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Jab's Builds: 2nd Edition Stuff (Kept in Reserve)

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Postby Jabroniville » Sat Dec 22, 2007 12:25 pm

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STARMAN I (Ted Knight)- 1940s
PL 9 (120)

ST 14 (+2) DEX 15 (+2) CON 14 (+2) INT 26 (+8.) WIS 13 (+1) CHA 12 (+1)

Skills:
Bluff 4 (+5)
Craft (Electronic) 6 (+14)
Craft (Mechanical) 8 (+16)
Craft (Structural) 5 (+13)
Disable Device 2 (+10)
Disguise 3 (+4)
Investigate 3 (+4)
Knowledge (Earth Sciences) 3 (+11)
Knowledge (Life Sciences) 3 (+11)
Knowledge (Physical Sciences) 10 (+18.)
Knowledge (Technology) 6 (+14)
Pilot 4 (+6)
Stealth 3 (+5)

Feats:
Attack Specialization (Cosmic Rod), Dodge Focus 2, Improved Aim, Inventor, Precise Shot, Set-Up, Skill Mastery (Know- Physical & Tech, Craft- Mechanical & Electronic), Teamwork

Powers:
"Gravity Rod" Device 8 (easy to lose) [24]
Flight 6 (12)
Cosmic Energy Control 9 (28.)
Dynamic AP: Force Constructs 6 (Stationary)
Dynamic AP: Dazzle 8
Dynamic AP: Telekinesis 8
Dynamic AP: Environmental Control 1 (Heat)
Dynamic AP: Force Field 8

Saves:
Toughness +2 (+10 Force Field), Fortitude +7, Reflex +7, Will +5

Combat:
Attack +6 (+8 Gravity Rod), Damage +2 (+9 Cosmic Control/Dazzle), Defense +6 (+8 Dodge), Initiative +2

Abilities: 34 / Skills: 60--15/ Feats: 9 / Powers: 24 / Saves: 14 /Combat: 24 (120)

-Starman I (Ted Knight) has a lot in common with Hourman. In one of those weird comics-type circumstances, the original Starman was an unsuccessful character that popped up in the JSA for a while and got his own stories told, but disappeared rather quickly and without much fuss. Fast-forward to the JLA/JSA teamups era, and Starman's just 'one of the gang'. Hell, by the 70s even, he was retired, and giving his Cosmic Rod to the Star-Spangled Kid. Of course, in the meantime, like five guys got the "Starman" name, because it's one of those catchy heroic names that HAS to be used by SOMEone. But yeah, nearly all the JSA members were famous, having successors and showing up a bunch, and poor Ted Knight gets nothing.... Enter James Robinson's "Starman" series. Retroactive child Jack, a cynical anti-tights guy (probably representing the cynical comics fans of the era) ends up forced into defending his dad's legacy, giving DC ANOTHER fictional weird town, and essentially the entire series was a prop to give credit to the Golden Age. And thus, Starman has a legacy. Retroactively turned into a scientist creating the Atomic Bomb, Ted was given a ton more backstory and characterization, and for the first time in years, he got a legacy in his son (and later, Courtney) in the JSA.

-I'm not entirely sure (Sources are iffy) on what counts as the "Gravity Rod" era and when he got the "Cosmic Rod", but I'm pretty sure those are all the powers Ted utilized. Essentially, he's a mini-Green Lantern, capable of creating objects, force constructs, dazzling people, making heat, and general Force Field energy wielder stuff. He's the team's Blaster, but not a fancy one. I was jumping all over the place in possible power output, but decided he should be slightly more dangerous than your usual Golden Age hero or Mutant Liberation Front guy (my baseline PL 8), but only in power. This is pretty close, unless I'm mistaken. Ted's one of those guys who could be anywhere from PL 8 to PL 10 in his prime.
Last edited by Jabroniville on Fri Nov 13, 2009 11:30 pm, edited 1 time in total.
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Postby Jabroniville » Sat Dec 22, 2007 2:23 pm

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S.T.R.I.P.E. (Pat Dugan)- Modern-Day
PL 8 (140)

ST 16/28 (+3/+9) DEX 12 (+1) CON 16/20 (+3/+5) INT 16 (+3) WIS 14 (+2) CHA 12 (+1)

