scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Demolition Team's Jackhammer!!

Where in all of your character write ups will go.
scc
Posts: 137
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Re: scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Rhino!!

Post by scc » Tue Nov 29, 2016 11:36 pm

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One of his few wins over the Hulk though he was more powerful at that point.

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Another win over the Hulk when possessed by Tyrannus.

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Don't mess with Abomination's Exes!

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Though a jobber he sure is terrifying!


Abomination
PL 12

Abilities
Strength 16, Stamina 13, Agility 1, Dexterity 0, Fighting 6, Intellect 3, Awareness 2, Presence 1

Powers
Gamma Irradiated Monster:
Enhanced Senses: Senses 1 [Low-Light Vision]
Healing Factor: Regeneration 1
Huge: Growth 2 [Permanent]
Immensely Strong: Power-Lifting 3
Immunity 7 [All Environmental Conditions, Disease, Suffocation (Underwater)]
Powerful Legs: Leaping 11
Alt: Powerful Legs: Speed 2
Alt: Powerful Legs: Swimming 4
Suspended Animation: Immunity 4 [Aging, Starvation & Thirst, Suffocation (Alien Atmospheres), Ongoing Biological Effects; Limited (Subject is Incapacitated)]
Tough Hide: Protection 3 [Impervious 15],

Super-Strength Feats:
Alt: Groundstrike: Affliction 12 [Resisted by Dodge, Overcome by Fort (Dazed & Vulnerable, Stunned & Prone); Area(Burst), Extra Cond, Linked(Damage); Limited(Abomination and Targets must be in contact with the ground)], Damage 10 [Area(Burst), Linked(Affliction); Limited(To terrain and objects)]
Alt: Super-Breath: Move Object 10 [Area (Cone); Close, Limited Direction (Away from Abomination)]

Advantages
All-out Attack
Chokehold
Daze 1 [Intimidation]
Diehard
Improved Grab
Languages 2 [English, Serbo-Croatian, Base: English]
Power Attack
Ranged Attack 2
Startle
Ultimate Effort [Toughness]
Withstand Damage [Reduce Defense to increase Tough]

Skills
Athletics (+16), Close Combat: Unarmed 2 (+8), Deception 5 (+6), Expertise: Literature 4 (+7), Expertise: Science 3 (+6), Expertise: Spy 4 (+7), Insight 3 (+5), Intimidation 12 (+14), Investigation 2 (+5), Perception 3 (+5), Persuasion 1 (+2), Ranged Combat: Pistols 3 (+5), Ranged Combat: Thrown 2 (+4), Stealth 5 (+4), Technology 3 (+6)

Offense
Initiative +1
Groundstrike Affliction, Rank 12, Area Burst (30 ft), Resisted by Dodge, Overcome by Fort (Dazed & Vulnerable, Stunned & Prone)
Groundstrike Damage, Damage 10, Area Burst (30 ft), Limited to Terrain & Objects
Superbreath, Rank 10, Move Object Area Cone (60 ft), Close, Away from Abomination
Unarmed +8, Damage 16

Defense
Dodge 6, Parry 7
Toughness 16, Fortitude 14, Will 6

Power Points
Abilities 76 + Powers 51 + Advantages 13 + Skills 26 + Defenses 13 = Total 179

Complications
Enemy: The Hulk and General Ross.
Prejudice: Abomination is a scary monster.
Weakness: Extreme pain or cold or lack of oxygen can put Abomination in a coma-like state of suspended animation.

Design Notes
This is the Abomination a Hulk enemy. Offensively he is PL 12 unarmed. Defensively he is PL 11.5 due to Parry & Toughness. Emil Blonsky was a Russian spy sent to spy on the New Mexico Air Force Base. While snooping around he activated a machine that bombarded him with a much higher dose of gamma radiation than the Hulk. He beat Hulk when they first clashed since he was more powerful. Banner lures the Abomination into a trap and uses a device to drain Abomination of his excessive power. He then suffered his first of many defeats at the hands of the Hulk. Abomination seemingly killed Banner's love Betty Ross when he poisoned her using his radioactive blood. He eventually dies at the hands of Betty's father when he became the Red Hulk.

