Jab’s Builds! (Lawnmower Man! Samus Aran! Metroids!)

Where in all of your character write ups will go.
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Ken
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Re: Jab's Builds! (Shang-Chi! Fu Manchu! Shockwave! Yellow Claw!)

Post by Ken »

bsdigitalq wrote: Fri Dec 08, 2017 11:43 pm Image
I sent it to its room. This is its room.

Are you my mummy?
My Amazing Woman: a super-hero romantic comedy podcast.

When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
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Goldar
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Re: Lady Lotus

Post by Goldar »

Jabroniville wrote: Sat Dec 09, 2017 7:02 am Image

LADY LOTUS
Created By:
Don Glut, Rick Hoberg, Chic Stone & Alan Kupperberg
First Appearance: The Invaders #37 (Feb. 1979)
Role: Evil Foreigner, "Dragon Lady" Femme Fatale
Group Affiliations: The Super-Axis
PL 9 (161)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 5

Skills:
Acrobatics 2 (+6)
Athletics 4 (+5)
Deception 5 (+10, +12 Attractive)
Expertise (Japanese Spy) 5 (+8)
Insight 3 (+7)
Investigation 3 (+7)
Perception 4 (+8)
Persuasion 4 (+9, +11 Attractive)
Stealth 2 (+6)

Advantages:
All-Out Attack, Chokehold, Equipment 4 (Nazi Gear, Whip, Guns, etc.), Fast Grab, Improved Critical (Whip) 2, Improved Disarm, Improved Hold, Improved Trip, Power Attack, Ranged Attack 6, Startle, Takedown

Powers:
Mind Control 9 (Feats: Dynamic) (37) -- [40]
  • Dynamic AE: "Telepathy" Communication (Mental) 2 Linked to Mind-Reading 8 (Feats: Dynamic) (27)
  • Dynamic AE: "Clairvoyance" Remote Sensing 12 (Visuals & Hearing) (Feats: Subtle 2, Dynamic) (Flaws: Physical Body is Defenselss) (27)
  • Dynamic AE: "Mental Illusions" Illusion (All Senses) 8 (Feats: Dynamic) (Flaws: Resisted by Will) (33)
  • Dynamic AE: "Group Mind Control" Mind Control 6 (Feats: Dynamic) (Extras: Area- 60ft. Burst +2, Selective) (Flaws: Touch Range -2) (31)
Senses 4 (Precognition) [4]
Immunity 1 (Aging) [1]

Offense:
Unarmed +10 (+1 Damage, DC 16)
Mind Control -- (+9 Perception Affliction, DC 19)
Mind-Reading -- (+8, DC 18)
Group Control +6 Area (+6 Affliction, DC 16)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +2, Fortitude +4, Will +5

Complications:
Responsibility (Japanese Government)
Enemy (The Invaders, Young Allies)- Japan's enemies are Lady Lotus' enemies.
Power Loss (Lotus Blossoms)- Lady Lotus must periodically touch or bathe Lotus Blossoms to use her powers to their fullest- after a certain period without them, her powers will diminish.

Total: Abilities: 66 / Skills: 32--16 / Advantages: 21 / Powers: 45 / Defenses: 11 (161)

-While Warrior Woman is the "Ilsa" of the Invaders' foes in terms of Evil Fetish Fuel super-babes, Lady Lotus is the stereotypical "Dragon Lady", that omnipresent trope in early works featuring Oriental seductresses working their wiles on hapless Westerners. Lotus here is also a very powerful Psionic (usually called "hypnosis" back in the day) through mystical training, and she's based off of a girl who was supposed to be Fu Manchu's daughter in old pulp magazines. It's implied that she was raped by the U-Man to create Nia Noble, a super-character in modern times, in revenge for mind-controlling him once, and she's apparently STILL ALIVE, because God knows even MARVEL can't let it's Golden Agers stay buried, even if they're technically Bronze-Agers (good old retcon storytelling).

-Lady Lotus is basically a PL 9 version of many Marvel Psionic characters, but has the extra-powerful Mind Control/Remote Sensing Power, but since it's in a Dynamic Array, she has to "share" points and can't use them both to their maximum.
Most Wonderful and Enjoyable, Jab! Thank you so much! Great pic too-- almost a Veronica Lake look--- which I love!!

