot 4 (+5)
Profession (Any On-Ship Duty) 4 (+4)
Stealth 2 (+3)
Any Others 8

Feats:
Equipment 11 (Communicator, Phaser, Tricorder, Translator)

Saves:
Toughness +1, Fortitude +2, Reflex +2, Will +0

Combat:
Attack +3, Damage +1 (+7 Phaser), Defense +3, Initiative +1

Complications:
Responsibility (Starfleet)

Abilities: 8 / Skills: 28--7 / Feats: 11 / Powers: 0 / Saves: 2 / Combat: 12 (40)

-The "Redshirts" in Star Trek were always token victims in the 60s series, but that cliche became SO pervasive that they pretty much cut it out in later events. Still, this is a pretty basic statline for those guys in the background, working equipment, or some background guys on an Away Team. They're a little bit skilled, and have some kick-ass Equipment, and the Phaser makes them a full PL higher than most Minions ever get to be (it's a DISINTEGRATION BEAM). I'd expect that most other races' starting guys are pretty much like this, plus their own templates, so that a Klingon scrub or Romulan scrub is pretty much the same, Skill-wise, as a Starfleet Human scrub.

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STARFLEET MEDICAL
Examples: Nurse Chapel & Doctor McCoy (Original), Beverly Crusher (TNG), The Doctor Hologram (Voyager)
PL 1 (32), Minion Rank 3
ST 10 DEX 12 (+1) CON 12 (+1) INT 13 (+1) WIS 12 (+1) CHA 12 (+1)

Skills:
Computers 4 (+5)
Notice 2 (+2)
Pilot 4 (+5)
Medicine 4 (+5)
Any Others 10

Feats:
Equipment 5 (Communicator, Medical Tricorder, Medical Equipment, Translator)

Saves:
Toughness +1, Fortitude +1, Reflex +2, Will +2

Combat:
Attack +2, Damage +0, Defense +2, Initiative +1

Complications:
Responsibility (Starfleet)

Abilities: 11 / Skills: 24--6 / Feats: 5 / Powers: 0 / Saves: 2 / Combat: 8 (32)

-Medical team members are the nurses & doctors in the Sick Bay section, made important ever since the first series made McCoy one of the "Power Trio" of the show. They're usually the biggest pain in the ass around, running into foolish situations to save one enemy life, and will be the first one to crack open the Prime Directive and butt-hump it because they disagree with non-interference laws. They're also among the most emotional people on the ship, as Drs. Crusher & McCoy were notorious for just ripping everyone's heads off once they got upset. They're usually not armed for combat, so they're the lowest PL-wise on the ship, but they have the benefits of Medical Equipment on them, and are pretty good healers (future-tech gives them a ton of drugs and healing lasers and stuff right on them, far in excess of modern stuff).

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STARFLEET RANKED OFFICER (aka Lieutenant Commanders)
Examples: Scotty, Chekov, Sulu & Uhura (Original), Geordie, Data, Worf & Riker (TNG), Dax (DS9), Torres, Chakotai (Voyager)
PL 7 (95), Minion Rank 7
ST 12 (+1) DEX 14 (+2) CON 14 (+2) INT 16 (+3) WIS 16 (+3) CHA 14 (+2) (+2 Each to any Physical & Mental Stat)

Skills:
Bluff 4 (+6)
Computers 6 (+9)
Diplomacy 4 (+6)
Intimidate 2 (+4)
Investigate 3 (+6)
Knowledge (Any) 4 (+7)
Knowledge (Any) 4 (+7)
Knowledge (Current Events) 5 (+8)
Knowledge (Tactics) 4 (+7)
Notice 2 (+2)
Pilot 5 (+7)
Profession (Any On-Ship Duty) 8 (+10)
Sense Motive 2 (+5)
Stealth 2 (+3)
Any Others 17

Feats:
Benefit (Rank) 2, Equipment 11 (Communicator, Phaser, Tricorder, Translator), Leadership, Skill Mastery (Four Skills), Ultimate Skill (Pick One)

Saves:
Toughness +2, Fortitude +5, Reflex +4, Will +5

Combat:
Attack +7, Damage +1 (+7 Phaser), Defense +7, Initiative +1

Complications:
Responsibility (Starfleet)

Abilities: 26 / Skills: 72--18 / Feats: 16 / Powers: 0 / Saves: 7 / Combat: 28 (95)

-Ranked Officers are basically the named characters of any given show. They have full episodes of focus, get married, argue, and save the day on a constant basis. Almost always, they're one of the best ever at their chosen profession- McCoy was a brilliant surgeon, Geordie LaForge could fix nearly anything mechanical with brilliant new ideas, Riker was a master of piloting tactics, etc.
-A template like this is a good starter for anyone in a Command position (ie. anyone likely to play the game). 17 ranks of Skills can be spread to most anywhere (the Doctors likely gain Medicine in place of Profession, Engineers boost Knowledge Skills to Science & Tech, etc.). Then, once that's all done, they can probably gain an extra 10 pp to spend to become balanced PL 7s, presuming their race doesn't take up more points.

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STARFLEET CAPTAIN
Examples: Kirk (Original), Picard (TNG), Sisko (DS9), Janeway (Voyager)
37-Point Template
Stats: +4 Int, +4 Wis, +4 Cha

Skills:
Additional 20 ranks

Feats:
Benefit 5 (Starship Captain, Includes prior two), Inspire, Minions 10 (250 Starfleet Ensigns), Ultimate Skill

Saves:
Will +1

Combat:
Attack +1, Defense +1

Complications:
Responsibility (Starfleet)

Abilities: 12 / Skills: 5 / Feats: 15 / Powers: 0 / Saves: 1 / Combat: 4 (37)

-So here's your Captains, which are basically just a template added onto the previous Commander one. Captains are smarter, wiser and more leaderly than everybody else around, have more Skills and have the elite ranks of Minions & Benefit (Rank), and are usually just a bit better or luckier in combat. What's neat is that your various Captains put totally different ranks into different areas- Janeway was more of a scientific thinker, while Kirk was an ass-kicker of the highest order, and Picard was the ultimate diplomat. Because of the "Any Skill" set-up, most anyone can be built the same way.

STARFLEET STANDARD EQUIPMENT:
Communicator (Communications 8) (8)
Phaser (Disintegration 7, AP: Stun 8- Ranged) (36)
Translator (Universal Translator 4) (4)
Tricorder (Detect Life & Energy, Ranged, Acute) (6)
Medical Tricorder (Detect Life & Injury/Disease, Ranged, Acute) (6)
Medical Equipment (Healing 4- Flaws: Distracting, Skill Check Required, AP: Sleep 4) (3)

-Some minor stuff about Equipment, which tended to be MUCH more useful in the Star Trek world (because it's the future, duh) than in other media, though their plot device-y nature means there's ALWAYS some kind of radiation storm or cloud of particles or something to make your ultimate detector device useless. The Phaser is ridiculously powerful for Equipment as well, but it kinda needs it based off of the show- it can vaporize a super-strong Unicorn/Yeti cross in one shot. This makes Star Trek phaser combat a little more boring (not much room for flesh wounds with a DISINTEGRATION BEAM in your hands) than usual laser-blast fests in shows, but what the hey?



Oh, I totally would.

KLINGON
Examples: Countless Generic Villains (Original), Gen. Chang (ST VI), Worf, Gowron & Duras Sisters (TNG), B'Elanna Torres (Voyager)
10-Point Template
Stats: +4 St, +4 Con, -2 Cha

Skills:
Intimidate 4
-4 from Other Skills

Feats:
Equipment 2 (Bat'leth), Power Attack, Rage

Equipment:
Bat'leth- Strike 3, Mighty, Penetrating 3, AP: Shield 2 (8)

Complications:
Honor
Enemy (Romulans)

Abilities: 6 / Skills: 0 / Feats: 4 / Powers: 0 / Saves: 0 / Combat: 0 (10)

-The Klingons went from a vaguely Oriental race of Russian-acting generic bad guys in the original series (your usual "evil empire" before that was actually a really common and tired Sci-Fi trope), into a proud warrior race by the next big series, having undergone a cosmetic shift in the process. To date, they're still probably the most popular of the Trek races (only the Vulcans come close), and Michael Dorn's playing of Worf gave them an absolute swack of new material to work with. They're strong and mean, but lacking in the subtleties of many other races. And yeah, I never bought that other races were WAY stronger than humans- it's virtually never shown, and humans have kicked plenty of Klingon ass over the years in hand-to-hand.

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Admit to Yvonne Craig being the hottest girl ever or DIE!

ORION
Examples: The Famous Orion Slave Girls (Original), Cameo in 2009 Movie, The Big Show (Enterprise)
3-Point Template
Stats: +2 Cha

Skills:
Bluff 4
Streetwise 8
Intimidate 2
-14 Other Skills

Feats:
Attractive

Complications:
Reputation (Orion Crime Syndicate)

Abilities: 2 / Skills: 0 / Feats: 1 / Powers: 0 / Saves: 0 / Combat: 0 (3)

-Orions are thought of nowadays more as a gag than a legitimate alien race (thanks to the infamous 'dancing green girl scenes'), having a reputation as intergalactic criminals and pirates, but here they are. It's a minor template, but it'll do.

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VULCAN
Examples: Spock & Sarek (Original), Tuvok (Voyager), T'Pol (Enterprise)
30-Point Template
Stats: +4 St, +2 Dex, +4 Con, +4 Int, -4 Cha

Skills:
8 More Knowledge Skills

Feats:
Environmental Adaptation (Desert)

Powers:
Quickness 4 (Flaws: Mental Tasks Only) [2]
"Vulcan Mind Meld" Telepathy 10 (Feats: Extended Reach) (Flaws: Touch Range -2, Distracting) (Drawbacks: Side-Effect if Failed -2) [2]
"Vulcan Emotion-Supression Training and Longevity" Immunity 6 (Emotion Effects, Aging) (Flaws: Half-Effect) [3]
"Vulcan Nerve Pinch" Stun 6 [12]

Complications:
Responsibility (Must Withhold Emotions)
Secret (The Pon Farr- Rare Period where they're ultra-horny)

Abilities: 10 / Skills: 0 / Feats: 1 / Powers: 19 / Saves: 0 / Combat: 0 (30)

-Vulcans were almost comically superior to humans in the Star Trek universe, being superhumanly tough, strong and mobile, as smart as calculators, and possessing a swack of mental powers beyond those of humans. The Mind Meld is so hard to use that it's barely a power (Touch Range AND Distracting), but you can spend an AP to argue Telelocation or another rarely-used Vulcan power out of it if you need to. These guys are pretty much famous solely for Leonard Nimoy's Spock, a phenomenal showcase of under-acting and restraint. There's a REASON he, McCoy and Kirk maintain one of the greatest Power Trios of all time, where friendship overcame all bounds and stuff like that.

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ROMULAN
Examples: Tons of One-Episode Villains (Original & TNG), Sela (TNG)
15-Point Template
Stats: +4 St, +2 Dex, +4 Con

Skills:
None

Powers:
Immunity 1 (Aging) (Flaws: Half-Effect) [1]

Complications:
Reputation (Sneaks & Cheats)
Responsibility (Romulan Star Empire)

Abilities: 14 / Skills: 0 / Feats: 0 / Powers: 1 / Saves: 0 / Combat: 0 (15)

-Romulans are an offshoot of the Vulcans, but appear to have gotten none of their awesome Science or Telepathic powers. That said, they ended up becoming a new level of mega-baddie in TNG, reappearing multiple times with top-of-the-line ships, and equally opposing the Enterprise almost constantly. In fact, most losses they suffered were dramatic come-from-behind sneak wins by Picard & Co. As a Template, they're pretty much just physically mighty characters and that's it.

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ANDORIAN
Examples: Assorted Background Characters (Original), Shran (Enterprise)
1-Point Template
Feats:
Environmental Adaptation (Cold)

Complications:
Responsibility (Andorian Empire)

Abilities: 0 / Skills: 0 / Feats: 1 / Powers: 0 / Saves: 0 / Combat: 0 (1)

-Andorians aren't much of a boost over humans, but really it makes sense that we're not the CRAPPIEST race in the Universe or anything. They were a little too goofy to appear in later, more serious Star Trek shows, having done a bunch of work in the original series, but "Enterprise" sought to delve into one of the "Original Four" United Federation of Planets races a bit more. The Antennae don't seem to have any super extra-sensory powers (stat-wise at least, 'detecting attraction' isn't really worthy of putting into points cost), but they are built to survive in an Arctic climate.
Jabroniville
Cosmic Entity
Cosmic Entity

Posts: 8711
Joined: Sat Nov 04, 2006 1:12 am
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Postby Jabroniville » Sun Jun 07, 2009 10:57 pm

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BETAZOID
Examples: Deanna & Lwaxana Troi (TNG)
15-Point Template
Abilities: -2 St

Powers:
Telepathy 10 (Feats: Improved Range 6) (Flaws: Limited- Communication to Betazoids Only -5) (Drawbacks: Power Loss- Odd-Lobed Creatures) [21]
AP: Telelocation 12

Combat: Attack/Defense -1

Complications:
Responsibility (Completely Honest)
Phobia (Being Unable to Read Others)

Abilities: -2 / Skills: 0 / Feats: 0 / Powers: 24 / Saves: 0 / Combat: -4 (15)

-Betazoids are a rarely-seen Telepathic species in Star Trek, with Deanna Troi being a commonly-seen half-Betazoid in TNG. Her mother was a recurring character as well, being a lusty grandma-type with a crush on Captain Picard, leading to the more humorous non-Q episodes of the series. They have some vaguely-defined Telepathic abilities sometimes (some have been shown projecting thoughts, others are said to have more offensive-based powers somehow), but this is a basic 'normal' telepathic Betazoid character. Deanna Troi, a half-Betazoid, has an additional Limit of Emotions Only to her Mind-Reading half of Telepathy. They all get Improved Range because there are cases of Troi reading someone's thoughts from what must be MILES away, floating in outer space. Even if it is reading what are obvious emotions ("I sense great anger, Captain", "Well, no shit, Troi, they're only pointing their photon torpedoes at us"). Despite considerable mental power, they've never been major combatants, losing out on Strength & fighting ability.

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CARDASSIAN
Examples: Gul Dukat & Many Others (DS9)
0-Point Template
Abilities: -2 Cha

Skills:
Intimidate 4
-4 Other Skills

Feats: Environmental Adaptation (Desert & Heat), Eidetic Memory

Powers:
"Scaly Skin" Protection 1 [1]

Complications:
Reputation (Severe & Aggressive)

Abilities: -2 / Skills: 0 / Feats: 2 / Powers: 0 / Saves: 0 / Combat: 0 (0)

-The Cardassians are brutal and severe, a militaristic race that actually doesn't alter points-value as a Template, but merely replaces some stuff for other stuff. Their quasi-reptilian nature (though they're still able to make babies by boinking other races, like most of Star Trek) gives them some additional bonuses, but they're rather unlikeable as a rule, so they lose Charisma points.

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FERENGI
Examples: Many (TNG), Quark (DS9)
-2 -Point Template
Abilities: -2 St

Skills:
Knowledge (Business) 4
Bluff 4
Replaces 8 ranks of other Skills

Complications:
Obsession (Profit)

Abilities: -2 / Skills: 0 / Feats: 0 / Powers: 0 / Saves: 0 / Combat: 0 (-2)

-Yes, Ferengi are the only race to actually DROP points, but note that most of 'em are still characters with lots of base Skills & stuff anyways, so technically it frees something up (like the Andorian players are gonna be ULTRA-happy about spending a full point on Environmental Adaptation). I stat them up a bit weaker physically than most because they're always depicted as the weasely little profiteers and non-combatant sneaks, and we've never seen a powerhouse one, unlike virtually every other race.

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THE BORG
Examples: Hugh, Borg Queen, Locutus (TNG), Seven of Nine (Voyager)
50-Point Template (minus x & y)
Abilities: +6 St, -6 Dex, +6 Con, +4 Int, -4 Wis, Cha to Zero

Skills:
Drop all Interpersonal Skills

Feats: Attack Focus (Ranged) 4

Powers:
"Body Armour" Protection 3 [3]
"Anti-Phaser Field" Force Field 6 (Flaws: Limited- Energy Attacks, Limited- After Two Rounds) [2]
"Borg Gun" Blast 7 [14]
Immunity 19 (Mental Effects, Life Support) [19]
Communication 20 (Flaws: Limited to Borg) [10]
Super-Senses 2 (Detect Energy, Ranged) [2]

Combat: Attack -2, Defense -2

Complications:
Responsibility (The Collective)

Abilities: 6 -x / Skills: -y / Feats: 4 / Powers: 48 / Saves: 0 / Combat: -8 (50 -x&y)

-Ah, The Borg... created as a slow-burn to a super-enemy in the TNG series, they were the ultimate in-universe bogeyman. No "one that's different" to join the Federation, no leader to communicate with, nothing. Just a slow, zombie-like horde of nearly invincible monsters that plodded forward to kill and assimilate everyone. With fantastic episodes like "Best of Both Worlds" and "Hugh", they finally were given some Achilles Heels using computer trickery and reverse-engineered viral commands, but they were still lethal enough to get their own movie and act as The Big Bad of the Trek universe for years, until Voyager messed it all up. By then, they were finally given their own "one that's different" on a permanent basis with Seven of Nine, who was added more to give teenage boys someone to mess their shorts over than anything else. And then they became an easy-to-kill adversary that got it's butt whipped alot. But in any case, they're still really powerful (almost immune to one of the Phasers, having a built-in gun), but have a few weaknesses, such as total lack of Charisma, being very slow (they NEVER run), and losing combat ability. But they don't need a lot of that- being an unending horde of super-monsters.
-So it's a 50-point Template, minus whatever they had for Charisma & Interpersonal Skills. So more like 35 points or something, depending on what race started them off (it's almost always human just for the makeup artist's sake really).

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ANDROIDS
Examples: Data, Lore, Lal, B-4 (TNG)
75-Point Template (minus x & y)
Abilities: +10 St, +4 Dex, No Con Score, +10 Int, -4 Wis, -4 Cha

Skills:
Computers 4
8 Ranks of Knowledge Skills
Drop all Interpersonal Skills

Feats: Beginner's Luck, Jack-of-All-Trades

Powers:
Immunity 40 (Fortitude & Mental Effects) [40]
Quickness 6 [6]
Protection 8 [8]

Complications:
Responsibility (Desire to Learn About Humanity)

Abilities: 16 -x / Skills: 12--3 -y / Feats: 2 / Powers: 54 / Saves: 0 / Combat: 0 (75 -x&y)

-There's actually been a surprising amount of Androids in Star Trek, especially one family of them, considering that Data spends all his time whining about being the only one of his kind. There's his psycho brother Lore, his daughter Lal (played by the retardedly cute Hallie "Lizzie Mcguire's Mom" Todd), who sadly died at the end of the episode she debuted in, B-4 from the last TNG movie (as the franchise was dying from Voyager & later Enterprise), and maybe even a couple more. They're the most expensive Trek template by far, being super-strong, super-quick computer-brained beings with no flaws aside from lack of interpersonal skills. They have similar negatives to The Borg (meaning the template comes to around 50-something points in effect), but are otherwise the best you're gonna get.

So if you're ever gonna play Star Trek using these Templates, the guys who make Vulcans or Androids are kinda winning the super-lottery (kinda like in the show), so it'd be best to balance things out equally by making sure the other players got adequate points to make up the difference.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Warhammer (2e)

Post by Jabroniville »

Had another idea I was thinking about: Warhammer Fantasy builds! There's a handful of Warhammer stuff out on the ATT, and I figured 'what the hey', and decided to add to it!

I'll split it up into units, using template systems to avoid gluts of text and numbers when it's unnecessary. Simply add the Template, plus some random points or whatever, to make a generic guy. Weird animals and stuff will get full write-ups however, as will Lords, Heroes, and Special Characters.


OK, so all of these Templates are fitting over a guy with at least +2 Att/Def Bonus, so when it says '+1', it's just adding to that total, OK? Most of this is designed to be a starter for if you wanna upgrade anybody from generic soldiers.

First up: The Empire- Core Troops

The Empire is basically a modification of the Holy Roman Empire, and has a kind of Germanic appeal to it, basically a big, greasy, grungy steam-driven militaristic religious-fervored society, that usually ends up being the centre of all the crap that goes on in the Warhammer world. Being right smack in the middle of "Europe" on the obvious Earth-inspired Warhammer globe, they end up facing the Orcs, Beastmen & Chaos Hordes, in addition to bordering Dwarf & Brettonian lands, as well as containing a province of the Vampire Counts. So yeah, they got it rough.

There Core Troops of the Empire are comprised of basically the same statted guys, with different equipment on each one. They've got probably the wimpiest starting line of any army, but it's made up for in sheer cheap costs of the troops (allowing them to outnumber enemies), the Detachment special rule (allowing flank charges in response to being charged), and some DEVASTATING shooting. The Halberdiers, Spearmen & Swordsmen make up the standard rank & file, backed up by Free Company losers and the shooty Handgunners, Crossbowmen & Archers. The Knights are the only ones that really qualify as heavy-hitters.


HALBERDIER (PL 3- 13 pts)
Skills: Craft 4, Survival 4
Feats: Equipment 3
Equipment:
Sword (Strike 2, Mighty), Halberd (Strike 4, Mighty, Extended Reach), Light Armor (Protection 2), Shield (Shield 2)-- 13 pts.
Combat: Attack +2, Defense +2

SPEARMAN (PL 2- 13 pts)
Skills: Craft 4, Survival 4
Feats: Equipment 3
Equipment:
Sword (Strike 2, Mighty), Spear (Strike 2, Mighty, Extended Reach 2), Light Armor (Protection 2), Shield (Shield 2)-- 12 pts.
Combat: Attack +2, Defense +2

SWORDSMAN (PL 3- 20 pts)
Abilities: Dexterity +4
Skills: Craft 4, Survival 4
Feats: Equipment 2
Equipment:
Sword (Strike 3, Mighty), Light Armor (Protection 2), Shield (Shield 2)-- 8 pts.
Combat: Attack +3, Defense +3

HANDGUNNER (PL 3- 13 or 14 pts)
Skills: Craft 4, Survival 4
Feats: Equipment 3
Equipment:
Hand Weapon (Strike 2, Mighty), Handgun (Blast 4, Penetrating)-- 15 pts.
Handgunner champion (the Marksman) can have: Repeater Handgun (Blast 4, Penetrating, Split Attack 2)-- 17 pts.
Combat: Attack +2, Defense +2

CROSSBOWMAN (PL 3- 12 pts)
Skills: Craft 4, Survival 4
Feats: Equipment 2
Equipment:
Sword (Strike 2, Mighty), Crossbow (Blast 3)-- 9 pts.
Combat: Attack +2, Defense +2

ARCHER (PL 3- 13 pts)
Skills: Craft 4, Survival 4
Feats: Track, Equipment 2
Equipment:
Hand Weapon (Strike 2, Mighty), Bow (Blast 3)-- 9 pts.
Combat: Attack +2, Defense +2

FREE COMPANY (PL 2- 11 pts)
Skills: Craft 4, Survival 4
Feats: Equipment
Equipment:
Pair of Hand Weapons (Strike 2, Mighty, Split Attack)-- 4 pts.
Combat: Attack +2, Defense +2

KNIGHT (PL 5- 29 pts)
Abilities: Strength +2
Skills: Craft 4, Survival 4, Handle Animal 6, Notice 4, Ride 8, Sense Motive 2
Feats: Benefit (Knight), Equipment 3, Fast Overrun, Improved Overrun, Minion 2 (Barded Warhorse)
Equipment:
Hand Weapon (Strike 2, Mighty), Full-Plate Armor (Protection 6), Lance & Shield (Strike 5, Mighty- Only Charging & Shield 3) or Great Weapon (Strike 5, Mighty-Inaccurate)-- 14-15 pts.
Combat: Attack +3, Defense +3

KNIGHT OF THE INNER CIRCLE (PL 6- 37 pts)
Abilities: Strength +6
Skills: Craft 4, Survival 4, Handle Animal 6, Notice 4, Ride 8, Sense Motive 2
Feats: Equipment 3, Minion 2 (Barded Warhorse)
Equipment:
Hand Weapon (Strike 2, Mighty), Full-Plate Armor (Protection 6), Lance & Shield (Strike 5, Mighty- Only Charging & Shield 3) or Great Weapon (Strike 5, Mighty-Inaccurate)-- 14-15 pts.
Combat: Attack +4, Defense +4
The Empire- Special Troops
The Empire's Special choices are basically just uber versions of the guys before, with elite Greatswords making up their best infantry, the Pistolier/Outriders protecting the flanks and running around shooting stuff (Outriders are either unit champions of Pistoliers, or their own unit), plus two sets of ballistic weaponry, which I basically stat up as a big piece of Equipment that is devastating, but is very dangerous to use.