I always liked the look of the Abomination even when I knew nothing about him. He is very powerful and can take a beating from an angry Hulk. She-Hulk acknowledges this and focused on avoiding his blows and was able to beat him using nerve strikes. He has lost to the Hulk multiple times and has jobbed to the likes of Wonder Man and Hawkeye and was taken out pretty easily by Thor and a weakened Silver Surfer. Though anyone that can go toe to toe with the Hulk deserves some respect. Abomination is not really a dumb brick as many might think. Besides being a spy he has a degree in literature and has some scientific and engineering know how. At times he was a sympathetic villain when he was a leader of a bunch of outcasts in the sewer. A fun villain with a cool look.
Last edited by scc on Tue Jul 25, 2017 10:29 pm, edited 2 times in total.

scc
Posts: 137
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Re: scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Abomination!!

Post by scc » Sat Dec 17, 2016 12:52 am

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Laughs at the Punisher

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Pluto fears him

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A mighty blow that misses still causes Thor's leg to go numb!

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Ulik
PL 12.5

Abilities
Strength 14, Stamina 14, Agility 2, Dexterity 0, Fighting 9, Intellect 1, Awareness 2, Presence 1

Powers
Rock Troll Champion:
Big & Ugly: Growth 1 [Permanent; Innate, Increased Mass]
Dense Flesh: Protection 2 [Impervious 15]
Enhanced Senses: Senses 2 [Acute Scent, Infravision], Enhanced Advantage [Precise Attack (Close Concealment)]
Immunity 2 [Aging (Long-lived), Disease, Suffocation]
Strong as Thor: Power-Lifting 5

Super-Strength Feats:
Groundstrike: Affliction 11 [Resisted by Dodge, Overcome by Fort (Dazed & Vulnerable, Stunned & Prone); Area(Burst), Extra Cond, Linked(Damage); Limited(Ulik and Targets must be in contact with the ground), Limited Degree], Damage 9 [Area(Burst), Linked(Affliction); Limited(To terrain and objects)]

Uru Pounders:
Removable (-1 point)
Pounder Groundstrike: Affliction 1 [Resisted by Dodge, Overcome by Fort (Dazed & Vulnerable, Stunned & Prone); Area(Burst), Extra Cond, Linked(Damage); Limited(Ulik and Targets must be in contact with the ground), Limited Degree], Damage 1 [Area(Burst), Linked(Affliction); Limited(To terrain and objects)]
Strike 2 [Strength-based; Improved Critical]

Advantages
All-out Attack
Benefit 1 [Rock Troll Champion]
Daze 1 [Intimidation]
Diehard
Fast Grab
Great Endurance
Improved Critical 2 [Unarmed, Uru Pounders]
Improved Grab
Improved Initiative 1
Power Attack
Precise Attack 1 [Close Concealment]
Startle
Ultimate Effort [Toughness]

Skills
Athletics 2 (+16), Close Combat: Unarmed 1 (+10), Deception 3 (+4), Expertise: Asgardian Lore 6 (+7), Expertise: Underground Survival 5 (+7), Insight (+2), Intimidation 14 (+15), Perception 4 (+6), Ranged Combat: Throwing 6 (+6), Stealth 5 (+6)

Offense
Initiative +6
Pounder Groundstrike Affliction, Rank 12, Area Burst (30 ft), Resisted by Dodge, Overcome by Fort (Dazed & Vulnerable, Stunned & Prone)
Pounder Groundstrike Damage, Damage 10, Area Burst (30 ft), Limited to Terrain & Objects
Uru Pounder Strike +9, Damage 16, Improved Critical (18-20)
Unarmed +10, Damage 14, Improved Critical (19-20)

Defense
Dodge 9, Parry 9
Toughness 16, Fortitude 14, Will 6

Power Points
Abilities 82 + Powers 37 + Advantages 13 + Skills 23 + Defenses 11 = Total 166

Complications
Arrogant: Ulik is confident in his abilities and will let opponents know how awesome he is.
Enemy: Thor and most Asgardians.
Motivation: Conquering Asgard & Midgard.
Rage: Ulik can get very angry in battle especially against an opponent that can match his power.
Weakness: Was shown once to have a weakness to iron. Though that was only once and if that is the case why live underground and why don't Asgardians use iron weapons against them. Perhaps it is lethal if they ingest it.

