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

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Postby Jabroniville » Mon Jan 14, 2008 12:40 pm

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HAWKMAN I (Carter Hall)- 1940s
PL 10 (150)

ST 14/20 (+2/+5) DEX 12/18 (+1/+4) CON 14/22 (+2/+6) INT 16 (+3) WIS 20 (+5) CHA 18 (+4)

Skills:
Acrobatics 4 (+8.)
Bluff 6 (+10)
Concentration 2 (+7)
Diplomacy 4 (+8.)
Disguise 5 (+9)
Escape Artist 4 (+8.)
Gather Information 4 (+9)
Handle Animal 2 (+6)
Intimidate 4 (+8.)
Investigate 3 (+8.)
Knowledge (History) 12 (+16)
Language (Several) 4
Notice 6 (+11)
Search 3 (+8.)
Sense Motive 4 (+9)
Stealth 5 (+9)
Survival 4 (+9)

Feats:
Accurate Attack, Acrobatic Bluff, Ambidexterity, Attack Focus (Melee) 2, Attractive, Beginner's Luck, Defensive Attack, Defensive Roll 3, Diehard, Dodge Focus 3, Elusive Target, Equipment 3 (Various Medieval Weapons), Evasion, Fast Overrun, Fearless, Improved Critical (Mace), Improved Disarm, Improved Overrun, Inspire, Leadership, Move-By Action, Power Attack, Set-Up, Teamwork 2, Uncanny Dodge (Sight), Well-Informed

Powers:
"Ninth Metal Belt & Wings" Device 6 (hard to lose) [24]
Flight 4 (Drawbacks: Power Loss 1- Bound Wings) (7)
Regeneration 5 (Recovery Bonus 3, Bruised 2) (5)
Enhanced Strength 6 (6)
Enhanced Dexterity 4 (4)
Enhanced Constitution 8 (8)
Super-Senses 1 (Extended Sight) (1)
Super-Strength 2 (4)

Saves:
Toughness +6 (+9 D.Roll), Fortitude +8, Reflex +7, Will +9

Combat:
Attack +8 (+10 Melee), Damage +5 (+9 Weapons), Defense +7 (+10 Dodge), Initiative +4

Abilities: 34 / Skills: 76--19/ Feats: 34 / Powers: 24 / Saves: 9 /Combat: 30 (150)

-Carter Hall is occasionally the butt of jokes in comics history (much less than Aquaman, of course), mostly thanks to his relatively weak powers (he can ONLY fly, whereas most heroes can AT LEAST do that), and the fact that his books always seemed to be quickly cancelled. DC's answer was to give him the 'Poochie Effect'; ie. everyone talking about how great he is, even when he wasn't there, and making sure all the fans knew he was important. Though his position in the Golden Age is slightly dubious (he was in EVERY ISSUE of the JSA comics, the only member to be so, that's more thanks to him never warranting his own solo comic book like GL and Flash than anything else), subsequent writers showcased him as being this big important guy.

-Roy Thomas took his 'in every issue' quality and made him the leader/chairman of the team in the past, and gave him major props throughout the All-Star Squadron's run. Geoff Johns, whose fetish for Carter apparently runs deep, did even more to build up the Hawkman mythos, but that's for Carter's modern-day build. Though he got some props in his day, he was hopelessly out-of-date by the time Crisis hit, as he was now a contemporary of what was supposed to be his Earth-1 version, Katar Hol, and DC was so unsure over whether or not he'd live out the Crisis that Wolfman/Perez had him ravaged by a Shadow Demon (same way they offed the redundant Green Arrow), with his survival in question, just in case. He turned out to be alive, only for DC to get rid of him first in Ragnarok, then in that infamous (for JSA fans) Monarch/Extant storyline.

-Was not expecting carter to make near-perfect PL 10 (150), but there you go. Actually, his Skills & Feats may be a bit dubious; his 'I have tons of skills and I'm a combat god because I've been reborn so many times' thing kinda came later, he was nonetheless depicted with a fair amount of skill in his own day, and during Thomas' run. He dosn't quite make Att/Def caps (basically he's 9.5 in both), but he's got a TON of skill and tricks up his sleeve, and easily beats the rest of the 'human-level' JSA in ability and points, only falling short of the truly epic heroes on the team (Thunderbolt, Green Lantern).
Last edited by Jabroniville on Sat Nov 14, 2009 3:05 am, edited 1 time in total.
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Postby Jabroniville » Mon Jan 14, 2008 2:16 pm

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HAWKGIRL III (Kendra "Shiera Sanders" Saunders)- Modern-Day (circa JSA books)
PL 9 (120)