GREATSWORD (PL 5- 28 pts)
Abilities: Wisdom +2
Skills: Craft 4, Survival 4, Notice 4
Feats: Attack Specialization (Great Sword), Equipment 3, Fearless
Equipment:
Hand Weapon (Strike 2, Mighty), Great Sword (Strike 5, Mighty- Inaccurate), Full-Plate Armor (Protection 6)-- 14 pts.
Saves: Will Save +2
Combat: Attack +4, Defense +4

PISTOLIER (PL 3- 18 pts)
Skills: Survival 4, Handle Animal 8, Ride 8
Feats: Equipment 3, Minion 2 (Horse)
Equipment: Light Armor (Protection 3), Brace of Pistols (Blast 4, Penetrating)-- 15 pts.
Combat: Attack +2, Defense +2

OUTRIDER (PL 4- 21 pts)
Skills: Survival 4, Handle Animal 8, Ride 8
Feats: Attack Specialization (Pistols), Equipment 4, Improved Critical (Pistols), Minion 2 (Horse)
Equipment: Hand Weapon (Strike 2, Mighty), Light Armor (Protection 3), Brace of Pistols (Blast 4, Penetrating)-- 18 pts.
Combat: Attack +2, Defense +2

GREAT CANNON (Equipment 6)
Blast 10 (Extras: Penetrating, Area-Line) (Flaws: Side-Effect- Dangerous if Failed)-- 30 pts.

MORTAR (Equipment 4)
Blast 8 (Extras: Explosion) (Flaws: Side-Effect- Dangerous if Failed)-- 16 pts.
The Empire- Rare Troops
Back to The Empire for their remaining guys. Lots more Devices & Weapons and stuff, plus one of their unique units: The Flagellant Warband, unbreakable crazed fighters. Their special rules allow them to sacrifice members of their own unit for certain benefits. This gives me my first opportunity to stat Hate and "Re-Roll Failed Wounding Rolls" in M&M stats. Hate lets you re-roll misses, so I consider both effects of Luck Control. The Steam Tank was kind of a bitch to stat, but I figured I'd stick it's complicated "Steam Points" rules all under Power Loss (Lack of Steam) and leave it at that. I'll include some Mounts in here as well, since the Rare slots of most armies tend to be pretty minimal. Imperial Pegasi & Griffons are optional mounts for your Lords, of varying power levels. Pegasi are tough, but only 'sorta' strong as mounts go, and are best used as a cheap way to let your guy fly around and hit stuff.

FLAGELLANT (PL 3- 11 pts)
Abilities: Intelligence -4, Wisdom -4
Feats: Equipment, Takedown Attack
Equipment:
Flail (Strike 3, Mighty)-- 4 pts.
Powers: Immunity 5 (Fear Effects) [5]
Luck Control 8 (Flaws: Must Sacrifice 2 Flagellants) [6]
AP: Luck Control 4 (Flaws: Must Sacrifice 1 Flagellant)
AP: Emotion Control 4 (Flaws: Must Sacrifice 3 Flagellants, Limited- Fear Only)
Combat: Attack +2, Defense +1

HELBLASTER VOLLEY GUN (Equipment 6)
Blast 8 (Extras: Area- Cone, Autofire, Penetrating 4) (Flaws: Side-Effect- Dangerous if Failed)-- 28 pts.

HELSTORM ROCKET BATTERY (Equipment 5)
Blast 8 (Extras: Area- Cone, Explosion) (Flaws: Side-Effect- Dangerous if Failed)-- 24 pts.

STEAM TANK (54 pts-- Equipment 11)
Feats: Fearsome Presence 6, Improved Overrun
Powers:
Speed 4 [4]
Immunity 10 (Magical Effects) (Flaws: Non-Damaging Effects Only) [5]
"Cannon" Blast 10 (Extras: Penetrating, Area-Line) (Flaws: Side-Effect- Dangerous if Failed) [30]
"Steam Run-Off" Blast 3 (Extras: Penetrating) (Drawbacks: 5 ft. Range -2) (Linked to Cannon) [7]
"Steam Gun" Blast 3 (Extras: Area-Line) [9]
Drawbacks: Power Loss (Difficult Terrain) [-2], Power Loss (Running out of Steam) [-6]


IMPERIAL PEGASUS
PL 7 (60)
ST 14/22 (+3/+7) DEX 18 (+4) CON 22/26 (+6/+8.) INT 4 (-3) WIS 12 (+1) CHA 8 (-1)

Skills:
Notice 8 (+11)

Feats:
Improved Overrun

Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Protection 1 [1]
Speed 3 [3]
Super-Senses 2 (Extended Vision, Low-Light Vision) [2]
Flight 4 (Feats: Manueverabilty- Good) (Drawback: Power Loss- Wings) [8]

Saves:
Toughness +8 (+9 Protection), Fortitude +9, Reflex +6, Will +4

Combat:
Attack +5 (+4 Size), Damage +7, Defense +4 (+3 Size), Initiative +4

Drawbacks:
No Hands [-4]
Mute [-4]

Abilities: 18 / Skills: 8--2/ Feats: 1/ Powers: 23 / Saves: 6/ Combat: 18 /Drawbacks: -8 (60)

GRIFFON
PL 9 (88 )
ST 12/28 (+3/+9) DEX 18 (+4) CON 22/30 (+5/+10) INT 4 (-3) WIS 12 (+1) CHA 10

Skills:
Notice 8 (+11)
Survival 4 (+5)

Feats:
Attack Focus (Melee) 8, Endurance, Fearless, Fearsome Presence 6, Improved Grab, Improved Initiative, Improved Overrun, Power Attack, Takedown Attack

Powers:
Growth 8 (Feats: Innate) (Flaws: Permanent) [17]
Protection 1 [1]
Speed 3 [3]
Super-Senses 2 (Extended Vision, Low-Light Vision) [2]
Flight 4 (Feats: Manueverabilty- Good) (Drawback: Power Loss- Wings) [8]

Saves:
Toughness +10 (+11 Protection), Fortitude +12, Reflex +8, Will +5

Combat:
Attack +2 (+10 Melee/+8 Size), Damage +9, Defense +8 (+6 Size), Initiative +4

Drawbacks:
No Hands [-4]
Mute [-4]

Abilities: 18 / Skills: 8--2/ Feats: 15/ Powers: 31 / Saves: 10/ Combat: 20 /Drawbacks: -8 (88 )
Jabroniville
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High Elves- Core Troops

High Elves recently got a major boost in the Warhammer world. The army's general concept is a VERY skillful and fast army that is nonetheless very expensive per guy (thus they'll likely be outnumbered in units by far), as well as not being very tough of defensible. They were a little TOO nerfed in the last edition though, and came back with a vengeance recently, packing on the Always Strikes First rule, meaning that they can even nail people who've charged them. Translating into M&M stats (since striking first is a major aspect of Warhammer, but slightly less so in a game full of sneak attacks and stuff), this means they essentially have very good Initiative, Uncanny Dodge (to avoid being surprised), and Seize Initiative 'just in case'. This makes for some expensive, fragile troops (especially with their Weapon Skill ie. Combat Bonus, being so advanced for rank & file), which is as it should be. Some Warhammer players bitched and moaned about the upgrade the army got, but frankly, they're still a bunch of weedy paper-made Elves, so they're just as easily to kill as FOUR point Empire rank & file, but cost like TWELVE points each.

ARCHER (PL 4- 39 pts)
Abilities: Dexterity +4, Wisdom +2
Skills: Language (Empire/Elven) 1, Profession 8, Notice 8, Sense Motive 4, Survival 3
Feats: Equipment 2, Improved Initiative 4, Seize Initiative, Uncanny Dodge (Sight)
Equipment:
Hand Weapon (Strike 2, Mighty), Longbow (Blast 3), Light Armor (Protection 2)-- 11 pts.
Powers:
Immunity 1 (Aging) [1]
Saves: Will +2
Combat: Attack +4, Defense +4

SPEARMAN (PL 5- 40 pts)
Abilities: Dexterity +4, Wisdom +2
Skills: Language (Empire/Elven) 1, Profession 8, Notice 8, Sense Motive 4, Survival 3
Feats: Equipment 3, Improved Initiative 4, Seize Initiative, Uncanny Dodge (Sight)
Equipment:
Hand Weapon (Strike 2, Mighty), Spear (Strike 2, Mighty, Extended Reach 3), Light Armor (Protection 2), Shield (Shield 3)-- 14 pts.
Powers:
Immunity 1 (Aging) [1]
Saves: Will +2
Combat: Attack +4, Defense +4

LOTHERN SEA GUARD (PL 5- 41 pts)
Abilities: Dexterity +4, Wisdom +2
Skills: Language (Empire/Elven) 1, Profession (Sailor) 8, Notice 8, Sense Motive 4, Survival 3
Feats: Equipment 4, Improved Initiative 4, Seize Initiative, Uncanny Dodge (Sight)
Equipment:
Hand Weapon (Strike 2, Mighty), Spear (Strike 2, Mighty, Extended Reach 3), Longbow (Blast 3), Light Armor (Protection 2), Shield (Shield 3)-- 20 pts.
Powers:
Immunity 1 (Aging) [1]
Saves: Will +2
Combat: Attack +4, Defense +4
High Elves- Special Troops

High Elves have some of the most elite Special Troops in the game, and they get to take an extra unit of them compared to other armies. The White Lions are hard infantry, designed to do heavy damage while holding their ground (They're Stubborn- which means they take their break tests without any modifiers for losing combat). The Sword Masters of Hoeth are the most accurate foot troops in the game, but lack the White Lions' power. The Phoenix Guard are Fear-causing elite foot troops, possessing a Ward Save that makes them greatly immune to shooting. Silver Helms are the High Elves' 'regular' cavalry (and among the best in the game), but the Dragon Princes are even deadlier, with an extra attack each (I depict extra attacks as bonuses to Attack, since 'extra attacks' has to relevance to M&M stats), and immunity to Fire (a much more expensive power in M&M than it is in Warhammer, which has only a handful of fire-causing units, but what the hey). Ellyrian Reavers are simple Fast Cavalry. Shadow Warriors are the most elite Scouts in the game, capable of running behind enemy lines and kicking ass, though they're very vulnerable to bit units and are best at hunting smaller ones. The Chariots are simply 2 Elves in one chariot, drawn by two steeds. The Tiranoc one uses simple Elven horses, but the White Lion Chariot is the newest unit in the army, being drawn by ACTUAL LIONS.

WHITE LION (PL 7- 62 pts)
Abilities: Strength +6, Dexterity +4, Wisdom +2
Skills: Language (Empire/Elven) 1, Profession 8, Notice 8, Sense Motive 4, Survival 11
Feats: Attack Focus (Melee) 2, Equipment 3, Improved Critical (Axe), Improved Initiative 4, Seize Initiative, Uncanny Dodge (Sight)
Equipment:
Hand Weapon (Strike 2, Mighty), Axe- Great Weapon (Strike 4, Mighty), Heavy Armor (Protection 5)-- 13 pts.
Powers:
Immunity 1 (Aging) [1]
Super-Movement 2 (Sure-Footed) (Flaws: Woods Only) [1]
"White Lion Cloak" Device (hard to lose)- Protection 4 (Flaws: Limited- Ranged Attacks) (2) [3]
Saves: Will +5
Combat: Attack +4 (+6 Melee), Defense +6

SWORD MASTER (PL 6- 53 pts)
Abilities: Dexterity +4, Wisdom +2
Skills: Language (Empire/Elven) 1, Profession 8, Notice 8, Sense Motive 4, Survival 3
Feats: Attack Focus (Melee) 4, Equipment 2, Improved Critical 2, Improved Initiative 4, Seize Initiative, Uncanny Dodge (Sight)
Equipment:
Hand Weapon (Strike 2, Mighty), Sword- Great Weapon (Strike 4, Mighty), Heavy Armor (Protection 4)-- 10 pts.
Powers:
Immunity 1 (Aging) [1]
Saves: Will +2
Combat: Attack +4 (+8 Melee), Defense +8

PHOENIX GUARD (PL 5- 60 pts)
Abilities: Dexterity +4, Wisdom +2
Skills: Language (Empire/Elven) 1, Profession 8, Notice 8, Sense Motive 4, Survival 3
Feats: Attack Focus (Melee) 2, Equipment 3, Improved Initiative 5, Seize Initiative, Uncanny Dodge (Sight)
Equipment:
Hand Weapon (Strike 2, Mighty), Halberd (Strike 3, Mighty, Extended Reach 2), Heavy Armor (Protection 4)-- 13 pts.
Powers:
Immunity 6 (Aging, Fear Effects) [6]
Emotion Control 4 (Flaws: Fear Only) [2]
"4+ Ward Save" Luck Control 10 (Flaws: Action, Limited- Against Attacks Only) [10]
Saves: Will +2
Combat: Attack +4 (+6 Melee), Defense +6
Drawbacks: Mute [-4]

SHADOW WARRIOR (PL 5- 53 pts)
Abilities: Dexterity +4, Wisdom +2
Skills: Language (Empire/Elven) 1, Profession 8, Notice 8, Sense Motive 4, Survival 11
Feats: Attack Focus (Melee) 2, Equipment 3, Improved Initiative 4, Seize Initiative, Track, Uncanny Dodge (Sight)
Equipment:
Hand Weapon (Strike 2, Mighty), Spear (Strike 2, Mighty, Extended Reach 3), Light Armor (Protection 2), Shield (Shield 3)-- 14 pts.
Powers:
Immunity 1 (Aging) [1]
"Hatred of Nagarythe" Luck Control 8 (Flaws: Limited- First Round of Combat Only) [4]
Saves: Will +2
Combat: Attack +4 (+6 Melee), Defense +6

SILVER HELM (PL 6- 45 pts)
Abilities: Dexterity +4, Wisdom +2
Skills: Language (Empire/Elven) 1, Profession 8, Notice 8, Ride 8, Sense Motive 4, Survival 3
Feats: Equipment 3, Improved Initiative 4, Minion 3 (Elven Steed), Seize Initiative, Uncanny Dodge (Sight)
Equipment:
Hand Weapon (Strike 2, Mighty), Lance (Strike 4, Mighty, Extended Reach 2- Only on Charge), Heavy Armor (Protection 4), Shield (Shield 3)-- 15 pts.
Powers:
Immunity 1 (Aging) [1]
Saves: Will +2
Combat: Attack +4, Defense +4

DRAGON PRINCE OF CALEDOR (PL 7- 74 pts)
Abilities: Dexterity +4, Wisdom +2
Skills: Language (Empire/Elven) 1, Profession 8, Notice 8, Ride 8, Sense Motive 4, Survival 3
Feats: Attack Focus (Melee) 2, Equipment 2, Improved Initiative 5, Minion 3 (Elven Steed), Seize Initiative, Uncanny Dodge (Sight)
Equipment:
Hand Weapon (Strike 2, Mighty), Lance (Strike 4, Mighty, Extended Reach 2- Only on Charge), Shield (Shield 3)-- 10 pts.
Powers:
Immunity 1 (Aging) [1]
"Dragon Armour" Device 4 (hard to lose)- Protection 4, Immunity 15 (Fire Descriptor, Breath Attacks) [16]
Saves: Will +5
Combat: Attack +5 (+7 Melee), Defense +7

ELLYRIAN REAVER (PL 4- 46 pts)
Abilities: Dexterity +4, Wisdom +2
Skills: Language (Empire/Elven) 1, Profession 8, Notice 8, Ride 8, Sense Motive 4, Survival 3
Feats: Equipment 4, Improved Initiative 4, Minion 3 (Elven Steed), Seize Initiative, Uncanny Dodge (Sight)
Equipment:
Hand Weapon (Strike 2, Mighty), Spear (Strike 3, Mighty, Extended Reach 2), Light Armor (Protection 2), Bow (Blast 3)-- 17 pts.
Powers:
Immunity 1 (Aging) [1]
Saves: Will +2
Combat: Attack +4, Defense +4

TIRANOC CHARIOT (PL 4- 86 pts)
2 Spearmen (40 pts. each) w/ Minion 2 (Elven Steed) & Equipment 1 (Chariot) on each

WHITE LION CHARIOT (PL 7- 130 pts)
2 White Lions (61 pts. each) w/ Minion 3 (White Lion) & Equipment 1 (Chariot) on each

WHITE LION
PL 7 (51)
ST 24 (+7) DEX 16 (+3) CON 20 (+5) INT 2 (-4) WIS 14 (+2) CHA 8 (-1)

Skills:
Intimidate 4 (+3)
Notice 4 (+4)
Survival 4 (+3)

Feats:
Attack Focus (Melee) 4, Improved Initiative, Improved Overrun, Improved Trip, Power Attack

Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Speed 3 [3]
Super-Senses 2 (Scent, Low-Light Vision) [2]

Saves:
Toughness +5, Fortitude +8, Reflex +6, Will +2

Combat:
Attack +4 (+3 Size, +7 Melee), Damage +7, Defense +7 (+6 Size), Initiative +7

Drawbacks:
Mute [-4]
No Hands [-4]

Abilities: 4/ Skills: 12--3/ Feats: 8/ Powers: 14 / Saves: 8 /Combat: 22 /Drawbacks: -8 (51)

Orcs & Goblins- Core Troops
-The Orcs & Goblins army is pretty self-explanatory, and Games Workshop deserves credit for creating a particularly definitive version of the Orc (World of Warcraft basically borrows heavily from it and other aspects of GW's work, which a Penny Arcade comic once noted) as a tribal war culture obsessed with the "Waaagh!", basically a large gathering of Orcs that pops up every once in a while to kick some ass in some other enemy culture (or just other Orcs). The O&G army is basically one of "Mob and Destroy" tactics, an unruly horde of numerous troops, who are as tough and hard in combat as they are argumentative and difficult to control (sometimes they squabble and just fight amongst themselves, ruining MANY a battle plan, as an Orc player myself can tell you). But their cheap, plentiful troops send chills up the spine of many an elite army player. Their Core Troops consist of the bare basics of each of the three races: Orcs are big and tough, with deadly Choppas. Big 'Uns are upgrades of regular Orcs (they're stronger, basically). Goblins are the weakest troops, with Common Goblins being generic but decently armored, and Night Goblins being weaker but with many unit 'upgrades' (like Nets or Fanatics). There are also Wolf Riders and Spider Riders, both Goblins who specialize in either fast cavalry or regular cavalry attacks, being cheaper but worse than most other Cavalry units in the game.

ORC (PL 4- 18 pts)
Abilities: Strength +2, Constitution +8, Intelligence -4, Wisdom -4, Charisma -2
Skills: Survival 8
Feats: Equipment 2, Power Attack, Rage
Equipment:
Choppa (Strike 3, Mighty)/Spear (Strike 2, Mighty, Extended Reach 2)/Bow & Arrow (Blast 3), Shield (Shield 2), Light Armor (Protection 2)-- 8-10 pts.
Powers: Regeneration 4 (Recovery 3, Disabled 1) [4]
Combat: Attack +2, Defense +2

ORC BIG 'UN (PL 5- 34 pts)
Abilities: Strength +10, Constitution +8, Intelligence -4, Wisdom -4, Charisma -2
Skills: Survival 8
Feats: Equipment 2, Power Attack, Rage
Equipment:
Choppa (Strike 3, Mighty)/Spear (Strike 2, Mighty, Extended Reach 2), Shield (Shield 2), Light Armor (Protection 2)-- 8 pts.
Powers: Regeneration 4 (Recovery 3, Disabled 1) [4]
Combat: Attack +4, Defense +4

SAVAGE ORC (PL 5- 25 pts)
Abilities: Strength +2, Constitution +8, Intelligence -4, Wisdom -4, Charisma -2
Skills: Survival 8
Feats: Equipment, Power Attack, Rage 2, Takedown Attack
Equipment:
Choppa (Strike 3, Mighty)/Spear (Strike 2, Mighty, Extended Reach 2)/Bow & Arrow (Blast 3)-- 4-6 pts.
Powers: "Warpaint" Luck 4 (Flaws: Only on Being Hit/Damage Tests) [2]
Regeneration 4 (Recovery 3, Disabled 1) [4]
Combat: Attack +3, Defense +3

SAVAGE ORC BIG 'UN (PL 7- 37 pts)
Abilities: Strength +10, Constitution +8, Intelligence -4, Wisdom -4, Charisma -2
Skills: Survival 8
Feats: Equipment, Power Attack, Rage 2, Takedown Attack
Equipment:
Choppa (Strike 3, Mighty)/Spear (Strike 2, Mighty, Extended Reach 2)/Bow & Arrow (Blast 3)-- 4-6 pts.
Powers: "Warpaint" Luck 4 (Flaws: Only on Being Hit/Damage Tests) [2]
Regeneration 4 (Recovery 3, Disabled 1) [4]
Combat: Attack +4, Defense +4

GOBLIN (PL 2- 7 pts)
Abilities: Strength +4, Constitution +2, Intelligence -4, Wisdom -4, Charisma -4
Skills: Survival 4
Feats: Equipment 2
Equipment:
Hand Weapon (Strike 2, Mighty), Spear (Strike 2, Mighty, Extended Reach), Light Armor (Protection 2), Shield (Shield 2)-- 8 pts.
Powers: Shrinking 4 (Feats: Innate) (Flaws: Permanent) [5]
Super-Senses 1 (Low-Light Vision) [1]
Combat: Attack +1, Defense +1

NIGHT GOBLIN (PL 2- 8 pts)-- NETTERS (PL 2- 10 pts)
Abilities: Strength +4, Constitution +2, Intelligence -4, Wisdom -4, Charisma -4
Skills: Survival 4
Feats: Equipment 2 (Netters 4)
Equipment:
Hand Weapon (Strike 2, Mighty), Spear (Strike 2, Mighty, Extended Reach), Light Armor (Protection 2), Shield (Shield 2)-- 8 pts.
"Netters" get Nets (Snare 4)-- 8 pts.
Powers: Shrinking 4 (Feats: Innate) (Flaws: Permanent) [5]
Super-Senses 2 (Darkvision) [2]
Complications: Hatred (Dwarfs)
Combat: Attack +1, Defense +1

NIGHT GOBLIN FANATIC (PL 8- 21 pts)
Abilities: Intelligence -4, Wisdom -4, Charisma -4
Skills: Survival 4
Feats: Fast Overrun, Improved Overrun
Powers: Enhanced Strength 8 [8]
Enhanced Dexterity 6 [6]
"Ball and Chain" Device 2 (easy to lose)- Strike 4 (Feats: Mighty) (Extras: Area- Burst) [6]
Shrinking 4 (Feats: Innate) (Flaws: Permanent) [5]
Super-Senses 2 (Darkvision) [2]
Complications: Hatred (Dwarfs)
Drawbacks: Power Loss (Lack of Fungus Beer) [-3]
-- Night Goblin Fanatics are a unit upgrade where you can toss up to three guys out there to die flailing their massive Ball & Chains about. Most units are afraid of taking D6 Strength 5 hits, especially if they're the fragile sort. They can be shot to death pretty easily, but it's a big expense of missile fire.
Combat: Attack +1, Defense +1

SNOTLING (PL 2- 0 pts)
Abilities: Intelligence -6, Wisdom -6, Charisma -6
Skills: Survival 4
Feats: Set-Up, Teamwork
Powers: Shrinking 8 (Feats: Innate) (Flaws: Permanent) [9]
Combat: Attack +1 (+3 Size), Defense +1 (+3 Size)

WOLF RIDER GOBLIN (PL 3- 12 pts)
Abilities: Intelligence -2, Wisdom -4, Charisma -2
Skills: Handle Animal 8, Ride 8, Survival 4
Feats: Equipment 3, Minion 2 (Giant Wolf)
Equipment:
Hand Weapon (Strike 2, Mighty), Spear (Strike 3, Mighty, Extended Reach), Light Armor (Protection 2), Shield (Shield 2)-- 12 pts.
Powers: Shrinking 4 (Feats: Innate) (Flaws: Permanent) [5]
Super-Senses 1 (Low-Light Vision) [1]
Combat: Attack +1, Defense +1

SPIDER RIDER FOREST GOBLIN (PL 3- 12 pts)
Abilities: Intelligence -2, Wisdom -4, Charisma -2
Skills: Handle Animal 8, Ride 8, Survival 8
Feats: Equipment 2, Minion 2 (Forest Spider)
Equipment:
Hand Weapon (Strike 2, Mighty), Spear (Strike 3, Mighty, Extended Reach), Shield (Shield 2)-- 10 pts.
Powers: Shrinking 4 (Feats: Innate) (Flaws: Permanent) [5]
Super-Senses 1 (Low-Light Vision) [1]
Combat: Attack +1, Defense +1


FOREST SPIDER
PL 3 (32)
ST 16 (+3) DEX 18 (+4) CON 14 (+2) INT 2 (-4) WIS 6 (-2) CHA 8 (-1)

Skills:
Notice 4 (+4)
Survival 4 (+3)

Feats:
Improved Overrun

Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Speed 3 [3]
Super-Senses 5 (Tremorsense, Darkvision) [5]
"Poison Bite" Drain Constitution 4 (Extras: Poison) [8]
Super-Movement 2 (Sure-Footed, Wall-Crawling 2) [6]

Saves:
Toughness +2, Fortitude +4, Reflex +4, Will +0

Combat:
Attack +3 (+2 Size), Damage +3, Defense +3 (+2 Size), Initiative +4

Drawbacks:
Mute [-4]
No Hands [-4]

Abilities: -8 / Skills: 8--2/ Feats: 1/ Powers: 31 / Saves: 2 /Combat: 12 /Drawbacks: -8 (32)

GIANT WOLF
PL 3 (24)
ST 18 (+4) DEX 16 (+3) CON 14 (+2) INT 2 (-4) WIS 10 CHA 8 (-1)

Skills:
Intimidate 4 (+3)
Notice 4 (+4)
Survival 4 (+3)

Feats:
Improved Overrun, Improved Trip

Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Speed 3 [3]
Super-Senses 3 (Scent, Track, Low-Light Vision) [3]

Saves:
Toughness +2, Fortitude +5, Reflex +3, Will +0

Combat:
Attack +3 (+2 Size), Damage +4, Defense +3 (+2 Size), Initiative +3

Drawbacks:
Mute [-4]
No Hands [-4]

Abilities: -4 / Skills: 12--3/ Feats: 2/ Powers: 15 / Saves: 3 /Combat: 12 /Drawbacks: -8 (24)
Orcs & Goblins- Special Troops
-Orc Special Units are fairly numerous, and some are kind of weird. Both Orcs & Savage Orcs get Boar Boyz (with upgrades to Big 'Uns available), which are their elite cavalry (though they've been nerfed by being too expensive under the new edition, making them less useful overall). Night Goblins have a Squig Herd, which is 2 Gobs leading 3 Squigs (leaping retards with two deadly attacks, but are paper-durable) in a big unit of groups, and Squig Hoppers, which is a unit of single Goblins riding Squigs, with a random bounce. The true elites of the Orc army, however, are the Black Orcs. Bigger and stronger than normal Orcs, they make up the elite infantry of an army full of cheap, disposable infantry. Heavily armored and with the best weaponry, they're one of the most feared units in Warhammer. And yeah, they're PL 7 on defense, PL 6 on offense, so tread lightly.