Design Notes
This is Ulik a Thor enemy. Offensively he is PL 12.5 striking with his Uru Pounders. Defensively he is PL 12.5 due to Toughness and Dodge/Parry. Ulik is a champion of the Rock Trolls. Long ago they were banished underground by Odin and this is why Ulik and the other Rock Trolls have an innate hatred of Asgardians. He has fought Thor many times.

Ulik is very powerful. Supposedly almost as strong as Thor. Thor is one of the few Asgardians that can go toe to toe with him. His pounders add to the devastation of his groundstrike. Ulik is not a dumb brick. Usually his rage gets him in trouble. He can use all Rock Troll technology, come up with plans, and understands Asgardian lore pretty well and Roxxon Oil hired him for that. Ulik is very tough and can take multiple blows from Thor's hammer. Many opponents mentioned how fast he is and catches them by surprise. Though powerful he always loses to Thor.
Last edited by scc on Sun Aug 27, 2017 9:30 pm, edited 1 time in total.

scc
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Re: scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Ulik!!

Post by scc » Sat Dec 31, 2016 4:11 am

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Kra
PL 9

Abilities
Strength 10, Stamina NA, Agility 0, Dexterity 1, Fighting 5, Intellect 6, Awareness 1, Presence 1

Powers
King of the Robots!:
Large: Growth 3 [Permanent; Innate]
Robot: Immunity 30 [Fortitude]
Super-Duper Iron Body: Protection 8 [Impervious 11]
Teleport 20 [Accurate]

Advantages
Diehard
Inventor
Power Attack

Skills
Athletics (+10), Close Combat: Unarmed 3 (+8), Deception 3 (+4), Expertise: Biochemistry 4 (+10), Expertise: Milky Way Galaxy 3 (+9), Insight (+1), Intimidation 4 (+6), Perception 2 (+3), Persuasion 2 (+3), Ranged Combat: Throwing 3 (+4), Stealth (-3), Technology 6 (+12)

Offense
Initiative +0
Unarmed +8, Damage 10

Defense
Dodge 4, Parry 6
Toughness 11, Fortitude NA, Will 5

Power Points
Abilities 32 + Powers 116 + Advantages 3 + Skills 15 + Defenses 11 = Total 177

Complications
Enemy: The Challengers of the Unknown and the original Doom Patrol.
Power Loss: Cannot teleport when covered in water.
Prejudice: Kra is a giant robot from another world.
Weakness: Kra cannot move when covered in water. Sand has also paralyzed him by getting in his joints.

Design Notes
This is Kra a Challengers of the Unknown enemy. Offensively he is PL 9 unarmed. Defensively he is PL 8.5 due to Toughness and Parry. Kra and an army of robots on another planet overthrew their creators. The aliens asked the Challengers of the Unknown for help. The COTU and the aliens were able to defeat the robots and Kra was exiled and chose Earth so he could get revenge on the COTU. He studied up a lot on the COTU while in prison before his exile. When he got to Earth he formed the League of Challenge Haters and was their leader for a brief time until Multi-Man took over.

Kra and the League of Challenge Haters are jobbers for sure. He is smart enough to invent high tech items but sounds pretty dumb most of the time. His toughness is all over the place. He can take being rammed into by Robotman and has taken MG slugs and rockets with little effect but Rocky from the COTU beat him down with the disconnected arm of Multi-Woman. Kra also has a major weakness in that water immobilizes him. So see DC has it's share of jobbers too.
Last edited by scc on Sun Aug 27, 2017 9:32 pm, edited 1 time in total.

scc
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Re: scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Kra!!