Skills:
Acrobatics 2 (+3)
Bluff 4 (+5)
Craft (Mechanical) 11 (+14)
Craft (Electronic) 4 (+7)
Disable Device 6 (+9)
Escape Artist 4 (+6)
Knowledge (Physical Sciences) 4 (+7)
Knowledge (Technology) 8 (+11)
Notice 5 (+6)
Sense Motive 4 (+6)
Stealth 4 (+5)

Feats:
Accurate Attack, Dodge Focus 2, Improved Grab, Improved Pin, Inventor, Set-Up, Teamwork 3

Powers:
"S.T.R.I.P.E. Power Armor" Device 14 (hard to lose) [56]
Growth 4 (Feats: Innate) (Flaws: Permanent) (9)
Protection 5 (5)
Super-Strength 4 (8)
"Missiles" Blast 8 (Extras: Autofire) (25)
AP: Enhanced Strength 4
Flight 6 (12)
Immunity 7 (Life Support minus Poison & Disease) (7)
Super-Senses 4 (Radio, Extended Sight, Distance Sense, Infravision) (4)-- (75)

Saves:
Toughness +3 (+10 Protection), Fortitude +6, Reflex +5, Will +5

Combat:
Attack +8 (+7 STRIPE), Damage +3 (+9 STRIPE, +8 Missiles), Defense +6 (+8 Dodge, +7 STRIPE), Initiative +1

Drawbacks:
Normal Identity (Pat Dugan, Full Round Action) [-4]

Abilities: 26 / Skills: 56--14/ Feats: 10 / Powers: 56 / Saves: 10 /Combat: 28 / Drawbacks: -4 (140)

-Ah, comics. Where else can the silliest of all silly sidekicks (the adult subservient to a kid), actually OUTLIVE his mentor, become his own important hero in the DC Universe, and actually get a second lease on life as a Power Armor Guy? Cuz that's exactly what Pat did, following his 'grease monkey guy' days on Infinity Inc and assisting Steel and stuff by donning a suit of armor and following the new Star-Spangled Kid around. Of course, he's still a minor-league hero, to the point where he doesn't even join the JLA or act as a regular hero (he's even been a victim of villains out of costume a few times), but hey, it's better than poor Sylvester.

-Wow, Power Armor Guys cost alot of points. My only other one thus far is my major villain Suntrion, so making a 'cheaper' one kinda made me realize how crazy they are. In spite of being PL 8 (the guy's obviously minor-league and mainly there to take hits), he nearly breaks 150, thanks to all the weird side powers that tech guys get. But add to that his Intelligence, Skills and leftover physical stats, and you've got a very expensive guy. It should be noted that he's lost alot of points from his Sidekick days physically, kept mostly the same skills, and lost some combat Feats, but a 56-point suit of armor easily makes up for that.
Last edited by Jabroniville on Fri Nov 13, 2009 11:34 pm, edited 3 times in total.
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Postby tylrlsaa » Sat Dec 22, 2007 2:35 pm

Should be noted that Pat's in pretty darn good shape for a guy in his 80s. IIRC, it was exposure to the energies of Ian Karkull that extended his youthful vigor. Same goes form most of the All-Star Squadron/JSA.
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Postby Jabroniville » Sat Dec 22, 2007 2:48 pm

Actually, Pat and Sylvester were afflicted by time travel, and were only rediscovered in fairly recent times, thus the reason why both were so young into the modern era. It's the REST of the JSA that benefitted from Karkul (the deus ex machina of deus ex machinas). Hence why any modern reconstructions of the old gang (like Flash I) ends up with Immunity (Aging), but Pat doesn't.
Last edited by Jabroniville on Sun Dec 23, 2007 12:46 am, edited 1 time in total.
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Postby tylrlsaa » Sat Dec 22, 2007 3:20 pm

Serious? Man, time travel complicates everything.
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Postby JackGiantkiller » Sat Dec 22, 2007 5:49 pm

Jabroniville wrote:Actually, Pat and Sylvester were afflicted by time travel, and were only rediscovered in fairly recent times, thus the reason why both were so young into the modern era. It's the REST of the JSA that benefitted from Karkul (the deux et machina of deux et machinas). Hence why any modern reconstructions of the old gang (like Flash I) ends up with Immunity (Aging), but Pat doesn't.