ST 12/18 (+1/+4) DEX 16/20 (+1/+4) CON 12/20 (+1/+5) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)

Skills:
Acrobatics 5 (+9)
Escape Artist 4 (+8.)
Intimidate 6 (+7)
Knowledge (Streetwise) 5 (+5)
Notice 5 (+6)
Sense Motive 5 (+6)
Stealth 5 (+9)
Survival 5 (+6)

Feats:
Acrobatic Bluff, All-Out Attack, Attack Focus (Melee) 2, Defensive Roll 3, Dodge Focus 3, Elusive Target, Equipment (Various Medieval Weapons), Fast Overrun, Favored Environment (Air) 1, Improved Critical (Spear) 2, Improved Disarm, Improved Overrun, Move-By Action, Power Attack, Rage, Ranged Pin, Seize Initiative, Startle, Teamwork, Uncanny Dodge (Sight)

Powers:
"Nth Metal Belt & Wings" Device 7 (hard to lose) [28]
Flight 4 (Drawbacks: Power Loss 1- Bound Wings) (7)
Regeneration 10 (Recovery Bonus 3, Bruised 5, Injured 2) (10)
Enhanced Strength 6 (6)
Enhanced Dexterity 4 (4)
Enhanced Constitution 8 (8)
Super-Senses 1 (Extended Sight) (1)
Super-Strength 2 (4)

Saves:
Toughness +5 (+8 D.Roll), Fortitude +7, Reflex +8, Will +4

Combat:
Attack +8 (+10 Melee, +11 Air), Damage +4 (+7 Weapons), Defense +7 (+10 Dodge, +11 Air), Initiative +4

Abilities: 14 / Skills: 40--10 / Feats: 26 / Powers: 28 / Saves: 10 / Combat: 30 (120)

-This Hawkgirl has one of the weirder origins in modern times. Since the Hawks resurrect themselves each time they die, Shiera took hold in Kendra Saunders' body when the latter girl committed suicide. But Kendra didn't know this, so led her life normally, in spite of strange occurences and differences in taste. Adding to the confusion was Carter Hall's eventual full resurrection, as he promptly tried to nail Kendra in spite of her 'remaining' Kendra, and thus she rejected him. While making for the most complicated love story EVER, and likely impossible to describe to newbies, it was a unique and very interesting thing Johns did in his JSA writing. It made an interesting character out of what had at first been a lame imposter Hawkgirl who just acted tough in spite of never doing much damage to anybody (she's frequently on the back lines making sarcastic jokes rather than dominating any fight). But who'd've guessed where she'd eventually end up, not only taking over Hawkman's series while he's off somewhere else, but a full-fledged member of this new, fancy JLA? All thanks to a combo of Johns' writing, and the JLU cartoon.

-A PL 9, falling short of where a 'major' hero should be, but her Rage makes up for it a bit. She's dependent upon Favored Environment, making her a very cheap character for her Power Level. She doesn't have much in the way of skills, and her Feats are more based around 'focus'-type things that alter her other saves & bonuses rather than effective combat stuff, but she's still packing a fair amount (Ranged Pin, Seize Initiative, stuff like that).
Last edited by Jabroniville on Sat Nov 14, 2009 3:06 am, edited 2 times in total.
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Postby Libra » Tue Jan 15, 2008 12:11 pm

All thanks to a combo of Johns' writing, and the JLU cartoon.


I suspect that Hawkgirl at least loves Bruce Timm.

I'm not too sure about poor old Carter though. . . 8)
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Postby JackGiantkiller » Tue Jan 15, 2008 2:21 pm

Nice, Jab.
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Postby Jabroniville » Wed Jan 16, 2008 11:23 am

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HAWKMAN I (Carter Hall)- Modern-Day
PL 11 (180)

ST 18/24 (+4/+7) DEX 14/20 (+2/+5) CON 18/26 (+4/+8.) INT 16 (+3) WIS 20 (+5) CHA 22 (+6)

Skills:
Acrobatics 4 (+9)
Bluff 6 (+12)
Concentration 2 (+7)
Diplomacy 4 (+10)
Disguise 5 (+11)
Escape Artist 4 (+9)
Gather Information 4 (+9)
Handle Animal 2 (+8.)
Intimidate 4 (+10)
Investigate 3 (+8.)
Knowledge (History) 12 (+16)
Language (Several) 4
Notice 6 (+11)
Search 3 (+8.)
Sense Motive 4 (+9)
Stealth 5 (+10)
Survival 4 (+9)

