Jab’s Builds! (Beaker! Sam Eagle! Miss Piggy! The Swedish Chef!)

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Re: Jab’s Builds! (JLU! Mooks! The Air Force! The Injustice Society!)

Post by catsi563 »

the new young Justice version of him is a nasty solid villain. the gimmicks are stll there but you can tell hes not playing around and packing some serious themed weaponry as well as a serious amount of training.
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Re: Jab’s Builds! (JLU! Mooks! The Air Force! The Injustice Society!)

Post by Jack of Spades »

Young Justice's two villainous families (Sportsmaster, Artemis/Tigress, & Cheshire, and Black Manta & Aqualad) are one of my favorite parts of it.
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Re: Jab’s Builds! (JLU! Mooks! The Air Force! The Injustice Society!)

Post by Shock »

I don't care how you jazz up the Sportsmaster, I'm going to have the same reaction to him that Batman had to the kids in hockey pads.
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Golden Age Icicle

Post by Jabroniville »

Image

ICICLE I (Dr. Joar Makhent)
Created By:
Robert Kanigher & Irwin Hasen
First Appearance: All-American Comics #90 (Oct. 1947)
Role: Ice Guy
PL 9 (111)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 3 PRESENCE 2

Skills:
Deception 5 (+7)
Expertise (Criminal) 2 (+7)
Insight 2 (+5)
Intimidation 3 (+5)
Perception 3 (+6)
Ranged Combat (Ice) 4 (+10)
Stealth 3 (+6)
Technology 5 (+10)
Vehicles 3 (+7)

Advantages:
Inventor, Ranged Attack 2

Powers:
"Ice Control Gun" (Flaws: Easily Removable) [21]
Snare 9 (Feats: Obscure Sight) (Extras: Area- 30ft. Cone) (Flaws: Touch Range) (28) -- (34 points)
  • AE: Snare 9 (Feats: Obscure Sight) (Extras: Area- 30ft. Line) (Flaws: Touch Range) (28)
  • AE: Create Ice Objects 8 (Feats: Innate) (17)
  • AE: "Ice Wall" Force Field 10 (Feats: Dynamic) (Flaws: Distracting, Ablative) (4)
  • AE: "Icicle Blast" Blast 7 (Feats: Improved Critical) (16)
  • AE: "Cold Blast" Blast 8 (Extras: Fortitude Damage +0) (16)
  • AE: Affliction 8 (Athletics or Acrobatics; Hindered & Dazed/Stunned & Prone) (Feats: Dynamic) (Extras: Area- 30ft. Burst, Ranged, Extra Condition) (Flaws: Limited Degree) (24)
Offense:
Unarmed +6 (+2 Damage, DC 17)
Snare +10 Area (+10 Affliction, DC 20)
Icicle Blast +10 (+7 Ranged Damage, DC 22)
Cold Blast +10 (+8 Ranged Fortitude Damage, DC 23)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Greed)
Enemy (The Justice Society)- The Icicle frequently battled the JSA, especially Alan Scott.

Total: Abilities: 60 / Skills: 30--15 / Advantages: 3 / Powers: 21 / Defenses: 12 (111)

-The Golden Age Icicle appeared to threaten the Golden Age Green Lantern, having been an inventor who made his "Cold Gun", and used it to commit crimes, framing a local racketeer for his "murder". He seemingly commits suicide at the end of the story, and returns to vex Alan Scott repeatedly. He joined the Wizard's second Injustice Society of the World, The Crime Champions, and other groups, usually working for another bad guy in 1960s comics. Un-used, he was killed during the Crisis on Infinite Earths, joining a few other villains in an invasion of Krona's laboratory on ancient Oa. They are easily slaughtered by the Oan powerhouse.