Heh. Deus ex machina. It's latin for "god out of the machine". It came about in early roman and greek drama for a convenient way for [playwrights to resolve plots...they literally had the gods do it...and the god came out of a machine that raised up out of the floor or down from above.

So, definitely *not* deux et machina, which might be loosely translated (from a mixture of french and latin, maybe?:) as "duke and the machine". Or maybe, two and the machine.

I now end my nitpick Latin lesson, and return you to more reasonable people...

edit: What I actually was here for...Good build of Starman and Stripsey.
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Postby Jabroniville » Sun Dec 23, 2007 12:28 am

Y'know I took Latin, and for some reason I forgot how to actually spell that crap from way back then. Dammit. At least now I can post it with a proper spelling from now on and not look like a 'tard.
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Postby Jabroniville » Sun Dec 23, 2007 12:28 am

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PHANTASMO (Name Unknown)- 1940s
PL 6 (89)

ST 14 (+2) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 4 (+7)
Diplomacy 4 (+6)
Intimidate 5 (+7)
Knowledge (Arcane Lore) 4 (+5)
Language (French, English) 1
Notice 4 (+6)
Sense Motive 5 (+7)
Stealth 5 (+8.)

Feats:
Accurate Attack, Sneak Attack, Startle

Powers:
Insubstantial 4 (Feats: Selective) [21]
Immunity 21 (Metal Attacks, Earth Attacks, Suffocation) [21]

Saves:
Toughness +2, Fortitude +5, Reflex +5, Will +4

Combat:
Attack +7, Damage +2 (+4 Sneak), Defense +7, Initiative +3

Abilities: 24 / Skills: 32--8/ Feats: 3 / Powers: 19 / Saves: 7 /Combat: 28 (89)

-Phantasmo is a blue French hero in the Young Allies, the son of a human and an earth elemental. Like the others, he was never seen after the War, but he probably had the most interesting design out of the group, a blue guy with the cape/logo generic hero design.

-The weakest, but hardest to injure, member of his team. Most of his points come from his two powers, and he lacks any kind of damage-boosting abilities aside from Sneak Attack. Being immune to metal in the age of World War II probably came in REALLY handy, though.
Last edited by Jabroniville on Fri Nov 13, 2009 11:35 pm, edited 1 time in total.
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Postby Jabroniville » Sun Dec 23, 2007 1:04 am

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STARMAN VII (Jack Knight)- Modern-Day
PL 10 (125)

ST 14 (+2) DEX 14 (+2) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 12 (+1)

Skills:
Bluff 4 (+5)
Craft (Artistic) 8 (+10)
Investigate 3 (+4)
Knowledge (Pop Culture) 10 (+12)
Knowledge (Current Events) 3 (+5)
Notice 5 (+7)
Stealth 3 (+5)

Feats:
Beginner's Luck, Distract (Bluff), Dodge Focus 2, Evasion, Fast Overrun, Improved Aim, Improved Defense, Improved Initiative, Luck 2

Powers:
"Cosmic Rod" Device 13 (easy to lose) (Feats: Remote Control, Restricted 2- Jack Only) [42]
Flight 7 (15)
AP: Space Flight 2
Cosmic Energy Control 12 (35)
AP: Strike 3 (Feats: Mighty)
Dynamic AP: Force Constructs 10 (Stationary)
Dynamic AP: Dazzle 12
Dynamic AP: Telekinesis 10
Dynamic AP: Environmental Control 1 (Heat)
Dynamic AP: Force Field 10 (Extras: Impervious 8.)

Saves:
Toughness +2 (+12 Force Field), Fortitude +5, Reflex +7, Will +6

Combat:
Attack +8, Damage +1 (+12 Cosmic Control/Dazzle), Defense +6 (+8 Dodge), Initiative +6

Abilities: 22 / Skills: 36--9/ Feats: 11 / Powers: 42 / Saves: 13 /Combat: 28 (125)

-The Golden Age owes a great debt to James Robinson and his creation, Jack Knight. Without them, JSA nostalgia would've likely never gotten to the point where we saw a full-blown JSA reunion. Kinda funny that it comes from a guy who on the surface looks like a prime example of the "Oh superheroes are unrealistic and everyone should wear jackets and jeans when they fight so bleah" crowd, a cynical guy who turns up his nose at the super-heroic antics of his father and fellows. But the Starman series ended up being a major throwback that gave tribute to the older era (even giving guys like freaking RED BEE some dignity), AND it turned Ted Knight into a respectable hero, rather than being known as "That guy in the ugly red and green outfit with the shiny gold dildo in his hand". The Starman series was an unsung hero during the 90s, earning CRAPLOADS of credit from the industry, but ultimately not moving the world in sales or being particularly important to those who weren't reading it (it didn't cross-over much, it wrapped up almost every lose end and killed off swaths of its cast, and most importantly- Robinson had it in his contract that NOBODY could use Jack forevermore after he ended it).