If I remember correctly, Lady Lotus could (temporarily?) Increase her powers through meditation and by bathing in the sacred Lotus Leaves. There may also be a third thing she did too which I now forget.
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Goldar
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Re: Lady Lotus

Post by Goldar »

Goldar wrote: Sat Dec 09, 2017 6:32 pm
Jabroniville wrote: Sat Dec 09, 2017 7:02 am Image

LADY LOTUS
Created By:
Don Glut, Rick Hoberg, Chic Stone & Alan Kupperberg
First Appearance: The Invaders #37 (Feb. 1979)
Role: Evil Foreigner, "Dragon Lady" Femme Fatale
Group Affiliations: The Super-Axis
PL 9 (161)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 5

Skills:
Acrobatics 2 (+6)
Athletics 4 (+5)
Deception 5 (+10, +12 Attractive)
Expertise (Japanese Spy) 5 (+8)
Insight 3 (+7)
Investigation 3 (+7)
Perception 4 (+8)
Persuasion 4 (+9, +11 Attractive)
Stealth 2 (+6)

Advantages:
All-Out Attack, Chokehold, Equipment 4 (Nazi Gear, Whip, Guns, etc.), Fast Grab, Improved Critical (Whip) 2, Improved Disarm, Improved Hold, Improved Trip, Power Attack, Ranged Attack 6, Startle, Takedown

Powers:
Mind Control 9 (Feats: Dynamic) (37) -- [40]
  • Dynamic AE: "Telepathy" Communication (Mental) 2 Linked to Mind-Reading 8 (Feats: Dynamic) (27)
  • Dynamic AE: "Clairvoyance" Remote Sensing 12 (Visuals & Hearing) (Feats: Subtle 2, Dynamic) (Flaws: Physical Body is Defenselss) (27)
  • Dynamic AE: "Mental Illusions" Illusion (All Senses) 8 (Feats: Dynamic) (Flaws: Resisted by Will) (33)
  • Dynamic AE: "Group Mind Control" Mind Control 6 (Feats: Dynamic) (Extras: Area- 60ft. Burst +2, Selective) (Flaws: Touch Range -2) (31)
Senses 4 (Precognition) [4]
Immunity 1 (Aging) [1]

Offense:
Unarmed +10 (+1 Damage, DC 16)
Mind Control -- (+9 Perception Affliction, DC 19)
Mind-Reading -- (+8, DC 18)
Group Control +6 Area (+6 Affliction, DC 16)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +2, Fortitude +4, Will +5

Complications:
Responsibility (Japanese Government)
Enemy (The Invaders, Young Allies)- Japan's enemies are Lady Lotus' enemies.
Power Loss (Lotus Blossoms)- Lady Lotus must periodically touch or bathe Lotus Blossoms to use her powers to their fullest- after a certain period without them, her powers will diminish.

Total: Abilities: 66 / Skills: 32--16 / Advantages: 21 / Powers: 45 / Defenses: 11 (161)

-While Warrior Woman is the "Ilsa" of the Invaders' foes in terms of Evil Fetish Fuel super-babes, Lady Lotus is the stereotypical "Dragon Lady", that omnipresent trope in early works featuring Oriental seductresses working their wiles on hapless Westerners. Lotus here is also a very powerful Psionic (usually called "hypnosis" back in the day) through mystical training, and she's based off of a girl who was supposed to be Fu Manchu's daughter in old pulp magazines. It's implied that she was raped by the U-Man to create Nia Noble, a super-character in modern times, in revenge for mind-controlling him once, and she's apparently STILL ALIVE, because God knows even MARVEL can't let it's Golden Agers stay buried, even if they're technically Bronze-Agers (good old retcon storytelling).

-Lady Lotus is basically a PL 9 version of many Marvel Psionic characters, but has the extra-powerful Mind Control/Remote Sensing Power, but since it's in a Dynamic Array, she has to "share" points and can't use them both to their maximum.
Most Wonderful and Enjoyable, Jab! Thank you so much! Great pic too-- almost a Veronica Lake look--- which I love!!

If I remember correctly, Lady Lotus could (temporarily?) Increase her powers through meditation and by bathing in the sacred Lotus Leaves. There may also be a third thing she did too which I now forget.

I believe Lotus would sometimes do that large telepathic face image of herself when angry with someone, ala Charles Xavier, only decades sooner.
Jabroniville
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Baron Strucker

Post by Jabroniville »

Image
Image

BARON STRUCKER (Wolfgang Von Strucker)
Created By:
Stan Lee & Jack Kirby
First Appearance: Sergeant Fury & His Howling Commandos #5 (Jan. 1964)
Role: Colonel Klink, The Arch-Rival (to Nick Fury)
Group Affiliation: HYDRA, The National Socialist Party (Nazis)
PL 10 (202)
STRENGTH
2/5 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 7
INTELLIGENCE 5 AWARENESS 4 PRESENCE 4

Skills:
Athletics 4 (+6)
Close Combat (Sword) 1 (+12)
Deception 10 (+14)
Expertise (Terrorist) 8 (+13)
Expertise (Nazi Officer) 7 (+12)
Insight 5 (+9)
Intimidation 3 (+7)
Investigation 8 (+12)
Perception 3 (+7)
Persuasion 2 (+6)
Stealth 2 (+6)
Technology 3 (+8)

Advantages:
Beginner's Luck, Benefit 6 (Director of HYDRA, Wealthy), Connected, Equipment 11 (Anything He Needs), Languages 2 (Several), Ranged Attack 4, Skill Mastery (Terrorist), Taunt, Tracking, Ultimate Terrorist Skill, Well-Informed