-The original Icicle is one of those "Invented One Thing; Then Never Again" kinds of guys (why does he engage in thefts if he is smart enough to invent an ICE GUN, anyhow? It's not like he was trying to kill his bosses who wanted the patent, which is usually how that story goes), and is a decent criminal. He can't take the Golden Age GL in a fair fight, but of course... his type of villain never fights fair.
Last edited by Jabroniville on Fri Jul 15, 2022 12:14 am, edited 1 time in total.
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Re: Golden Age Tigress

Post by Ken »

Jabroniville wrote: Wed Jul 24, 2019 9:49 pm THE TIGRESS II (Paula Brooks, aka The Huntress I)
Created By:
Mort Meskin
First Appearance: Sensation Comics #68 (as Huntress), Young All-Stars #6 (as Tigress)
Role: Villain Gone Good, Retcon Hero (to Helena "Huntress" Wayne, maybe?)

-The Tigress began her run in comics as a big-game hunter known as The Huntress, a Wildcat foe that sought to add his head to her wall. She joins the Injustice Society, where she & Sportsmaster become an item- later on, Helena Wayne (daughter of Bruce) becomes the new Huntress, and Earth-One versions of both villains pop up. When the Crisis happens, Huntress & Sportsmaster just become Golden Age characters, and Paula is given a real name and a new identity- she is now the "Tigress" instead. In Young All-Stars (a Retcon book, that re-RE-establishes the Golden Age DC Universe, this time post-Crisis), she actually makes her debut as a SUPERHEROINE, joining the other kids. This change is possibly to explain away the stories featuring Helena Wayne. After being nearly-killed by Axis Amerika member Gudra, she returns with a new attitude, leading her to become the villainous Huntress- turns out, this is a retcon. 1980s comics establish her and the Sportsmaster as the parents of the new Tigress- Artemis Crook.

-In modern times, she & Sportsmaster had married and had a daughter named Artemis- she becomes a member of Injustice, Inc., and becomes Tigress of the new Injustice Society.
The whole "Villain Gone Good" thing stemmed from some 1970s stories (possibly being the Earth-One Huntress and Sportsmaster). Eventually, Huntress realises that they'd win more often if they become good guys. Her husband (Sportsmaster) won't have it. This leads to a baseball game between several heroes and villains. Huntress played for the good guys. This was in "DC Super Stars" #10. Incredulously, the story was adapted into one of the opening sequences on Batman: the Brave and the Bold

The debut of Helena Wayne led to a brief revival of Mrs. Crock becoming the villainous Huntress again.

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Modern Age Icicle

Post by Jabroniville »

Image
Image

ICICLE II (Cameron Makhent)
Created By:
Roy Thomas, Dann Thomas & Todd McFarlane
First Appearance: Infinity, Inc. #34 (Jan. 1987)
Role: Ice Guy, Legacy Villain
PL 10 (152)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Deception 5 (+7)
Expertise (Computers) 3 (+5)
Expertise (Criminal) 5 (+7)
Insight 4 (+6)
Intimidation 4 (+6)
Perception 5 (+7)
Persuasion 2 (+4)
Ranged Combat (Ice) 4 (+10)
Stealth 4 (+7)
Vehicles 3 (+7)

Advantages:
Ranged Attack 2, Taunt, Teamwork

Powers:
"Ice Control"
Snare 10 (Feats: Obscure Sight, Reversible, Subtle 2, Dynamic) (Extras: Area- 30ft. Cone) (Flaws: Touch Range) (35) -- [49]
  • Dynamic AE: Snare 10 (Feats: Obscure Sight, Reversible, Subtle 2, Dynamic) (Extras: Area- 30ft. Line) (Flaws: Touch Range) (35)
  • Dynamic AE: Create Ice Objects 10 (Feats: Dynamic, Innate, Subtle 2- Distracting) (23)
  • Dynamic AE: "Ice Wall" Force Field 10 (Feats: Dynamic) (Flaws: Distracting, Ablative) (4)
  • Dynamic AE: "Icicle Blast" Blast 7 (Feats: Dynamic, Improved Critical) (16)
  • Dynamic AE: "Cold Blast" Blast 8 (Feats: Dynamic) (Extras: Fortitude Damage +0) (17)
  • Dynamic AE: "Ice Slick" Affliction 8 (Athletics or Acrobatics; Hindered & Dazed/Stunned & Prone) (Feats: Dynamic) (Extras: Area- 30ft. Burst, Ranged, Extra Condition) (Flaws: Limited Degree) (24)
  • Dynamic AE: Environment 4 (Hamper Movement) (Feats: Dynamic) (9)
Immunity (Cold Effects) [10]
Super-Movement 1 (Sure-Footed) (Flaws: Limited to Ice & Snow) [1]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Snare +10 Area (+10 Affliction, DC 20)
Icicle Blast +10 (+7 Ranged Damage, DC 22)
Cold Blast +10 (+8 Ranged Fortitude Damage, DC 23)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Greed)
Relationship (Tigress)- Icicle & Tigress are in love.
Enemy (The Justice Society)- Even after helping them save the world, Icicle insists that he'll kill Sand the next time they meet.
Power Loss (Ice- Extremely Hot Environments)- Icicle's powers will not work well under extreme heat. This is why he's almost always thrown into oven-like jail cells.