Post by scc » Tue Jan 10, 2017 10:55 pm

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Drabny
PL 9.5

Abilities
Strength 1, Stamina 2, Agility 1, Dexterity 2, Fighting 3, Intellect 2, Awareness 1, Presence 1

Powers
Mind Over Matter Helmet:
Easily Removable (-8 points)
Telekinesis: Move Object 13 [Accurate 2, Increased Mass 8]
Alt: Burrowing: Burrow 4 [Area (Cone), Range; Diminished Range, Diminished Range Area]
Alt: Chasm: Affliction 10 [Resisted by Dodge (Dazed, Prone); Area 2 (Line); Instant Recovery, Limited Degree, Limited to targets on ground], Burrow 9 [Area 2 (Line), Attack; Limited to downward, Limited to Targets on the ground], Damage 6 [Area 2 (Line); Limited to targets suffering the prone condition, Limited to Targets on the ground]
Alt: Fog: Concealment 2 [Visual; Area (Cloud), Attack]
Alt: Magnified Mental Energy: Blast 10 [Accurate 2]

Advantages
Defensive Roll 1

Skills
Athletics 4 (+5), Deception 4 (+5), Insight (+1), Intimidation (+1), Investigation 3 (+5), Perception 3 (+4), Persuasion (+1), Stealth 5 (+6), Technology 4 (+6), Vehicles 1 (+3)

Offense
Initiative +1
Chasm Affliction, Rank 10, Area Line (60 ft long and 10 ft wide), Resisted by Dodge (Dazed, Prone), Instant Recovery, Limited to Targets on the Ground
Chasm Burrowing Attack, Rank 9, Area Line (60 ft long and 10 ft wide), Limited to Downwards. Limited to Targets on the Ground
Chasm Damage, Damage 6, Area Line (60 ft long and 10 ft wide), Limited to Targets in the prone position, Limited to Targets on the Ground
Magnified Mental Energy +6, Damage 10, Accurate 2
Telekinesis +6, Damage 13, Accurate 2, Increased Mass 8 (Rank 21 lifting strength)
Unarmed +3, Damage 1

Defense
Dodge 6, Parry 6
Toughness 3 (Def Roll 1), Fortitude 5, Will 4

Power Points
Abilities 26 + Powers 32 + Advantages 1 + Skills 12 + Defenses 14 = Total 85

Complications
Enemy: The Challengers of the Unknown and the original Doom Patrol.

Design Notes
This is Drabny a Challengers of the Unknown enemy. Offensively he is PL 9.5 using Telekinesis. Defensively he is PL 4.5. Drabny stole some items from a castle made by ancient alchemists. Besides his helmet he found a youth serum and goggles that let him see into the future and to duplicate the tech from the future. He took over a town using these items but was defeated by the Challengers of the Unknown. He escaped from prison thanks to Kra and joined the Legion of Challenge Haters (LOCH). He seemingly died when the LOCH base blew up.

Drabny is pretty lame and the only thing that makes him dangerous is the items he found. Without those Mary Jane Watson could beat him up. I made the helmet easily removable since it came off every time he got punched in the jaw by a member of the COTU. The helmet is quite powerful and probably has more powers than this. But you would think Drabny would pick a cool villain name after getting this item like Matter Master or the Ancient Alchemist. Okay those are lame too. Anyway here is another DC jobber.
Last edited by scc on Sun Aug 27, 2017 9:34 pm, edited 1 time in total.

Thorpocalypse
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Re: scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Drabny!!

Post by Thorpocalypse » Wed Jan 11, 2017 7:24 pm

Huh, never heard of Drabny, but I don't know why I am surprised. He doesn't seem like great shakes and while I did read some Challengers as a kid, I certainly did read enough to have much of an idea about the rogue's gallery.

scc
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Re: scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Drabny!!

Post by scc » Fri Jan 20, 2017 12:27 am

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What we all paid to see.