Powers:
"The Satan Claw" (Flaws: Removable) [12]
Enhanced Strength 3 (6)
Power-Lifting 1 (3,200 lbs.) (1)
"Electric Shock" Damage 8 (8)
-- (15 points)

"Retarded Aging" Immunity 2 (Aging, Poisons) (Flaws: Limited to Half-Effect) [1]

"The Death Spore"
Regeneration 6 [6]
"Release Virus" Weaken Stamina 6 (Extras: Area- 30ft. Cloud +2, Progressive +2) [30]

Equipment:
"Machine Gun" Blast 7 (Extras: Multiattack) (Inaccurate -1) (20) -- (25)
  • AE: "Pistol" Blast 5 (10)
  • AE: "Semi-Automatic" Blast 5 (Extras: Multiattack) (15)
  • AE: "Sword" Strength-Damage +3 (Feats: Improved Critical) (4)
  • AE: "Rifle" Blast 6 (Feats: Increased Range) (13)
  • AE: "Grenade" Blast 7 (Extras: Area- 30ft. Burst) (Diminished Range -1) (20)
"Kevlar" Protection 1 (1)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Satan Claw +11 (+5 Damage, DC 20)
Sword +12 (+5 Damage, DC 20)
Sword With Satan Claw/Shock +12 (+8 Damage, DC 23)
Pistol +11 (+5 Ranged Damage, DC 20)
Rifle +11 (+6 Ranged Damage, DC 21)
Machine Gun +9 (+7 Ranged Damage, DC 22)
Death Spore +6 Area (+6 Weaken, DC 16)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4 (+5 Kevlar), Fortitude +6, Will +8

Complications:
Motivation (Power)
Relationship (Werner, Andreas & Andrea von Strucker)- The Baron has a poor relationship with his children- Werner opposed him and died, and Andreas soon began hating him as The Swordsman. When he discovered Andreas had been killed by Norman Osborn, he announced that "I now owe him TWO favors".

Total: Abilities: 82 / Skills: 56--28 / Advantages: 30 / Powers: 49 / Defenses: 13 (202)

Baron Strucker- Red Skull Lite:
-Baron Strucker is basically Nick Fury's "Opposite Number" in comics- the head of the RIVAL organization to S.H.I.E.L.D.- HYDRA (aka the base from which a million Mooks spring forth). Strucker is your generic "I want power!" guy with little to him, so I find him terribly uninteresting as a key nemesis- The Red Skull is 20 times the Evil Nazi Strucker is, and there are dozens of other Wannabe World Conqueror types as well- this gives him one of the bigger cases of what I call "Mongul Syndrome" out there- he'd be perfectly fine if there wasn't a BETTER version of him out there already. He basically suits the "Rival to Fury" thing as far as stats go, being smarter but less wise to the game- his power is in the organization behind him, and its millions of tentacles. That and the weird Powers & Gear he carries now, which can boost his strength or just flat-out kill people.

-Strucker, like Fury, is a 1960s "Retcon Character" who engaged in stuff in the 1940s. In the Howling Commandos book, he was a recurring nemesis, constantly failing, despite his lying and chicanery. Eventually, he was marked for death by Hitler himself after he and his Death's Head Squadron repeatedly failed to off the Howlers or Fury. He only survived due to the assistance of The Red Skull, who anticipated Hitler's fall, and wanted an agent to assist him in the future- Strucker was allied with The Hand and others, forming HYDRA as a new power-base in the Post-Nazi world. He eventually killed the Supreme Hydra, and the jonin of The Hand, becoming HYDRA's master, then ensured the Red Skull's survival.

Strucker Post-WWII:
-Strucker had aged appropriately in 1960s Fury stories, but of course had to have an explanation for his continued livelihood as comics moved on. He was eventually killed fighting Fury (he ran into a room infested with nuclear energy), and ended up having Life Model Decoys replacing him. HYDRA faltered without Strucker's guidance, and so the Red Skull had him resurrected. Modern times have seen him funding the Thunderbolts in secret, but he soon faked his own death at the hands of Gorgon and others, hiding away with Baron Zemo's help. Eventually, it is revealed that HYDRA has ruled S.H.I.E.L.D. all along, and he allies with Norman Osborn... but then it turns out the *HYDRA* was in fact being ruled all along by *S.H.I.E.L.D.*, at which point Nick Fury shot a disbelieving Strucker in the head. Naturally, he was back in like five seconds, because who cares about story culminations or any of that stuff when you have a 4th-Tier Super-Villain waiting in the wings, and both he and the Fenris Twins (whom he's previously never cared about- when he finds out that Osborn killed his son Andreas, Strucker merely suggested he now owed Osborn "TWO favors") were resurrected, Strucker having seen to his children's return.