Feats:
Accurate Attack, Acrobatic Bluff, Ambidexterity, Attack Focus (Melee) 2, Attractive, Beginner's Luck, Defensive Attack, Diehard, Dodge Focus 3, Elusive Target, Equipment 2 (Various Medieval Weapons), Evasion, Fast Overrun, Fearless, Improved Critical (Mace) 2, Improved Disarm, Improved Overrun, Inspire, Jack-of-all-Trades, Leadership, Move-By Action, Power Attack, Set-Up, Teamwork 2, Uncanny Dodge (Sight), Well-Informed

Powers:
"Nth Metal Belt & Wings" Device 7 (hard to lose) [28]
Flight 4 (Drawbacks: Power Loss 1- Bound Wings) (7)
Regeneration 10 (Recovery Bonus 3, Bruised 5, Injured 2) (10)
Enhanced Strength 6 (6)
Enhanced Dexterity 4 (4)
Enhanced Constitution 8 (8)
Super-Senses 1 (Extended Sight) (1)
Super-Strength 2 (4)

"Nth Metal Weapons" Device 3 (easy to lose) [9]
Strike 4 (Feats: Mighty, Improved Critical) (Extras: Penetrating) (10)
Nullify Magic Descriptor 8 (Flaws: Touch Range -2) (4)

Saves:
Toughness +8, Fortitude +10, Reflex +8, Will +10

Combat:
Attack +9 (+11 Melee), Damage +7 (+11 Weapons), Defense +8 (+11 Dodge), Initiative +5

Abilities: 48 / Skills: 76--19/ Feats: 32 / Powers: 37 / Saves: 10 /Combat: 34 (180)

-The Return of Hawkman was a pretty big deal for the JSA series, and very much a monstrous challenge to Geoff Johns. The guy literally had to take a 'poison' character (DC refused to let Morrison call Zauriel "Hawkman" during his JLA run for this very reason), banned from continuity and even most discussion, and build him up as a major-league contender after not being one for years. And as someone who hated Hawkman before this, let me tell you the man succeeded. Sure, it was a little "Poochie" at times (ie. "when Poochie's not there, everyone should be asking, 'where's Poochie'?") to have everyone talking about how awesome he was, but he actually backed it up with words and deeds. The fact that they didn't give him leadership of the JSA, and actually booted him off the team to focus on his solo book also speaks to the fact that Johns reigned himself in a little bit. Now that the other Hawks have been long dead, it's easy to just say he got resurrected into various lifetimes, and that's why there were so many different Hawkmen.

-PL 11 heroes, here we come. Since GA Hawkman was a perfect PL 10 (150), modern Carter gets to be PL 11, fitting given the power levels pontificated on in the stories (he's a 'fighter' type hero, but with devastating magic weapons). His physical powers have been boosted to maximum levels on account of further development on what "Nth Metal" has for properties (answer: basically whatever nifty extra Johns feels like writing), all his other stats are high, he's got tons of skills (and with multiple lifetimes, he's got the Jack/B.Luck Feat combo to gain Katar's xeniology skills, etc.), and his Nth Metal weapons have Improved Critical AND Nullify Magic on them. Add all that together and Carter Hall's a monster. A PL 11 with a PL 12's point expenditure.
Last edited by Jabroniville on Sat Nov 14, 2009 3:08 am, edited 1 time in total.
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Postby Jabroniville » Thu Jan 17, 2008 3:03 pm

WONDER WOMAN I (Queen Hippolyta)- 1940s/Modern-Day
PL 12 (195)
ST 36 (+13) DEX 18 (+4) CON 32 (+11) INT 16 (+3) WIS 20 (+5) CHA 20 (+5)

Skills:
Acrobatics 4 (+8.)
Bluff 3 (+8.)
Concentration 4 (+9)
Diplomacy 10 (+15)
Disguise 3 (+8.)
Escape Artist 4 (+8.)
Handle Animal 5 (+10)
Knowledge (History) 4 (+7)
Knowledge (Theology & Philosophy) 8 (+11)
Language (Several) 4
Notice 4 (+9)
Ride 3 (+7)
Sense Motive 4 (+9)
Stealth 4 (+8.)