-DAMN, though, did DC never want to give up on Starman. That name was just too effective as a heroic name, that he ends up with the longest track record of crappy successors. Forgettable guys like Mikaal and Will Payton, not exactly setting the world on fire. Hell, I'm surprised it didn't get to be a running gag that every time there was an event story, a Starman was gonna die.

-Jack builds tend to look pretty much alike, in that he's kind of an unskilled, unimpressive guy with a super-good weapon, some pluck, and a bit of intuitiveness. None of his physical or mental stats should be too high from what I've seen of him (I must warn you I didn't follow his series when it was out- I was too young/out of comics at the time), but he's got a really good weapon. I'm somewhat iffy on some aspects of the power- I believe it grants him the Life Support immunity and he can fly in space with it, but I'm not 100% on that. He dishes out the power, but lacks the refinement and accuracy, or the true love of superheroics to carry on much further, which is why his legacy was passed to Courtney Whitmore.

EDIT-- Changed the Life Support to Impervious, since Kreuz pointed out he can't actually breathe in space with that thing.
Last edited by Jabroniville on Fri Nov 13, 2009 11:38 pm, edited 3 times in total.
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Postby Kreuzritter » Sun Dec 23, 2007 7:22 am

i can firmy say that no, he cannot breathe in space with that thing, as evidenced during the penultimate arc when he went into space and fought solomon grundy on an airless world in a space suit

heck, when jack puts his 'costume' together, the reason he took the jacket is that it get's F'n cold while flying (plus the subconscious sherrif motif to his getup)

so, you can probably reimburse those points for some imperviousness
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Postby Jabroniville » Sun Dec 23, 2007 10:58 am

Image

That picture is still my favourite super-heroine picture of all time, by virtue of just how CUTE it is. She's just a young, pretty girl, and she's NOT over-sexualized, with her boobs out, or ultra-hot or anything. You can actually picture a real teenaged girl looking like that. Makes me feel all big-brothery and protective and crap.

STARGIRL (Courney Whitmore)- Modern Day
PL 9 (135)

ST 10/22 (+0/+6) DEX 14/20 (+2/+5) CON 12/20 (+1/+5) INT 14 (+2) WIS 14 (+2) CHA 12 (+1)

Skills:
Acrobatics 6 (+8.)
Computers 3 (+4)
Diplomacy 4 (+5)
Disguise 4 (+5)
Knowledge (Pop Culture) 6 (+7)
Notice 3 (+4)
Stealth 4 (+6)

Feats:
Attack Specialization (Cosmic Rod), Defensive Roll 2, Distract (Diplomacy), Dodge Focus 3, Elusive Target, Evasion, Improved Defense, Luck, Move-By Action, Set-Up, Teamwork 2

Powers:
"Cosmic Converter Belt" Device 12 (easy to lose) [36]
Enhanced Strength 12 (12)
Enhanced Dexterity 6 (6)
Enhanced Constitution 8 (8.)
Super-Strength 2 (4)
"Shooting Stars" Stun 8 (Feats: Extended Reach 3) (Extras: Autofire) (27)-- (57 pp)

"Cosmic Rod" Device 9 (easy to lose) (Feats: Quick Change, Remote Control, Restricted 2- Courtney Only) [31]
Flight 7 (15)
Cosmic Energy Control 10 (27)
AP: Strike 3 (Feats: Mighty)
Dynamic AP: Dazzle 12
Dynamic AP: Telekinesis 10
Dynamic AP: Force Field 4 (Extras: Impervious)

Saves:
Toughness +1/+5 (+7 D.Roll, +11 F.Field), Fortitude +5, Reflex +6, Will +6