-Thanks to an INSANE number of Retcons, Strucker has links to basically every single hero in the Marvel Universe, having fought Logan twice in the past, Richard & Mary Parker, Magik & Kitty Pryde, and various time-travelling heroes- it's truly silly. He's often used as a "Pre-Skull" villain in Captain America-related media, like Avengers: Earth's Mightiest Heroes, as he's easy to job out and has little credibility, but is still a recognizable name. The Marvel Cinematic Universe barely used him, however- he's mentioned in the Agents of S.H.I.E.L.D. TV series, but is killed hilariously-quickly in the Avengers sequel, never having mattered except as a means to involve Quicksilver and the Scarlet Witch in the plot.

Strucker's Stats:
-Strucker's a pretty generic Mastermind Villain, being presumably a great manipulator and military genius, but being so obviously below guys like the Red Skull that he's not really fearsome.
Last edited by Jabroniville on Wed May 04, 2022 1:36 am, edited 3 times in total.
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Davies
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Re: Jab's Builds! (Fu Manchu! Shockwave! Yellow Claw! Baron Strucker!)

Post by Davies »

Trivia note: Strucker's Howling Commandos version was based on a very real (and rather frightening) Nazi commando named Otto Skorzeny, who was (like Strucker) involved in a great deal of post-World War II badness. Ironically, Skorzeny outlived his fictional counterpart by eight years. On the other hand, he died a slow and painful death of cancer ... which I find a very satisfying fact. :twisted:
"I'm sorry. I love you. I'm not sorry I love you."
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The Fenris Twins

Post by Jabroniville »

Image

THE FENRIS TWINS
ANDREAS VON STRUCKER
Created By:
Chris Claremont & John Romita, Jr.
First Appearance: The Uncanny X-men #194 (June 1985)
Role: Suddenly-Introduced Children, Way-Too-Close Siblings
Group Affiliations: The Upstarts, HYDRA
PL 9 (109)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 4 (+7)
Deception 6 (+9)
Expertise (Business) 4 (+5)
Insight 4 (+5)
Intimidation 3 (+6)
Perception 4 (+5)
Persuasion 4 (+7)
Stealth 4 (+7)
Vehicles 5 (+8)

Advantages:
Benefit (Wealth), Contacts, Improved Critical (Blasts), Power Attack, Ranged Attack 3

Powers:
"Mutant Powers: The Bio-Electric Fury of FENRIS!"
Flight 5 (60 mph) (Flaws: Limited to While in Sibling Contact) [5]
"Standard Blast" Blast 10 (Flaws: Limited to While in Sibling Contact) (10) -- [11]
  • AE: "Area Blast" Damage 9 (Extras: Area- 60ft. Cone) (Flaws: Limited to While in Sibling Contact) (9)
Offense:
Unarmed +8 (+2 Damage, DC 17)
Blasts +8 (+10 Ranged Damage, DC 25)
Area Blast +9 (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +4

Complications: 
Motivation (Greed & Power)- The Fenris Twins are rich and powerful, and want more of both.
Hatred (Non-Whites)- The Fenris Twins are of proud Aryan stock, and despise all other races.
Relationship (Andrea)- The Twins are WAY too close by a ways.

Total: Abilities: 52 / Skills: 38--19 / Advantages: 8 / Powers: 16 / Defenses: 14 (109)

ANDREA VON STRUCKER
Created By:
Chris Claremont & John Romita, Jr.
First Appearance: The Uncanny X-men #194 (June 1985)
Role: Suddenly-Introduced Children, Way-Too-Close Siblings
Group Affiliations: The Upstarts, HYDRA
PL 9 (116)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 4 (+7)
Deception 6 (+9)
Expertise (Business) 4 (+5)
Insight 4 (+5)
Intimidation 2 (+5)
Perception 5 (+6)
Persuasion 5 (+8)
Stealth 4 (+7)
Vehicles 4 (+7)

Advantages:
Benefit (Wealth), Contacts, Improved Critical (Blasts), Power Attack, Ranged Attack 3

Powers:
"Mutant Powers: The Bio-Electric Fury of FENRIS!"
Flight 5 (60 mph) (Flaws: Limited to While in Sibling Contact) [5]
"Disintegration Blast" Blast 9 Linked to Weaken Toughness 7 (Extras: Ranged, Affects Objects) (Flaws: Limited to While in Sibling Contact) (23) -- [24]
  • AE: "Area Disintegration" Damage 8 (Extras: Area- 60ft. Cone) Linked to Weaken 7 (Extras: Area- 60ft. Cone, Affects Objects) (Flaws: Limited to While in Sibling Contact) (22)
Offense:
Unarmed +6 (+1 Damage, DC 16)
Blasts +8 (+9 Ranged Damage & +7 Weaken, DC 24 & 17)
Area Blast +8 (+8 Damage & +7 Weaken, DC 23 & 17)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +2, Fortitude +5, Will +4

Complications: 
Motivation (Greed & Power)- The Fenris Twins are rich and powerful, and want more of both.
Hatred (Non-Whites)- The Fenris Twins are of proud Aryan stock, and despise all other races.
Relationship (Andreas)- The Twins are WAY too close by a ways.