Feats:
Accurate Attack, Attack Focus (Melee) 3, Benefit 3 (Queen of Amazons), Defensive Attack, Dodge Focus 2, Fearless, Improved Critical (Sword), Improved Disarm, Improved Grab, Improved Grapple, Inspire, Leadership, Power Attack, Takedown Attack, Teamwork

Powers:
Super-Strength 7 [14]
Immunity 4 (Aging, Pressure, Disease, Poison) [4]
Impervious Toughness 7 [7]

"Sword" Device 3 (easy to lose) [9]
Strike 3 (Feats: Mighty, Improved Critical) (Extras: Penetrating 10) (15)

Saves:
Toughness +11, Fortitude +12, Reflex +8, Will +10

Combat:
Attack +8 (+11 Melee), Damage +13, Defense +9 (+11 Dodge), Initiative +4

Abilities: 82 / Skills: 60--15/ Feats: 20 / Powers: 34 / Saves: 10 /Combat: 34 (195)

-Ho-kay, explaining this one always takes some time. With Wonder Woman I erased from history, DC replaced her with the differently-powered minor heroine Miss America, but didn't actually WRITE any of the stories that she supposedly took place in, they just sorta hand-waved it as "she did whatever the first WW did in those stories" and ignored it. Circa John Byrne's run on the updated Wonder Woman, and WW's visually similar mother (as opposed to the more sensical sexy blonde that appeared in every story prior, and in the versions that exist in all other mediums) was taken back in time, where she... joins the JSA. Basically replacing Miss America from it's history as a member, and now that JSA actually DID have a Wonder Woman all along! So now, Donna Troy is inspired by THIS Wonder Woman (rather than just coming out of nowhere- though her origin is still messed), and the original Diana also. So of course Hippolyta joins the re-unified JSA under Johns/Goyer/Robinson, but as a 'reserve'. And sure as shootin', she gets killed during the Our Worlds At War cross-over, and she doesn't show up after that. They've since barely resurrected her (failing to take the opportunity to re-blonde her, though her JSA links haven't reappeared. Time will tell if or when she shows up, as the JSA took a serious power hit when the Marvels/Thunderbolt basically left the regular roster.
-Hippolyta kinda-sorta fits into the Wonder Woman mould, but lacks the ability to fly unassisted (and super-speed, though she did have it in one of Morrison's JLA stories), and carries a sword instead of the nifty side stuff that Diana whipped around. She's also upgraded into the modern level of uber-powerhouse, hanging just outside the Superman/Marvel/Diana class. She's full PL 12 however, and still nearly matches 200 pp, making her one of the Top Five most powerful JSA members.
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Postby Jabroniville » Thu Jan 17, 2008 4:25 pm

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TARANTULA I (John Law)- 1940s
PL 8 (120)

ST 16 (+3) DEX 18 (+4) CON 18 (+4) INT 14 (+2) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 6 (+10)
Bluff 6 (+8.)
Craft (Mechanical) 4 (+6)
Disguise 6 (+8.)
Escape Artist 3 (+7)
Investigate 4 (+6)
Notice 4 (+6)
Profession (Writer) 8 (+10)
Sense Motive 5 (+7)
Stealth 6 (+10)

Feats:
Accurate Attack, Acrobatic Bluff, Defensive Attack, Defensive Roll 2, Distract (Bluff), Dodge Focus 2, Elusive Target, Improved Aim, Improved Defense, Improved Sunder, Precise Shot, Sneak Attack

Powers:
"Tarantula Costume" Device 1 (hard to lose) [4]
Super-Movement 2 (Wall-Crawling 2) (5)
AP: Super-Movement 2 (Swinging)

"Web-Gun" Device 3 (easy to lose) [9]
Snare 7 (Feats: Tether) (15)

Saves:
Toughness +4 (+6 D.Roll), Fortitude +8, Reflex +8, Will +6

Combat:
Attack +9, Damage +3 (+5 Sneak, +7 Web-Gun), Defense +8 (+10 Dodge), Initiative +4

Abilities: 34 / Skills: 52--13/ Feats: 14 / Powers: 13 / Saves: 12 /Combat: 34 (120)

-Tarantula I is a VERY minor and forgotten 40s character drawn out of nowhere by Thomas to become a major focused member of the All-Star Squadron (while ostensibly a JSA-type series, he wanted to basically 'create' his own characters, and so chose a bunch of forgotten people to make his own). He pretty much disappeared at the end of the Squadron's run, but Nightwing provided a big boost, as he got a successor (a violent vigilante) and some more props as a retired hero. His gimmicks were pretty simple, and VERY familiar with a certain Marvel hero, and I'm not sure how much was original, and how much was Thomas just aping Spidey, but nonetheless, he's got a pretty cool design (I mean, BROWN on a super-hero?) and was a unique 'regular guy' perspective on the larger-than-life Golden Age team.
-Simply PL 8 build, lacking offensive power, but having a pretty good snare, high Accuracy, good defense, and some gadjets to use.
Last edited by Jabroniville on Sat Nov 14, 2009 3:09 am, edited 1 time in total.
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Postby Jabroniville » Thu Jan 24, 2008 6:58 pm

