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J-Mart I 2E: Green Scar Hulk, Mandrill, Nekra

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Postby Libra » Mon Nov 24, 2008 2:10 pm

Takes all sorts to make a world. :shock:

I guess I am a Blue Lantern in regards to this upcoming arc.


Green all the way, old boy. I don't abandon my favourites, even if they need a little help in the ethics department at times. Probably because they require gentle remonstrance. 8)
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Postby Thorpacolypse » Mon Nov 24, 2008 2:48 pm

kerianvalentine wrote:You beat me to Laira, except for one small problem:

Red Rings, as I am told, cannot actually create Force Constructs or weapons - all they can do is the general protective stuff and the red vomit.

So that presents a problem (if it's true - it comes from the glwiki, sooo I don't know that it is, as I haven't read the issues yet).

Otherwise, she looks good, although I do have to wonder - what is "Fear Acceptance?"

Similarly, Blackest Night better have some Guy Gardner-Evil-Dead references. Guy swinging his lantern ring around to blow somebody's face off and shouting "THIS! IS MAH BOOMSTICK!" will make me incredibly, incredibly happy.


Fear Acceptance is a feat I stole from Taliesin that is used to offset the Yellow Impurity drawback I added into the GL rings. Since she was a GL and seemed to have no problems against yellow, I kept it in there, but normally, most of the other Lantern Corps will not get it.

I hadn't read that about the Red Rings not building constructs. It looked like they did in the big melee page in GL #25, but honestly, there was so much going on in that spread, I could have remembered it wrong. I kinda wanted to add Corrosion or Acid, anyway, so I may just take make that change in the array. Thanks for the tip.
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Postby scc » Mon Nov 24, 2008 4:23 pm

Thorpacolypse wrote:
JoshuaDunlow wrote:
scc wrote:I think I am done with D&D builds for now though I might update a few. Have to get back to making obscure comic builds before Thorp and Josh do all of them.


Don't worry, im sure there's plenty of them out there ;). Anyways, i always like your run of Monsterous admissions.


Me, too. Always have room on the shelves for some D&D love.

And believe me, we have a long way to go to corner the obscure characters. Jabroniville and Kreuz have built guys I have never even HEARD of much less have any ideas about their power sets.


Yeah I know. There are a lot of obscure characters out there. I enjoy doing them because a lot of these characters have potential. Like the rapping dinosaur creature I did. How come it only appeared in two comics? Well anyway keep up the good work J-Mart. I am glad you enjoyed the D&D monsters Josh and Thorp. You still planning on doing 4th edition monsters Thorp?
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Postby Thorpacolypse » Mon Nov 24, 2008 8:57 pm

scc wrote:
Thorpacolypse wrote:
JoshuaDunlow wrote:
scc wrote:I think I am done with D&D builds for now though I might update a few. Have to get back to making obscure comic builds before Thorp and Josh do all of them.


Don't worry, im sure there's plenty of them out there ;). Anyways, i always like your run of Monsterous admissions.


Me, too. Always have room on the shelves for some D&D love.

And believe me, we have a long way to go to corner the obscure characters. Jabroniville and Kreuz have built guys I have never even HEARD of much less have any ideas about their power sets.


Yeah I know. There are a lot of obscure characters out there. I enjoy doing them because a lot of these characters have potential. Like the rapping dinosaur creature I did. How come it only appeared in two comics? Well anyway keep up the good work J-Mart. I am glad you enjoyed the D&D monsters Josh and Thorp. You still planning on doing 4th edition monsters Thorp?


I do, but they're on the back burner for now. I am trying to work on a story and feed my comic building needs so D&D has taken a back seat. I'll probably work them in after the beginning of the year sometime.

Plus, I really need to study the 4.0 ruleset a little better. I'm not real sure how to replicate some of the daily/encounter power sets in a manner I like, nor do I know much about the magic system since I started with a fighter and a rogue like always do since I usually loathe magic in the D&D system and I put off learning it in new versions until I have to run a game, which I have gotten out of with my cousin-in-law (Gilwen, who posts here from time to time) running things in my FTF group so far.
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Postby Thorpacolypse » Mon Nov 24, 2008 9:18 pm

Thorpacolypse wrote:Hitting Aisle 1 is a new RED Light special. Expect a lot of more of these before the night hits its BLACKEST...

Image
Ugh...No more Volcano Tacos for me...