Total: Abilities: 46 / Skills: 38--19 / Advantages: 8 / Powers: 29 / Defenses: 14 (116)

-The Fenris Twins were a somewhat odd creation of Chris Claremont & John Romita Jr. way back in the '80s, fitting the classic "suddenly introduced children" schtick so common to any hero or villain over the age of forty. The kids of Baron Strucker of the Nick Fury books, the kids were depicted as two wealthy Aryan pricks who went around as mercenaries or add-ons to whatever villain currently had a scheme, going from a pair of X-Villains into just being a part of whatever storyline needed some extra bodies (like the debut of Omega Red or Child's Play, a crossover featuring The New Warriors & X-Force). And in a classic Claremontism (that extended far beyond his reign as the X-King), they ALWAYS used their damn catchphrase, touting the "Bio-Electric Fury of FENRIS!" before every attack.

-The Twins debut fighting Storm, expousing racist beliefs instilled into them by their father. They attempt to assassinate Magneto while he's on trial for war crimes in Paris, but are foiled by the X-Men. That's really it for them in the older era- they next appear in the 1990s, as they've joined the Gamesmaster's stilly "Upstarts" group of Mutant-Killers- they try to acquire Omega Red as an agent, resurrecting him with HYDRA and The Hand's aide, but fail. In the Child's Play story, they manage to capture Magma for their "gather New Mutants & Hellions kids, then kill them later" plan, but are easily defeated to the point of silliness off-panel by Wolfsbane and her teammates in X-Factor.

-They basically hung around as REALLY low-end villains for years, until Andrea was finally killed in the Citizen V mini-series that took place around the Thunderbolts' early years (Baron Zemo slaughtered her to prevent her from finding out that he was living on in the body of Citizen V). Andreas went on his own as the latest Swordsman (using her flesh attached to his blade to use his powers- because THAT isn't creepy at all) as one of the new Evil Thunderbolts. Andrea was resurrected briefly in Thunderbolts, but Bullseye killed her (because he's crazy). Andreas proved himself a lot more credible during the course of that book (complete with defeating VENOM), but he made the mistake of pissing off NORMAN OSBORN, and he ended up impaled on his own blade and chucked off Thunderbolts Mountain. Because Norman don't play dat. Both twins have been subsequently resurrected by their father.

-The Fenris Twins are pretty low-level, as Andreas is a minor PL 9 Blaster that doesn't come close to meeting his points caps. Andrea is lower level slightly (PL 8.5), but has a nastier attack, a wide-angle Disintegration beam. Both are made far weaker by their "must be touching sibling" power Flaw, which got VERY common amongst mutant siblings as the years went on. Despite being rather powerful with a dual-Blast (which I always assumed was just a regular Blast, since I never saw it Disintegrating squat), they're VERY vulnerable to any kind of attack.

Image

SWORDSMAN III (Andreas Von Strucker)
Created By:
Chris Claremont & John Romita, Jr.
First Appearance: The Uncanny X-men #194 (June 1985)
Role: Suddenly-Introduced Son, Way-Too-Close Sibling, Swordfighter, Upgraded D-Leaguer
Group Affiliations: The Upstarts, HYDRA
PL 10 (133)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 4 (+7)
Close Combat (Sword) 2 (+12)
Deception 6 (+9)
Expertise (Business) 4 (+5)
Insight 4 (+5)
Intimidation 3 (+6)
Perception 4 (+5)
Persuasion 4 (+7)
Stealth 4 (+7)
Vehicles 5 (+8)

Advantages:
Benefit (Wealth), Contacts, Defensive Roll, Equipment (Armour +1), Improved Critical (Blasts), Improved Critical (Sword), Power Attack, Ranged Attack 5

Powers:
"Mutant Powers: The Bio-Electric Fury of FENRIS!"

"Sword With Andrea's Tanned Hide" (Flaws: Easily-Removable) (Restricted 2- Only Andreas) [22]
Flight 5 (60 mph) (10)
"Standard Blast" Blast 10 (20) -- (23)
  • AE: "Area Blast" Damage 9 (Extras: Area- 60ft. Cone) (18)
  • AE: "Adamantium Sword Slash" Strength-Damage +4 (Feats: Improved Critical) (5)
  • AE: "Sword-Line" Movement 1 (Swinging) (2)
-- (33 points)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Sword +12 (+6 Damage, DC 21)
Blasts +10 (+10 Ranged Damage, DC 25)
Area Blast +9 (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +3 (+4 Armour, +5 D.Roll), Fortitude +7, Will +6

Complications: 
Motivation (Redemption)- Andrea, broken over his sister's death, has instead become a hero of sorts.