Total: Abilities: 54 / Skills: 40--20 / Advantages: 4 / Powers: 60 / Defenses: 14 (152)

-Icicle became a pretty interesting villain character in the JSA books. The son of the original, goofy ice elf version from the Golden Age, Cameron Mahkent was initially just a super-powered thug in the Injustice Society (after plaguing Infinity Inc. under Roy Thomas' reign, as part of "Injustice Unlimited", where he was largely a goon), not worth much (being beaten off-panel by Stargirl with ease), but a couple more appearances, and a run with Sand during the "Stealing Thunder" arc made him come out as an exceptionally skilled super-villain, and it was teased that he could become an anti-hero. Of course, Cameron then revealed to everyone that he was just a bad guy at the heart of it, and would kill the JSA (especially Sand, who he almost developed a "buddy comedy" rapport with) the first chance he got.

-Icicle and his girlfriend, Tigress, later appeared in the back-up feature in one of the two JSA books (the series had been unwisely split into two books after the wildly-successful Geoff Johns run), where they engaged in a world-wide chase for some Macguffins, competing with the husband-wife team of Hourman & Liberty Belle. Here, it's revealed that Tigress is pregnant, and Icicle's physiology affects the baby, threatening her health- they steal in order to get money for expensive medical treatments. Unfortunately, by this point, the book was getting ignored, the split was unsuccessful, and Icicle became "one of those background guys", his distinctive appearance making him a common guy in group shots, like Alexander Luthor's or Libra's "Secret Society".

-Icicle is much like Iceman of the X-Men, but without the ice slides and goofier power aspects. He can create a massive force field, but it's Distracting and Ablative, meaning it's usually only good for one shot (he blocked all the Speedsters in DC at once with it, KOing all of them, but it exploded on impact). Without his Force Field (or a shield covering his skin, like Bobby Drake also has), he's very much a Glass Cannon, dependant on his powerful Snare & Trip Area Effects to do severe damage. His other effects are lower than PL 10 in damage (his Icicle & Cold Blasts, the latter affecting Fortitude at +8), so he's KIND of a one-trick pony, despite his expensive Dynamic Array.
Last edited by Jabroniville on Fri Jul 15, 2022 12:14 am, edited 1 time in total.
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Vandal Savage

Post by Jabroniville »

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VANDAL SAVAGE (Vandar Adg)
Created By:
Alfred Bester & Martin Nodell
First Appearance: Green Lantern #10 (Winter 1943)
Role: World Conqueror, Immortal
PL 10 (219)
STRENGTH
5 STAMINA 5 AGILITY 2
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 5 PRESENCE 5

Skills:
Deception 7 (+12)
Expertise (Science) 5 (+10)
Expertise (Business) 6 (+11)
Expertise (History) 7 (+12)
Insight 5 (+10)
Intimidation 5 (+10)
Investigation 4 (+9)
Perception 6 (+11)
Persuasion 4 (+9)
Technology 5 (+10)
Vehicles 2 (+6)

Advantages:
All-Out Attack, Beginner's Luck, Benefit 5 (Wealth/Status), Equipment 10 (Whatever He Needs), Improved Critical (Sword), Jack-of-All-Trades, Languages 3 (Almost Any), Power Attack, Ranged Attack 8, Well-Informed