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TSUNAMI (Miya Shimada)- 1940s
PL 8 (100)

ST 22 (+6) DEX 16 (+3) CON 18 (+4) INT 13 (+1) WIS 12 (+1) CHA 14 (+2)

Skills:
Bluff 6 (+8.)
Concentration 4 (+5)
Diplomacy 2 (+4)
Gather Information 5 (+6)
Language (Japanese, English) 1
Notice 4 (+5)
Sense Motive 6 (+7)
Stealth 4 (+7)
Survival 4 (+5)

Feats:
Favored Environment (Oceans/Water), Move-By Action

Powers:
"Tidal Waves" Water Control 8 [18]
AP: Blast 9
AP: "Current Control" Swimming 4
Immunity 3 (Drowning, Cold, Pressure) [3]
Super-Strength 2 [4]

Saves:
Toughness +4, Fortitude +6, Reflex +5, Will +4

Combat:
Attack +5 (+6 Water), Damage +6, Defense +6 (+7 Water), Initiative +3

Abilities: 35 / Skills: 36--9/ Feats: 2 / Powers: 25 / Saves: 7 /Combat: 22 (100)

-Tsunami was an interesting idea created in the 80s, a rare Japanese supervillain (most were just regular army guys in the comics) who could control tidal waves and the like, and fought the All-Stars briefly before switching sides. Her historical status is pretty minor, though she's still alive (unlike her paramour, the shark-eaten Neptune Perkins).

-Since her Water Control is Perception-based, she's PL 8, but stuck at PL 6 for her physical attacks. Her big weakness is that of most water controllers, in that she's useless without oceans or something nearby.
Last edited by Jabroniville on Sat Nov 14, 2009 3:10 am, edited 1 time in total.
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Postby Jabroniville » Thu Jan 24, 2008 7:23 pm

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ROBOTMAN I (Robert Crane)- 1940s
PL 7 (135)

ST 26 (+8) DEX 14 (+2) CON -- INT 14 (+2) WIS 10 CHA 8 (-1)

Skills:
Computers 4 (+7)
Craft (Mechanical) 5 (+8)
Disable Device 6 (+9)
Intimidate 5 (+4)
Knowledge (Technology) 5 (+8)
Notice 5 (+6)

Feats:
Attack Focus (Melee) 2, Sidekick 6 (Robotdog- As Dog with Immunity 30), Power Attack

Powers:
Immunity 30 (Fortitude Effects) [30]
Super-Strength 3 [6]
Protection 7 (Extras: Impervious 5) [12]
Speed 3 [3]
Super-Senses 1 (Extended Sight) [1]

Saves:
Toughness +8, Fortitude --, Reflex +4, Will +4

Combat:
Attack +4 (+6 Melee), Damage +8, Defense +6, Initiative +2

Abilities: 42 / Skills: 28--7/ Feats: 9 / Powers: 52 / Saves: 5 /Combat: 20 (135)

-Yeah, there WAS a Golden Age Robotman. Weird, huh? I can't quite figure out how this guy got his brain stuck in a robot's body, but it happened, and he, like most, joined the All-Star Squadron in the 80s. Apparently most of his adventures were jokey stuff featuring his sidekick Robotdog (something so unspeakably awesome that I'm amazed nobody else has made one), and he didn't last too long back in the day. The name was classic enough that the unrelated character Robotman II was created for the Doom Patrol in the 1960s, and Robert showed up in Stars and S.T.R.I.P.E. in a human body again (his old lab partner died and offered up his body, apparently).

-Hoo, Robotman I is expensive. Stupid construct rules. Guy ends up way over cost for a PL 7 (he's basically a minor-level tough guy/brick/tank for any team battle), but he's got a fair bit of resiliency in him for Golden Age adventures.
Last edited by Jabroniville on Sat Nov 14, 2009 3:11 am, edited 1 time in total.
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Postby Jabroniville » Thu Jan 24, 2008 7:46 pm

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BLACK CONDOR I (Richard Grey, Jr./Thomas Wright)- 1940s
PL 8 (112)

ST 18 (+4) DEX 18 (+4) CON 18 (+4) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)

Skills:
Acrobatics 5 (+9)
Bluff 6 (+9)
Climb 5 (+9)
Diplomacy 6 (+9)
Disguise 5 (+8.)
Escape Artist 4 (+8.)
Gather Information 5 (+7)
Handle Animal 5 (+8.)
Investigate 4 (+6)
Knowledge (Civics) 5 (+6)
Notice 4 (+6)
Sense Motive 5 (+7)
Stealth 5 (+9)