BLACK ORC (PL 7- 43 pts)
Abilities: Strength +10, Constitution +8, Intelligence -2, Wisdom -2
Skills: Intimidate 8, Notice 4, Survival 8
Feats: All-Out Attack, Equipment 3, Power Attack, Startle, Rage
Equipment:
2 Choppas (Strike 3, Mighty, Split Attack), Big Choppa- Great Weapon (Strike 4, Mighty- Inaccurate), Shield (Shield 2), Heavy Armour (Protection 4)-- 15 pts.
Powers: Regeneration 4 (Recovery 3, Disabled 1) [4]
Saves: Will Save +3
Combat: Attack +4 (+2 Great Weapon), Defense +4

ORC BOAR BOY (PL 6- 23 pts)
Abilities: Strength +2, Constitution +8, Intelligence -4, Wisdom -4, Charisma -2
Skills: Handle Animal 8, Survival 8
Feats: Equipment 3, Minion 2 (Boar), Power Attack, Rage
Equipment:
Choppa (Strike 3, Mighty), Spear (Strike 3, Mighty, Extended Reach 2), Shield (Shield 3), Light Armor (Protection 2)-- 15 pts.
Powers: Regeneration 4 (Recovery 3, Disabled 1) [4]
Combat: Attack +2, Defense +2

ORC BOAR BOY BIG 'UN (PL 7- 39 pts)
Abilities: Strength +10, Constitution +8, Intelligence -4, Wisdom -4, Charisma -2
Skills: Handle Animal 8, Survival 8
Feats: Equipment 3, Minion 2 (Boar), Power Attack, Rage
Equipment:
Choppa (Strike 3, Mighty), Spear (Strike 3, Mighty, Extended Reach 2), Shield (Shield 3), Light Armor (Protection 2)-- 15 pts.
Powers: Regeneration 4 (Recovery 3, Disabled 1) [4]
Combat: Attack +4, Defense +4

SAVAGE ORC BOAR BOY (PL 5- 29 pts)
Abilities: Strength +2, Constitution +8, Intelligence -4, Wisdom -4, Charisma -2
Skills: Handle Animal 8, Survival 8
Feats: Equipment 2, Minion 2 (Boar), Power Attack, Rage 2
Equipment:
Choppa (Strike 3, Mighty), Spear (Strike 3, Mighty, Extended Reach 2)-- 10 pts.
Powers: "Warpaint" Luck 4 (Flaws: Only on Being Hit/Damage Tests) [2]
Regeneration 4 (Recovery 3, Disabled 1) [4]
Combat: Attack +3, Defense +3

SAVAGE ORC BOAR BOY BIG 'UN (PL 6- 33 pts)
Abilities: Strength +2, Constitution +8, Intelligence -4, Wisdom -4, Charisma -2
Skills: Handle Animal 8, Survival 8
Feats: Equipment 2, Minion 2 (Boar), Power Attack, Rage 2
Equipment:
Choppa (Strike 3, Mighty), Spear (Strike 3, Mighty, Extended Reach 2)-- 10 pts.
Powers: "Warpaint" Luck 4 (Flaws: Only on Being Hit/Damage Tests) [2]
Regeneration 4 (Recovery 3, Disabled 1) [4]
Combat: Attack +4, Defense +4

NIGHT GOBLIN SQUIG HERD (PL 5- 69 pts)
2 Night Goblins w/ Handle Animal 4 (3 pts) & 3 Squigs (21 pts each)

NIGHT GOBLIN SQUIG HOPPERS (PL 5- 24 pts)
Night Goblin w/ Handle Animal 4 (3 pts) on Squig (21 pts)


SQUIG
PL 5 (21)
ST 12 (+1) DEX 16 (+3) CON 14 (+2) INT 2 (-4) WIS 6 (-2) CHA 6 (-2)
Skills:
Notice 4 (+4)
Survival 4 (+3)
Feats:
None
Powers:
Leaping 4 [4]
Super-Senses 2 (Darkvision) [2]
"Bite" Strike 5 (Feats: Mighty) [6]
Immunity 5 (Fear Effects) [5]
Saves:
Toughness +2, Fortitude +2, Reflex +3, Will +0
Combat:
Attack +4, Damage +6, Defense +3, Initiative +4
Drawbacks:
Mute [-4]
No Hands [-4]
Abilities: -4 / Skills: 8--2/ Feats: 0/ Powers: 13 / Saves: 2 /Combat: 16 /Drawbacks: -8 (21)

BOAR
PL 4 (25)
ST 10/18 (+4) DEX 12 (+1) CON 14/18 (+4) INT 2 (-4) WIS 8 (-2) CHA 6 (-2)
Skills:
Intimidate 4 (+3)
Notice 4 (+4)
Survival 4 (+3)
Feats:
Equipment (Armour- Protection 2), Endurance, Fast Overrun, Improved Overrun, Power Attack, Rage
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Speed 2 [2]
Saves:
Toughness +4 (+6 Armour), Fortitude +5, Reflex +2, Will +2
Combat:
Attack +3 (+2 Size), Damage +4 (+6 Rage), Defense +3 (+2 Size), Initiative +1
Drawbacks:
Mute [-4]
No Hands [-4]
Abilities: -8 / Skills: 12--3/ Feats: 6/ Powers: 11 / Saves: 9 /Combat: 12 /Drawbacks: -8 (25)
Vampire Counts- Core Troops
-The Vampire Counts are the newest 'update' into the new rules, and fixed up alot of the old problems with them. Back in the day, they were notable for only having TWO units worth taking (Zombies & Skeletons), simply mobbing down the other guy in hordes of unbreakable, fear-causing outnumbering troops, alongside a handful of elite Lords. Since 90% of the players either took the UBER Spellcasting Vampire Lord, or the UBER Combat Vampire Lord, they pretty much dominated most tournaments in a kind of game imbalance (not totally over the top in a truly broken system, but it was broken enough that 80% of their units never saw much play and their Lords couldn't be beaten). In the new system, you simply 'build' a Vampire Lord, but they can no longer be the true elite of the entire game (the old Blood Dragon Lord could easily destroy a Saurus Oldblood or other elite, but now it's far more even), and many of their other units are now worth taking. That didn't stop all the players from whining about how unbalanced the new army book is (but this happens with EVERY NEW BOOK, like clockwork, but the retarded fans don't see it; ie. they bitch and moan about how cheesy it is, until they play a few games against it, and realize it isn't so bad).

So in terms of Core Units, they have a bunch of large mobs that usually aren't terribly deadly. Skeletons & Zombies are pathetic in combat (alongside the worst in the game), but have the advantage of being impossible to break and run down, and will auto-break anyone they outnumber. In M&M terms, they're typical undead constructs, with the armed Skeletons being slightly deadlier. Crypt Ghouls are much more dangerous, quasi-animalistic and alive (the new book implies they're a bit of both, which is kinda tough to stat out), possessing two attacks and are much tougher. Dire Wolves are fairly cheap Undead cavalry (ironically, given the game's own rules, about as dangerous as the actual M&M Wolf, even though these are bigger than PEOPLE). Bat Swarms are 'bases' of five of these little critters, not very dangerous, but able to mob up a unit. Everyone has the Undead trait of "Weakness- Losing Combat", where they start to fall apart and take damage when the combat turns against them. I figure something that would just cause most people to break would be a suitable Weakness. The Corpse Cart is a weird thing, a unit that runs around, modifying the rest of the Undead Army.

SKELETONS (PL 2- 12 pts)
Abilities: Constitution --, Intelligence --, Charisma --
Feats: Equipment 3, Fearsome Presence 2
Equipment:
Hand Weapon (Strike 2, Mighty), Spear (Strike 2, Mighty, Extended Reach 2), Shield (Shield 2), Light Armour (Protection 2)-- 12 pts.
Powers: Immunity 35 (Fortitude, Emotion Effects) [35]
Combat: Attack +1, Defense +1
Drawbacks: Weakness (Losing Combat) [-2]

CRYPT GHOULS (PL 4- 30 pts)
Abilities: Strength +2, Constitution --, Intelligence -8, Wisdom -4, Charisma --
Feats: Fearsome Presence 2
Powers: Immunity 30 (Fortitude) [30]
"Claws" Strike 2 (Feats: Mighty) [3]
Protection 6 [6]
Combat: Attack +3, Defense +3
Drawbacks: Weakness (Losing Combat) [-2]

ZOMBIES (PL 1- 6 pts)
Abilities: Strength -2, Constitution --, Intelligence --, Charisma --
Feats: Equipment 1, Fearsome Presence 2
Equipment:
Hand Weapon (Strike 2, Mighty)-- 3 pts.
Powers: Immunity 35 (Fortitude, Emotion Effects) [35]
Combat: Attack +0, Defense +0
Drawbacks: Weakness (Losing Combat) [-2]


DIRE WOLVES
PL 3 (44)
ST 8/16 (+3) DEX 16 (+3) CON -- INT -- WIS 10 CHA --
Skills:
None
Feats:
Fast Overrun, Fearsome Presence 2, Improved Trip, Improved Overrun
Powers:
Immunity 35 (Fortitude, Emotion Effects) [35]
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Speed 4 [4]
Super-Senses 3 (Scent, Darkvision) [3]
Protection 4 [4]
Saves:
Toughness +4, Fortitude --, Reflex +3, Will +0
Combat:
Attack +3 (+2 Size), Damage +3, Defense +3 (+2 Size), Initiative +3
Drawbacks:
Mute [-4]
No Hands [-4]
Weakness (Losing Combat) [-2]
Abilities: -26/ Skills: 00--0/ Feats: 5/ Powers: 55 / Saves: 8 /Combat: 12 /Drawbacks: -10 (44)



BAT SWARMS
PL 2 (24)
ST 12/4(+3) DEX 16 (+3) CON -- INT -- WIS 10 CHA --
Skills:
None
Feats:
Fearsome Presence
Powers:
Immunity 35 (Fortitude, Emotion Effects) [35]
Shrinking 8 (Feats: Innate) (Flaws: Permanent) [5]
Flight 2 [4]
Super-Senses 3 (Sonar) [3]
"Bat Bite" Strike 1 [1]
Saves:
Toughness --, Fortitude --, Reflex +3, Will +0
Combat:
Attack +0 (+2 Size), Damage +2 (Bite), Defense +0 (+2 Size), Initiative +3
Drawbacks:
Mute [-4]
No Hands [-4]
Weakness (Losing Combat) [-3]
Abilities: -22/ Skills: 00--0/ Feats: 1/ Powers: 48 / Saves: 8 /Combat: 0 /Drawbacks: -11 (23)


CORPSE CART
PL 4(62)
ST 10 DEX 10 CON -- INT -- WIS 10 CHA --
Skills:
None
Feats:
Fearsome Presence 2
Powers:
Immunity 35 (Fortitude, Emotion Effects) [35]
Growth 8 (Feats: Innate) (Flaws: Permanent) [17]
"Armour" Protection 7 [7]
Regeneration 11 (Recovery Bonus 3, Bruised 3, Injured 5) [11]
"Miasma of Deathly Vigour" Enhanced Feats 5 (Improved Initiative 4, Seize Initiative) (Feats: Extended Range 3) (Extras: Affects Others) (Flaws: Duration- Sustained) [8]
Strike (Feats: Mighty) (Extras: Autofire) (Flaws: Unreliable) [2]
Saves:
Toughness +6, Fortitude --, Reflex +0, Will +0
Combat:
Attack +3 (+1 Size), Damage +1, Defense +3 (+1 Size), Initiative +0
Drawbacks:
Mute [-4]
Weakness (Losing Combat) [-2]
Abilities: -30/ Skills: 00--0/ Feats: 2/ Powers: 80 / Saves: 8 /Combat: 12 /Drawbacks: -10 (62)

Corpse Cart Optional Upgrades:
"Balefire" Nullify Magic Descriptor 2 (Extras: Duration- Continuous +3) [10]
"Unholy Lodestone" Boost 3 ("Invocation of Nehek"- Regeneration 8- Affects Others, Sustained) (Extras: Affects Others Only) [6]

THE EIGHT LORES OF MAGIC
-The Warhammer rules for Magic are specifically that a Mage can generate his own Power Dice, and Dice from the Pool, in order to cast various spells. But there is a risk of Miscast, statted here as the Flaw: Side-Effect. All Magic spells have this Flaw. Mages also have to randomly draw which spells they have from the Lores they're chosen to have (everyone but the Slann Mage Priests have to pick ONLY ONE they can draw spells from), but that's more a fluff decision to make for your Mages in M&M, I'd think.

-Every Lore of magic usually possesses at least two 'damage' spells that are just direct attacks, and these are pretty easy to stat. Strength 4 hits in Warhammer correlate to about +6 damage in my book. The fluff of the magic spells indicates that most of them are missile 'line' type spells that usually hit D6 people, which could either be statted as a Line or Autofire effect. I went with Line, so I could save Autofire for the damage spells that do TWO D6 hits.

THE LORE OF FIRE (The Wind of Aqshy, the Fire Wind)
- The Lore of Fire is one of the more famous Lores in Warhammer, used by the Bright Wizards, an iconic characteristic of the Empire's armies. And yeah, it's the most basic 'these spells hurt the other guy' spell-list in the whole bunch. Fireball, Burning Head, Fiery Blast & Conflagration of Doom are all fairly simple damaging Fire Blasts (though Burning Head causes a Panic test- ie. Fear Control, and Conflag is the legendary 'anyone on the table and can burn them even after it hits the first time' spell). Flaming Sword gives the Mage a super-accurate and deadly sword balanced by the fact that only Mages can use it, and most of them are giant weenies in combat with little strength to speak of. Wall of Fire is their mega-spell, putting an unmoving wall of flame anywhere they want, that the enemy has to move around to avoid or else take the damage.

1) "Fireball" Fire Blast 6 (Extras: Area-Cone) [12]
2) "Flaming Sword of Rhuin" Fire Strike 5 (Feats: Mighty, Accurate 2) [6]
3) "The Burning Head" Fire Blast 6 (Extras: Area-Line); Emotion Control 4 (Flaws: Limited- Fear Only) (Linked to Fire Blast) [13]
4) "Fiery Blast" Fire Blast 6 (Extras: Area-Cone, Autofire) [18]
5) "Conflagration of Doom" Fire Blast 6 (Area-Cone, Range- Perception, Secondary Effect) [24]
6) "Wall of Fire" Fire Blast 6 (Extras: Area- Shapeable, Duration- Sustained) [24]

THE LORE OF METAL (The Wind of Chamon)
-This Lore is the "Damage the other guy's weapons" Lore, usually useful only against those dependent on their awesome weapons (Empire, Elves, Dwarfs) than awesome stats (Beastmen, Lizardmen, Ogres). It has some generic "Damage Blast" spells, and some weird rules. Rule of Burning Iron (and it's 'better version', the last one) is complex because the force of the hit is altered by the amount of Armour the other guy has on him. This roughly lines up with Protection in the game. Other effects are Nullifying ones, the Brass one affecting War Machines & Chariots only so they can't fire or even move, Lead causing the guys to get a -1 to Attack & Armour that round (the GM would likely have to impose similar penalties on guys holding these heavy weapons), and Gold destroying one magic item that turn, a devastating weapon to be sure.

1) "Rule of Burning Iron" Fire Blast 11 (Flaws: Limited- Protection 5-6 or 4-5 Mounted targets only) [12]
AP: Fire Blast 9 (Flaws: Limited- Protection 5 targets only)
AP: Fire Blast 8 (Flaws: Limited- Protection 4 targets only)
AP: Fire Blast 6 (Flaws: Limited- Protection 3-4 targets only)
AP: Fire Blast 4 (Flaws: Limited- Protection 2 targets only)
AP: Fire Blast 3 (Flaws: Limited- Protection 1 targets only)
AP: Fire Blast 2 (Flaws: Limited- Protection 0 targets only)
2) "Commandment of Brass" Nullify All Traits 10 (Flaws: Limited- Machines Only) [10]
3) "Transmutation of Lead" Transform All Weapons & Armour to Heavy Lead 8 (Extras: Area-Burst) (Flaws: Duration- Concentration, Limited- Units in Combat Only) [16]
4) "Distillation of Molten Silver" Fire Blast 6 (Extras: Area-Line, Autofire) (Drawbacks: Power Loss- Requires Silver Coin -2) [16]
5) "Law of Gold" Nullify All Traits 10 (Extras: Duration- Continuous) (Flaws: Limited- Magic Items & Armour Only) [40]
6) "The Spirit of the Forge" Fire Blast 11 (Extras: Autofire, Area-Line) (Flaws: Limited- Protection 5-6 or 4-5 Mounted targets only) [28]
AP: Fire Blast 9 (Extras: Autofire) (Flaws: Limited- Protection 5 targets only)
AP: Fire Blast 8 (Extras: Autofire) (Flaws: Limited- Protection 4 targets only)
AP: Fire Blast 6 (Extras: Autofire) (Flaws: Limited- Protection 3-4 targets only)
AP: Fire Blast 4 (Extras: Autofire) (Flaws: Limited- Protection 2 targets only)
AP: Fire Blast 3 (Extras: Autofire) (Flaws: Limited- Protection 1 targets only)
AP: Fire Blast 2 (Extras: Autofire) (Flaws: Limited- Protection 0 targets only)

THE LORE OF SHADOW (The Wind of Ulgu)
-Shadow is primarily designed to 'mess' with the other army, causing some nasty effects that let you control movement. Unlike other magic missile spells, Creeping Death causes a massive amount (3D6) of hits, best designated with Secondary Effect in addition to the other two, but not at high strength, though it negates armour. Steed of Shadows lets someone un-mounted Fly, and Unseen Lurker lets them move an additional round (essentially Speed, though the fluff indicates more of an Obscure effect). Crown of Taidron is an all-encompassing attack that will even hit your own guys (so best use it away from the rest of the army). Shades of Death lets units cause Fear (or Terror if they already cause Fear) by showing them their loved ones as zombies, and Pit of Shades is the most-feared weapon in the Grey College's arsenal; a massive pit that opens up and swallows people to the shadow dimension. It doesn't have great accuracy (giving that up for a mass effect), but Lizardmen players know to fear it tremendously, as their best unit, the Slann Mage Priest, has the lowest Initiative of all the Lords in the game, and the test is an Initiative-based one.

1) "Steed of Shadows" Flight 4 (Extras: Affects Others) (Flaws: Limited- Medium-Sized High-Ranking Units Only, Duration- Sustained) [2]
2) "Creeping Death" Blast 2 (Extras: Line, Autofire, Secondary Effect, Penetrating 6) [14]
3) "Crown of Taidron" Strike 6 (Feats: Extended Range 4) (Extras: Autofire, Burst) [16]
4) "Shades of Death" Illusion 6 (Flaws: Zombies of Target's Loved Ones Only) [6], Emotion Control 6 (Flaws: Fear Only) (Linked) [6]
5) "Unseen Lurker" Speed 6 (Extras: Affects Others) [12]
6) "Pit of Shades" Dimensional Movement 4 (Extras: Attack, Area-Burst, Ranged) [16]

THE LORE OF BEASTS (The Wind of Ghur)
-Lore of Beasts is a tricky, semi-unpopular one, known mainly for a few nasty tricks. Bear's Anger turns the user into a massive Bear, bestowing extra attacks, strength & toughness, which would be great, except most Mages have the worst stats in the game, so it isn't that great. But for High Elves, the high-Attack army, it can be pretty devastating, and the HE players are notorious for using it. Oxen Stands has screwed me over at LEAST once, but is kind of tough to stat in M&M, while Crow's Feast is a generic weaker (but more-attacking) Blast. Beast Cowers is a devastating weapon though, as it can TOTALLY wreck someone's cavalry or ridden monster that turn, rendering them useless. Hunter's Spear is a terrifying Blast (basically turns the Wizard into a Bolt Thrower), and Wolf Hunts is one that really only works well in Warhammer vs. M&M, as they control the movement phase even more.

1) "The Bear's Anger" Morph 4 (Feats: Metamorph) (Flaws: Unmounted People Only) [3]
2) "The Oxen Stands" Nullify Fear Effects 8 [8]
3) "The Crow's Feast" Blast 4 (Extras: Area-Cloud, Autofire) [12]
4) "The Beast Cowers" Paralyze 8 (Extras: Ranged- Perception +2) (Flaws: Animals & Mounts Only) [16]
5) "The Hunter's Spear" Blast 9 (Extras: Area-Line, Penetrating) [27]
6) "The Wolf Hunts" Speed 6 (Extras: Affects Others +0) (Flaws: Animals & Mounts Only) [2]
Here's a giant list of stuff from The Empire's magic item list. This is a retarded amount of work, so I'm not sure if I'm gonna do it for every army after this one :). I'll probably just stick to the weapons, armour and assorted weird stuff.