Total: Abilities: 62 / Skills: 40--20 / Advantages: 12 / Powers: 22 / Defenses: 17 (133)

-Here's Andreas as he appeared in Thunderbolts as the new Swordsman. It's quite the upgrade, as now he's a melee fighter in addition to being a Blaster, utilizing a Sword with Andrea's tanned hide on the hilt. This functions pretty much just like a Device would. I'm not sure if he ever flew in the book, but I just left on his old power intact. I was gonna make him a PL 9, but in the second New Thunderbolts trade, he effectively handles the ENTIRE team while under The Purple Man's control, nearly killing Atlas, Mach-V AND Genis-Vell. He just shouldn't be screwing with a crazy Norman Osborn, is all. Norman eventually killed him, ending a possible "Catman" attempt at making a once-useless villain into a SOMEBODY.
Last edited by Jabroniville on Wed May 04, 2022 1:36 am, edited 4 times in total.
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danelsan
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Re: Jab's Builds! (Fu Manchu! Shockwave! Yellow Claw! Baron Strucker!)

Post by danelsan »

Image

oh, wow, that is really not how reference is supposed to be used hahaha. The "heroines stands around in a sexy pose for no reason" thing is already something I don't like about comics, but the artist could at least draw the legs as appropriate for Songbird to have her feet on the ground instead of giving her invisible high heels XD
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Re: Jab's Builds! (Fu Manchu! Shockwave! Yellow Claw! Baron Strucker!)

Post by Shock »

Jabroniville wrote: Sat Dec 09, 2017 11:38 pmImage
I love the chain-link garter
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Re: Lady Lotus

Post by Jabroniville »

Goldar wrote: Sat Dec 09, 2017 6:32 pm [DEXTERITY

Complications:
Responsibility (Japanese Government)
Enemy (The Invaders, Young Allies)- Japan's enemies are Lady Lotus' enemies.
Power Loss (Lotus Blossoms)- Lady Lotus must periodically touch or bathe Lotus Blossoms to use her powers to their fullest- after a certain period without them, her powers will diminish.

Total: Abilities: 66 / Skills: 32--16 / Advantages: 21 / Powers: 45 / Defenses: 11 (161)

-While Warrior Woman is the "Ilsa" of the Invaders' foes in
If I remember correctly, Lady Lotus could (temporarily?) Increase her powers through meditation and by bathing in the sacred Lotus Leaves. There may also be a third thing she did too which I now forget.
I included that as part of her Complications up there :).
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Blitzkrieg

Post by Jabroniville »

Image

BLITZKRIEG (Franz Mittelstaedt)
Created By:
Mark Gruenwald, Bill Mantlo, Steven Grant & John Romita Jr.
First Appearance: Contest of Champions #1 (June 1982)
Role: Flying Blaster
Country of Origin: Germany
Group Affiliations: Schutz Heiligruppe
PL 9 (155)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills: 
Aerobatics 4 (+8)
Close Combat (Unarmed) 2 (+8)
Deception 3 (+5)
Expertise (Electrical Worker) 7 (+8)
Expertise (Politics) 4 (+5)
Insight 3 (+5)
Perception 5 (+7)
Ranged Combat (Electricity) 4 (+9)
Technology 6 (+7)
Vehicles 4 (+6)

Advantages: 
Evasion, Improved Aim, Improved Smash, Move-By Action, Ranged Attack 3

Powers:
"Electrical Cage" Create 4 Linked to Electrical Aura 5 (Extras: Affects Others, Ranged) (Flaws: Limited to Created Objects) (33) -- [38]
  • AE: "Electrical Blast" Blast 9 (Feats: Split, Homing) (20)
  • AE: "Electrical Control" Damage 9 (Extras: Area- 30ft. Shapeable) (18)
  • AE: "Lightning Objects" Create 4 (8)
  • AE: "Electrical Tornado" Blast 9 (Extras: Area- 30ft. Burst) (Flaws: Distracting) (18)
  • AE: "Electrical Vortex" Move Object 6 (Extras: Area- 30ft. Cylinder) (18)
"Electrical Platform" Flight 7 (250 mph) (Extras: Affects Others) (Flaws: Platform) [14]
"Electrical Shields" Enhanced Dodge 4 & Parry 2 [6]
Senses 6 (Detect Electricity & Signals- Ranged 2, Acute & Analytical, Tracking) [6]
Immunity 10 (Electrical Effects) [10]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Electrical Blast +9 (+9 Ranged Damage, DC 24)
Electrical Control/Tornado +9 Area (+9 Damage, DC 24)
Electrical Cage +9 (+6 Ranged Affliction, DC 16)
Initiative +4

Defenses:
Dodge +8 (+12 Shield, DC 18-22), Parry +8 (+10 Shield, DC 18-20), Toughness +3, Fortitude +5, Will +4

Complications:
Motivation (Democracy)- Blitzkrieg is/was from East Germany, and grew to love the non-Communist side of his home country. He is devoted to the cause of democracy, as well as the German Republic itself. He fought against The Red Skull because of his representation of Nazism, Germany's shameful past.