Powers:
"Immortal"
Immunity 3 (Aging, Disease, Poison) [3]
Regeneration 10 (Feats: Regrowth, Diehard) [12]
Immortality 16 (one minute) [32]

Offense:
Unarmed +13 (+5 Damage, DC 20)
Sword +13 (+7 Damage, DC 22)
Initiative +2

Defenses:
Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +5, Fortitude +8, Will +10

Complications:
Enemy (Justice League)
Motivation (Gaining Total Power)

Total: Abilities: 88 / Skills: 56--32 / Advantages: 32 / Powers: 47 / Defenses: 20 (219)

-Sporting one of the greatest villain names in the history of fiction, Vandal Savage is one of DC's Big Bads who never quite pulls off the REALLY big events; he's considered as dangerous as Lex Luthor in many respects, but always falls a bit short. His origin story is pretty great- he's a Cro-Magnon who found a fallen meteorite, and was granted eternal life as a result. Some of his backstory makes him out to be various people throughout history (such as Genghis Khan, Julius Caesar, Blackbeard, Vlad the Impaler, and others), and advisors to others.

-His first appearance in the comics is fighting the Golden Age Green Lantern, and he later helped found the Injustice Society. Despite a reasonable pedigree, he became somewhat of an orphaned villain, typically bouncing around Flash books (my first introduction to the character was when one of The Immortal Man's new identities remembered meeting him). Villains United introduced his daughter, Scandal Savage, who maintained a small level of success while Gail Simone was around at DC. Unfortunately, he was still often used as a "speed bump" villain at DC. Like, he engages in the slaughter of several patriotic super-heroes and their families in the start of the Johns/Eaglesham JSA... but he's beaten while fighting their two least powerful members- the two Wildcats.

-Savage isn't a combat machine by any means- he lacks the high tech or the Advantages for it. Instead, he relies on his wealth and status, along with minions to do his dirty work for him, always assuming in the end that his Healing will take over anything else. And yeah, it's a REALLY good Regeneration effect, basically with True Res (ie. he doesn't need blood or sunlight or anything to rise from the dead near-instantly) and an ability to recover from just about anything in a couple minutes' time.
Last edited by Jabroniville on Fri Jul 15, 2022 12:14 am, edited 1 time in total.
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Re: Jab’s Builds! (The Air Force! The Wizard! Icicle! Vandal Savage!)

Post by Woodclaw »

The interesting bit about Savage is how every non-comic incarnation was significantly more powerful and dangerous that the original ever was.
In the DCAU he was able to regenerate after being blasted to bits (the original had no regeneration powers).
The one from Young Justice was the leader of the Light and strong enough to face a speedster on equal terms.
In the Arrowverse he was a team level enemy, able to face Flash, Green Arrow, Speedy and the Hawks all at once.
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Golden Age Harlequin

Post by Jabroniville »

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”HUH-huh- his weakness is WOOD.”

HARLEQUIN I (Molly Mayne)
Created By:
Robert Kanigher & Irwin Hasen
First Appearance: All-American Comics #89 (Sept. 1947)
Role: Nuisance Villain
PL 6 (87)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

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

Advantages:
Equipment (Wooden Mandolin), Raned Attack 2

Powers:
"Harlequin Glasses" (Flaws: Easily Removable) [11]
Illusion (Visual) 8 (16) -- (17 points)
  • AE: Energy Blast 8 (16)
Offense:
Unarmed +6 (+1 Damage, DC 16)
Glasses Blast +6 (+8 Ranged Damage, DC 23)
Initiative +4

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

Complications:
Relationship (Alan Scott)- Molly has a huge crush on Alan Scott, and pretends to be a criminal just to draw his attention. Eventually, the two were married.