THE LORE OF LIGHT (The Wind of Hysh)
-The Light Wizards don't seem to be the most useful at first, affecting mostly Undead & Daemons (ESPECIALLY useful against Undead & Daemons, you'd be a fool to not take at least one Light-using Wizard against any of those armies if you had the option), but they've got a decent healing spell, some good Blasts, a Dazzle effect, and Guardian Light, which rallies all fleeing guys and protects against Fear & Terror (though that's a much cheaper effect in M&M). Cleansing Flare is devastating, though. There was one game where my Slann and my opponent's High Elf Mage both pulled off that thing, and wiped out half the strength of three or four units at once with it!
1) "Burning Gaze" Fire Blast 6 (Extras: Cone) [13]
AP: Fire Blast 9 (Extras: Cone) (Flaws: Undead & Daemons Only)
2) "Pha's Illumination" Boost Strength 10 (Feats: Extended Reach 4) (Flaws: Limited- Unmounted & Below Strength 20 Only)
Boost Feats 5 (Attack Specialization- Unarmed 2, Takedown Attack 2, Rage) (Feats: Extended Reach 4) [13]
3) "Healing Energy" Healing 5 (Extras: Range- Perception 2) (Drawbacks: Power Loss- No Daemons -1) [14]
4) "Dazzling Brightness" Dazzle Sight 9 (Extras: Area-Cone) [18]
5) "Guardian Light" Immunity 5 (Emotion Effects) (Extras: Affects Others) [5]
6) "Cleansing Flare" Light Blast 8 (Extras: Area-Burst, Selective) [25]
AP: Light Blast 9 (Extras: Area-Burst, Selective) (Flaws: Undead & Daemons Only)

THE LORE OF DEATH (The Wind of Shyish)
-Lore of Death is basically Necromancy, except every army with Necromancers gets it's own Lores anyways, so this one fits kind of weird in to the fluff. Needless to say, it's one of the most patently dangerous, featuring three powerful Magic Missiles (the last one, Drain Life, being slightly weak, but eating through armor like nuts). Steal Soul is essentially a Vampire effect, eating a wound and giving it to the mage (even if it brings him over his natural limit), and Doom & Darkness terrifies the opposition. Not a shabby Lore at all.
1) "Dark Hand of Death" Blast 6 (Extras: Area-Line) [12]
2) "Steal Soul" Drain Constitution 8 (Feats: Enhanced Range 4) (Extras: Penetrating, Vampiric)
Boost Constitution 6 (Flaws: Limited- Requires Drain Con success) [23]
3) "Wind of Death" Blast 6 (Extras: Area-Cone, Autofire) [18]
4) "Walking Death" Emotion Control 4 (Extras: Affects Others, Area- Line, Ranged) (Flaws: Fear Only) [8]
5) "Doom & Darkness!" Emotion Control 12 (Extras: Area) (Flaws: Fear Only) [12]
6) "Drain Life" Blast 4 (Extras: Area-Burst, Selective, Penetrating), Nullify Protection 10 (Extras: Area-Burst) [26]

THE LORE OF HEAVENS (The Wind of Azyr)
-This Lore has a few deadly magic missiles, but it's first three spells are luck-based (allowing re-rolls or Ward Saves), and it's last one is among the most devastating (but dangerous to your own side) attacks in the game.
1) "Portent of Far" Luck Control 6 [12]
2) "Second Sign of Amul" Luck Control 9 [18]
3) "Celestial Shield" Luck Control 12 (Flaws: vs. Attacks Only) [12]
4) "Forked Lightning" Electrical Control 6 (Feats: Split Attack) (Extras: Range-Perception, Area-Line) [19]
5) "Uranon's Thunder Bolt" Electrical Control 6 (Extras: Perception, Area-Line, Penetrating) [24]
6) "The Comet of Casandora" Blast 6 (Extras: Range- Perception, Explosion, Autofire) [24]

THE LORE OF LIFE (The Wind of Ghyran)
-Lore of Life is a pretty unpopular one, thanks to the main army using it (Wood Elves) has a MUCH BETTER Lore of it's own to use. That's not to say it's worthless; it has some nasty Perception-Range effects (so long as you're near the target environment), has a better healing spell than Lore of Light does, and Master of Stone is pretty devastating. But the other Lores are almost surefire better bets. Rain Lord is amazing against shooty armies (Dwarfs, Empire...), but the chances of rolling that are pretty slim.
1) "Mistress of the Marsh" Environmental Control 1 (Hamper Movement) (Extras: Perception) (Flaws: Only Next to Water) [1]
AP: Environmental Control 1 (Hamper Movement)
2) "Master of the Wood" Blast 6 (Extras: Autofire, Ranged- Perception) (Flaws: Only Next to Trees) [13]
AP: Blast 6 (Extras: Autofire)
3) "Gift of Life" Healing 10 (Extras: Ranged) (Drawbacks: No Effect on Daemons -1) [19]
4) "The Howler Wind" Force Field 6 (Feats: Selective) (Extras: Affects Others, Ranged) [13]
5) "The Rain Lord" Drain Attack Bonus 6 (Extras: Ranged, Duration- Continuous 3) (Flaws: Only "Ranged" Attacks) [30]
6) "Master of Stone" Blast 7 (Extras: Explosion, Range- Perception) (Flaws: Limited- Near Stone/Cliff/Ruins Only) [22]
AP: Blast 6 (Extras: Explosion)
Jabroniville
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Cosmic Entity

Posts: 8711
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Empire Magic Weapons: (all are easy to lose Devices)
"Runefang" Strike 7 (Feats: Mighty, Accurate 3, Improved Critical 10) (Extras: Penetrating) (28.) [18]
"Mace of Helsturm" Strike 15 (15) [9]
"Sword of Sigismund" Strike 4 (Feats: Mighty, Improved Initiative 4, Seize Initiative) (10) [6]
"Sword of Fate" Strike 10 (Feats: Improved Critical 5) (Flaws: Against One Designated Enemy) (10) [6]
"Sword of Power" Strike 5 (Feats: Mighty) (Extras: Penetrating) (11) [6]
"Sword of Righteous Steel" Strike 2 (Feats: Mighty, Accurate 3) (6) [3]
"Hammer of Judgement" Strike 3 (Feats: Mighty) (Extras: Penetrating 5) (9) [6]
"Dragon Bow" Blast 9 (18) [12]
"Sword of Justice" Strike 2 (Feats: Mighty), Luck Control 4 (Flaws: Action, Rolls to Wound Only) (5) [3]
"Wyrmslayer Sword" Strike 5 (Feats: Mighty) (Extras: Penetrating) (Flaws: Penetrating Only On Scaled Creatures) (8.) [6]

Magic Armour: (all are hard to lose Devices)
"Gilded Armour" Protection 5 (Extras: Impervious) (10) [8]
"Dawn Armour" Protection 5 (Extras: Impervious 2), Luck Control 4 (Flaws: Action, Failed Saves Only) (10) [8]
"Armour of Tarnus" Protection 3, Luck Control 8 (Flaws: Action, vs. Attacks Only) (11) [8]
"Armour of Meteoric Iron" Protection 8 (Extras: Impervious 6) (14) [12]
"Helm of the Ratslayer" Protection 3, Emotion Control 4 (Flaws: Fear Only, Skaven Only) (5) [4]

Magic Shields: (all are easy to lose Devices)
"Shield of Gorgon" Shield 3, Paralyze 4 (Flaws: Slow Only) (7) [6]
"Bronze Shield" Shield 3, Enhanced Feats 4 (Dodge Focus 4) (Flaws: One Use Only -2) (4) [3]

Talismans: (all are easy to lose Devices)
"Shroud of Magnus" Luck Control 8 (Flaws: Action, vs. Attacks Only), Protection 5 (Flaws: Limited- Magic Only) (10) [6]
"Holy Relic" Luck Control 12 (Flaws: Action, vs. Attacks Only) (12) [9]
"Jade Amulet" Luck Control 8 (Flaws: Action, vs. Attacks Only), Regeneration 10 (Recovery Bonus 3, Bruised 3, Injured 4) (Flaws: One Use Only -2) (13) [9]
"White Cloak" Luck Control 8 (Flaws: Action, vs. Attacks Only), Immunity 10 (Fire Effects) (18.) [12]
"Crimson Amulet" Luck Control 4 (Flaws: Action, vs. Attacks Only), Immunity 5 (Emotion Effects) (9) [6]
"Sigil of Sigmar" Protection 3 (Flaws: Magic Only) (2) [3]

Arcane Items: (all are easy to lose Devices)
"Seal of Destruction" Nullify All Magic Spells 12 (Extras: Duration- Continuous) (Flaws: One Use Only -2) (18) [12]
"Grey Wand" Enhanced Feats 2 (Attack Specialization- Magic) (2) [3]
"Rod of Power" Enhanced Feats 4 (Attack Specialization- Magic) (Flaws: Limited- Requires Unused Magic from Prior Rounds) (2) [3]
"Luckstone" Luck Control 10 (Flaws: Action, Magic-Related Only) (10) [6]
"Crystal Ball" Super-Senses (Cosmic Awareness, True Sight) (12) [9]
"Wizard's Staff" Enhanced Feats 1 (Attack Specialization- Magic) (1) [3]

Enchanted Items: (all are easy to lose Devices)
"Laurels of Victory" Enhanced Feats (Fearsome Presence 3) (3) [3]
"Rod of Command" Immunity 5 (Emotion Effects) (Flaws: One Use Only -2) (1) [3]
"Aldred's Casket of Sorcery" Mimic Powers 12 (Flaws: Magic Spells Only) (12) [9]
"Silver Horn" Immunity 5 (Emotion Effects) (Extras: Affects Others, Perception) (15) [9]
"Orb of Thunder" Nullify Flight 6 (Extras: Range- Perception) (12) [9]
"Doomfire Ring" Fire Blast 6 (Extras: Area-Line); Emotion Control 4 (Flaws: Limited- Fear Only) (Linked to Fire Blast) (22) [15]
"Van Horstmann's Speculum" Mimic All Traits 10 (Extras: "Swaps" Yours With Victim's) (40) [24]
"Icon of Magnus" Immunity 5 (Emotion Effects) (5) [3]
"Ring of Volans" Variable- Cast Any One Spell (As Spell, with Flaw: One Use Only -2) [xx]

Magical Standards: (all are easy to lose Devices)
"Imperial Banner" Boost Will Save +5 (Feats: Extended Reach 4) (Extras: Affects Others, Area-Burst) (19) [12]
"Banner of Sigismund" Boost Will Save +5 (Extras: Affects Others) (10) [6]
"Griffon Standard" Fearsome Presence 4 (4) [3]
"Banner of the Daemonslayer" (Feats: Limited to Knights) Emotion Control 4 (Flaws: Fear Only) (4) [4]
"Banner of Valour" Boost Will Save +4 (Extras: Affects Others) (8) [6]
"Standard of Arcane Warding" Protection 5 (Flaws: Magic Effects Only) (3) [3]
"Steel Standard" Speed 2 (Extras: Affects Others) (4) [3]
"Banner of Duty" Boost Will Save +4 (Extras: Affects Others) (Flaws: Only While Fleeing) (4) [3]
Jabroniville
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Posts: 8711
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Postby Jabroniville » Sat Mar 22, 2008 4:18 pm

And the "Generic" Magic Items list. Every army can use these, and it's usually not that bad an idea; they're much cheaper than their specific magic weapons, can beat the 'immune to non-magic weapons' stuff, and are pretty decently empowering.

Weapons (all have easy to lose)-
"Sword of Striking" Strike 2 (Feats: Mighty, Accurate) (4) [3]
"Biting Blade" Strike 2 (Feats: Mighty) (Extras: Penetrating 2) (5) [3]
"Sword of Battle" Strike 2 (Feats: Mighty, Takedown Attack, Split Attack) (5) [3]
"Sword of Might" Strike 4 (Feats: Mighty) (5) [3]
"Enchanted Shield" Shield 4 (4) [3]
"Talisman of Protection" Luck Control 5 (Flaws: Action, Saves vs. Attacks Only) (5) [3]
"Dispel Scroll" Nullify All Magic Spells 12 (Flaws: One Use Only -2) (6) [6]
"Power Stone" Enhanced Feats 2 (Attack Specialization- Magic) (Flaws: One Use Only) (1) [3]
"Staff of Sorcery" Boost Nullify Magic 4 (8.) [6]
"War Banner" Enhanced Feats (Fearsome Presence 2) [3]
Lizardmen- Core Troops
-The Lizardmen are my favourites, being my first army, and are essentially a bunch of reptilian warriors who ride GIANT DINOSAURS into combat? How can you NOT think they're sweet? Sadly, they're probably the most crapped-on army in Warhammer coverage-wise, so much so that they even get FORGOTTEN in some lists of all the armies, have very little 'fluff' involvement with most of the other races (barring Skaven; even Dark Elves don't get much mention beyond 'they fight sometimes'), never show up in any Warhammer-themed video games, rarely get big new fancy minis, etc. The best they ever got was the optional book Lustria with it's rules for Jungle terrain and certain kinds of extended campaigns. But players recognize that they're one of the elite armies of Warhammer, now in a six-way tie for "Cheesiest Overpowered Army" (with Vampires, High Elves, Brettonnians, Dwarfs, etc.) because of the fact that their troops, while brutally expensive, are total elites and each specifically tailor to one kind of role, whereas most other armies have more 'open' choices.

-Lizardmen only have four Core choices, unlike most other armies. Their baseline infantry are the super-tough Saurus Warriors, among the elite basic infantry of the game (but expensive), they get 2 attacks (shown as a higher Attack Bonus for M&M purposes, plus Takedown Attack) and are remarkably strong. Temple Guard are their more armored, more accurate upgrades, designed to guard the Slann Mage Priests in combat. Skink Skirmishers are their cheap "screening" units, designed to draw fire, hunt down lone mages & war machines, etc. They cost a bunch of points here, but aren't that dangerous. Jungle Swarms are groups of five snakes or lizards or whatever, with Poisoned Attacks, meant to swarm and hold up units, not kill them.

SKINK SKIRMISHER (PL 4- 19 pts)
Abilities: Dexterity +6, Constitution -2, Charisma -2
Skills: Craft 4, Handle Animal 4, Stealth 8, Survival 4
Feats: Attack Focus (Ranged), Environmental Adaptation (Jungle/Swamps), Equipment 3, Evasion
Equipment:
Hand Weapon (Strike 2, Mighty), Javelin (Strike 2, Thrown 2, Mighty; Drain Constitution 4- Extra: Poison) & Shield (Shield 2) or Blowgun (Blast 1, Split Attack; Drain Constitution 4- Extra: Poison)-- 14 pts.
Powers: Immunity 2 (Aging, Drowning) (Flaws: Half-Effect) [1]
Swimming 3 [3]
Combat: Attack +1 (+2 Ranged), Defense +1
Drawbacks: Mute [-2]

SAURUS WARRIOR (PL 6- 35 pts)
Abilities: Strength +10, Constitution +8, Intelligence -2, Charisma -4
Skills: Knowledge (Tactics) 4, Notice 4
Feats: Attack Focus (Melee), Equipment 2, Power Attack, Takedown Attack
Equipment: Hand Weapon (Strike 2, Mighty), Spear (Strike 2, Mighty, Extended Reach 2), Shield (Shield 3)-- 10 pts.
Powers: Immunity 1 (Aging) [1]
"Scaly Skin" Protection 2 [2]
Saves: Will +5
Combat: Attack +3 (+4 Melee), Defense +2
Drawbacks: Mute [-2]

TEMPLE GUARD (PL 7- 46 pts)
Abilities: Strength +10, Constitution +8, Intelligence -2, Charisma -4
Skills: Knowledge (Tactics) 4, Notice 4
Feats: Attack Focus (Melee) 3, Equipment 3, Power Attack, Takedown Attack
Equipment: Hand Weapon (Strike 2, Mighty), Halberd (Strike 3, Mighty, Extended Reach 2), Shield (Shield 3)-- 12 pts.
Powers: Immunity 1 (Aging) [1]
"Scaly Skin" Protection 4 [4]
Enhanced Will Save 4 (Flaws: Limited- Slann Must Be in Unit) [2]
Saves: Will +7
Combat: Attack +3 (+6 Melee), Defense +3
Drawbacks: Mute [-2]

JUNGLE SWARM
PL 3 (17 each)
ST 14/6 (-2) DEX 18 (+4) CON 10 INT 2 (-4) WIS 10 CHA 2 (-4)

Skills:
Climb 8 (+6)
Notice 4 (+4)
Survival 4 (+3)

Feats:
Improved Grapple, Teamwork

Powers:
Shrinking 8 (Feats: Innate) (Flaws: Permanent) [5]
Super-Senses 2 (Infravision, Scent) [2]
Strike 2 [2]
"Poison Bite" Drain Constitution 4 (Extras: Poison) [8]
Super-Movement 1 (Slithering) [2]

Saves:
Toughness -2, Fortitude +0, Reflex +4, Will +0

Combat:
Attack +1 (+3 Size), Damage +2, Defense +1 (+3 Size), Initiative +4

Drawbacks:
Mute [-4]
No Hands [-4]
Weakness (Losing Combat) [-2]

Abilities: -4 / Skills: 16--4/ Feats: 2/ Powers: 19 / Saves: 2 /Combat: 4 /Drawbacks: -10 (17)

The Lizardmen also possess "Sacred Spawnings", uprgades allowed on units of Saurus Warriors and Saurus & Skink Heroes & Lords, giving certain benefits.
Spawning of Sotek- Rage 1, Takedown Attack 2, Speed 1 [4]
Spawning of Tzunki- Improved Initiative, Seize Initiative, Swimming 2, Immunity (Drowning), Environmental Adaptation (Underwater) [6]
Spawning of Quetzl- Protection 2 (Impervious) [4]
Spawning of Tlazcotl- Immunity (Fear Effects, Emotion Control) [10]
Spawning of Itzl- Handle Animal 8 [2]
Spawning of Tepok- Nullify Magic 4 [4]
Spawning of Huanchi- Environmental Adaptation (Jungle), Super-Movement (Sure-Footed) [3]
Spawning of Chotec- Speed 4 (Flaws: Only when pursuing) [2]
Mark of the Old Ones- Luck Control 8 (Flaws: Fades) [16]
Wood Elves- Core Troops
-Wood Elves are one of the 'newer' armies (essentially being the ugliest models in the range for most of 6th edition, getting a major upgrade with tons of new stuff & beautiful minis in the end of 7th), and are basically themed around high-movement Elvy Archers running through the trees, which they control. They're somewhat notorious without being truly cheezy, for having massive control over the Movement phase of the game (easily it's most important aspect), especially with the "Tree Singing" Spell they have. They aren't really called unbalanced, but everyone regards them as one of the major heavy-hitter armies of the game.

For Core, they get some of the best, but most specialized, troops in the game. Glade Guard are basic shooting guys, but also take the place of INFANTRY in the army, meaning that they rarely get full ranks and stuff when it gets to real combat. Their shooting is absolutely devastating, though. Glade Riders are generic weak Fast Cavalry, though very skillful. Dryads are fearsome melee combatants (and VERY over-pointed for M&M compared to Warhammer, as they, the Glade Guard & Eternal Guard come up to 12 points each there, but are vastly different here). Eternal Guard are the elite infantry of the Wood Elves, which is odd, because they're in the Core section (so long as a Noble leads the army- not hard to do), and not any tougher than regular Elves (only a 5+ Armour Save).

GLADE GUARD (PL 5- 43 pts)
Abilities: Dexterity +6, Wisdom +4
Skills: Handle Animal 8, Notice 4, Stealth 8, Survival 8
Feats: Environmental Adaptation (Trees/Jungles), Equipment 2, Improved Aim, Improved Initiative, Precise Shot, Track
Equipment: Glade Guard Bow (Blast 3- AP: Blast 5 at Close Range)-- 7 pts.
Powers: Immunity (Aging) [1]
Saves: Will Save +2
Combat: Attack +4, Defense +4

GLADE RIDER (PL 5- 46 pts)
Abilities: Dexterity +6, Wisdom +4
Skills: Handle Animal 8, Notice 4, Ride 8, Stealth 8, Survival 8
Feats: Environmental Adaptation (Trees/Jungles), Equipment 2, Improved Aim, Improved Initiative, Minion 2 (Elven Steed), Precise Shot
Equipment: Spear (Strike 3, Mighty, Ext. Reach 2- Only on Charge), Longbow (Blast 3)-- 10 pts.
Powers: Immunity (Aging) [1]
Saves: Will Save +2
Combat: Attack +4, Defense +4

ETERNAL GUARD (PL 5- 50 pts)
Abilities: Dexterity +6, Wisdom +4
Skills: Handle Animal 8, Notice 4, Stealth 8, Survival 8
Feats: Attack Focus (Melee) 2, Environmental Adaptation (Trees/Jungles), Equipment 2, Improved Initiative
Equipment: Saereth (Strike 3, Mighty, Extended Reach 2, Split-Attack, Takedown Attack- Dynamic AP: Shield 3)-- 10 pts.
Powers: Immunity (Aging) [1]
Saves: Will Save +6
Combat: Attack +4 (+6 Melee), Defense +6

DRYAD (PL 5- 63 pts.)
Abilities: Strength +10, Dexterity +6, Constitution +10
Skills: Intimidation 4, Survival 8
Feats: Attack Specialization (Unarmed) 4, Fearsome Presence 4, Improved Initiative 2, Takedown Attack
Powers: Luck Control 6 (Flaws: Only vs. Attacks) [12]
Immunity 5 (Fear Effects) [5]
Saves: Will +2
Combat: Attack +0 (+4 Unarmed), Defense +4
Drawbacks: Vulnerable (Fire Attacks, Common) [-4]

Vampire Counts- Special Troops
-The Vampires' Special selections are made up of their elite infantry & cavalry in the form of Wights (Grave Guard & Black Knights), their more 'elite' flying unit (Fell Bats), and the Spirit Host, a weird ethereal unit that's rather dangerous in many ways (you can't hurt them with non-magic weapons, but they can hurt you), but ultimately can easily be destroyed thanks to combat resolution. The Wight-based units have the dreaded Killing Blow ability, an insta-kill weapon I'll just use Improved Critical 5 for (because really, an instant death effect in M&M is way too overpowering), and much higher toughness than attack power. Black Knights oddly don't cost much more here than for the 'regular' Wights, but that's one difference between M&M and Warhammer.

GRAVE GUARD (PL 6- 32 pts)
Abilities: Strength +8, Constitution --, Intelligence --, Charisma --
Feats: Equipment 2, Fearsome Presence 2
Equipment:
Shield (Shield 3), Heavy Armour (Protection 4)-- 7 pts.
Powers: Immunity 35 (Fortitude, Emotion Effects) [35]
Toughness 3 [3]
"Wight Blade" Device - Strike 2 (Feats: Mighty, Improved Critical 5) (8.) [6]
Combat: Attack +2, Defense +2
Drawbacks: Weakness (Losing Combat) [-2]

BLACK KNIGHT (PL 6- 45 pts)
Abilities: Strength +10, Constitution --, Intelligence --, Charisma --
Skills: Handle Animal 8, Ride 8
Feats: Equipment 2, Fast Overrun, Fearsome Presence 2, Improved Overrun, Minion 2 (Skeletal Steed)
Equipment:
Shield (Shield 3), Heavy Armour (Protection 4)-- 7 pts.
Powers: Immunity 35 (Fortitude, Emotion Effects) [35]
Toughness 3 [3]
"Wight Lance" Device 1- Strike 4 (Feats: Mighty, Ext. Reach 2) (Flaws: Limited- Only on Charge) (5) [3]
"Wight Blade" Device 2- Strike 2 (Feats: Mighty, Improved Critical 5) (8.) [6]
Combat: Attack +2, Defense +2
Drawbacks: Weakness (Losing Combat) [-2]

SPIRIT HOST (PL 2- 32 pts)
Abilities: Constitution --, Intelligence --, Charisma --
Feats: Fearsome Presence 2, Takedown Attack
Powers: Immunity 35 (Fortitude, Emotion Effects) [35]
Insubstantial 4 (Feats: Innate) (Flaws: Permanent, Limited- Non-Magical Attacks Only) [11]
Strike 2 (Extras: Affects Insubstantial) [4]
Protection 2 [2]
Speed 1 [1]
Combat: Attack +2, Defense +2
Drawbacks: Mute [-4], Weakness (Losing Combat) [-2]

SKELETAL STEED
PL 3 (30)
ST 8/16 (+3) DEX 14 (+2) CON -- INT -- WIS 10 CHA --
Skills:
None
Feats:
Fast Overrun, Improved Overrun
Powers:
Immunity 35 (Fortitude, Emotion Effects) [35]
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Speed 3 [3]
Protection 4 [4]
Super-Movement (Sure-Footed, Permeate) [4]
Saves:
Toughness +4, Fortitude --, Reflex +2, Will +0
Combat:
Attack +2 (+1 Size), Damage +3, Defense +2 (+1 Size), Initiative +2
Drawbacks:
Mute [-4]
No Hands [-4]
Weakness (Losing Combat) [-2]
Abilities: -28/ Skills: 00--0/ Feats: 2/ Powers: 56 / Saves: 2 /Combat: 8 /Drawbacks: -10 (30)

FELL BATS
PL 4 (36)
ST 14 (+2) DEX 10 CON -- INT -- WIS 10 CHA --
Skills:
None
Feats:
Fast Overrun, Fearsome Presence 2, Improved Overrun, Takedown Attack
Powers:
Immunity 35 (Fortitude, Emotion Effects) [35]
Flight 4 [8]
Protection 6 [6]
Saves:
Toughness +6, Fortitude --, Reflex +1, Will +0
Combat:
Attack +3, Damage +2, Defense +2, Initiative +0
Drawbacks:
Mute [-4]
No Hands [-4]
Weakness (Losing Combat) [-2]
Abilities: -26/ Skills: 00--0/ Feats: 5/ Powers: 51 / Saves: 1 /Combat: 10 /Drawbacks: -10 (36)
High Elves- Rare Troops
High Elves have much more limited Rare units than most armies, but again, they get an extra slot, just to maximize their Repeater Bolt Throwers. They also get Great Eagles, essentially their way of getting rid of enemy war machines (not really effective against any full-sized unit or hero). High Elves also get the Griffon, which is the same as The Empire's Griffon, essentially being the bare-bones Flying Monster with no upgrades or other big stuff.