Combat:
Attack +6 (+8 Cosmic Rod), Damage +0 (+6 CC Belt, +10 Cosmic Rod), Defense +6 (+9 Dodge), Initiative +5

Abilities: 16 / Skills: 32--8/ Feats: 15 / Powers: 67 / Saves: 5 /Combat: 24 (135)

-Few characters have ever been as blessed from Day One as Courtney Whitmore. Initially created by Geoff Johns based off of his dead sister (and what could make someone a pet character more than THAT?), who later became the darling of DC Comics. A Legacy Hero, just when DC was restarting the JSA. A pal of Jack Knight, right when Starman was being cancelled, and the Cosmic Rod was up for grabs. A charming, unobtusive personality (and importantly, not-too-powerful abilities) that made her perfect for relationships and team-ups, giving her links to Supergirl, the JSA, Captain Marvel, Power Girl, Hawkgirl, Jakeem Thunder and more. Hard to believe she started out as a short-lived unpopular series like Stars and S.T.R.I.P.E., a first-timer's debut book that didn't make it much further than it's second year. But that's luck for ya. As the 'spunky kid hero' to the old guard, she got alot of play early on in the series, but as things went on, they matured her, gave her some harsh obstacles to overcome, and even gave her one of the heart-warmingest (god I'm such an old softie) relationships in comics, with Billy "Captain Marvel" Batson. Of course, in the end, she MUST hook up with Atom Smasher, my favourite JSA member!

-Star's probably one of the most-improved characters in DC, thanks to Johns. Though JSA was originally a David Goyer thing primarily, you could see Johns' influence take over (note his faves- Courtney, Pieter & Mr. Terrific- taking over as things went on), and eventually he became the sole writer without missing a beat.

-Courtney's a little tougher to stat, because while she's carrying TWO sets of Legacy devices, she's not a high-level hero yet (I can't recall a single instance where she's beaten the villain via pure power), and doesn't seem to have any kind of serious damage output. With the Cosmic Rod, that's easily explained by the way in 'attunes' to the various users; with Jack, it was a super-powerful weapon, but Courtney's got other tricks up her sleeve, and she doesn't even use the Force Field part of it yet (I'm merely assuming she's got the abiltiy). Hell, I only left in the TK aspects of it because I wasn't sure she's never used it before. The Cosmic Converter Belt is your everyday stat-booster, but MAN some of her powers are vague. Reading JSA carefully, you'll notice that there's almost NO depiction EVER of her powers in writing, it's just generic energy blasts and flying around. I don't think it's even mentioned that her stats are boosted by it. So in the end, she's a balanced PL 9 (PL 8 defensively), stronger than she is accurate, but still good.
Last edited by Jabroniville on Fri Nov 13, 2009 11:42 pm, edited 1 time in total.
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Postby Libra » Mon Dec 24, 2007 5:29 am

Heh. I'm quite fond of Courtney myself. In a big-brotherly way, mind you! :D
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Postby Jabroniville » Wed Dec 26, 2007 12:59 am

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MIDNIGHT (Dave Clark)- 1940s
PL 7 (105)

ST 16 (+3) DEX 14 (+2) CON 16 (+3) INT 14 (+2) WIS 16 (+3) CHA 14 (+2)

Skills:
Bluff 10 (+12)
Diplomacy 4 (+6)
Disguise 6 (+8.)
Drive 4 (+6)
Escape Artist 6 (+8.)
Gather Information 6 (+8.)
Intimidate 6 (+8.)
Investigate 7 (+10)
Knowledge (Current Events) 8 (+10)
Notice 5 (+8.)
Profession (Radio Announcer) 8 (+10)
Search 7 (+10)
Sense Motive 5 (+8.)
Stealth 6 (+9)

Feats:
Attack Focus (Melee) 2, Beginner’s Luck, Blind-Fight, Dodge Focus, Improved Disarm, Improved Grab, Sidekick 9 (Doc Wacky & Gabby the Monkey), Sneak Attack

Saves:
Toughness +3, Fortitude +6, Reflex +6, Will +6

Combat:
Attack +6 (+8 Melee), Damage +3 (+5 Sneak Attack), Defense +7 (+8 Dodge), Initiative +2

Abilities: 30 / Skills: 88--22/ Feats: 17 / Powers: 0 / Saves: 10 /Combat: 26 (105)