Total: Abilities: 50 / Skills: 18--9 / Advantages: 3 / Powers: 11 / Defenses: 14 (87)

-The first Harlequin was a Golden Age Super-Villain who was more of a nuisance than a major threat- her entire thing is the goofy "Abhorrent Admirer" routine, where she starts a life of crime to attract the attention of her crush, the Golden Age Green Lantern. Her crimes are mostly harmless and just for show. She joined the Injustice Society briefly, turning on them to aid the JSA in the end- this altruistic streak led to numerous team-ups with her crush, as well. However, Alan Scott never married her, leaving her to despair... until his first wife died, and he realized he loved Molly after all- the two were soon married. However, Alan was de-aged by the power of the Starheart, driving a rift between him and his elderly wife- she would sell her soul to the demon Neron for youth. However, Alan Scott and Kyle Rayner teamed up to fight their way through Hell (that is SUCH an Alan Scott move), capturing her trapped soul, and returning it to her body. The two would remain happily married well into the modern JSA era, though Molly would be such a minor character I don't even remember her ever showing up.

-Three other Harlequins have debuted. One was a pseudonym of Duela "Joker's Daughter" Dent. The third was part of Injustice Unlimited. A fourth is a rarely-appearing new character who fought Alan Scott.

-A weakling and a pain in the ass, the Golden Age Harlequin was mostly a nuisance who used Illusion-Casting Glasses and a wooden mandolin (which could block Alan Scott's Energy Constructs, given his weakness to wood).
Last edited by Jabroniville on Fri Jul 15, 2022 12:15 am, edited 1 time in total.
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Re: Jab’s Builds! (The Air Force! The Wizard! Icicle! Vandal Savage!)

Post by catsi563 »

Woodclaw wrote: Fri Jul 26, 2019 7:53 pm The interesting bit about Savage is how every non-comic incarnation was significantly more powerful and dangerous that the original ever was.
In the DCAU he was able to regenerate after being blasted to bits (the original had no regeneration powers).
The one from Young Justice was the leader of the Light and strong enough to face a speedster on equal terms.
In the Arrowverse he was a team level enemy, able to face Flash, Green Arrow, Speedy and the Hawks all at once.
The YJ one was also vicious and and cunning enough to actually earn Darkseids respect and it was that treaty between them that helped him become the world ruler he became.
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Modern Harlequin

Post by Jabroniville »

Image

HARLEQUIN III (Marcie Cooper)
Created By:
Roy Thomas & Jerry Ordway
First Appearance: Infinity, Inc. #14 (May 1985)
Role: Cold-Blooded Killer

-Marcie Cooper, the third Harlequin, was Dan Richards' granddaughter and a member of The Manhunters, and dated Northwind and Obsidian of Infinity Inc., infiltrating the super-team from within. When the Manhunters attacked (ruining MANY supporting characters in the process, most importantly Laurel Kent), Marcie stole Molly Mayne's illusion-casting spectacles and took on the identity of Harlequin. She was actually responsible for the death of Sylvester Pemberton, the original Star-Spangled Kid- she used her illusions to trick Solomon Grundy into using Mister Bones' "Death Touch" on the then-Skyman, killing him. When Grundy discovered her duplicity, he savagely beat her- she has never reappeared.

-Marcie pretty much just uses Molly's gear, though her Mandolin was apparently more dangerous as an actual offensive weapon. Her limited appearances make her pretty un-stattable.
Last edited by Jabroniville on Wed Apr 13, 2022 7:15 am, edited 1 time in total.
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The Gambler

Post by Jabroniville »

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THE GAMBLER (Steven Sharpe III)
Created By:
Henry Kuttner & Martin Nodell
First Appearance: Green Lantern #12 (Summer 1944)
Role: Master Villain, Insta-Kill Guy
Group Affiliations: The Injustice Society
PL 10 (124)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Athletics 6 (+8)
Deception 8 (+12)
Expertise (Criminal) 4 (+7)
Expertise (Gambling) 11 (+14)
Insight 4 (+8)
Perception 3 (+7)
Persuasion 5 (+8)
Stealth 5 (+8)

Advantages:
Benefit (Cipher), Improved Initiative, Luck 5, Ranged Attack 6, Seize Initiative, Ultimate Gambler

Powers:
"Derringer Pistol" (Flaws: Easily Removable) [14]
"Ammonia Gas" Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 15ft. Cloud) (20) -- (22 points)
  • AE: Blast 4 (8)
  • AE: "Blackout Gas" Concealment 2 (Visuals) (Extras: Area- 30ft. Burst) (4)
Offense:
Unarmed +6 (+2 Damage, DC 17)
Ammonia Gas +10 Area (+10 Affliction, DC 20)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +7

Complications:
Motivation (Greed)- After losing his love to another gambler, Sharpe has decided to take everything he could out of life.
Enemy (Green Lantern, Starman, etc.)