REPEATER BOLT THROWER (Equipment 6)
Blast 9 (Extras: Penetrating) (28.)
AP: Blast 5 (Extras: Autofire)

GREAT EAGLE
PL 6 (63)
ST 20 (+5) DEX 16 (+3) CON 20 (+5) INT 10 WIS 14 (+2) CHA 10
Skills:
Notice 8 (+10)
Survival 8 (+10)
Feats:
Attack Specialization (Unarmed) 2, Fast Overrun, Improved Overrun, Takedown Attack
Powers:
Flight 4 (Drawbacks: Power Loss- Bound Wings) [7]
Saves:
Toughness +5, Fortitude +9, Reflex +5, Will +5
Combat:
Attack +2 (+6 Unarmed), Damage +5, Defense +5, Initiative +3
Drawbacks:
No Hands [-4]
Abilities: 30/ Skills: 16--4/ Feats: 5/ Powers: 7 / Saves: 9 /Combat: 12 /Drawbacks: -4 (63)

GRIFFON
PL 9 (86)
ST 12/28 (+3/+9) DEX 18 (+4) CON 22/30 (+5/+10) INT 4 (-3) WIS 12 (+1) CHA 10
Skills:
Notice 8 (+11)
Survival 4 (+5)
Feats:
Attack Focus (Melee) 6, Endurance, Fearless, Fearsome Presence 6, Improved Grab, Improved Initiative, Improved Overrun, Power Attack, Takedown Attack
Powers:
Growth 8 (Feats: Innate) (Flaws: Permanent) [17]
Protection 1 [1]
Speed 3 [3]
Super-Senses 2 (Extended Vision, Low-Light Vision) [2]
Flight 4 (Feats: Manueverabilty- Good) (Drawback: Power Loss- Wings) [8]
Saves:
Toughness +10 (+11 Protection), Fortitude +12, Reflex +8, Will +5
Combat:
Attack +2 (+8 Melee/+6 Size), Damage +9, Defense +8 (+6 Size), Initiative +4
Drawbacks:
No Hands [-4]
Mute [-4]
Abilities: 18 / Skills: 8--2/ Feats: 13/ Powers: 31 / Saves: 10/ Combat: 20 /Drawbacks: -8 (86)

High Elves- Dragons
-Dragons are THE elite mounts of the Warhammer world, nothing else comes close. Griffons & Hippogriffs are the bare-bones generic-types, Carnosaurs & Wyverns are upgrades, but nothing touches these things. Good thing that like eight different armies get them then :). High Elves have the newest 'version' of these creatures, getting the 'weaker' Sun Dragon (still a PL 10 monster, though 'only' PL 8 on offense), and two more powerful upgrades (Moon & Star Dragons). Notable is the Dragon's defense being stronger than it's offensive power initially, and the weak breath-weapons (such things aren't even close to the Dragon's main weapon in Warhammer).

SUN DRAGON
PL 10 (137)
ST 4/28 (+9) DEX 18 (+4) CON 22/34 (+12) INT 16 (+3) WIS 16 (+3) CHA 16 (+3)
Skills:
Intimidation 8 (+11)
Notice 8 (+11)
Survival 4 (+7)
Feats:
Endurance, Fearless, Fearsome Presence 6, Improved Grab, Improved Initiative, Improved Overrun, Power Attack, Takedown Attack
Powers:
Growth 12 (Feats: Innate) (Flaws: Permanent) [25]
"Scaly Skin" Protection 2 (Extras: Impervious) [4]
Super-Senses 3 (Extended Vision, Darkvision) [3]
Flight 4 (Feats: Manueverabilty- Good) (Drawback: Power Loss- Wings) [8]

"Dragon Fire" Blast 3 (Extras: Area-Line) [9]
Saves:
Toughness +12 (+14 Protection), Fortitude +14, Reflex +6, Will +5
Combat:
Attack +9 (+6 Size), Damage +9, Defense +9 (+6 Size), Initiative +4
Drawbacks:
No Hands [-4]
Abilities: 32 / Skills: 20--5/ Feats: 13/ Powers: 49 / Saves: 6/ Combat: 36 /Drawbacks: -4 (137)

MOON DRAGON (PL 12- 162 pts), as Sun Dragon plus
Abilities: Strength +4, Dexterity -2, Constitution +2, Intelligence +4, Wisdom +2
Skills: Knowledge (History) 4
Powers: "Scaly Skin" Protection +1 (Extras: Impervious) [2]
"Dragon Fire" Blast +2 (Extras: Area-Line) [4]
Combat: Attack +11 (+8 Size), Damage +11, Toughness +13 (+16 Armour), Defense +11 (+8 Size)

STAR DRAGON (PL 15- 188 pts), as Sun Dragon plus
Abilities: Strength +8, Dexterity -4, Constitution +6, Intelligence +6, Wisdom +4
Skills: Knowledge (History) 4
Powers: "Scaly Skin" Protection +3 (Extras: Impervious) [6]
"Dragon Fire" Blast +4 (Extras: Area-Line) [8]
Combat: Attack +13 (+10 Size), Damage +14, Toughness +15 (+20 Armour), Defense +13 (+10 Size)
Orcs & Goblins- Rare Troops
-Orcs get two of the coolest Rare things in the game; Trolls and a Giant! Trolls are probably the best "Big Guy" unit in the game (my short-hand for all the larger-based man-shaped units- Trolls, Ogres, Minotaurs, Kroxigor, etc.), with Troll Vomit and Regenerating from wounds. Whacky thing about the shift between game systems is that the TROLLS are now more expensive than the GIANT, when you can get 3 Trolls for one Giant in the Warhammer game. That's mostly thanks to the Regeneration & Acid rules being very expensive in M&M, and the Giant's Growth taking up plenty of the cost for his high physical stats. Giants in Warhammer are a random, viciously fun unit, essentially acting as a missile target for most of the game, and on the odd chance you meet the enemy lines, you usually only have one wound left and get killed right away. It's got a ton of special rules in combat, and can dish out an INSANE number of hits if he rolls luckily.

For Mounts, Orcs have tons of options for their characters. There's the Boar & Giant Wolf that the regular troops get to ride, but there's also a Gigantic Spider and Great Cave Squig for the Goblins (Spiders are just really tough versions of the regular ones, and a Cave Squig is like a randomly hopping death machine, but too random to be part of a focused battle plan). The Orcs also get the option of a Wyvern, one of the mighty Flying Monsters of the game, not good enough to beat a Dragon 5/10, but more than enough for most units. Lots of attacks, Poison AND Flight is a deadly combo.

COMMON TROLL
PL 6 (77)
ST 18/26 (+8.) DEX 10 CON 22/26 (+8.) INT 2 (-4) WIS 6 (-4) CHA 6 (-2)
Skills:
Intimidate 4 (+2)
Survival 8 (+4)
Feats:
Attack Focus (Melee) 2, Endurance, Fast Overrun, Fearsome Presence 4, Improved Overrun, Power Attack, Takedown Attack
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
"Troll Vomit" Acid 6 (Extras: Penetrating) [24]
Regeneration 13 (Recovery Bonus +3, Bruised 3, Injured 4, Disabled 3) (Feats: Regrowth) (Drawbacks: Power Loss- Fire Attacks -3) [11]
Saves:
Toughness +8, Fortitude +10, Reflex +2, Will +0
Combat:
Attack +2 (+4 Melee, +3 Size), Damage +8, Defense +3 (+2 Size), Initiative +0
Drawbacks:
Semi-Mute [-2]
Abilities: 4/ Skills: 12--3/ Feats: 11/ Powers: 44 / Saves: 2 /Combat: 10 /Drawbacks: -2 (77)

STONE TROLL (PL 6- 97 pts), as Common Troll plus
Powers:
Power Resistance (Magic) 6 [12]
"Rocky Skin" Protection 4 (Extras: Impervious) [8]

RIVER TROLL (PL 6- 97 pts), as Common Troll plus
Powers:
Nauseate 4 (Extras: Duration- Continuous +3) [20]


GIANT
PL 9 (67)
ST 8/32 (+11) DEX 8 (-1) CON 20/32 (+11) INT 4 (-3) WIS 8 (-1) CHA 6 (-2)
Skills:
Intimidate 8 (+6)
Survival 8 (+7)
Feats:
Endurance, Equipment, Fast Overrun, Fearsome Presence 6, Improved Initiative, Improved Overrun, Power Attack, Takedown Attack
Powers:
Growth 12 (Feats: Innate) (Flaws: Permanent) [25]
"Yell and Bawl" Sonic Control 4 [8], Nauseate 2 [4] (Linked to Sonic Control)
Equipment:
Giant Club (Strike 3, Mighty)-- 4 pts.
Saves:
Toughness +11, Fortitude +14, Reflex +1, Will +4
Combat:
Attack +6 (+3 Size), Damage +11 (+14 Club), Defense +3 (+2 Size), Initiative +4
Drawbacks:
Semi-Mute [-2]
Abilities: -12/ Skills: 16--4/ Feats: 13/ Powers: 37 / Saves: 9 /Combat: 18 /Drawbacks: -2 (67)

GIGANTIC SPIDER
PL 5 (55)
ST 14/22 (+6) DEX 18 (+4) CON 16/20 (+5) INT 2 (-4) WIS 6 (-2) CHA 8 (-1)
Skills:
Notice 4 (+4)
Survival 4 (+3)
Feats:
Fast Overrun, Improved Overrun, Takedown Attack
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Speed 3 [3]
Super-Senses 5 (Tremorsense, Darkvision) [5]
"Poison Bite" Drain Constitution 4 (Extras: Poison) [8]
Super-Movement 2 (Sure-Footed, Wall-Crawling 2) [6]
Saves:
Toughness +5, Fortitude +8, Reflex +6, Will +2
Combat:
Attack +4 (+3 Size), Damage +6, Defense +3 (+2 Size), Initiative +4
Drawbacks:
Mute [-4]
No Hands [-4]
Abilities: 4/ Skills: 8--2/ Feats: 3/ Powers: 31 / Saves: 9 /Combat: 14 /Drawbacks: -8 (55)

GREAT CAVE SQUIG
PL 6 (45)
ST 14/22 (+6) DEX 16 (+3) CON 20/24 (+7) INT 2 (-4) WIS 6 (-2) CHA 6 (-2)
Skills:
Notice 4 (+4)
Survival 4 (+3)
Feats:
Attack Focus (Melee), Improved Overrun, Takedown Attack
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Leaping 4 [4]
Super-Senses 2 (Darkvision) [2]
Immunity 5 (Fear Effects) [5]
Saves:
Toughness +7, Fortitude +8, Reflex +3, Will +2
Combat:
Attack +5 (+6 Melee, +5 Size), Damage +6, Defense +4 (+3 Size), Initiative +3
Drawbacks:
Mute [-4]
No Hands [-4]
Abilities: 4/ Skills: 8--2/ Feats: 2/ Powers: 22 / Saves: 5 /Combat: 18 /Drawbacks: -8 (45)


WYVERN
PL 10 (102)
ST 8/32 (+3/+11) DEX 14 (+2) CON 20/28 (+5/+9) INT 2 (-4) WIS 10 CHA 10
Skills:
Notice 8 (+8)
Survival 4 (+4)
Feats:
Attack Focus (Melee) 7, Endurance, Fearless, Fearsome Presence 6, Improved Grab, Improved Overrun, Power Attack, Takedown Attack
Powers:
Growth 12 (Feats: Innate) (Flaws: Permanent) [25]
Protection 5 (Extras: Impervious) [10]
Super-Senses 2 (Extended Vision, Low-Light Vision) [2]
Flight 4 (Drawback: Power Loss- Wings) [7]
Drain Strength 7 (Extras: Poison) [14]
Saves:
Toughness +9 (+14 Protection), Fortitude +12, Reflex +5, Will +5
Combat:
Attack +2 (+9 Melee/+6 Size), Damage +11, Defense +9 (+6 Size), Initiative +1
Drawbacks:
No Hands [-4]
Mute [-4]
Abilities: 4 / Skills: 8--2/ Feats: 13/ Powers: 58 / Saves: 11/ Combat: 22 /Drawbacks: -8 (102)
Lizardmen- Special Troops
-The most specialized army in the game next to the Wood Elves, the Lizardmen have a whole bunch of specifically-trained warriors here. Chameleon Skinks are the ultimate Mage-Hunters and such, capable of scouting right into the enemies' line of sight. Terradons and their Riders are among the elite flying units of the game, and best suited to fighting War Machine crews and anyone dumb enough to be out on his own. Kroxigor are one of the best "Big Guy" units, with crushing attacks and high defense. Rounding them out are the Saurus Cavalry, which are one of the deadliest in the game in close-combat (Spears plus strength plus two attacks, plus they ride what are essentially big Raptors). The only weakness every unit possesses is their brutal points-cost, which is the Lizardmen's biggest problem in general.

SKINK SKIRMISHER (PL 4- 32 pts)
Abilities: Dexterity +6, Constitution -2, Wisdom +2, Charisma -2
Skills: Craft 4, Handle Animal 4, Stealth 12, Survival 8
Feats: Attack Focus (Ranged) 2, Environmental Adaptation (Jungle/Swamps), Equipment 3, Evasion, Hide in Plain Sight
Equipment:
Hand Weapon (Strike 2, Mighty), Blowgun (Blast 1, Split Attack; Drain Constitution 4- Extra: Poison)-- 14 pts.
Powers: Immunity 2 (Aging, Drowning) (Flaws: Half-Effect) [1]
Swimming 3 [3]
"Chameleon Skin" Concealment 6 (Visual) (Flaws: Blending) [6]
Combat: Attack +1 (+3 Ranged), Defense +1
Drawbacks: Mute [-2]

SAURUS CAVALRY (PL 6- 41 pts)
Abilities: Strength +10, Constitution +8, Intelligence -2, Charisma -4
Skills: Knowledge (Tactics) 4, Notice 4, Handle Animal 8
Feats: Attack Focus (Melee) 2, Equipment 2, Minion 3 (Cold One), Power Attack, Takedown Attack
Equipment: Hand Weapon (Strike 2, Mighty), Spear (Strike 3, Mighty, Extended Reach 2), Shield (Shield 3)-- 10 pts.
Powers: Immunity 1 (Aging) [1]
"Scaly Skin" Protection 2 [2]
Saves: Will +5
Combat: Attack +3 (+5 Melee), Defense +2
Drawbacks: Mute [-2]

COLD ONES
PL 6 (40)
ST 16/24 (+7) DEX 16 (+3) CON 18/22 (+6) INT 1 (-4) WIS 4 (-3) CHA 6 (-2)
Skills:
Survival 8 (+5)
Feats:
Fast Overrun, Fearless, Fearsome Presence 4, Improved Overrun
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Speed 2 [2]
Super-Senses 2 (Scent, Low-light Vision) [2]
Protection 3 [3]
Saves:
Toughness +6 (+9 Skin), Fortitude +9, Reflex +5, Will +2
Combat:
Attack +3 (+2 Size), Damage +7, Defense +3 (+2 Size), Initiative +3
Drawbacks:
Mute [-4]
No Hands [-4]
Abilities: 1/ Skills: 8--2/ Feats: 7/ Powers: 16 / Saves: 10 /Combat: 12 /Drawbacks: -8 (40)

TERRADONS
PL 5 (37)
ST 14/22 (+6) DEX 16 (+3) CON 10/14 (+2) INT 2 (-4) WIS 10 CHA 6 (-2)
Skills:
Notice 4 (+4)
Survival 4 (+4)
Feats:
Fast Overrun, Improved Grab, Improved Grapple, Improved Overrun, Move-By Action, Takedown Attack
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Flight 4 [8]
Saves:
Toughness +2, Fortitude +4, Reflex +7, Will +2
Combat:
Attack +4 (+3 Size), Damage +6, Defense +3 (+2 Size), Initiative +3
Drawbacks:
Mute [-4]
No Hands [-4]
Abilities: -2/ Skills: 8--2/ Feats: 6/ Powers: 17 / Saves: 8 /Combat: 14 /Drawbacks: -8 (37)

KROXIGOR
PL 8 (59)
ST 18/26 (+8.) DEX 14 (+2) CON 20/24 (+7) INT 4 (-3) WIS 10 CHA 6 (-2)
Skills:
Intimidate 4 (+2)
Survival 8 (+4)
Feats:
Attack Focus (Melee) 2, Endurance, Equipment, Fast Overrun, Fearsome Presence 4, Improved Overrun, Power Attack, Takedown Attack
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
"Scaly Skin" Protection 4 (Extras: Impervious) [8]
Equipment:
Great Club (Strike 4, Mighty)-- 5 pts.
Saves:
Toughness +7 (+11 Skin), Fortitude +11, Reflex +3, Will +3
Combat:
Attack +2 (+4 Melee, +3 Size), Damage +8 (+12 Great Club), Defense +3 (+2 Size), Initiative +0
Drawbacks:
Semi-Mute [-2]
Abilities: 12/ Skills: 12--3/ Feats: 12/ Powers: 17 / Saves: 7 /Combat: 10 /Drawbacks: -2 (59)
Bretonnia- Core Troops
-Bretonnians are one of the heavy-hitters game-wise in Warhammer, though they have one of the smaller, more self-contained kingdoms. They're defined solely by their massive Cavalry focus, possessing only the weakest of baseline troops, but hordes of well-armored, lance-formation, deadly Knights. When fans complain of "Beardy" (I'll explain that term later) armies, this is usually forefront. Of course, their tactics are limited, and most armies have defences against them, but they certainly are a terrifying army, dominating the "Charging and movement" portion of the game, which is a big one. Their fluff is obviously British given the name, but with a heavy setting of French names and symbols as well, giving them a 'Western European' feel compared to the more Germanic Empire.

-For Core Troops, the Bretonnians have the hugely weak Peasant Men-At-Arms, who are basically there as flank protectors and tie-up units, Longbowmen, who are pretty good for the points cost but still weak, and two units of Knights. Knights Errant are the always-charging whacky screw-ups, while Knights of the Realm are more resigned to duty, and slightly better in combat.

PEASANT MAN-AT-ARMS (PL 3- 9 pts)
Skills: Craft 4, Survival 4
Feats: Equipment 3
Equipment:
Sword (Strike 2, Mighty), Halberd (Strike 4, Mighty, Extended Reach), Light Armor (Protection 2), Shield (Shield 2)-- 13 pts.
Combat: Attack +1, Defense +1

PEASANT BOWMAN (PL 3- 12 pts)
Skills: Craft 4, Survival 4
Feats: Attack Focus (Ranged), Track, Equipment 2
Equipment:
Hand Weapon (Strike 2, Mighty), Flaming Longbow (Blast 3), Light Armor (Protection 2)-- 11 pts.
Combat: Attack +1 (+2 Ranged), Defense +2

KNIGHT ERRANT (PL 5- 22 pts)
Skills: Survival 4, Handle Animal 8, Notice 4, Ride 8
Feats: Benefit (Knight), Equipment 4, Fast Overrun, Fearless, Improved Overrun, Minion 2 (Barded Warhorse)
Equipment:
Hand Weapon (Strike 2, Mighty), Full-Plate Armor (Protection 5, Impervious), Lance & Shield (Strike 5, Mighty- Only Charging & Shield 3)-- 19 pts.
Saves: Will Save +2
Combat: Attack +2, Defense +2

KNIGHT OF THE REALM (PL 6- 31 pts)
Abilities: Wisdom +2
Skills: Survival 4, Handle Animal 8, Notice 4, Ride 8
Feats: Benefit (Knight), Equipment 4, Fast Overrun, Improved Overrun, Minion 2 (Barded Warhorse)
Equipment:
Hand Weapon (Strike 2, Mighty), Full-Plate Armor (Protection 5, Impervious), Lance & Shield (Strike 5, Mighty- Only Charging & Shield 3)-- 19 pts.
Saves: Will Save +4
Combat: Attack +4, Defense +4
Wood Elves- Special Troops
-Wood Elves get some awesome Special Units. Wardancers are skirmishing death warriors, ideal for smashing up people in the side and backing up bigger units. Warhawk Riders are flying Cavalry, Wild Riders are elite Cavalry (though lightly armored), and Tree Kin are good Big Guy units. Things I'm noticing about Wood Elf builds is that, like High Elves, they pay a bigger premium for being smart and wise and stuff in M&M than in Warhammer, where stuff like that really doesn't matter. Look at Tree Kin, actually weaker than Kroxigor, but costing almost 40 points more.

WARDANCER (PL 6- 59 pts)
Abilities: Dexterity +6, Wisdom +4
Skills: Handle Animal 8, Notice 4, Stealth 8, Survival 8
Feats: Attack Focus (Melee) 3, Environmental Adaptation (Trees/Jungles), Equipment, Fearless, Improved Initiative
Equipment: Wardancer Weapon (Strike 2, Mighty)-- 4 pts.
Powers: Immunity (Aging) [1]
"Talismanic Tattoos" Luck Control 4 (Flaws: Action, Against Attacks Only) [4]
"SHADOW DANCES OF LOEC"
"The Shadows Coil" Luck Control 6 (Flaws: Action, Against Attacks Only) [9]
AP: "Whirling Death" Enhanced Feats 5 (Improved Critical- Wardancer Weapons 5)
AP: "Storm of Blades" Enhanced Feats 2 (Attack Focus- Melee 2)
AP: "Woven Mist" Enhanced Feats 4 (Improved Initiative 4)
Saves: Will Save +2
Combat: Attack +4 (+7 Melee, +9 Storm of Blades), Defense +6
Drawbacks: Power Loss (Cannot Use Same Dance in a Row) [-1]

WILD RIDER OF KURNOUS (PL 8- 82 pts)
Abilities: Strength +8, Dexterity +6, Wisdom +6
Skills: Handle Animal 8, Notice 4, Ride 8, Stealth 8, Survival 8
Feats: Attack Focus (Melee) 2, Environmental Adaptation (Trees/Jungles), Equipment 2, Fast Overrun, Fearsome Presence 4, Improved Initiative, Improved Overrun, Minion 2 (Elven Steed), Rage
Equipment: Spear (Strike 3, Mighty, Ext. Reach 2- Only on Charge), Light Armor (Protection 2)-- 8 pts.
Powers: Immunity 6 (Aging, Emotion Effects) [6]
"5+ Ward Save & Talismanic Tattoos" Luck Control 10 (Flaws: Action, Limited- Against Attacks Only) [10]
Saves: Will Save +2
Combat: Attack +4 (+6 Melee), Defense +6

WARHAWK
PL 5 (47)
ST 14/22 (+6) DEX 18 (+4) CON 10/14 (+2) INT 2 (-4) WIS 10 CHA 6 (-2)
Skills:
Notice 4 (+4)
Survival 4 (+4)
Feats:
Attack Focus (Melee) 3, Fast Overrun, Improved Grab, Improved Grapple, Improved Overrun, Move-By Action
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Flight 4 [8]
Protection 2 [2]
Saves:
Toughness +2 (+4 Protection), Fortitude +6, Reflex +7, Will +4
Combat:
Attack +2 (+5 Melee, +4 Size), Damage +6, Defense +5 (+4 Size), Initiative +3
Drawbacks:
Mute [-4]
No Hands [-4]
Abilities: 0 / Skills: 8--2/ Feats: 8/ Powers: 19 / Saves: 12 /Combat: 14 /Drawbacks: -8 (47)

TREE KIN
PL 8 (95)
ST 20/28 (+9) DEX 16 (+3) CON 20/24 (+7) INT 10 WIS 14 (+2) CHA 10
Skills:
Intimidate 4 (+2)
Survival 8 (+4)
Feats:
Attack Focus (Melee) 4, Endurance, Fast Overrun, Fearsome Presence 4, Improved Overrun, Power Attack, Takedown Attack
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
"Scaly Skin" Protection 5 (Extras: Impervious) [10]
Luck Control 6 (Flaws: Action, Only vs. Attacks) [6]
"Magic Resistance" Protection 4 (Flaws: vs. Magic Only) [2]
Saves:
Toughness +7 (+12 Skin, +14 vs. Magic), Fortitude +11, Reflex +3, Will +5
Combat:
Attack +2 (+6 Melee, +5 Size), Damage +9, Defense +5 (+4 Size), Initiative +0
Drawbacks:
Weakness (Flaming Attacks) [-2]
Abilities: 30 / Skills: 12--3/ Feats: 14/ Powers: 29 / Saves: 7 /Combat: 14 /Drawbacks: -2 (95)
And the "Generic" Magic Items list. Every army can use these, and it's usually not that bad an idea; they're much cheaper than their specific magic weapons, can beat the 'immune to non-magic weapons' stuff, and are pretty decently empowering.

Weapons (all have easy to lose)-
"Sword of Striking" Strike 2 (Feats: Mighty, Accurate) (4) [3]
"Biting Blade" Strike 2 (Feats: Mighty) (Extras: Penetrating 2) (5) [3]
"Sword of Battle" Strike 2 (Feats: Mighty, Takedown Attack, Split Attack) (5) [3]
"Sword of Might" Strike 4 (Feats: Mighty) (5) [3]
"Enchanted Shield" Shield 4 (4) [3]
"Talisman of Protection" Luck Control 5 (Flaws: Action, Saves vs. Attacks Only) (5) [3]
"Dispel Scroll" Nullify All Magic Spells 12 (Flaws: One Use Only -2) (6) [6]
"Power Stone" Enhanced Feats 2 (Attack Specialization- Magic) (Flaws: One Use Only) (1) [3]
"Staff of Sorcery" Boost Nullify Magic 4 (8.) [6]
"War Banner" Enhanced Feats (Fearsome Presence 2) [3]
Jabroniville
Posts: 24807
Joined: Fri Nov 04, 2016 8:05 pm

The Office (2e)

Post by Jabroniville »

"You don't call retarded people retards. It's bad taste. You call your friends retards when they're acting retarded."

"In my opinion the third date is traditionally the one where.. you have sex. Does Holly feel that way? I don't know. I will probably find out tonight. If she starts having sex with me I'll know for sure."