Sidekicks: Doc Wacky (as Scientist, 13 pp), Gabby (as Monkey with Talking, 30 pp)

-Hey, look, it’s a two-fisted detective! Haven’t seen one of THOSE before! In all seriousness, Midnight is a blatant Spirit rip-off, designed to replace that strip while Will Eisner was off to war (see, Quality published Spirit comics, but didn’t own them, as Eisner had the only deal in comics history that actually worked like that. Your standard gumshoe, differentiated only by some whacky sidekicks he later got. Vanishing after the Golden Age, he popped up in All-Stars of course, and got an additional Secret Origins story told about him, but that’s literally the last time he ever showed up, likely out of editorial embarrassment for his origins. Oddly enough, he was a pretty successful Golden Age hero, managing cover duty on his strip for EIGHT YEARS.

-Scarcely dissimilar from guys like Invisible Hood, I gave Midnight your standard detective Skillmonkey set, tossed in some goofy sidekicks, and gave him Sneak Attack to make caps.
Last edited by Jabroniville on Fri Nov 13, 2009 11:47 pm, edited 1 time in total.
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Postby Libra » Wed Dec 26, 2007 5:32 am

I forgot to post this earlier: I must say that I've enjoyed those Starman graphic novels I've been able to get my hands on.

I love the way Robinson was able to weave old, new and frankly obscure into a coherent whole.

Right, enough fanboyishness, back to compliments. 8)
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Postby Jabroniville » Thu Dec 27, 2007 8:40 pm

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STARMAN VIII (Thom Kallor)- Modern Day
PL 10 (100)

ST 18 (+4) DEX 16 (+3) CON 20 (+5) INT 8/18 (-1/+4) WIS 6/16 (-2/+3) CHA 6/12 (-2/+1)

Skills:
Disguise 4 (+2/+5)
Knowledge (Physical Sciences) 8 (+7/+12)

Feats:
Attack Specialization (Gravity), Attractive, Beginner's Luck, Improved Disarm, Jack-of-all-Trades

Powers:
"Gravity Control"
Flight 5 [10]
Gravity Control 10 (Feats: Environmental Adaptation- High & Low Gravity) [27]
AP: Gravity Impact Blast 10
AP: Deflect Slow & Fast Projectiles 10
AP: Environmental Control (heavy gravity)
AP: Environmental Control (low gravity)
AP: Telekinesis

Enhanced Intelligence 10 (Flaws: Uncontrolled) [5]
Enhanced Wisdom 10 (Flaws: Uncontrolled) [5]
Enhanced Charisma 6 (Flaws: Uncontrolled) [3]

Saves:
Toughness +5, Fortitude +8, Reflex +6, Will +0/+5

Combat:
Attack +8 (+10 Gravity), Damage +4 (+10 Gravity), Defense +10, Initiative +3

Drawbacks:
"Schizophrenia" Involuntary Transformation [-6]

Abilities: 14 / Skills: 12--3/ Feats: 5 / Powers: 40 / Saves: 8 /Combat: 36 /Drawbacks: -6 (100)

-This Starman (the EIGHTH, believe it or not) has a bit of a whacky thing going on in the current JSA storylines. He's a schizophrenic visitor from the future who basically acts totally insane. I'm pretty sure he's brought in solely as an appeasement to Alex Ross, who's got a major stake in the current revival of the series, as Starman was one of the many Leaguers joining Superman's cause in Kingdom Come. The verdict's still out on this guy, as he's more of a random subplot, and I honestly think it's a little weird for the JSA to even let him on the team, seeing how dangerous a PSYCHOTIC with super-powers could possibly be. But we'll see where it goes.

-Statting a schizophrenic with gravity powers is hard as hell, namely because his mental stats are all random (I figured Involuntary Transformation and Uncontrolled Enhancements were the best way to get that across), and his Feats and Skills have largely been unexplored. With his random stat boosts, he also has the Beginner's/Jack combo to give him whatever skills one of his personalities might have. With all his weaknesses, he's got an embarassingly low pp cost for a PL 10 guy, but he's still packing remarkable power. Future developments will no doubt fill out a build like this quite a bit more.
Last edited by Jabroniville on Fri Nov 13, 2009 11:50 pm, edited 1 time in total.
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