RED LANTERN (ATROCITUS)
PL:
14 (235 pp) – OPL: 14; DPL: 14

ABILITIES: STR: 30 (+10) DEX: 14 (+2) CON: 30 (+10) INT: 16 (+3) WIS: 18 (+4) CHA: 14 (+2)

SKILLS: Bluff (+2), Climb (+10), Concentration 12 (+16), Craft [Mechanical] 9 (+12), Diplomacy (+2), Disguise (+2), Escape Artist (+2), Gather Info (+2), Handle Animal (+2), Intimidate 12 (+14) [Distract, Startle], Knowledge [Arcane Lore] 9 (+12) [Artificer, Ritualist], Notice 4 (+8), Search (+3), Sense Motive 4 (+8), Stealth (+2), Survival 6 (+10), Swim (+10)

FEATS: All-out Attack, Artificer, Benefit (1) [Leader of Red Lantern Corps], Chokehold, Distract (1) [Intimidate], Dodge Focus (2), Fear Acceptance, Improved Grab, Improved Initiative (1), Leadership, Power Attack, Rage (4) [20 rounds], Ritualist, Startle, Takedown Attack (1)

POWERS:
Leaping (2pp) [2]
Super-Strength (6pp) [3]
Rage Power Reserve (Blast, Force Constructs, PF: Additional Powers x4 [Force Field, Move Objects, Weapon Creation, Drain]; 24pp reserve; [28pp]) [12]

Red Lantern Power Ring (Device, Hard to Lose; PF: Restricted [2 ranks of Rage or higher to wield], Drawback: Power Loss [when not recharged every 24 Hours] [-4], Drawback: Power Loss [if wielder loses hatred] [-1]; [80pp traits]; 60pp) [16]
Communication (Mental, Limited: Red Lanterns [10pp]) [20]
Universal Translator (8pp) [1]
Enhanced Feats (Diehard, Luck [2pp])
Immunity (Life Support [9pp]) [8]
Morph (Costume [1pp]) [1]
Space Travel (2pp) [2]
Flight (14pp) [7]
Force Field [8]
Blast (Dynamic Array, PF: Variable Descriptor [Red Cosmic Energy or Red Plasma]; 18pp) [8] - DC:23:tough
DAP: Force Constructs (Extra: Movable, Flaw: Feedback, PF: Tether [2pp]) [8]
DAP: Weapon Creation ([10pp traits]; 2pp) [2]
DAP: Move Object (Extra: Perception Range, Flaw: Feedback [2pp]) [8]
DAP: Drain (Energy, Extra: Ranged, Duration [Sustained], Alternate Save [Will]; Flaw: Limited [Power Ring Energy only]; 2pp) [8] – DC:18:will


COMBAT: Base Attack +10, Melee +10, Ranged +10, Grapple +23 [Unarmed +10 (Bruise), Blast +8 (Lethal), Full Blast +18 (Lethal)]; Defense 18 (13 flat-footed); Init +6; Knockback -4 (-9 with Force Field, -14 with full Force Field)

SAVES: Toughness +10 (+10 flat-footed, +18 with Force Field, +18 flat-footed with Force Field), Fortitude +11, Reflex +5, Will +12

DRAWBACKS:

Abilities 62 + Skills 14 (56 ranks) + Feats 19 + Powers 96 + Combat 32 + Saves 12 – Drawbacks 0 = 235 / 235

Comments:
Just trying to cover my bases in the GL universe, here is Atrocitus, the first Red Lantern. I don’t know much about him and I haven’t read all of the new “Secret Origin” arc but all I know is that he is big, mean and really mad at Sinestro. Red Power Rings are fueled by hate, so I restricted the ring to people with Rage which seemed like a decent option at the moment.

And until they get into the new Corps abilities more, I am keeping the same Power Ring mechanic. I’ll change it as we go, since I added Green Lantern and Green Lantern Corps to my monthly pull list at my local comic shop.

Clean Up 11/24/08: Since I was posting Laira, I cleaned up Atrocitus while I was at it. More changes to come, I'm sure, as we see more of the Red Lantern Corps as they seek revenge on Sinestro and the GLs.


Fixed up Atrocitus after working on Laira. He's a bad dude.

As a general note, I am trying to build the top dogs of each Corps (like Atrocitus, Saint Walker, Agent Orange, Hal Jordan, etc.) at PL14, then the other "name" members between PL11-13 and plan on doing a generic build of each Corps at PL10/150pp in case I, or someone else if they want to use the builds, ever gets the gumption to do a massive Lantern Corps battle, much like we are going to have during the Blackest Night arc.
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Postby scc » Tue Nov 25, 2008 6:25 pm

Thorpacolypse wrote:
scc wrote:
Thorpacolypse wrote:
JoshuaDunlow wrote:
scc wrote:I think I am done with D&D builds for now though I might update a few. Have to get back to making obscure comic builds before Thorp and Josh do all of them.