MICHAEL SCOTT
Played by: Steve Carrell
PL 0 (5)
ST 10 DEX 10 CON 10 INT 8 (-1) WIS 6 (-2) CHA 8 (-1)

Skills:
Intimidate 3 (+2)
Knowledge (Paper) 4 (+3)
Knowledge (Pop Culture) 4 (+3)
Perform (Ice Skating) 4 (+3)
Profession (Hockey Player) 4 -- Uses Dex (+4)
Profession (Paper Salesman) 13 (+12)

Feats:
Ultimate Skill (Paper Salesman)

Saves:
Toughness +0, Fortitude +1, Reflex +1, Will +0

Combat:
Attack +0, Damage +0, Defense +0, Initiative +0

Complications:
Reputation (Idiotic Man-Child)
Responsibility (Dunder-Mifflin)
Responsibility (Loves Holly Flax)
Obsession (Fear of Dying Alone)
Obsession (Wants Respect)
Enemy (Toby from HR)

Abilities: -8 / Skills: 32--8 / Feats: 1 / Powers: 0 / Saves: 4 / Combat: 0 (5)

-"The Office" is one of the greatest sitcoms ever. Every character is a classic, and even the minor ones slowly develop (through "Flanderization" of their minor foibles into full-blown personas) into hilarious recurring characters. Michael Scott is a great case of this. Initially being just kind of an idiotic person who acts like a jerk (like David Brent in the original English version), Michael eventually got made a bit more innocent- he was still a jerk, but he had a good heart, and most importantly, THOUGHT he was a nice person doing nice things, but was really just a foolish man-child who was really rather petulant and selfish. For Michael, everything must be about HIM, and to him, everyone likes him and wants to be his friend. He also produces the most uncomfortable moments in TV history, like at Phyllis' wedding, where he tries to show-up everyone, including Phyllis' hobbled father, who proudly steps up out of his wheelchair (that Michael was pushing) to walk his daughter to the altar, and Michael pouts because this Crowning Moment of Heartwarming upstaged him.

-How do you stat up someone who explicitly SUCKS at everything but selling paper? Michael is so... messed up that he virtually never dated until the third season of the show, most of his co-workers at least dislike him and avoid him whenever necessary, he writes his e-name as "LittleKidLover" so everyone will know "What I'm about" (he thinks it's so women will know he wants to HAVE children), he thinks "Queer as F*ck" is the name of a TV Show, and when he makes pretend he's "Survivorman", he eats the first pile of mushrooms he sees growing next to a tree. He thinks that a "hysterectomy" removed Meredith's vagina, and basically outed Oscar to the entire office by casually talking about his being gay.

-His lighter moments, though, include times of extreme loyalty to his staff, defensiveness of people he's close to, and times when he authentically shows caring. Jim points out that Michael Scott would "never do that" when another Dunder Mifflin boss quits his job and goes to Staples, thus putting his entire staff out of work. And he made Pam feel better after a poor showing of her art, demanding to buy the work and place it in the office. Maybe his greatest moment, though, was when he found out Jim was in love with Pam (who was engaged to another man). Michael, the perennial joker, just turns to Jim and tells him to "never, ever, ever give up". Then there's his ultra-cute relationship with fellow dork Holly Flax, which was ended when the CEO of the company caught them dating (she was in PR, which wasn't kosher for the company as far as inter-company dating went).

-In fact, Michael is shown doing many things, but sucking at all of them, hence his low scores everywhere. He's in an Improv Acting class... but all his characters are Michael Scarn, FBI Agent, who steals every scene by demanding everyone get on the ground and be arrested by him. Truly, the only thing he excels at is selling paper, which leads to one of the show's best moments- where this idiotic, childish person actually comes in, makes friends with a potential buyer (over a shared history in the town, and dirty jokes), then NAILS THE SALE in spectacular fashion. Michael is an idiot who's only worth 5 power points, but he'll be damned if you're going to outsell him. And God Help You if you mess with his love for Holly (an adorable relationship brought into the fifth season), or his employees in general.

Image

Michael Scott: Man I would love to burn your candles!
Jan: You burn it you buy it!
Michael Scott: Oh good! I'll be your first customer!
Jan: You're hardly my first.
Michael Scott: THAT'S... WHAT.... SSSHHEEE SSSSAAAAAIIIIID!!

JAN LEVINSON (nee' Gould)- before she went nuts
Played by: Melora Hardin
PL 1 (24)
ST 10 DEX 12 (+1) CON 10 INT 14 (+2) WIS 10 CHA 10

Skills:
Bluff 6 (+6)
Computers 2 (+4)
Craft (Scented Candles) 2 (+4)
Diplomacy 3 (+3)
Intimidate 6 (+6)
Investigate 4 (+4)
Knowledge (Business) 3 (+5)
Sense Motive 2 (+2)

Feats:
Attractive, Rage

Saves:
Toughness +0, Fortitude +2, Reflex +2, Will +2

Combat:
Attack +1, Damage +0, Defense +1, Initiative +1

Complications:
Reputation (Dragon Lady- then Psychotic)
Responsibility (Dunder-Mifflin)
Responsibility (Loves & Hates Michael Scott)

Abilities: 6 / Skills: 28--7 / Feats: 2 / Powers: 0 / Saves: 5 / Combat: 4 (24)

-Jan was a terrific character that kind of became a different kind of terrific character. She started off as a "Dragon Lady" type of boss (you know- the one every man fears he'd have to work for)- bossy, commanding, nasty, lecturing, etc. Basically Fetish Fuel Incarnate for dorks. But she had lighter moments, especially when they showed her happier side, and she started getting more and more attracted to Michael of all people. But then the writers started having her go increasingly nuts, talking to therapists, sleeping with Michael then constantly regretting it, until eventually they just had her totally crack when he dumped her and she won him back with enormous breast implants.

-She got fired from Dunder-Mifflin for ignoring her job and vanishing several times, she forced Michael into several things he wasn't comfortable with (made him testify against his bosses, dressed him up like a schoolgirl for evil sex-play, making him sell his beloved car for a new one, etc.), and it culminated with an amazingly awkward scene in Michael's tiny condo, where she chucked his beloved Dundie Award into his beloved flat-screen (about the size of a computer monitor) and finally chased Michael away. Talk about a character switch- from a mean boss lady into a complete gibbering psychopath- Melora Hardin is clearly a really good actress. Maybe TOO good, as she was so handy with her early 'crazy' antics that they went all the way into making her nuts (Michael actually suspected her of poisoning Pam's food upon hearing his lies that he & Pam used to date).

-By the end of her run, she'd gotten artificially inseminated (reasoning that she might only have one kid, and couldn't trust Michael's sperm) and had her baby without Michael even being present, which was just about her lowest point in the run.

-This build suits Jan more early than later (when she was making scented candles and lost most of her Wisdom & Charisma). She's fairly smart, business-savvy, hot and with some anger in her (Power Attack).
Last edited by Jabroniville on Mon Feb 01, 2010 12:16 am, edited 4 times in total.
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Re: Jab's Builds: X-Students Done! (Rockslide, Stepfords, Ink)
Postby Jabroniville » Sat Jan 30, 2010 8:50 pm

Image

Jim Halpert: Margaret?
Pam Beesley: I know.
Jim Halpert: You just got yourself kicked out of your apartment.
Pam Beesley: [laughs] Oh I don't really care I don't like that place that much anyway I'll just move.
Jim Halpert: Oh really. Who's gonna take you in? You're messy; you're a klutz, you spill everything; and you leave the volume on the tv, way too loud.
Pam Beesley: Yeah. Maybe I'll just move in with my boyfriend because he's kind of a slob too.
Jim Halpert: Ok sure. Let's do it.
Pam Beesley: No, I, um, well I'm not gonna, I'm-- I'm not gonna move in with anyone unless I'm engaged.
Jim Halpert: Have I not proposed to you yet?
Pam Beesley: Hmm I don't think. Nope.
Jim Halpert: Oh, well, that's comin'.
Pam Beesley: Oh right now?
Jim Halpert: No. I'm not gonna do it right here, that would be rather lame.
Pam Beesley: Ok so then when?
Jim Halpert: Pam, I'm not gonna tell you. I hate to break it to you but that's not how that works.
Pam Beesley: Ohh right.
Jim Halpert: Hey I'm serious. It's happening. And when it happens, it's going to kick your ass Beesly. So, stay sharp.
Pam Beesley: I've been warned.

JIM HALPERT
Played by: John Krasinski
PL 1 (32)
ST 12 (+1) DEX 12 (+1) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 16 (+3)

Skills:
Bluff 5 (+8)
Computers 4 (+5)
Craft (Sweet Pranks) 7 (+8)
Diplomacy 3 (+6)
Drive 1 (+2)
Gather Information 2 (+5)
Investigate 2 (+3)
Knowledge (Current Events) 2 (+3)
Knowledge (Pop Culture) 4 (+5)
Notice 3 (+4)
Profession (Basketball Player) 4 (+5) -- uses Dex
Profession (Paper Salesman) 5 (+6)
Sense Motive 2 (+3)

Feats:
Attractive, Ultimate Skill (Crafting Sweet Pranks)

Saves:
Toughness +1, Fortitude +2, Reflex +2, Will +2

Combat:
Attack +0, Damage +1, Defense +0, Initiative +1

Complications:
Responsibility (Loves Pam Beesly)
Responsibility (Potential Career and Dunder-Mifflin)
Rivalry (Dwight Schrute)
Rivalry (Michael Scott)

Abilities: 16 / Skills: 44--11 / Feats: 2 / Powers: 0 / Saves: 3 / Combat: 0 (32)

-Jim Halpert is the "Everyman" focus character of "The Office", being a kind of calm, orderly personality that allows everyone to play off of him fairly well. His core personality traits over the years have been based around his love for Pam Beesly (the receptionist who was engaged to the slovenly and rude Roy), and his rivalry with Dwight, his weirdo co-worker. So he'd mope over Pam (briefly taking on a few new relationships when things didn't work out) and his pointless crush, and harass Dwight with an increasingly-hilarious succession of wicked pranks (convincing him that Jim was a vampire, filling his phone with coins to make it heavier- then taking them all out at once to make him hit himself in the head, replacing his chair & desk with chair & desk-shaped wrapping paper to make him fall to the floor, etc.).

-During this time, Jim revealed his feelings for Pam (but was shot down), resulting in him dating Karen for a while (which was actually a nice relationship, and made Jim look really bad when he finally dumped her), had a new rival in Andy Bernard (who reacted somewhat worse than Dwight did upon learning his calculator was now inside Jell-O), and started to realize this half-ass office-job he took was starting to form into his long-term career. The latter thing, a far more realistic and down-to-earth approach to adult problems, is part of the charm of the show (which often flies in the face of realism on purpose). Jim is probably the best all-around character on the show, just the least flashy. John Krasinski's deadpan delivery of the most insane dialogue (particularly when lying to Dwight) is a thing of beauty.

-Jim is the most-skilled character overall, mainly thanks to his Crafting of Sweet Pranks (which really SHOULD be it's own Skill- especially for someone of Jim's calibre), his general physical fitness, and his likeability. He's a very good Paper Salesman, and generally pretty competent, but no physical fighter- his response to being charged by Roy was to lose his crap and cower.

Image

(Jim & Pam are trying to find excuses to leave Michael's Dinner Party)
Jim Halpert: You'll never guess. I just got a message from my landlord. Apparently my apartment flooded. Something with the sprinklers.
Jan: Oh no!
Jim Halpert: Pam we should probably get going to see the damage.
Michael Scott: Well you don't know two of you to do that.
Jim Halpert: [pause] That's... true, um. [pause] Dinner sounded delicious. Pam, see you at home? Thank you so much.
Pam Beesly: Oh Jim I don't think you're going to abandon this party here all by itself.
Jim Halpert: No, 'cause everything I own is there.
Pam Beesly: You can buy new stuff but you can't buy a new party!
Michael Scott: That's true! That is a great point. Come on down here. Sit down, on the couch. We're your friends and we're not going to let you think about all your stuff being destroyed alright?

PAM BEESLY
Played by: Jenna Fischer
PL 0 (16)
ST 8 (-1) DEX 12 (+1) CON 10 INT 10 WIS 12 (+1) CHA 12 (+1)

Skills:
Bluff 4 (+5)
Computers 2 (+2)
Craft (Artistic) 5 (+5)
Diplomacy 4 (+5)
Knowledge (Pop Culture) 4 (+4)
Notice 2 (+3)
Profession (Receptionist) 4 (+4)
Profession (Volleyball Player) 4 (+5) -- Uses Dex
Sense Motive 3 (+4)

Feats:
Attractive

Saves:
Toughness +0, Fortitude +1, Reflex +2, Will +2

Combat:
Attack +0, Damage -1, Defense +0, Initiative +1

Complications:
Responsibility (Loves Roy Anderson, Then Jim Halpert)
Responsibility (Potential Career and Dunder-Mifflin)
Rivalry (Dwight Schrute)
Rivalry (Angela Martin)

Abilities: 4 / Skills: 32--8 / Feats: 1 / Powers: 0 / Saves: 3 / Combat: 0 (16)

-Oh Jenna Fischer... is there a prettier actress on TV? (if anyone says yes, then I will punch them in the 'nads) Portrayed as the pretty and sarcastic but shy & insecure receptionist (and focal point of Jim Halpert's crush) in the early seasons, Pam's had tremendous character growth, going from someone unwilling to speak up in the workplace to a much more confident and brave person, culminating in the fantastic moment where she walks over the coals (long story), and tells the entire office what she's feeling, including that she was in love with Jim, but understood that he loved Karen and that she just wanted to be friends with him.

-When she & Jim finally hooked up, it was the great fear of many fans that the show would pull a "Moonlighting" and would immediately suck, but their dating, engagement, marriage and (SPOILER ALERT) pregnancy have all been handled tremendously well, leading to one of the more stable relationships on TV, not prone to Ross & Rachel-level hijinx and stupidity (the occasional hiccups- like his spoiled Proposal thanks to Andy, and her living in New York for several months- didn't derail them, and were much more realistic than most sitcoms).

-Pam is a pretty normal person overall, being semi-athletic and likeable, but she lacks the know-how of many of the better salesmen (her sales are quite low), and her best abilities (her Art) is basically just 'pretty good' and not enough for professional work- a kind of sad ending to her whole "I want to be an artist" drive, but a realistic one.
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Re: Jab's Builds: X-Students Done! (Rockslide, Stepfords, Ink)
Postby Thorpacolypse » Sat Jan 30, 2010 10:14 pm

Jabroniville wrote:
Oh Jenna Fischer... is there a prettier actress on TV? (if anyone says yes, then I will punch them in the 'nads)


Kaley Cuoco. And I'm wearing my Masterwork Cup. 8)
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Re: Jab's Builds: X-Kids, The Office Builds (Michael, Jim, Pam)
Postby Sidious » Sat Jan 30, 2010 10:44 pm

Eliza Dushku, course I'm not allowed to watch her show. At least according to my restraining order.
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Re: Jab's Builds: X-Kids, The Office Builds (Michael, Jim, Pam)
Postby Jabroniville » Sat Jan 30, 2010 11:53 pm

What show? "Joss Whedon Failed Project #2334" has been CANCELLED! Such is my power! AHAHAHAHAHAHAH!!

And really, Dushku's got a nice body, but her face has always been way too dour for me.

Also, proof that I am right:
Image

So no more debating. Just acknowledge my correct-ness :P .
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Re: Jab's Builds: X-Kids, The Office Builds (Michael, Jim, Pam)
Postby luketheduke86 » Sun Jan 31, 2010 4:50 am

Awesome, awesome builds Jab! I absolutely LOVE The Office! One of my favorite Jim pranks was when Jim came in dressed exactly like Dwight and was imitating him :lol:. Oh and Jenna Fischer is definitely one of the cutest/prettiest TV actresses out there.
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Re: Jab's Builds: X-Kids, The Office Builds (Michael, Jim, Pam)
Postby RhimeFyre » Sun Jan 31, 2010 12:22 pm

HAHA! I am loving these Office builds, Jab! Keep up the great work! I can't wait till you get to my favorite character on this show, Dwight! A character so insane and hilarious and awesome he could practically leave Dunder-Mifflin behind and make it in a regular supers setting as a super-villain if he wanted to! :lol:
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Re: Jab's Builds: X-Kids, The Office Builds (Michael, Jim, Pam)
Postby Sidious » Sun Jan 31, 2010 1:19 pm

Well there's always Christina Hendricks.

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Re: Jab's Builds: X-Kids, The Office Builds (Michael, Jim, Pam)
Postby Jabroniville » Sun Jan 31, 2010 9:19 pm

She's not as pretty as Jenna Fischer. Her main appeal is.... located elsewhere on her.
Ryan: You SERIOUSLY don't see what's wrong with pretending you are pregnant to get back together with me?
Kelly: NO.
Ryan: What?.. OK, listen to me. You and I are *never* getting back together.
Kelly: *gasp* WHY NOOOOTT?

KELLY KAPOOR
Played by: Mindy Kaling
PL 0 (6)
ST 8 (-1) DEX 10 CON 10 INT 10 WIS 8 (-1) CHA 8 (-1)

Skills:
Bluff 3 (+2)
Computers 2 (+2)
Diplomacy 5 (+4)
Knowledge (Pop Culture) 8 (+8)
Language (English, Hindi) 1
Profession (Customer Service) 4 (+4)

Feats:
None

Powers:
Quickness 4 (Flaws: Limited to Speaking Tasks) [2]

Saves:
Toughness +0, Fortitude +0, Reflex +1, Will +0

Combat:
Attack +0, Damage +0, Defense +0, Initiative +0

Complications:
Responsibility (Loves Ryan Howard)
Reputation (Office Chatterbox)
Reputation (Liar)

Abilities: -6 / Skills: 24--6 / Feats: 0 / Powers: 2 / Saves: 2 / Combat: 0 (4)

-Kelly's one of those weird characters that just kind of sneaks up on people. Initially they just used their head co-writer Mindy Kaling as the actress because they needed an ethnic person for Michael to offend by 'showing everyone what offensiveness was' and mocking Indian accents to her, therefore ending with her slapping him. They liked the idea, and suddenly her character shifted from a somewhat friendly co-worker into a completely brainless floozy who hooks up with Ryan ("When Kelly and I started dating, we both agreed that it was just going to be for fun. It turns out her idea of fun is getting married and having lots of babies... with me... immediately") and then completely attaches herself to him, leading to hilarious relationship with tons of fighting, making up, making out, and making the lives of everyone around them miserable. Kelly is like every guy's nightmare of the worst possible girlfriend.

-Kelly's as bad off as Michael with her weird lack of abilities (though she's okay at her job- talking down irate customers, and REALLY knowledgeable of stupid pop culture minutae), but she CAN talk at super-speed- a Power I stole off of My Beloved One & Only, Maxine "Cyclone" Hunkel!

Image

(Meredith walks into the office wearing a really revealing outfit)
Toby: Ummm... you're exposing too much skin there. Please, you've got to cover up more.
(Meredith pulls her outfit down, accidentally revealing her breasts)
Toby: No, no, the other way...
(Meredith pulls the outfit up, revealing her groinal area)
Kelly: Why aren't you wearing underwear?!
Meredith: It's Casual Friday!

MEREDITH PALMER
Played by: Kate Flannery
PL 0 (-5)
ST 8 (-1) DEX 8 (-1) CON 10 INT 10 WIS 8 (-1) CHA 8 (-1)

Skills:
Bluff 3 (+2)
Profession (Supplier Relations Representative) 1 (+1)

Feats:
None

Saves:
Toughness +0, Fortitude +0, Reflex +0, Will +0

Combat:
Attack +0, Damage -1, Defense +0, Initiative -1

Complications:
Secret (Sleeps with a Supplier for Discounts)
Addiction (Alcoholic)

Abilities: -8 / Skills: 4--1 / Feats: 0 / Powers: 0 / Saves: 2 / Combat: 0 (-5)

-Meredith was a random side character in the show, eventually getting Flanderized based off of a few traits- namely her alcoholism and general white-trashiness. Frequently getting schelacked at office Christmas Parties (going topless once, accidentally setting her hair on fire another time), Meredith's a rude, obnoxious, loud, promiscuous cow of a woman, and thoroughly unpleasant for most of the other characters to deal with. The true markings of a great background character.

-Hah, kinda hard to stat up someone even worse at life than Michael Scott (I mean, who gets NEGATIVE Power Points?), but here she is. Meredith's horribly rude, not very with-it, barely capable at her job (though she was able to bribe for discounts with sex), and a relentless drunk.

Image

(upon hearing of Phyllis being flashed in the parking lot) "The guy was just hanging a little brain. What's the big deal?"

CREED BRATTON
Played by: Creed Bratton
PL 0 (15)
ST 8 (-1) DEX 10 CON 8 (-1) INT 10 WIS 10 CHA 10

Skills:
Bluff 6 (+6)
Craft (Chemical) 4 (+4)
Diplomacy 5 (+5)
Intimidate 4 (+4)
Knowledge (Streetwise) 4 (+4)
Notice 2 (+2)
Perform (Singing) 7 (+7)
Perform (Guitar) 6 (+6)
Sense Motive 4 (+4)
Survival 6 (+6)

Feats:
Beginner's Luck, Jack-of-All-Trades, Low Profile 2, Task Focus (Dodging Work By Bluffing), Tough

Saves:
Toughness +0, Fortitude +0, Reflex +0, Will +1

Combat:
Attack +0, Damage -1, Defense +0, Initiative +0

Complications:
Responsibility (Loves Ryan Howard)
Reputation (Office Chatterbox)
Reputation (Creepy Weirdo)
Obsession (Doesn't Want to Become Homeless Again)
Addiction ("I love stealing things")
Secret (Was a Member of "The Grass Roots")

Abilities: -4 / Skills: 48--12 / Feats: 5 / Powers: 0 / Saves: 2 / Combat: 0 (15)

-I love Creed. He's just one of those characters... intially a liar and con-man who convinces Michael to fire another guy instead of himself, he's developed with every weird habit the writers can think of, and this ludicrous past involving being a member of "The Grass Roots" (and his actor, the real Creed Bratton, really was! He even sang "Live For Today"!), a cult leader and follower ("you have more fun as a follower, but you make more money as a leader"), a convict, a homeless man ("I live in Toronto three nights a week to collect on the welfare state, and sleep under my desk the remaining nights of the week"), a grower of mung beans (in his desk!), and more. He's about the weirdest character in a cast of fairly weird people.

-Statting up someone like Creed is basically like trying to pare down all of his crazy comments and backstory into a serviceable build of an older man (between 29 and 84 by his own admission) who's led a VERY weird life. He's QUITE good at bullshitting, especially when it comes to dodging blame (an obscene watermark on some paper products was his fault, but he managed to transfer blame to another person, getting him fired), which allows me to use a couple Feats from "Mecha & Manga" that I wouldn't normally use- Task Focus & Low Profile (for the fact that he's legally dead, collecting money as his own widow, and likely a complete enigma). And for Intimidate- he can be quite disturbing when need be. When half the office showed up to Hallowe'en as The Joker from "The Dark Knight", Creed had BY FAR the best outfit, and managed to COMPLETELY horrify Jim by nailing the character dead-on with no effort whatsover (as if he ACTUALLY WAS the character).
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Re: Jab's Builds: X-Kids, The Office Builds (Michael, Jim, Pam)
Postby Jabroniville » Sun Jan 31, 2010 9:37 pm

Image

(sadly) "I wonder what everyone's favourite part of ME is?.... (smiles suddenly) Probably my jugs!"

PHYLLIS VANCE
Played by: Phyllis Smith
PL 0 (8)
ST 8 (-1) DEX 8 (-1) CON 8 (-1) INT 10 WIS 12 (+1) CHA 12 (+1)

Skills:
Bluff 4 (+5)
Computers 1 (+1)
Craft (Parties) 4 (+4)
Diplomacy 4 (+5)
Investigate 2 (+2)
Knowledge (Pop Culture) 2 (+2)
Profession (Paper Saleswoman) 3 (+3)
Profession (Basketball Player) 5 (+4) -- Uses Dex
Sense Motive 3 (+3)

Feats:
Tough

Saves:
Toughness +0, Fortitude +0, Reflex +0, Will +2

Combat:
Attack +0, Damage -1, Defense +0, Initiative +0

Complications:
Responsibility (Husband, Bob Vance- Vance Refridgeration)
Rivalry (Angela Martin)
Secret (Angela Was Sleeping With Dwight)
Responsibility (The Party-Planning Committee)

Abilities: -2 / Skills: 28--7 / Feats: 0 / Powers: 0 / Saves: 3 / Combat: 0 (8)

-Phyllis is great. A heavy-set, sassy woman, capable of the same kind of subtle sarcasm that the rest of the supporting characters are, in spite of her unattractiveness. Constantly beset by comments from Michael regarding her lack of femininity and size, she nonetheless has a rather healthy sexual relationship with Bob Vance (of Vance Refridgeration)- though this show is kinda full of crazy sexy antics from a bunch of most-unattractive people.

Image

"DID I STUTTER?"