Multi-Woman
PL 9.5

Abilities
Strength 11, Stamina NA, Agility 0, Dexterity 1, Fighting 5, Intellect 2, Awareness 1, Presence 1

Powers
Multi-Man's Female Companion:
Giant Woman: Growth 12 [Permanent; Innate]
Mechanical Mind: Immunity 10 [Mental Effects]
Metal Mistress: Impervious Toughness 11
Robot: Immunity 30 [Fortitude]

Advantages
Chokehold
Diehard
Fast Grab
Improved Grab

Skills
Athletics (+11), Close Combat: Unarmed 3 (+8), Deception 3 (+4), Insight (+1), Intimidation (+7), Perception 3 (+4), Persuasion (+1), Stealth 12 (0), Technology 3 (+5)

Offense
Initiative +0
Unarmed +8, Damage 11

Defense
Dodge 4, Parry 6
Toughness 12, Fortitude NA, Will 2

Power Points
Abilities 8 + Powers 76 + Advantages 4 + Skills 12 + Defenses 18 = Total 118

Complications
Enemy: The Challengers of the Unknown and the original Doom Patrol.
Relationship: Multi-Woman is loyal to Multi-Man and will do all she can to protect him.
Weakness: Her chest-plate can be opened if someone knows about it to access her internal workings and is quite vulnerable to damage there.

Design Notes
This is Multi-Woman a Challengers of the Unknown enemy. Offensively she is PL 9,5 unarmed. Defensively she is PL 9 due to Toughness and Parry. Multi-Man decided to make himself a mate. The first Multi-Woman had an ability to shapechange but turned on Multi-Man and was considered to much like a woman since she was distracted by a huge diamond that was a trap. Multi-Woman II and III were very loyal but did not have the shapechange power. Both were part of the League of Challenge Haters.
Last edited by scc on Sun Aug 27, 2017 9:35 pm, edited 1 time in total.

scc
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Re: scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Multi-Woman!!

Post by scc » Tue Jan 31, 2017 11:04 pm

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Multi-Man
PL 10

Abilities
Strength 1, Stamina 2, Agility 1, Dexterity 2, Fighting 4, Intellect 8, Awareness 2, Presence 1

Powers
Liquid Light:
Immortality 16
Serial Super Forms: Variable 7 [Continuous; Limited 4 (Can reallocate points only when he dies and comes back to life), Uncontrolled]

Advantages
Defensive Roll 1
Inventor

Skills
Athletics (+1), Deception 6 (+7), Expertise: Science 5 (+13), Insight (+2), Intimidation (+1), Perception 4 (+6), Persuasion 3 (+4), Stealth 2 (+3), Technology 8 (+16)

Offense
Initiative +1

Defense
Dodge 6, Parry 6
Toughness 3 (Def Roll 1), Fortitude 5, Will 6

Power Points
Abilities 42 + Powers 53 + Advantages 2 + Skills 14 + Defenses 14 = Total 125

Complications
Enemy: The COTU and the original Doom Patrol.
Mood Swings: Suffers major mood swings due to his many deaths.
Power Loss: The COTU found some ancient chemicals that nullify Multi-Man's Serial Super Forms power and when doused in them he cannot gain the powers he had or new ones till he dies and comes back to life.

Design Notes
This is Multi-Man a COTU enemy. Offensively and Defensively he is PL 10 at times using his Serial Super Forms power. When on a archaeological expedition with the COTU and Dr. Charles Ferris assistant Duncan Pramble came across an ancient chemical known as liquid light and stole it. The ancient hieroglyphics said that he would gain "extra lives and with each life a different power." He then drank the formula. At first he was engulfed by a bright aura and was able to repel and attract objects. He faced the COTU with this new-found ability. Dr Ferris found some ancient chemicals as well which was the antidote for the liquid light. The COTU doused him in this chemical and he lost his powers. Remembering what the hieroglyphics said he jumped off a cliff to the surf below. He did indeed gain a new life and with it a new power. He has faced the COTU many times. He was recruited in to the League of Challenge Haters by Kra but eventually took over that group. He became part of the Injustice League, then Justice League Antarctica, and finally the Suicide Squad.

Multi-Man has a very limited variable power. He has to die to change the configuration. It is uncontrolled as well since he doesn't know what will come next. I would also say with many of his changes he doesn't always get to use all the points in his variable power. He has changed into many forms and always seems to have a costume that goes with it. He wasn't always super smart but he seems to retain that ability. Some powers he has exhibited is the ability to attract and repel, change into a birdlike creature with flight, a bee-like form with flight, an energy form with the blast power, shrinking and growth to name a few. At times he had control of what forms he could take by taking a pill and he didn't have to die. He has also increased his power. But that all comes down to the inventor advantage. A fun character that has belonged to some fun groups.
Last edited by scc on Sun Aug 27, 2017 9:36 pm, edited 1 time in total.

scc
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Re: scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Multi-Man!!