Feats:
Acrobatic Bluff, Attack Focus (Melee), Benefit (Senator), Contacts, Defensive Roll 2, Distract (Bluff), Dodge Focus 2, Evasion, Favored Environment (Air) 2, Improved Disarm, Move-By Action, Precise Shot, Set-Up, Teamwork

Powers:
Flight 4 (Feats: Maneuverability- Excellent) [9]

"Black Light Pistol" Device 2 (easy to lose) [6]
Blast 5 (10)

Saves:
Toughness +4 (+6 D.Roll), Fortitude +6, Reflex +7, Will +5

Combat:
Attack +5 (+8 Melee/Air), Damage +4 (+5 Black Light Pistol), Defense +5 (+9 Air/Dodge, Initiative +4

Abilities: 36 / Skills: 64--16/ Feats: 17 / Powers: 15 / Saves: 8 /Combat: 20 (112)

-Black Condor I was initially a take on the old Tarzan theme (at that time, the recent Tarzan theme), a boy raised by sentient Condor people (no, really), from which he learned how to fly. Retconned into a generic 'radioactive meteor' origin, he can fly under his own power, use a "Black Light Pistol" (whatever the hell that is), and is actually a senator in disguise, taking the identity of a man whom he failed to save. Well how's that for a unique storyline? Not that it saved him; he died with the rest of the Quality Comics characters, with a whimper, only showing up decades later in the JSA/JLA cross-overs under "Earth-X". Despite his super-cool name (which should rightfully belong to awesome characters), he was portrayed as a boring, generic hero and didn't really do anything, and it's been stated that he died, but we never found out how (you gotta suck pretty hard to not even get a heroic death story- hell, even WING got one, and he was just a sidekick!). He eventually got a legacy in Ryan Kendall, who again has like no fans. Currently, there's even a third Black Condor.

-Fairly simple build, a guy who focuses on aerial combat and being pretty quick on the draw and hard to hit. Nobody's shaking in their boots against him, but he's decent. More notable are his Contacts feat and his senator Benefit, making him a pretty handy guy for the Freedom Fighters.
Last edited by Jabroniville on Sat Nov 14, 2009 3:13 am, edited 1 time in total.
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Postby Jabroniville » Thu Jan 24, 2008 9:19 pm

TOBIAS BEECHER
PL 4 (55)
ST 12 (+1) DEX 12 (+1) CON 14 (+2) INT 14 (+2) WIS 10 CHA 8 (-1)
Skills:
Bluff 6 (+5)
Computers 2 (+4)
Diplomacy 4 (+3)
Investigate 4 (+4)
Knowledge (Civics) 6 (+8.)
Knowledge (Current Events) 4 (+6)
Notice 4 (+4)
Sense Motive 2 (+2)

Feats:
All-Out Attack, Attack Focus (Melee) 2, Fascinate (Bluff), Favored Opponent (White Supremacists), Improved Grapple, Rage

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

Combat:
Attack +2 (+4 Melee), Damage +1 (+3 Rage, +4 Aryans), Defense +4, Initiative +1

Complications:
Enemy (Vern Schillinger)
Enemy (Aryan Nation)
Responsibility (Surviving Child- Daughter)
Guilt (Wife's Suicide)
Guilt (Adam Guenzel's Rape)
Guilt (Adam & Hank Schillinger's Deaths)
Addiction (Alcohol, Heroin)
Reputation (Prag)

Abilities: 10 / Skills: 32--8/ Feats: 7 / Saves: 8 /Combat: 12 (55)

-And now for something totally unusual in the ATT, builds from HBO's prison drama OZ. This actually started while I was considering builds for Wicked: The Musical, thought about Oz, and then naturally made the all-too-common joke comparing it to the "other" OZ: Oswald State Penitentiary.
-Tobias Beecher is pretty much the main character, if you can call anyone in the massive cast that, of OZ. Brought in as a naiive, non-street smart lawyer who killed a young girl while drunk driving, you're left not liking him, but finding pity for him anyways, as he has the worst things happen to him in arguably all of fiction. He's brutally raped and humiliated by his Aryan roomate, Schillinger (aka JK Simmons aka J. Johan Jameson), his wife commits suicide in depression, his son is murdered, he's betrayed and assaulted by his gay lover Chris Keller, he becomes a drug addict, he becomes an evil person himself to combat the evil around him, and by the end, he's back in prison after his release, facing double murder raps. How do you top THAT?
-Beecher is a good starting OZ build: actual skills (but no street-smarts) from the real world brought into a world where they don't really matter. This represents him several seasons in; he's worked out enough and become crazed enough to have some decent PL 4 bonuses, and he ends up a crazed psychopath around the Aryan Nation in the prison. Be warned, Schillinger: Beecher has him as an Enemy, and about three complications that are directly his fault, in addition to his Favored Opponent and Rage.
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Postby Jabroniville » Sun Jan 27, 2008 12:03 pm