Total: Abilities: 44 / Skills: 38--19 / Advantages: 7 / Powers: 74 / Defenses: 11 (155)

-Blitzkrieg is the German hero created for Contest of Champions, mainly flying around on his little Electro-sled while shooting lightning cages and stuff at people. Not a bad little hero, but that didn't stop him from becoming a nobody, eventually killed off by former ally Zeitgeist (as "Everyman", and no I've never read that story), never to be really mourned. Poor guy. His outfit was a little gaudy (Bright green & yellow), but it was a decent "Generic Hero Costume", and he had potential with some unique moves that I can't recall seeing anywhere else- he's definitely the most-versatile "Electricity Guy" I've seen in comics- most are just simple Blasters.

-Blitzkrieg's name was changed in Germany, to "Generator", thanks to the Nazi symbolism of the word "blitzkrieg" (ironically, Blitz here is actually VERY pro-democracy). Both him and Captain Germany had their names changed because... well, few people in modern-day Germany would go around calling themselves "Blitzkrieger" and "Hauptmann Deutschland", thanks to a little bit of a scuffle that happened in their history.

-A solid PL 9 on offense, Blitzkrieg is a pretty useful Blaster, with a Blast, a Burst, a Shapeable Area attack, a Snare, and various unique tricks like a "Shield" and a bunch of powerful Senses. He lacks a lot of Advantages for a PC-pricey hero, and he's weak defensively (which ultimately cost him his life), so he lacks some versatility on a few fronts.
Last edited by Jabroniville on Wed May 04, 2022 1:37 am, edited 1 time in total.
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Ken
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Re: Blitzkrieg

Post by Ken »

Jabroniville wrote: Sun Dec 10, 2017 2:00 am-Blitzkrieg's name was changed in Germany, to "Generator", thanks to the Nazi symbolism of the word "blitzkrieg" (ironically, Blitz here is actually VERY pro-democracy). Both him and Captain Germany had their names changed because... well, few people in modern-day Germany would go around calling themselves "Blitzkrieger" and "Hauptmann Deutschland", thanks to a little bit of a scuffle that happened in their history.
This reminds me of a campaign I played in once that was a group of international heroes working for the U.N. I've mentioned it in my thread as a few characters were imports from it.
Ken wrote: Thu Nov 10, 2016 3:53 amAnd Jeff had started playing in the Hawk about the same time Jenn did. And, after a few years, he began his own game as a play-by-post game (I think in YahooGroups) and invited Jim and I to play. And in that group, the set-up was that each hero would be a different nationality, in a group being set-up by the U.N. It was a mess. Jeff encouraged players to play up nationalism, in an effort to bring-up team strife. He failed to take into account that a team with too much strife won't gel. And the guy playing the Canadian (Jim) and the guy playing the Brit (me) were thick as thieves
And, wouldn't you know it, the person playing the German hero chose the name 'Blitzkreig'. I don't know if he was an speedster or an electric blaster or what. I just know that I thought the name was horrible for a hero on the world stage, and I easily decided that my British hero would be genuinely offended by the name, considering how the Blitzkreig had decimated southern England.
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Captain Germany

Post by Jabroniville »

Image

HAUPTMANN DEUTSCHLAND (Markus Ettlinger, aka Captain Germany, Vormund)
Created By:
Mark Gruenwald, Bill Mantlo, Steven Grant & John Romita Jr.
First Appearance: Captain America #387 (July 1991)
Role: Symbolic National Hero
Country of Origin: Germany
Group Affiliations: Schutz Heiligruppe
PL 10 (111)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 7/11 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills: 
Acrobatics 2 (+6)
Athletics 4 (+7)
Close Combat (Unarmed) 4 (+11/+15)
Deception 5 (+7)
Expertise (German Agent) 5 (+7)
Insight 3 (+6)
Intimidation 2 (+4)
Investigation 3 (+6)
Perception 3 (+6)
Technology 1 (+3)

Advantages: 
Accurate Attack, Defensive Throw, Equipment 3, Fast Grab, Improved Hold, Power Attack, Ranged Attack 6

Powers:
"Kinetic Energy Absorption"
Enhanced Advantages 5: Defensive Roll 4, Withstand Damage (Trade Defenses for Toughness) (Quirk: Kinetic Impacts Only- No Energy) [4]

"Stat Boosts"
(All Powers Have Flaws: Fades)
Enhanced Strength 3 [3]
Enhanced Fighting 4 [4]
Enhanced Dodge 2 [1]
Enhanced Parry 2 [1]
Speed 2 (8 mph) [1]

Equipment:
"Gear"
"Metal Net" Snare 6 (Flaws: Limited Numbers) (12) -- (14)
  • AE: "Cables" Movement 1 (Swinging) (2)
  • AE: "Ball Bearings in Oil" Affliction 6 (Strength or Agility; Hindered/Prone) (Extras: Ranged, Area- 15ft. Burst +1/2) (Flaws: Instant Recovery, Limited Degree, Limited to Grounded Targets) (5)
Offense:
Unarmed +12 (+3 Damage, DC 18)
Strength Boost +14 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (+12 Boost, DC 20-22), Parry +10 (+12 Boost, DC 20-22), Toughness +4 (+8 D.Roll Absorption), Fortitude +8, Will +6

Complications:
Motivation (Germany)- Herr Captain is a devout German nationalist, and is shamed by the Nazism of Germany's past- he attempted to publically execute The Red Skull because of his link to this history.