STANLEY HUDSON
Played by: Leslie David Baker
PL 1 (10)
ST 10 DEX 8 (-1) CON 8 (-1) INT 10 WIS 12 (+1) CHA 8 (-1)

Skills:
Bluff 6 (+5)
Computers 1 (+1)
Intimidate 8 (+7)
Knowledge (History) 2 (+2)
Profession (Paper Salesman) 4 (+4)
Sense Motive 3 (+4)

Feats:
Rage, Tough 2

Saves:
Toughness +1, Fortitude +0, Reflex +0, Will +2

Combat:
Attack +1, Damage +0, Defense +0, Initiative +0

Drawbacks:
"His Heart Sucks" (Disabled, Any Tiring Activity Results in Disabled Condition) [-2]

Complications:
Secret (Having an Affair)
Rivalry (Michael Scott)
Responsibility (Daughter, Protecting Her from Ryan)

Abilities: -2 / Skills: 24--6 / Feats: 3 / Powers: 0 / Saves: 3 / Combat: 2 / Drawbacks: -2 (10)

-Stanley's a deadpan, grumpy man, constantly muttering insults Michael's way, and generally being more frustrated with him than the rest of the cast put together. Michael, however, acts like Stanley's a good buddy half the time. This leads to a lot of great moments, especially when Stanley just SNAPS at Michael during a meeting, when he's repeatedly pestered, wanting to be left alone (the source of my above quote). He's unhealthy, rude, and impolite, but generally just keeps to himself, and his funny moments tend to be the funniest of every episode he's involved in (like when he actually nailed a "that's what SHE said" joke at Michael and started laughing uproariously, or when he chased down Jim while wearing a sumo suit).

-Stanley's in poor health and quite out of shape, and not really likeable, but he's fat enough to soak up some damage, negating his low Con by a bit.

Image

"If you change your mind/I'm the first in line/Baby I'm still free/Take a chance on me!"

ANDY BERNARD
Played by: Ed Helms
PL 1 (13)
ST 10 DEX 10 CON 10 INT 10 WIS 10 CHA 8 (-1)

Skills:
Computers 1 (+1)
Intimidate 5 (+4)
Knowledge (History) 2 (+2)
Knowledge (Pop Culture) 6 (+6)
Perform (Singing A Capella) 5 (+4)
Perform (Guitar/Banjo) 6 (+5)
Profession (Paper Salesman) 3 (+3)

Feats:
Power Attack, Rage, Task Focus (History Regarding Cornell University)

Saves:
Toughness +1, Fortitude +1, Reflex +1, Will +1

Combat:
Attack +1, Damage +0, Defense +0, Initiative +0

Drawbacks:
Sensitive Nipples (-1 to Nipple-based Attacks, while become Injured if Running for extended periods) [-1]

Complications:
Obsession (Cornell's Honour)
Responsibility (Relationships with Erin or Angela)
Rivalry (Dwight Schrute)

Abilities: -2 / Skills: 28--7 / Feats: 3 / Powers: 0 / Saves: 3 / Combat: 2 (13)

-Not many characters can be introduced into a well-established sitcom a few seasons in, then completely take away the fame and great moments, becoming one of the best overall characters. But then, not every character is played by Ed Helms, Renaissance Man. Andy is frickin' genius- an uncharismatic, smarmy blowhard who's obsessed with his alma mater (Cornell University), uses silly book-read mannerisms to 'get ahead' in business ("Name repetition, personality mirroring, and positive reinforcement through nods and smiles"), and generally just comes across like an ass to everyone.

-But nearly every one of the show's true pants-pissing, laugh-out-loud moments comes from him. Physical comedy is key with Andy (proof that even smart shows can do amazing things with slapstick): The slow build to him falling in the lake while wearing a sumo suit (he was trying to pick up something he dropped, and the sheer weight of the suit knocked him off balance). His over-reactions to Jim's pranks ("I'm about to lose... my FREAKIN' MIND" over a Jell-O'd calculator, and punching a hole in the wall over his phone being hidden). His a capella singing with his band. His serenading of Angela to get her to date him ("Baby I'm still FREE... TAKE A CHANCE ON ME!").

-Andy's actually got a few talents (Singing & playing guitar, as his rendition of "Take Me Home Country Road" proves), but is otherwise pretty unimpressive. He's considered the second-worst salesman at the branch (ahead of only Pam).
Last edited by Jabroniville on Mon Feb 01, 2010 2:18 am, edited 1 time in total.
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Re: Jab's Builds: X-Kids, The Office Builds (Michael, Jim, Pam)
Postby FuzzyBoots » Sun Jan 31, 2010 9:39 pm

And then, of course, you have perfection:
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My Builds

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Re: Jab's Builds: The Office Builds (Michael, Jim, Creed, Andy)
Postby Jabroniville » Sun Jan 31, 2010 9:55 pm

Gah, really not that big a fan of Summer Glau (compared to most nerdy guys I know, anyways). She's really cute, but way too skinny, to the point where she looks like she needs a McDonald's intervention. I'm really not into scrawny girls, even if they are classic Dork Bait (which would normally work on me, being a huge dork and all). If I wanted ribs, I'd eat at Chili's, y'know?
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Re: Jab's Builds: X-Kids, The Office Builds (Michael, Jim, Pam)
Postby Sidious » Sun Jan 31, 2010 10:31 pm

Jabroniville wrote:
She's not as pretty as Jenna Fischer. Her main appeal is.... located elsewhere on her.


I'm a sucker for ..... red heads.
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Re: Jab's Builds: The Office Builds (Michael, Jim, Creed, Andy)
Postby Dreaming Psion » Sun Jan 31, 2010 10:36 pm

Man, I'm really enjoying these character descriptions, even though I've never seen the Office. Note that on their stats many of them will have higher PLs than 0 or 1 due to their skills, but that's a minor rules technicality. Due to the restrictions of Power Attack, Jan won't be able to benefit from Power Attack though. Maybe rage wold be appropriate?
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Re: Jab's Builds: The Office Builds (Michael, Jim, Creed, Andy)
Postby Jabroniville » Mon Feb 01, 2010 1:27 am

Yeah, I generally ignore PL limits on Skill Ranks (since it's fairly easy to surpass with additional ranks in Abilities anyhow), especially for NPC TV joke-builds like these. It just seems like a random limitation so people won't create Reed Richards all over the place or something.

And yeah, forgot about the Power Attack thing. I'm so used to building guys with at least +8 to Attack that I forgot what happens when a +0 NPC gets it :).
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Re: Jab's Builds: The Office Builds (Michael, Jim, Creed, Andy)
Postby Jabroniville » Mon Feb 01, 2010 1:54 pm

Image

"It appears that the website has become alive. This happens to computers and robots sometimes. Am I scared of a stupid computer? Please. The computer should be scared of me. I have been salesman of the month for 13 of the last 12 months. You heard me right. I did so well last February that Corporate gave me two plaques in lieu of a pay raise."

DWIGHT SCHRUTE
Played by: Rainn Wilson
PL 2 (16)
ST 10 DEX 10 CON 10 INT 10 WIS 6 (-2) CHA 8 (-1)

Skills:
Bluff 2 (+0)
Computers 4 (+4)
Craft (Chemical) 4 (+4)
Craft (Structural) 4 (+4)
Gather Information 2 (+1)
Handle Animal 5 (+4)
Investigate 2 (+0)
Knowledge (Current Events) 4 (+4)
Knowledge (Pop Culture) 6 (+6)
Knowledge (Theology & Philosophy) 2 (+2)
Language (German, English) 1
Notice 2 (+0)
Profession (Paper Salesman) 8 (+8)
Profession (Ping-Pong Player) 8 (+8) -- (Uses Dex)
Survival 6 (+4)

Feats:
Equipment 4, Ultimate Skill (Paper Salesman)

Equipment:
Dwight's Arsenal (Sword +2, Mr. A.Knife +1, Nunchuku +2, Mace- Nauseate +4, Sniper Rifle +4- Improved Range, etc.)

Saves:
Toughness +0, Fortitude +1, Reflex +1, Will +0

Combat:
Attack +0, Damage +0 (+2 Sword, +4 Mace), Defense +0, Initiative +0

Complications:
Reputation (Dorky Weirdo)
Rivalry (Jim Halpert)
Rivalry (Andy Bernard- Occasionally)
Obsession (Loyalty to Dunder-Mifflin)
Responsibility (Relationship with Angela Martin)
Responsibility (Schrute Farms & Cousin Mose)
Obsession (Beets)

Abilities: -6 / Skills: 52--13 / Feats: 5 / Powers: 0 / Saves: 4 / Combat: 0 (16)

-"The Office" would never work without Dwight. Replacing the English version's Gareth (a know-it-all wannabe military guy who was the workplace rival and prank-target of the main character) with a more country-bumpkin-esque wannabe-expert on all things, Dwight is much better a character all around- he has his occasional nice moments (mainly when pining over Angela, his "Monkey"), but is MUCH more of a know-it-all than Gareth, as well as being a huge dork, and he actually has a significant array of skills to back up his bragging (SOMETIMES). And he's actually a really good paper salesman, too: one of my favourite scenes has Jim & Dwight re-united for a sales call (the first one we've ever seen them go on), and surprisingly, their antagonistic relationship is NOT a hindrance- they NAIL the sale with no difficulty, each playing off the others' strengths to ridiculous levels.

-Jim's pranks on Dwight are a hallmark of the series. Dwight takes himself (and the rules) so seriously that it's hard not to take Jim's side, even though this would realistically make him a huge jerk if these were actual events. His relentless ass-kissing to Michael (a trait inherited from Gareth) sometimes goes to hardcore extremes, despite the fact that he's occasionally tried to usurp control. Dwight's paranoia and conspiracy theories sometimes lead him down the wrong road (who could possibly believe that Jim was either a murderer or a vampire- two things he's convinced Dwight of). His love for law & order leads to him constantly bothering the Scranton Police Department (to the point where two unnamed cops showing up to Michael's condo on a domestic disturbance call say "Shut up, Dwight" to him on-sight).

-Dwight's funny to stat up, because he actually DOES have more skills than the rest of the office! An assortment of Beet-Farming techniques, knowledge of the wilderness, etc. He's just not very Wise (easily confused or fooled by Jim, even with the most ridiculous set-ups- who else on Earth would believe the Dunder-Mifflin Website had attained sentience and was now actively trying to destroy him in their competition for sales?) or Charismatic, requiring his Profession to make any sales at all. And yes, his love for weapons (hiding them throughout the office- even some authentic asian replica weapons!) and a Sniper Rifle make him the highest-PL person in the office as well!

Image

Phyllis: I want to understand what you're saying, but it's difficult for me when you use that tone.
Angela: Phyllis, these are spoons. Spoons have rounded tops and are used to scoop things. What we need are forks, which have prongs or tiny spears on top. And we need knives, which have blades. Do you understand me now?
Phyllis: Yes.
Angela: Goody.

ANGELA MARTIN
Played by: Angela Kinsey
PL 0 (6)
ST 6 (-2) DEX 10 CON 8 (-1) INT 10 WIS 10 CHA 8 (-1)

Skills:
Bluff 4 (+3)
Computers 2 (+2)
Handle Animal 7 (+6)
Knowledge (Physical Sciences) 2 (+2)
Knowledge (Theology & Philosophy) 4 (+4)
Profession (Accountant) 5 (+5)

Feats:
Minions 4 (10 House Cats), Task Focus (Handle Animal- for Cats)

Saves:
Toughness -1, Fortitude +0, Reflex +1, Will +1

Combat:
Attack +0, Damage -2, Defense +0, Initiative +0

Complications:
Reputation (Office Bitch)
Obsession (Christian Ethics & Conservatism)
Obsession (Cats)
Responsibility (Relationships with Dwight & Andy)

Abilities: -8 / Skills: 24--6 / Feats: 5 / Powers: 0 / Saves: 3 / Combat: 0 (6)

-Angela's a severe, uptight little woman on "The Office", kind of taking the approach of that one woman in the workplace who's just unpleasant to EVERYBODY (anyone who's worked in a place for any length of time knows at least one of these). Hyper-religious, serious and judgmental, Angela looked down on Pam, Jan & Phyllis for years, but actually hooked up with the rules-conscious Dwight for several seasons, even cheating on her fiance Andy with him! This makes Angela one of the most unlikeable characters on the show, as they've only occasionally shown her good side (occasionally coming to Pam for advice, or loving her cats- though she goes well into Crazy Cat Lady).

-Angela's so tiny she could almost have Shrinking as an Innate Power (see my build of Kristin Chenoweth's Olive Snook character from "Pushing Daisies"- she's 4'11"!), but I think she's a notch over five-feet, so not quite. But she's very weak, slight and delicate, unable to do much physically. It's funny that her character is so unattractive on the show, because in reality, with her hair down and tighter clothing on, Angela Kinsey is really quite pretty.
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Re: Jab's Builds: The Office Builds (Michael, Jim, Creed, Andy)
Postby Jabroniville » Mon Feb 01, 2010 2:14 pm

Image

(to his girlfriend) "Wow. Boobs."

KEVIN MALONE
Played by: Brian Baumgartner
PL 0 (7)
ST 10 DEX 8 (-1) CON 8 (-1) INT 8 (-1) WIS 10 CHA 8 (-1)

Skills:
Computers 1 (+0)
Diplomacy 3 (+2)
Gambling 8 (+8) -- (Uses Wisdom)
Knowledge (Pop Culture) 5 (+4)
Perform (Drums) 5 (+4)
Perform (Singing) 4 (+3)
Profession (Accountant) 1 (+0)
Profession (Basketball Player) 5 (+4) -- (Uses Dex)

Feats:
Tough

Powers:
"Smelly Feet" Nauseate 1 (Extras: Perception Area-Scent) [3]

Saves:
Toughness +0, Fortitude +0, Reflex +1, Will +0

Combat:
Attack +0, Damage +0, Defense +0, Initiative +0

Complications:
Obsession (Porn & Food)
Responsibility (Scrantonicity & Scrantonicity II)
Obsession (Boobs)
Secret (Not Good at His Job)
Addiction (Gambling)

Abilities: -8 / Skills: 32--8 / Feats: 1 / Powers: 3 / Saves: 3 / Combat: 0 (7)

-Kevin's one of the more useless people around the office, being an infantile, obese man with little overall intelligence or even skill at his job. Despite this, Kevin's one of the nicer people around, rarely is directly cruel to people, and kinda likes to just hang out and joke around. He has little luck with women (for obvious reasons), but manages to hook up with Lynne in recent seasons (his first fiancee was a classic case of Ugly Guy, Hot Wife- a TV Tropes page *I created* because I am totally awesome).

Image

"I would have to say that, besides having sex with men, the 'Finer Things Club' is the gayest thing about me."

OSCAR MARTINEZ
Played by: Oscar Nunez
PL 0 (14)
ST 10 DEX 10 CON 10 INT 12 (+1) WIS 12 (+1) CHA 10

Skills:
Bluff 2 (+2)
Computers 3 (+4)
Diplomacy 3 (+3)
Knowledge (Art) 4 (+5)
Knowledge (Pop Culture) 3 (+4)
Language (Spanish, English) 1
Notice 3 (+4)
Profession (Accountant) 5 (+6)
Sense Motive 4 (+5)

Feats:
None

Saves:
Toughness +0, Fortitude +1, Reflex +1, Will +2

Combat:
Attack +0, Damage +0, Defense +0, Initiative +0

Complications:
Secret (Gay) - was outed in later season
Responsibility (Doesn't Want to Associate with Co-Workers)
Prejudice (People Make the Wrong Assumptions about Him Being Gay)

Abilities: 4 / Skills: 28--7 / Feats: 0 / Powers: 0 / Saves: 3 / Combat: 0 (14)

-Oscar is pretty easily the most normal, non-flawed character on "The Office", in that he's not even a prankster like Jim or kind of a weirdo like Pam & Holly. Oscar's the only gay person at the office, but is pretty much always the 'straight man', trying to keep everyone focused on work, and otherwise doesn't like to engage in office parties, gossip or anything of the like. This makes him almost kinda boring, but you NEED this type of guy around. Also, this lack of gigantic character flaws allows him to have some rather nice moments with other members of the cast, like when he & Andy got drunk in Montreal and tried to hook the other up (Oscar drunkenly convincing Andy to call up Angela to ask "why won't you do me!?").

-Oscar's the least flawed member of the cast, so he stats up with the most boring stuff. He's quite competent at his job (Kevin once insists to Michael that "Oscar does MY taxes!", when Michael wants Kev to do his). His homosexuality is only a hindrance in the office as far as it makes his dumber co-workers get the wrong idea. Michael wants advice from Oscar about his upcoming colonoscopy because of it's similarities to sodomy, and Kevin insists that Oscar would "love prison" because of the rape.
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Re: Jab's Builds: The Office Builds (Andy, Dwight, Angela)
Postby Mistwolf » Mon Feb 01, 2010 3:37 pm

Loving the Office builds, looking forward to seeing the rest of the characters statted up.
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Re: Jab's Builds: The Office Builds (Andy, Dwight, Angela)
Postby RhimeFyre » Mon Feb 01, 2010 4:46 pm

1. I am LOVING these Office builds, keep up the awesome work!

2. I especially loved your Dwight build, my favorite character from the show. One thing about him, are you really sure he has only an INT of 10? I would definitely think it is much higher. Now granted his WIS should be low (6 sounds about right), but don't you think his INT should be up around at least 14 or 15?

3. Did you seriously start 'Ugly Guy, Hot Wife' on tvtropes, or are you just kidding? If you did, OMG, You are a legend!
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Re: Jab's Builds: The Office Builds (Andy, Dwight, Angela)
Postby Jabroniville » Tue Feb 02, 2010 12:24 am

Regarding Dwight's Intellect- I kinda wanted to show him with some skills, but a general lack of... I dunno. He doesn't strike me as that good at math, physics or sciences, just a guy who THINKS that he is. He's quite skilled at various paper & sci-fi related things, but he's still kind of a dunderhead. He just never struck me as very smart. Part of that might be his lack of Wisdom making him seem dumber than he is (putting up pictures around down of his own face on a poster of "This Man Is a Pervert" and stuff like that)

And yeah, I did start the Ugly Guy Hot Wife topic- it's my proudest accomplishment in all the Internet. It was QUITE a long time ago, when I first found the site- I looked all over the place to put the sheer oddity of Ray & Debra (from "Everybody Loves Raymond") onto the site, but COULD NOT find the appropriate trope on it. So I kinda figured out how to make a trope, and put that on there. I've kind of made the page my 'baby' (you can see some quotes by me in the "Discussion" portion of it), modifying it's text over time to include the fact that it's not necessarily Wives all the time, and not just on TV either. I think most of the main topic's text is all mine (every part except for the 'she left behind some great life to marry the schlub'), even the recent edit to include the fact that not EVERY case of the girl being hotter counts (re: Scrubs with J.D. and his legion of hot girlfriends, since J.D's not really UGLY).

The Raymond, Drew Carey, George Lopez, King of Queens, Luann & Sex and the City (*sigh* Kristin Davis...) tropes on the page are all mine- it started out fairly small, and took a HUGE leap forward when I was away from the site for six months or so.

Other Trope pages I've created: Hollywood Hype Machine (though it hasn't really moved forward) and Luann (the teenager-themed comic strip) and 90% of it's page. I'm thinking about a new one called "Bring Out Your Dead Teens", about the nature of comic books to wipe out teenage characters (Jason Todd, Titans, New Mutants/Young X-Men/Hellions).

I'm also responsible for an EASY 60% of the Archie Comics' page. I probably know more about Archie than any other kind of comic :).
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"I've been teaching Michael some 'black man phrases', such as 'fleece it out', 'goin' mach five', 'bippity boppity gimme the zoppity', and 'dinkin' flicka'. You know, things us Negroes say."

DARRYL PHILBIN
Played by: Craig Robinson
PL 1 (18)
ST 12 (+1) DEX 10 CON 12 (+1) INT 10 WIS 12 (+1) CHA 12 (+1)

Skills:
Bluff 4 (+5)
Drive 4 (+4)
Intimidate 3 (+4)
Knowledge (Pop Culture) 4 (+4)
Notice 2 (+3)
Profession (Warehouse Manager) 4 (+4)
Perform (Synthesizer) 4 (+5)
Sense Motive 3 (+4)

Feats:
None

Saves:
Toughness +1, Fortitude +2, Reflex +1, Will +2

Combat:
Attack +0, Damage +1, Defense +0, Initiative +0

Complications:
Rivalry (Michael)
Responsibility (The Warehouse)

Abilities: 8 / Skills: 28--7 / Feats: 0 / Powers: 0 / Saves: 3 / Combat: 0 (18)

-Darryl's a great side-character, the calm, sensible Warehouse Manager who's nonetheless the person who disrespects Michael the most (though Michael thinks Darryl's streetwise and edgy by comparison). He's the ultimate Deadpan Snarker of the show, even moreso than Jim at times. He doesn't show up that often, but it's usually damn funny when he does.

Image

"I could clean out my desk in five minutes, and nobody would ever remember I worked here."

RYAN HOWARD
Played by: B.J. Novak
PL 0 (8)
ST 10 DEX 12 (+1) CON 10 INT 12 (+1) WIS 8 (-1) CHA 10

Skills:
Bluff 4 (+4)
Computers 4 (+5)
Diplomacy 4 (+4)
Knowledge (Pop Culture) 2 (+2)
Knowledge (Business) 3 (+4)
Profession (Bowling Alley Worker) 1 (+2)
Profession (Temp) 2 (+3)

Feats:
None

Saves:
Toughness +0, Fortitude +0, Reflex +1, Will +0

Combat:
Attack +0, Damage +0, Defense +0, Initiative +0

Complications:
Secret (Drug Addict)
Reputation (Lazy Arsemunch)
Rivalry (Jim Halpert & Pam Beesly)

Abilities: 2 / Skills: 20--5 / Feats: 0 / Powers: 0 / Saves: 1 / Combat: 0 (8)

-Ryan Howard's probably undergone the most weird growth in the series, and his constant recurrences can only be explained by his being played by a main writer of the show :). Starting out as the put-upon, confused Temp thrown into this bizarre, crazy world, Ryan (who never wanted to work there, and especially didn't want a funny 'work nickname'... like "Fire Guy") eventually got boosted up to Corporate on the strength of his collegiate Business Degree, and of course ended up morphing into a stupid New Yorker with a $500 hair cut and an insecurity about how crappy he really was at his job. So he ended up being fired & arrested for fraud after fictionalizing some profits for his big "Dunder Mifflin Infinity" website, and was gone.

-Until Michael (who harbored such a constant man-crush on him that it was mistaken in a deposition for a relationship with a woman) hired him back on as a Temp later on, much to David Wallace's consternation (he's the CEO of the company). Ryan bailed AGAIN, but then came back to the Michael Scott Paper Company (during a long subplot where Michael quit D.M. and formed his own company) as a Salesman, and then got hired back AGAIN by D.M. when they bought out Michael (who was killing their business and bluffed his way into getting all their jobs back- in an unusual bit of brilliance for him). He's currently a Temp (AGAIN), and still kicking around, even though there's practically nothing left to do with his now THOROUGLY unlikeable character.
-Ryan is a pretty weak, scared little boy with not much in the way of serviceable skills (he was WAY underqualified for his job at Dunder Mifflin HQ).

Image

Toby: Actually, I didn't think it was appropriate to invite children since it's, uh, you know...there's gambling and alcohol...and it's in our dangerous warehouse...it's a school night, and you know, uh... Hooters is catering. You know, is that not—is that enough? Should I keep going?
Michael: Why are you the way that you are?... I hate so much about the things that you choose to be.

TOBY FLENDERSON
Played by: Paul Lieberstein
PL 0 (9)
ST 10 DEX 10 CON 10 INT 12 (+1) WIS 12 (+1) CHA 8 (-1)

Skills:
Computers 3 (+4)
Diplomacy 1 (+0)
Knowledge (Art) 4 (+5)
Knowledge (Civics) 2 (+3)
Knowledge (Behavioral Sciences) 2 (+3)
Notice 2 (+3)
Profession (Human Resources) 4 (+5)
Sense Motive 2 (+3)

Feats:
None

Saves:
Toughness +0, Fortitude +1, Reflex +1, Will +1

Combat:
Attack +0, Damage +0, Defense +0, Initiative +0

Complications:
Secret (Crush on Pam Beesly)
Responsibility (Daughter)
Enemy (Michael Scott)

Abilities: 2 / Skills: 20--5 / Feats: 0 / Powers: 0 / Saves: 2 / Combat: 0 (9)

-Poor Toby is pretty much the "office buttmonkey", being a sad-eyed HR rep who is liked most mostly everyone, but takes constant abuse from Michael (who doesn't view HR as "part of their family", and since Toby's divorced, he's "Not really a part of HIS family" either). Their relationship is comically full of hatred, as Toby is constantly punished, insulted and made fun of by the infantile boss, especially when he's trying to restore order. Toby really doesn't like his job (thought it's not a nightmare- "because you can wake up from nightmares").

-Toby's just an average guy doing an average type of job. He's not very Charismatic (VERY few people in this office are), but he's a big smarter and more knowledgeable than most of the cast.
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Re: Jab's Builds: The Office Builds (Andy, Dwight, Angela)
Postby Jabroniville » Tue Feb 02, 2010 2:01 am

Image

"C'mon, Michael!"