Post by scc » Fri Feb 17, 2017 11:26 pm

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Volcano Man
PL 9

Abilities
Strength 10, Stamina 11, Agility 0, Dexterity 0, Fighting 6, Intellect -2, Awareness 0, Presence 0

Powers
Giant Chunk of Living Flaming Fury!:
Growth 6 [Permanent; Innate, Quirk (No Speed increase)] -12 pts
Lives in a Volcano: Immunity 20 [Fire Effects, Life Support]
Made of Lava: Immunity 40 [Heat Shield, Bludgeoning, Piercing, Slashing ; Limited 2(To Flammable Weapons that can melt due to his damaging aura)], Damage 9 [Heat; Reaction; Uncontrolled (Always on at full power)], Impervious Toughness 11 -52 pts

Advantages
Diehard
Favored Environment [Volcanoes]

Skills
Athletics (+10), Close Combat: Unarmed 1 (+7), Expertise: Earth's Volcanic System 10 (+8), Intimidation 5 (+8), Perception (+0), Stealth (-6)

Offense
Initiative +0
Unarmed +7, Damage 10
Made of Lava +9, Damage 9, Reaction

Defense
Dodge 4, Parry 6
Toughness 11, Fortitude 12, Will 4

Power Points
Abilities 26 + Powers 84 + Advantages 2 + Skills 8 + Defenses 15 = Total 135

Complications
Disability: Cannot speak makes hissing sounds.
Enemy: Challengers of the Unknown.
Prejudice: People usually run in terror when they see Volcano Man.
Weakness: Carbon Monoxide from extinguishers can harm him and could have other weaknesses due to his lava form. However water does not bother him.

Design Notes
This is Volcano Man a Challengers of the Unknown enemy. Offensively he is PL 9 due to his damaging aura. Defensively he is PL 8.5 due to Toughness and Parry. The Challengers of the Unknown went to investigate the legend of the Volcano Man. They ran into artificial beings that looked like Volcano Man which were created by Dr. Edward Gruner. While in his lair in a volcano the real Volcano Man showed up and defeated one of his pretenders. The other artificial Volcano Men showed up and tackled the real Volcano Man and fell down the crevice from whence he came. He was later found by the League of Challenge Haters and recruited. He has fought the Challengers of the Unknown many times as well as the Doom Patrol.

Most of the appearances of Volcano Man he is very tough. Took a boulder to the chest from a catapult without budging and being run into by a firetruck which bairly staggered him. His heat aura is so hot ocean water turns to steam, harpoons melt before they hit him, a huge chain the Challengers tried to trip him with also melted, and Robotman's hand was a mess after he punched Volcano Man. I thought about using impervious first for his heat aura but he already had high impervious protection so I went with a very limited immunity against flammable objects that can melt due to his aura. His strength is hard to guage but he has tossed around somewhat smaller versions of himself without any problem and as I mentioned before certain attacks didn't budge him. Kra, a member of the League of Challenge Haters gave him a belt to help Volcano Man control his aura, which has the uncontrollable flaw being always on, but it also would paralyze Volcano Man when a button was hit in the front. A big button. Kra was supposedly smart but that was pretty stupid. The Challengers took advantage of that many times. He is only PL 9 but could give the Challengers a tough time and they usually took advantage of his weaknesses to defeat him or some clever plan. However the Challengers of the Unknown were a good enough team to take on Volcano Man as well as the League of Challenge Haters which had a bunch of characters with superhuman powers on it.
Last edited by scc on Sun Aug 27, 2017 9:38 pm, edited 1 time in total.

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Re: scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Volcano Man!!

Post by scc » Fri Feb 17, 2017 11:30 pm

This is all the members of 'The League of Challenge Haters'. A fun group of jobbers.

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Re: scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Volcano Man!!

Post by Arcaene » Mon Feb 27, 2017 7:41 pm

Quick question regarding your HERO » M&M3e conversion notes, particularly in the calculations for Toughness.