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BLACK CANARY I (Dinah Drake Lance)- 1940s
PL 7 (110)

ST 12 (+1) DEX 18 (+4) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 18 (+4)

Skills:
Acrobatics 8 (+12)
Bluff 6 (+10)
Diplomacy 4 (+8.)
Disguise 5 (+9)
Drive 5 (+9)
Escape Artist 4 (+8.)
Gather Information 4 (+6)
Investigate 6 (+8.)
Notice 5 (+7)
Profession (Florist) 5 (+6)
Search 4 (+6)
Sense Motive 6 (+8.)
Stealth 6 (+10)

Feats:
Accurate Attack, Acrobatic Bluff, Attack Focus (Melee) 2, Attractive, Defensive Attack, Defensive Roll 2, Dodge Focus 2, Elusive Target, Grappling Finesse, Improved Defense 2, Improved Disarm, Improved Grab, Improved Trip, Power Attack, Sneak Attack 2, Teamwork

Saves:
Toughness +2 (+4 D.Roll), Fortitude +6, Reflex +8, Will +6

Combat:
Attack +8 (+10 Melee), Damage +1 (+3 Sneak Attack), Defense +8 (+10 Dodge), Initiative +4

Abilities: 28 / Skills: 68--17/ Feats: 21 / Powers: 0 / Saves: 12 /Combat: 32 (110)

-The first Black Canary is interesting because she WAS the second Black Canary, until a retcon made her the MOTHER of the second one. Good ol' DC messed-up continuity. Initially created as a sort of femme fatale in the Johnny Thunder strips, she soon took over his spot entirely, including his JSA position, a place where she'd stay for their full run! During one of the initial JSA/JLA crossovers, Dinah switched teams, ending up on Earth-1 following the death of her husband Larry, becoming a major JLA member to this day (well, sorta). Her legacy is of course set by the fact that her daughter is a major DCU character to this day (but only in team books and Birds of Prey, since except for Wonder Woman, NO female characters get long runs in comics), though the first Dinah was offed years ago, basically in order to make continuity easier to understand (you didn't have to mention and cover-up stuff when all you have to say is 'she was an old JSAer, and she died').

-Black Canary I isn't that powerful, but she's a good, accurate fighter, capable of hanging with any PL 7. She comes up under-pointed to her contemporaries, but that's because of lack of hitting power, and lack of super-powers. Remember, this isn't the second Canary, with uber fighting skills and all that. Dinah Drake's a good fighter, but still very much in the 'girl' era of comics, where she's still weaker and more fagile than the men, relying more on her wits and such.
Last edited by Jabroniville on Sat Nov 14, 2009 3:14 am, edited 1 time in total.
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Postby Jabroniville » Sun Jan 27, 2008 12:15 pm

RYAN O'REILLY
PL 3 (68)
ST 12 (+1) DEX 14 (+2) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 16 (+3)
Skills:
Bluff 8 (+11)
Diplomacy 5 (+8.)
Drive 4 (+6)
Gather Information 4 (+6)
Knowledge (Streetwise) 9 (+11)
Notice 4 (+6)
Sense Motive 6 (+8.)

Feats:
Chokehold, Contacts, Leadership, Minions 5 (The Irish), Sneak Attack, Taunt

Saves:
Toughness +2, Fortitude +6, Reflex +4, Will +4

Combat:
Attack +4, Damage +1 (+2 Sneak Attack), Defense +4, Initiative +2

Complications:
Enemy (Vern Schillinger)
Responsibility (Cyril O'Reilly)
Guilt (Cyril's Imprisonment & Death Penalty)
Reputation (Bullshit Artist & Schemer)

Abilities: 24 / Skills: 40--10/ Feats: 10 / Saves: 8 /Combat: 16 (68)

-Ryan O'Reilly was always one of the most popular OZ characters, a bullshit-artist and scum of the highest order, ALWAYS conning someone for something. He started off innocently enough, getting an old enemy murdered and having some "hacks" for friends & contacts, but eventually became a huge part of the drug trade in Em City until getting booted out by the Italian/Homeboy/El Norte triad. But by that point, they'd stuck him with a love for Dr. Nathan, and his handicapped brother Cyril, who Ryan initially used to his own gain (killing Dr. Nathan's husband, winning the prison boxing tournament), but ultimately underwent a change of character once Cyril's life in OZ TRULY went to hell, and he got the death penalty. Ryan was still a schemer by that point (usually made to look smarter than anyone else in the prison- proving it helps to be brothers with one of the head writers in real life :)), but he certainly got what was coming to him.
-O'Reilly's a notch under Beecher in PL, but he's got WAY more in the realm of skills (especially for being in prison), and his Abilities are also nothing to laugh at. He's charismatic, and excellent liar, and knows how to get on the good side of even volatile types like Adebisi & the Mafia.
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Postby Jabroniville » Mon Jan 28, 2008 12:33 am