Total: Abilities: 58 / Skills: 46--23 / Advantages: 15 / Powers: 14 / Defenses: 14 (124)

-The Gambler came from a long line of compulsive types, always risking everything for lady luck. His girlfriend swore she wouldn't marry him until he could prove that he wasn't a compulsive gambler like his grandfather... but then ran off with another man who won a fortune in the lottery. Vowing to be a different person after this day, Steven Sharpe III immediately had an armored truck crash mere feet away from him, and took it as a sign- he would take whatever he could out of life from that day forward. Becoming a career criminal with a gimmicked handgun, The Gambler became a real nuisance to Alan "Green Lantern" Scott. Growing more and more brazen (with secret identities so strong even HE forgot what he actually looked like), he started hanging out in post offices next to HIS OWN WANTED POSTERS, somehow managing to escape with his gigantic brass balls weighing him down. He started a stampede at a horse-racing track, but was ultimately undone by GL.

-Even more insane acts followed: he tricked GREEN LANTERN into breaking him out of prison by disguising himself as sidekick Doiby Dickles and saying their places had been swapped, then bribed his executioner to allow him to escape the chair, incapacitating the watching crowd (INCLUDING Alan Scott!) with the charge instead. He would fight GL a few more times, and join the Injustice Society. Ultimately, however, his luck ran out- after fathering some children and being in and out of prisons, he lost everything in a rigged casino. Out of shame, and a broken man, he committed suicide with his own Derringer pistol. His suicide was later avenged by his granddaughter, Hazard, while his grandson became the second Gambler. This Gambler pretended to be The Joker and took control of the Royal Flush Gang, but they were defeated by the New Titans in Wolfman's later Titans run.

-The Gambler is a brilliant man with a lot of ways to manipulate the odds, but ultimately his only real chance against a serious super-hero is the Ammonia Gas in his trick Derringer, which can surprise just about anybody.
Last edited by Jabroniville on Fri Jul 15, 2022 12:16 am, edited 1 time in total.
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Re: Jab’s Builds! (The Air Force! The Wizard! Icicle! Vandal Savage!)

Post by greycrusader »

Huh. I always thought of the Gambler as an utterly silly Golden Age villain-I'm not sure I actually read any of the stories he or his successors appeared in, but the whole idea of a senior citizen-looking "Southerner" with a dinky pistol and dagger taking on Green Lantern just seemed SO ridiculous. So actually he was a really cunning, daring master of disguise with a very limited but effective gimmick. Seems as if he would have made a good Batman villain during the Silver or early Bronze Age, too. And I'm guessing his older appearance may simply have been one of his disguises. Sort of surprised you didn't also give him Ultimate Disguise advantage, given the feats described.

The Manhunters story line had the potential to be terrific, but just (as you said, Jab) ended up needlessly ruining a bunch of supporting cast members, and resulting in nothing more than an utterly forgettable team of D-list heroes, ALL of whom were promptly killed off or forgotten entirely once their short-lived book was cancelled.

Vandal Savage is one of those ALMOST-villains; he should be more of a threat,but...no distinctive appearance, not powerful enough to take on any major hero (obviously the Immortality is pretty impressive), not an inventive genius on Luthor's level, and doesn't have the Batman-mythos mystique of Ra's Al Ghul. Without some change-ups and a major, sustained push, Vandal is just never going to be much in comics.

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Re: Jab’s Builds! (The Air Force! The Wizard! Icicle! Vandal Savage!)