I see that you're incorporating PD/ED/rPD/rED into the calculation process. Would this be the character's total values, with any (activated) powers and/or equipment included, or with just inherent values, with no powers/equipment added in?
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Re: scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Volcano Man!!

Post by Ken » Mon Feb 27, 2017 10:21 pm

I hadn't realised that the DP and the Challs swapped their rogues around.
Zack Snyder in the 1940s: Hope vs Crosby, Road to Justice

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Re: scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Volcano Man!!

Post by Jabroniville » Tue Feb 28, 2017 7:45 am

A nice arsenal of jobbers, here. I focus on the Marvel side of things because it's MUCH easier to find info, but DC seems to have quite the assortment of oddball weirdos, especially in the '60s. It's funny to see how much less popular an act like the Challengers is today, when compared with the '60s. I wonder how popular it really was, during its peak. I know the Fantastic Four was more or less an attempt to mimic its success.

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Re: scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Volcano Man!!

Post by Ken » Tue Feb 28, 2017 6:33 pm

Jabroniville wrote:
Tue Feb 28, 2017 7:45 am
A nice arsenal of jobbers, here. I focus on the Marvel side of things because it's MUCH easier to find info, but DC seems to have quite the assortment of oddball weirdos, especially in the '60s. It's funny to see how much less popular an act like the Challengers is today, when compared with the '60s. I wonder how popular it really was, during its peak. I know the Fantastic Four was more or less an attempt to mimic its success.
It's hard to say. In the era immediately before super-heroes came back, they had three appearances in Showcase (7,11-12) ('57-'58), and those did well enough that they got an ongoing series. This was before Hal Jordan or the Justice League of America. And the book lasted until 1970.

But the thing to keep in mind when people talk about the similarities between the Challengers and the Fantastic Four is that for those 3 issues of Showcase and the first 8 issues of CotU one of the creators was Jack Kirby. And in the early issues the Challs faced a lot of giant monsters from outer space, or under the Earth, other dimensions, etc.

But Jack left after #8 (which was late 1958). And we know he went to work for Atlas Comics almost exclusively there. And at Atlas he did lots of monster stories because giant monsters were popular. Jack's then-boss, Stan Lee basically said that they followed the trends. When westerns were popular, they did westerns; when giant monsters were popular, they did giant monsters; when super-heroes came in vogue, they did super-heroes - and changed their name to Marvel Comics. But the early FF tales feature lots of alien and giant monster threats. And the whole "how-much-was-Jack vs how-much-was-Stan" debate is legendary.

No one is sure who did the writing with Jack on the early Challs stories either. Some say it was just Jack.

But I don't think it was a "DC's Challengers are successful, we'll immitate the Challengers". It's more likely that Jack got the Challengers right in an era of giant monsters being popular, and then later in the same era, knew the elements to use when tasked with a similar assighnment.
Zack Snyder in the 1940s: Hope vs Crosby, Road to Justice

scc
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Re: scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Volcano Man!!

Post by scc » Wed Mar 01, 2017 12:02 am

Arcaene wrote:
Mon Feb 27, 2017 7:41 pm
Quick question regarding your HERO » M&M3e conversion notes, particularly in the calculations for Toughness.

I see that you're incorporating PD/ED/rPD/rED into the calculation process. Would this be the character's total values, with any (activated) powers and/or equipment included, or with just inherent values, with no powers/equipment added in?
The values you see are the totals from any powers, advantages and equipment the character has. That being said when I converted the characters I figured out their stats without powers or equipment. Scorpia has Toughness 4, 6 with Defensive Roll, and 8 with her equipment. Gravitar has Toughness 9 without her Force Field (Stamina 6 plus Protection 3), Toughness 22 with it. I hope that answers your question.

scc
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Re: scc's 3rd Edition Thread of the Goofy, Bad, and Obscure: Jobbermania - Volcano Man!!

Post by scc » Wed Mar 01, 2017 12:03 am

Ken wrote:
Mon Feb 27, 2017 10:21 pm
I hadn't realised that the DP and the Challs swapped their rogues around.
It only happened in one crossover the COTU and the Doom Patrol had against the League of Challenge Haters.

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