Total: Abilities: 52 / Skills: 32--16 / Advantages: 14 / Powers: 14 / Defenses: 15 (111)

-Hauptmann Deutschland is an interesting little character, created to capture the Red Skull and put him on trial for his various crimes in the interest of German nationalism- a patriot, he believes the Skull is a symbol of Germany's "shameful past", and wants to put a stop to him for good. The Skull's back-up squad frees him (Well, Machinesmith & Arnim Zola's syntho-droid Avenger duplicates do- everyone else loses), and the Hauptmann brawls with "real Cap" for a bit before discovering the Skull has been killed (actually a faked death). This is actually about IT for him- he only reappears FIFTY ISSUES LATER, investigating the death of teammate Blitzkrieg, murdered by their old partner, Zeitgeist (Hauptmann killed Zeitgeist in response, redirecting Zeitgeist's knife's damage into the aggressor). Problems with the characters' names (most are somewhat linked to Nazi concepts- Blitzkrieg & Shutz Heiligruppe in particular) led to him being renamed "Vormund", which was supposed to mean "Guardian" but actually means "Legal Guardian of Someone Unable to Speak For Themselves", a research-error by Mark Gruenwald. Odd stuff for someone who really only showed up for two stories.

-The Hauptmann's a newbie to the hero biz, but is nonetheless a top-level fighter when he starts Absorbing hits to boost his Strength, Speed and other stats- it's Absorption on a wide level, allowing him a big store of energy to deal with. Guys like Crossbones were barely able to put a dent in him (Defensive Roll 4 is the name of the game here- Hauptmann appears to have to consciously be "absorbing" the shots, so it's not standard Protection), and he even shrugged of Cap's punches and kicks. The boost made him faster (including at fighting- his speed shocked Cap) as well as stronger, and he can run up to PL 10 in that case. Cap nearly had him by pinning him, though- not standard impact damage, and I'd assume energy and the like wouldn't work either. It's a curious little build, and quite cheap considering how effective he could be.
Last edited by Jabroniville on Wed May 04, 2022 1:37 am, edited 2 times in total.
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Re: Jab's Builds! (Yellow Claw! Baron Strucker! The Fenris Twins! Blitzkrieg!)

Post by Ares »

This just confirms my theory that, generally speaking, it's safer just to have international heroes use the English translation of their superhero code name, unless it's 100% a safe and well known thing to use. Call the the Japanese electric hero "Blue Lightning" instead of "Burūraitoningu" or something similar. Just keeps things a little less awkward.
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Re: Captain Germany

Post by Ares »

Jabroniville wrote: Sun Dec 10, 2017 4:12 am -The Hauptmann's a newbie to the hero biz, but is nonetheless a top-level fighter when he starts Absorbing hits to boost his Strength, Speed and other stats- it's Absorption on a wide level, allowing him a big store of energy to deal with. Guys like Crossbones were barely able to put a dent in him (Defensive Roll 4 is the name of the game here- Hauptmann appears to have to consciously be "absorbing" the shots, so it's not standard Protection), and he even shrugged of Cap's punches and kicks. The boost made him faster (including at fighting- his speed shocked Cap) as well as stronger, and he can run up to PL 10 in that case. Cap nearly had him by pinning him, though- not standard impact damage, and I'd assume energy and the like wouldn't work either. It's a curious little build, and quite cheap considering how effective he could be.
"Conscious Absorption" is a good way to keep certain powers from becoming broken. Without that limit, the guy is pretty much immune to all physical attacks. But having to turn the power on as an Active Defense makes it much more interesting, because he can be attacked from surprise or while he's in the middle of something else, forcing him to choose what to do with his power.

It does make sense that pinning him would bypass his defense. As I understanding, slow but persistent damage doesn't carry a lot of kinetic energy, so there isn't a lot to absorb. So you couldn't beat Hauptmann to death, but you could strangle him to death.
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Re: Jab's Builds! (Fu Manchu! Shockwave! Yellow Claw! Baron Strucker!)

Post by Jabroniville »

Davies wrote: Sat Dec 09, 2017 9:51 pm Trivia note: Strucker's Howling Commandos version was based on a very real (and rather frightening) Nazi commando named Otto Skorzeny, who was (like Strucker) involved in a great deal of post-World War II badness. Ironically, Skorzeny outlived his fictional counterpart by eight years. On the other hand, he died a slow and painful death of cancer ... which I find a very satisfying fact. :twisted:
Huh- he's got an interesting bio, I'll give him that. Funny how the entire world seemed to jump over themselves to scoop up Nazis as allies post-WWII. One of the X-Men Vignettes written by Claremont has Magneto run afoul of the US Government for killing one of "their" Nazis ("Didn't you hear? The Russians are our enemies now"), and learns one last lesson in trusting humanity.
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