Post by greycrusader »

The "official" M&M setting of the Freedomverse actually has counterparts to most of the Injustice Society, most of whom appeared in the 2e Freedom's Most Wanted book. The Magician, Dr. Zero (a mash-up with the Icicle and Mr. Zero/Freeze), Marionette, Opal (the GA Star Sapphire, not an IS member), Tom Cyprus; later material added the Sportsman and Princess Venom, their son the second Sportsman, Wildcard, and a couple others
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Hazard

Post by Jabroniville »

Image

HAZARD (Rebecca "Becky" Sharpe)
Created By:
Roy Thomas
First Appearance: Infinity, Inc. #34 (xxxxxx)
Role: Luck Controller
Group Affiliations: The Injustice Society
PL 7 (103)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

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

Advantages:
Luck 5

Powers:
"Force Attacks To Miss" Enhanced Dodge 4 & Parry 4 (Extras: Area- 30ft. Burst, Affects Others, Selective) (Flaws: Source- Dice) (24) -- [31]
  • AE: "Stuff Falling Into The Way" Protection 3 (Extras: Sustained +0, Affects Others, Area- 30ft. Burst, Selective) (Flaws: Source- Dice) (6)
  • AE: "Falling Onto Soft Things" Movement 1 (Slow Fall) (Extras: Affects Others, Area- 30ft. Burst, Selective) (Flaws: Source- Dice) (4)
  • AE: "Stuff Falling Onto Others" Blast 8 (Feats: Indirect 4- Any Direction) (Extras: Penetrating) (Flaws: Source- Dice) (20)
  • AE: "Stuff Falling Onto Groups" Blast 7 (Extras: Area- 30ft. Burst) (Flaws: Source- Dice) (14)
  • AE: "Cause Trips" Affliction 7 (Dodge; Hindered/Prone) (Extras: Ranged, Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery) (Flaws: Source- Dice) (4)
  • AE: "Haywire Powers" Affliction 8 (Fort; Impaired/Compelled/Controlled Powers) (Extras: Ranged, Cumulative) (Flaws: Source- Dice) (16)
  • AE: Luck Control 3 (Spend HP on Other's Behalf, Give HP/Luck to Others, Force Re-Rolls) (9)
Offense:
Unarmed +6 (+1 Damage, DC 16)
Stuff Falling +6 (+8 Ranged Damage, DC 23)
Stuff Falling +7 Area (+7 Ranged Damage, DC 22)
Cause Trips +7 Area (+7 Ranged Affliction, DC 17)
Haywire Powers +6 (+8 Ranged Affliction, DC 18)
Initiative +3

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

Complications:
Motivation (Revenge)- Hazard seemed to join the Injustice Society for the sole purpose of gaining revenge for her grandfather, The Gambler, who committed suicide after going bankrupt.
Responsibility (Human Life)- Though a super-villain aligned with murderers, Hazard will not allow anyone to be killed.

Total: Abilities: 48 / Skills: 16--8 / Advantages: 5 / Powers: 31 / Defenses: 11 (103)

-Hazard is the granddaughter of The Gambler, who had by then been killed. Seeking to avenge him, she joined the Wizard's new Injustice Unlimited organization, but refused to allow anyone to be killed. She ruined the casino that had caused the Gambler's bankruptcy, then disappeared, but she soon reappeared with the younger members, being led by The Dummy. She was disgusted by the murder of Skyman by the group, and thus used her powers to save Pat Dugan and his son, then feigned the loss of her dice and refused to join in. She voluntarily went into custody for her part in the crimes, then vanished from comics entirely. Her only other appearance seems to be as part of a "Group of Villainesses" being led by Circe in Wonder Woman. The character has appeared a few times in The Flash, played by quirky, short Canadian actress Sugar Lyn Beard, most famous to Canucks for being the cute host of The Zone for years (and the second, popular voice of Sailor Chibi-Moon), disappearing for a decade, and then suddenly reappearing in Hollywood doing a ton of "Naked Weird Cute Girl" roles any time Kate Micucci couldn't be reached.

-Hazard has special dice which allow her to control probability, much like Roulette of the Hellions (from whom I just swiped these powers, then added "Source- Dice", though it's unclear if they're the magic, or she is). This can either aide people's activities, or cause harmful "accidents" to befall others. It is not known where her powers come from- an odd oversight on the part of detail-obsessed Roy Thomas. At PL 7, she's more of a tricky nuisance than a lethal threat, but her powers are esoteric enough to be trouble for others.
Last edited by Jabroniville on Fri Jan 06, 2023 5:31 am, edited 3 times in total.
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