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BLACK CANARY II (Dinah Laurel Lance)- Modern-Day
PL 9 (180)

ST 16 (+3) DEX 22 (+6) CON 18 (+4) INT 14 (+2) WIS 18 (+4) CHA 18 (+4)

Skills:
Acrobiatics 8 (+14)
Bluff 9 (+13)
Climb 3 (+6)
Concentration 5 (+9)
Diplomacy 5 (+9)
Disable Device 3 (+5)
Disguise 6 (+10)
Drive 10 (+16)
Escape Artist 5 (+11)
Gather Information 4 (+8)
Investigate 4 (+8)
Knowledge (Streetwise) 4 (+6)
Language (Several) 4
Notice 5 (+9)
Pilot 2 (+8)
Profession (Florist) 5 (+7)
Ride 3 (+9)
Search 4 (+8.)
Sense Motive 6 (+10)
Sleight of Hand 5 (+11)
Stealth 8 (+14)
Survival 4 (+8)

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Attack Focus (Melee) 6, Attractive 2, Beginner's Luck, Blind-Fight, Connected, Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 3, Elusive Target, Equipment 2 (Spy Stuff), Evasion, Grappling Finesse, Improved Critical (Unarmed) 2, Improved Defense 2, Improved Disarm, Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Leadership, Power Attack, Prone Fighting, Set-Up, Sneak Attack, Takedown Attack, Teamwork 2, Track, Uncanny Dodge (Hearing)

Powers:
"Canary Cry"
Sonic Control 9 (Flaws: Distracting) [12]
AP: Sonic Burst 10 (Flaws: Distracting)
AP: Focused Dazzle 10 (Flaws: Distracting)
AP: "Shatter" Drain Toughness 10 (Extras: Ranged) (Flaws: Distracting, Limited- Objects Only)

Saves:
Toughness +4 (+6 D.Roll), Fortitude +8, Reflex +10, Will +8

Combat:
Attack +8 (+14 Melee), Damage +3 (+4 Sneak Attack, +9 Canary Cry), Defense +9 (+13 Dodge), Initiative +10

Abilities: 46 / Skills: 116--29 / Feats: 47 / Powers: 12 / Saves: 12 /Combat: 34 (180)

-The second Black Canary (though initially she was the first- confused yet?) became a FAR bigger star than the original ever did, becoming the other official "JLA female member", and became a part of the core cast of that series for upwards of 30 years. In addition, a pairing with Green Arrow proved her worth as a character even more, as suddenly she was starring in HIS stories, too, and thanks to the 'good years' of the Arrow/Lantern series, she got some real credibility in the 'mature era' of comics. DC kept her going in the 90s and 00s with Birds of Prey, focusing on her & Oracle plus some supporting heroines, and now she's currently leading the modern Justice League. Quite a ways to go. Her link to the JSA pretty much rests only in the first batch of the Johns/Goyer run, as she's pretty well a reservist for the most part, having little focus except for a brief hook-up with Dr. Mid-Nite and some focus in a couple stories, but she left the team pretty quickly, making way for Power Girl.

-Wow, someone costs a lot of points. But that'll happen when you mix Skillmonkey with Feat-Machine Martial Artist, and THEN stick a super-power on top of all that. Since "Canary Loses Her Cry" is a plot point almost as tired as "Banshee Loses His Sonic-Scream" and "Professor X Loses His Telepathy", she frequently comes in at like 170 pp, making her a VERY good example of overcompensating for a 'weaker' character on a Justice League-like team by giving her tons of points for Skills and Feats. Canary's also one of those types that tends to be realistic anywhere from +12 Attack to +15 Attack, depending on how 'uber' you want her. Since she's regularly depicted these days as one of DC's TRUE combat elites, she gets near the maximum.

-And yeah, I know someone JUST DID a Canary build, but it was her turn in my giant list, so there :P.
Last edited by Jabroniville on Sat Nov 14, 2009 3:16 am, edited 1 time in total.
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Postby Libra » Tue Jan 29, 2008 6:56 am

Keep up the good work Jabronville, Old Chap. :D
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