DAVID WALLACE
Played by: Andy Buckley
PL 0 (16)
ST 10 DEX 10 CON 10 INT 14 (+2) WIS 12 (+1) CHA 12 (+1)

Skills:
Bluff 3 (+4)
Computers 2 (+4)
Diplomacy 3 (+4)
Knowledge (Art) 2 (+4)
Knowledge (Business) 5 (+7)
Profession (Paper Salesman) 3 (+5)
Sense Motive 2 (+3)

Feats:
None

Saves:
Toughness +0, Fortitude +1, Reflex +1, Will +2

Combat:
Attack +0, Damage +0, Defense +0, Initiative +0

Complications:
Enemy (Kendall from HR)
Responsibility (Dunder Mifflin's CFO)
Responsibility (Michael Scott as an underling)

Abilities: 8 / Skills: 20--5 / Feats: 0 / Powers: 0 / Saves: 3 / Combat: 0 (16)

-Wallace is an odd case of a senior management type who's not completely incompetent or jerkish. He's kind of a normal (but very well-off) guy who always has to deal with Michael's craziness (despite his branch doing well), and the fact that Dunder Mifflin is increasingly irrelevant in today's society. Most of the things he does make good sense (such as forcing Holly to move away upon dating Michael, since HR & Managers shouldn't date; or closing the Buffalo branch), but make him out to be the bad guy nonetheless. Apparently by Season 6, he leaves the company, and possibly the show.

Image

Michael: Well, that depends on whether or not we're having sex tonight (it was their third date)... Are we having sex tonight?
Holly: (looks awkwardly for a second)... Well... Hell *yeah*....

HOLLY FLAX
Played by: Amy Ryan
PL 0 (8)
ST 8 (-1) DEX 10 CON 10 INT 12 (+1) WIS 12 (+1) CHA 10

Skills:
Bluff 2 (+2)
Computers 2 (+3)
Diplomacy 4 (+4)
Knowledge (Civics) 3 (+4)
Knowledge (Pop Culture) 4 (+5)
Notice 1 (+2)
Profession (Human Resources) 4 (+5)

Feats:
None

Saves:
Toughness +0, Fortitude +0, Reflex +1, Will +1

Combat:
Attack +0, Damage +0, Defense +0, Initiative +0

Complications:
Responsibility (Loves Michael Scott)

Abilities: 2 / Skills: 20--5 / Feats: 0 / Powers: 0 / Saves: 1 / Combat: 0 (8)

-Gotta love Holly, another one of those later-added characters that fits in well. Toby's replacement when he briefly moved to Costa Rica, she was pretty much a "female Michael Scott", turning out to be a nice, normal person who was deep down a huge weirdo like Michael was. They had a super-huge fling where they got ultra-close and cute, but they ultimately were forced to split up with Corporate found out they were dating, and so she had to move away, hooked up with some other guy, and then shared some moments at a company party. So sad.

Image

"Wow, it turns out... Pam is kind of a *bitch*."

KAREN FILIPPELLI
Played by: Rashida Jones
PL 0 (18)
ST 8 (-1) DEX 10 CON 10 INT 14 (+2) WIS 14 (+2) CHA 14 (+2)

Skills:
Bluff 4 (+6)
Computers 3 (+5)
Diplomacy 4 (+6)
Knowledge (Business) 3 (+5)
Notice 3 (+5)
Profession (Paper Saleswoman) 4 (+6)
Sense Motive 3 (+5)

Feats:
Attractive

Saves:
Toughness +0, Fortitude +0, Reflex +1, Will +2

Combat:
Attack +0, Damage +0, Defense +0, Initiative +0

Complications:
Responsibility (Loves Jim Halpert)
Rivalry (Pam Beesly)

Abilities: 10 / Skills: 24--6 / Feats: 0 / Powers: 0 / Saves: 1 / Combat: 0 (18)

-Karen is a classic character type in shows about relationships and potential hook-ups: the girl who comes flying in and gets the Main Guy before Main Girl can. And what was best about it was that Karen was actually a likeable character, not some heinous bitch like in weaker fiction. She was nice, sarcastic, snarky and confident, and went out and "got" things she wanted (including Jim, when he thought that he & Pam were never going to happen). It was too bad her actress left after only one season, as her introduction easily got one full season out of the show (by prolonging Jim/Pam Shipping), but it seems sometimes like that was all part of the plan- she got dumped, Jim immediately moved in on Pam (in a move that made Jim look a little bad- again, good storytelling), and then she moved away, becoming the Regional Manager in Utica, and having her own successful life there. I'd have liked to have seen a lot more of her, but Rashida Jones is busy making movies, so we've only gotten two looks at her since then (boss, then pregnant & married).

-Karen's a bit more savvy and skilled than the rest of the office (and has easily the best Diplomacy score- since she's able to turn Phyllis from Hostile to Friendly with a few comments remembering who Bob Vance is), and it shows in her stats. She gets Attractive because of how the men in the office treated her (Kevin couldn't decide if she or Pam was hotter), and how men in real life do- I never found her to be touching Pam's level, but obviously some people did.

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ROY ANDERSON
Played by: David Denman
PL 2 (22)
ST 14 (+2) DEX 10 CON 14 (+2) INT 8 (-1) WIS 10 CHA 10

Skills:
Intimidate 5 (+5)
Knowledge (Pop Culture) 3 (+2)
Profession (Warehouse Worker) 4 (+3)
Profession (Football Player) 4 (+4) -- (Uses Dex)

Feats:
Improved Overrun, Rage

Saves:
Toughness +2, Fortitude +3, Reflex +1, Will +0

Combat:
Attack +2, Damage +1, Defense +2, Initiative +0

Complications:
Rivalry (Michael)
Responsibility (The Warehouse)

Abilities: 6 / Skills: 16--4 / Feats: 2 / Powers: 0 / Saves: 2 / Combat: 8 (22)

-Roy was a necessary evil in "The Office"- to make Jim/Pam more of an issue (and to reflect the original English version's story of Tim & Dawn), they needed a boorish, controlling boyfriend character, pretty much the living embodiment of that guy that dorks want to surpass to get the beautiful girl. They tried to make him less evil sometimes- he made nice with Pam on occasion, and was portrayed as a bit affably blue-collar, but he ultimately had to be a jerk, or else Jim would look like a horrible person for trying to steal Pam away. So he made crude remarks, always wanted to leave parties early when Pam was having a good time, and was generally a pain. This surprisingly culminated in a very unusual way, with Pam breaking up with him, then almost getting back together, then him blowing up and trying to kill Jim, then ultimately apologizing to everyone and pretty much leaving the show for good.

-Roy is the biggest, toughest Office worker around, able to beat the snot out of pretty much everyone else unless he's maced in the face or something.
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Re: Jab's Builds: The Office (Andy, Dwight, Angela, Entire Cast)
Postby Jabroniville » Tue Feb 02, 2010 2:07 am

And that's it for Office builds (I'll wait till I see Season 6 to stat Charles & Erin)! It's likely the last time I'll do a set of builds THAT big for an ensemble cast- most shows have far fewer. They're kinda fun in small doses, but doing 12-14 builds like that is actually a lot of work, even when nobody has Powers or Feats!

Coming up tomorrow, some Marvel Builds! I'm not focusing ENTIRELY on D & E-Leaguers, as it'll provide me with a reason to post up builds of Daredevil, Elektra, The Punisher and Amadeus Cho, among others- yeah I made 1,500 builds without doing one of Matt Murdock. But I'll start with some crap, with Man-Bull and Machete being the first two done!
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Police Academy (2e)

Post by Jabroniville »

Happy fun times! That's it for my TMNT Movie builds! My next idea had Kreuzritter asking me what the ATT'd ever done to deserve it.... POLICE ACADEMY.

Yeah, that's right, Frickin' Mahoney, et al. Shouldn't take more than a couple days, and it'll provide GMs with something a little bit more than the usual "M&M Rulebook Cop" for their combat scenes involving police officers. Hell, for fun, throw 'em in amongst the regular cops and see if the players can recognize the one who can mimic stuff, or the giant guy.
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Postby Jabroniville » Tue Jun 16, 2009 1:07 pm

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CAREY MAHONEY
Played By: Steve Guttenberg
PL 5 (75)
ST 12 (+1) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 18 (+4)

Skills:
Bluff 6 (+10)
Diplomacy 4 (+8)
Drive 6 (+8)
Investigate 4 (+6)
Knowledge (Streetwise) 4 (+5)
Knowledge (Current Events) 4 (+5)
Knowledge (Pop Culture) 4 (+5)
Notice 4 (+6)
Profession (Police Officer) 7 (+8)
Profession (Various Odd Jobs) 3 (+4)
Search 4 (+6)
Sense Motive 6 (+8)
Stealth 4 (+6)

Feats:
Distract (Bluff), Equipment 4 (Police Pistol +5, Police Car), Fascinate (Bluff), Set-Up, Taunt, Teamwork

Saves:
Toughness +2, Fortitude +4, Reflex +4, Will +5

Combat:
Attack +5, Damage +1 (+5 Pistol), Defense +5, Initiative +2

Abilities: 24 / Skills: 60--15 / Feats: 9 / Powers: 0 / Saves: 7 / Combat: 20 (75)

-Mahoney is the main character of the Police Academy series, though he didn't show up for the latter two movies, being replaced by a Captain Ersatz-type. He was a ladies' man (since his girlfriends in each movie kept not coming back for the next one) and goof-off with a deceased cop father, who was forced into the Police Academy to avoid jail time for his semi-larcenous activities. Through some complicated asinine plot stuff, he attempted to get thrown out, but the guys in charge weren't allowed to, so he ended up just playing countless pranks on his superior officers (particularly Lt. Harris, the butt-monkey of the series). By later films, he'd become the best, most competent cop around (not that it's saying much with this crew), despite retaining his prankster persona. He stats up like a pretty decent PL 5 (75) cop, with almost all his Feats are in Bluffing & Taunting, making him an effective team player.
-In retrospect, the first Police Academy movie was never really that funny; it was just a series of gags with weak characters and a few decent jokes, mainly sophomoric in nature, plus some boobs. Well, I guess that in the 80s easily makes the $140 million or so it did. I really liked the Animated Series, though, but in retrospect it was probably crap as well. I still don't know how they managed to make SEVEN of these bloody films, considering they completely fell apart by the third.

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LARVELL JONES
Played By: Michael Winslow
PL 5 (67)
ST 12 (+1) DEX 16 (+2) CON 14 (+2) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)

Skills:
Bluff 6 (+7)
Drive 4 (+6)
Handle Animal 4 (+5)
Knowledge (Pop Culture) 5 (+6)
Notice 4 (+5)
Profession (Police Officer) 5 (+6)
Search 4 (+5)
Sense Motive 4 (+5)
Stealth 4 (+6)

Feats:
Attack Specialization (Unarmed), Distract (Bluff), Equipment 4 (Police Pistol +5, Police Car), Set-Up, Teamwork

Powers:
"Mimicry Mastery"
Illusion (Audio) 5 (Drawbacks: Noticeable- Lips Moving, Power Loss- Unable to Speak) [3]

Saves:
Toughness +2, Fortitude +4, Reflex +5, Will +3

Combat:
Attack +5 (+7 Unarmed), Damage +1 (+5 Pistol), Defense +6, Initiative +3

Abilities: 18 / Skills: 40--10 / Feats: 8 / Powers: 3 / Saves: 6 / Combat: 22 (67)

-Larvell Jones is better known as "that guy with the sound effects", imitating gunfire, several police loudspeakers at once, different people, etc. Like my build of "Scarface" from the Batman: TAS Universe, I felt that's best established with Powers instead of Skills. In this case, it's an audial Illusion with some necessary Drawbacks, making it a pretty cheap power. Essentially, he bluffs out and scares the bad guys into making stupid mistakes, allowing his compatriots to follow in. He also has martial arts prowess, utilized by sounding like fake dubbing.
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Postby MorningKnight » Tue Jun 16, 2009 2:50 pm

Can't wait to see Hightower and Tackleberry. :D
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Postby Jabroniville » Wed Jun 17, 2009 2:38 am

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EUGENE TACKLEBERRY
Played By: David Graf
PL 6 (55)
ST 14 (+2) DEX 14 (+2) CON 16 (+3) INT 10 WIS 10 CHA 10

Skills:
Drive 6 (+8)
Intimidate 6 (+6)
Knowledge (Tactics) 4 (+4)
Notice 4 (+4)
Perform (Saxophone) 4 (+4)
Profession (Police Officer) 4 (+4)

Feats:
All-Out Attack, Attack Focus (Ranged) 2, Equipment 4 (Magnum +6, Police Car), Improved Aim, Improved Critical (Magnum), Power Attack, Precise Shot

Saves:
Toughness +3, Fortitude +5, Reflex +4, Will +3

Combat:
Attack +4 (+6 Ranged), Damage +2 (+6 Magnum), Defense +4, Initiative +2

Abilities: 14 / Skills: 28--7 / Feats: 11 / Powers: 0 / Saves: 7 / Combat: 16 (55)

-Tackleberry is the crazed gun-nut of the Police Academy crew, with a love of guns and destruction second to none. Not alot of comedic gun-nuts out there I've found, and Tackleberry's arguably the most famous. Hell, his cartoon version used a BAZOOKA instead of a regulation firearm! In the toon, he was paired with Lt. Callahan, but in the movies he got married to a fellow gun-nut.
-A PL higher than his comrades thanks to his high-impact gun and better accuracy, Tackleberry nonetheless falls shorter on points, having little in the way of investigative skill, bluffing talent, or anything else that comes in handy to cops. His basic strategy is to run in, shoot at anything that moves, and then shoot again instead of asking questions later.

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ZED
Played By: Bobcat Goldthwait
PL 5 (50)
ST 12 (+1) DEX 14 (+2) CON 14 (+2) INT 8 (-1) WIS 10 CHA 10

Skills:
Bluff 4 (+4)
Drive 3 (+5)
Escape Artist 4 (+6)
Intimidate 5 (+5)
Knowledge (Streetwise) 7 (+6)
Notice 3 (+3)
Profession (Police Officer) 2 (+1)

Feats:
All-Out Attack, Distract (Intimidate), Equipment 4 (Police Pistol +5, Police Car), Fascinate (Intimidate), Power Attack

Saves:
Toughness +2, Fortitude +4, Reflex +4, Will +3

Combat:
Attack +5, Damage +1 (+5 Pistol), Defense +5, Initiative +2

Abilities: 8 / Skills: 28--7 / Feats: 8 / Powers: 0 / Saves: 7 / Combat: 20 (50)

-Zed is the breakout role of insanely-voiced comedian Bobcat Goldthwait (who somehow, with that face, hooked up with Nikki Cox), appearing in the second or third movie as a street thug leading a violent gang, then suddenly becoming a cop in the later movies because the studios or writers or whoever enjoyed the character. He ended up becoming the pratfalling comic relief of an already comic cast, especially in the cartoon, where he was the resident dunderhead lunatic with a funny voice. He generally ends up paired with a short, nerdy officer named Carl Sweetchuck who has few notable qualities at all aside from being a permanent victim of Zed's lunacy or someone else's.
-Zed's even less capable than his comrades, but has a kind of insane charisma that makes him a useful distracter.
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Postby Jabroniville » Wed Jun 17, 2009 2:42 am

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MOSES HIGHTOWER
Played By: Bubba Smith
PL 6 (74)
ST 24 (+7) DEX 10 CON 24 (+7) INT 10 WIS 10 CHA 10

Skills:
Bluff 6 (+6)
Craft (Chemical) 4 (+4)
Intimidate 10 (+10)
Investigate 4 (+4)
Notice 4 (+4)
Profession (Florist) 8 (+8)
Sense Motive 4 (+4)

Feats:
All-Out Attack, Attack Focus (Melee) 2, Equipment 4 (Police Pistol +5, Police Car), Improved Grab, Improved Pin, Improved Grapple, Power Attack

Powers:
"Comical Hollywood Strength"
Super-Strength 2 [4]

Saves:
Toughness +7, Fortitude +7, Reflex +2, Will +5

Combat:
Attack +3 (+5 Melee), Damage +7 (+5 Pistol), Defense +4, Initiative +0

Abilities: 28 / Skills: 40--10 / Feats: 11 / Powers: 4 / Saves: 7 / Combat: 14 (74)

-Hightower is one of the more famous characters from the movies, being the gigantic black guy who scares the crap out of the villains and gets comical feats of strength (such as flipping over a police car with officers still inside it, tearing out a car seat, or saying "now I'm mad" after being hit by a ton of falling debris). He even had the ironic quality of being a professional florist outside of the Academy, though as Roger Ebert noted in his scathing review of the film, it would have been much more funny to have him be the coward or gay, or something. He's handy if you just want to scare your players (in a criminal-based campaign) with the odd giant cop.
-Hightower's a physical monster, having max human strength & toughness, brought to superhuman levels by the Power. He's pretty limited to just being a melee fighter, with nearly all his feats and abilities going towards that (he's a poor driver, but a decent florist with a presumed knowledge of chemicals), but in a comic group like the Academy Class, that's pretty decent.


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LAVERNE HOOKS
Played By: Marion Ramsey
PL 5 (54)
ST 8 (-1) DEX 10 CON 10 INT 12 (+1) WIS 10 CHA 6 (-2)

Skills:
Drive 4 (+4)
Investigate 4 (+4)
Notice 4 (+4)
Search 4 (+4)

Feats:
Equipment 4 (Police Pistol +5, Police Car)

Powers:
"Angry Hooks Boost" Container 8 (Flaws: Uncontrolled) [32]
Enhanced Strength 6 (6)
Enhanced Charisma 10 (10)
Enhanced Will Save 3 (3)
Enhanced Feats: Power Attack, Startle, Rage (3)
Enhanced Skills: Intimidate 8 (8)
Enhanced Attack & Defense Bonus 2 (8) -- (38 points)

Saves:
Toughness +0, Fortitude +2, Reflex +2, Will +2/+5

Combat:
Attack +3 (+5 Boost), Damage -1 (+3 Boost, +5 Pistol), Defense +3 (+5 Boost), Initiative +0

Abilities: -4 / Skills: 16--4 / Feats: 4 / Powers: 32 / Saves: 6 / Combat: 12 (54)

-Hooks was pretty much just a one-note gag in the Police Academy series (well, okay, they're ALL one-note gags, but this character pretty much ONLY did one thing and didn't engage in much of anything else), that being a nervous, stuttering, unintimidating woman who was picked on and scared away by everybody else, much to their own amusement. Her best moments came at least once per film, when she'd finally had enough and absolutely SNAPS, terrifying everyone else with her famous line "FREEZE, DIRTBAGS!" and saving the day.... then they pretty much just repeated that all the time.
-Hooks is basically two different characters- the waste of space she normally is, and this insanely angry, powerful woman who scares the crap out of crooks. Basically, an Uncontrolled set of boosts to her stats. Pretty much the least useful cop because of it, but she can surprise people.
Last edited by Jabroniville on Sat Nov 28, 2009 7:58 pm, edited 2 times in total.
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Postby Dreaming Psion » Wed Jun 17, 2009 9:57 am

Heehee, these type of lower level cop builds are actually quite good for supporting cast in a street level game or really an heoric but "down-to-earth" games. Do you have any plans of doing Night Court builds as well?
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Postby Jabroniville » Wed Jun 17, 2009 10:51 am

I've always meant to watch that show, but sadly I missed the era it was both on originally, and when it was on in syndication. Consequently, I've only seen a few episodes, and couldn't really build them. Sorry.

I do plan on doing other TV show builds here and there, between bigger superhero ones. Mostly sitcom people with specific jobs and stuff like that. It won't be a giant thing, just a neat little distraction to throw out.
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Postby MorningKnight » Wed Jun 17, 2009 12:31 pm

I might do a Bull Shannon when I get some time in the near future.

The episode where he got struck my lightning proved that he was at least a PL8 (defensively) hero in a sitcom.

"How's Bull been acting [since he got hit by lightning]?"
"Nothing new. He just stands there and hums."
*cut to Bull, emitting an electrical buzz.*

"Alright, people, let's go! MOVE IT, MOVE IT, MOVE IT!!"

LT. THADDEUS HARRIS
Played By: G.W. Bailey
PL 4 (32)
ST 10 DEX 10 CON 12 (+1) INT 10 WIS 10 CHA 8 (-1)

Skills:
Bluff 4 (+3)
Drive 5 (+5)
Gather Information 4 (+3)
Intimidate 6 (+5)
Notice 4 (+4)
Profession (Police Officer) 4 (+4)
Search 5 (+5)

Feats:
Equipment 4 (Police Pistol +5, Police Car)

Saves:
Toughness +1, Fortitude +3, Reflex +2, Will +2

Combat:
Attack +3, Damage +0 (+5 Pistol), Defense +4, Initiative +0

Abilities: 0 / Skills: 32--8 / Feats: 4 / Powers: 0 / Saves: 6 / Combat: 14 (32)

-Lt. Harris is the fall guy/loser boss character of the movies, basically designed to be the hard-assed drill seargeant who is nonetheless incompetent, cowardly, weak and obnoxious, and is therefore the butt of nearly every joke the main characters can come up with. His "Move it! Move it! Move it!" is pretty famous, as is "Maaahoneeeyyyyyy!!!" thanks to the all-encompassing nature of the series and the fact that everyone's watched at least one or two of the films, so he's pretty iconic as far as 'crappy boss characters' go. He's usually accompanied by equally useless fall-guy Proctor, or the dipstick 'good' recruits in the first movie, and 'leads' the Police Academy recruits at all times thanks to a Mr. Feeney-esque plot device that always sees him promoted to just a bit in charge of them.
-Lt. Harris is pretty much the most useless Academy character, being wimpy, stupid, cowardly and uncharismatic around everybody. He's a half-decent Drill Instructor with his Intimidate, but it doesn't really work well on anyone with a decent Will Save (it mainly intimidates the fat recruits & Hooks), and he's worse in combat than nearly every other cop in the series, needing to be saved constantly.

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DEBBIE CALLAHAN
Played By: Leslie Easterbrook
PL 5 (75)
ST 14 (+2) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 5 (+8)
Bluff 4 (+6)
Drive 4 (+7)
Gather Information 4 (+6)
Intimidate 5 (+7)
Investigate 2 (+5)
Knowledge (Current Events) 4 (+5)
Notice 5 (+7)
Profession (Police Officer/Trainer) 7 (+8)
Search 5 (+7)
Sense Motive 3 (+5)

Feats:
All-Out Attack, Attack Focus (Melee) 2, Attractive, Defensive Throw, Equipment 4 (Police Pistol +5, Police Car), Improved Critical (Unarmed), Improved Throw, Improved Disarm, Power Attack

Saves:
Toughness +2, Fortitude +5, Reflex +5, Will +3

Combat:
Attack +4 (+6 Melee), Damage +2 (+5 Pistol), Defense +6, Initiative +0

Abilities: 24 / Skills: 48--12 / Feats: 13 / Powers: 0 / Saves: 6 / Combat: 20 (75)

-Callahan was a pretty funny character in the first movie, being the uber-babe drill instructor who was still terrifying and violent. This made her the resident Ms. Fanservice of the series, but also led to some of the better gags (the wet t-shirt in the pool where she recommends someone 'save her' as part of training... leading to every male officer on the force jumping into the water at once and chasing her out of the pool). In the TV series, she was paired up with similarly high-strung Tackleberry, so it was kinda weird when they both hooked up with others in the movie series, but she was always a bit of a minor character there.
-Callahan's one of the most competent police officers on the force, without any major flaws or weaknesses, and is one of the few (along with Mahoney) who could likely be played almost straight as background officers in a campaign. She's a bit of a Combat Goddess for a low-leveller, having Power Attack and a few Throw-based Feats in there.
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Postby Jabroniville » Thu Jun 18, 2009 11:44 pm

Okay, that's it for Police Academy (any other character hasn't been in it enough for a Build, and Cmdt. Lassard is just an incompetent do-nothing and doesn't really need stats)! Now onto my next set, which is one I've been meaning to do for AGES! I mean, when I initially gave people their pick to vote for of which set of builds I'd do next, this was one, alongside the Titans, Avengers & Batman: TAS! And that was a WHILE ago.

It's much easier now that more issues have been released as well- it's time to do some "Invincible" comics, and stick my nose into the Image universe, one I'm really not overly familiar with otherwise.
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Postby Thorpacolypse » Fri Jun 19, 2009 7:02 am

Loved those Police Academy builds, Jabroni. Loved those movies in college.

And out of respect for bringing back some memories of my salad days, I will enable your selective memory and say, "I'm sorry, Jabroni, I must have been mistaken, there really was no third TMNT movie." :wink:
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Postby Libra » Fri Jun 19, 2009 8:45 am

You know your recent posts have given me a rather bizarre idea for the most 80s crossover I can conceive - Teenage Mutant Ninja Turtles meets Police Academy.

(If you can think up an even more 80s crossover don't hesitate to suggest one!)
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