Don't worry, im sure there's plenty of them out there ;). Anyways, i always like your run of Monsterous admissions.


Me, too. Always have room on the shelves for some D&D love.

And believe me, we have a long way to go to corner the obscure characters. Jabroniville and Kreuz have built guys I have never even HEARD of much less have any ideas about their power sets.


Yeah I know. There are a lot of obscure characters out there. I enjoy doing them because a lot of these characters have potential. Like the rapping dinosaur creature I did. How come it only appeared in two comics? Well anyway keep up the good work J-Mart. I am glad you enjoyed the D&D monsters Josh and Thorp. You still planning on doing 4th edition monsters Thorp?


I do, but they're on the back burner for now. I am trying to work on a story and feed my comic building needs so D&D has taken a back seat. I'll probably work them in after the beginning of the year sometime.

Plus, I really need to study the 4.0 ruleset a little better. I'm not real sure how to replicate some of the daily/encounter power sets in a manner I like, nor do I know much about the magic system since I started with a fighter and a rogue like always do since I usually loathe magic in the D&D system and I put off learning it in new versions until I have to run a game, which I have gotten out of with my cousin-in-law (Gilwen, who posts here from time to time) running things in my FTF group so far.


I know what you mean about the 4th edition ruleset. I haven't studied it much yet either. I just look at the pretty pictures in the rulebook. Believe it or not I am not a D&D guy. Not to say that I wouldn't play. I know people who have the books but never got around playing it.
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Postby Thorpacolypse » Tue Nov 25, 2008 8:40 pm

Here's a BLUE LIGHT SPECIAL getting stocked on Aisle 1.

Image
I didn't know aliens could achieve Sainthood. And who says that the old Roman Catholic church isn't progessive?

BLUE LANTERN (SAINT WALKER)
PL:
13 (220 pp) – OPL: 13; DPL: 13

ABILITIES: STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 20 (+5) CHA: 20 (+5)

SKILLS: Acrobatics 3 (+6), Bluff (+5), Climb (+1), Concentration 8 (+13), Diplomacy 11 (+16) [Combat Diplomacy], Disguise (+5), Escape Artist (+3), Gather Info (+5), Handle Animal (+5), Intimidate (+5), Knowledge [Blue Lantern Lore] 8 (+10), Knowledge [History] 7 (+9), Knowledge [Theology and Philosophy] 11 (+13), Medicine 4 (+9), Notice 4 (+9), Search 6 (+8), Sense Motive 6 (+11), Stealth (+3), Survival (+5), Swim (+1)

FEATS: Accurate Attack, Attack Specialization (2) [Power Ring], Benefit (1) [Status – Blue Lantern Leader], Challenges (1) [Combat Diplomacy], Defensive Attack, Dodge Focus (2), Improved Initiative (1), Inspire (3), Leadership, Lionheart, Oathbound, Teamwork (1)

ENHANCED FEATS: Diehard, Minions (10) [Odymian Power Ring]

POWERS:
Ringslinging Stance 6 (Passive Container 6, Drawback: Focus [Requires Power Ring; uncommon, minor; -1]; [30pp traits]; 29pp) [6]

Power of Hope Reserve 10 (20pp Power Reserve; Blast, Force Constructs, PF: Additional Powers 8 [Snare, Telekinesis, Array Force Feeld, Summon Minion, Healing, Emotion Control, Drain, Boost]; 28pp) [10]
Add Power Feats 2 (2pp)

Blue Lantern Corps Power Ring 20 (Device 20, Hard to Lose; PF: Restricted [Ability to Instill Great Hope to wield, GM Discretion], ; [100pp traits]; 81pp) [20]
Communication 20 (Radio, Flaw: Limited [Blue Lantern Corps only]; 10pp) [20]
Enhanced Feats 11 (See Feats [11pp]) [11]
Immunity 10 (Life Support, Orange Power Ring Drains [10pp]) [10]
Morph 1 (Costume/Regular Clothes [1pp]) [1]
Space Travel 2 (PF: Hyperspace [3pp]) [2]
Flight 7 (1000 mph [16pp]) [7]
Force Field 4 (Extra: Impervious [8pp]) [4]
Force Constructs Array (41pp Dynamic Array with Power Reserve)
Force Constructs 13 (Dynamic Array, Extra: Movable, PF: Tether, Stationary [41pp]) [13]
DAP: Energy Blast 15 (PF: Variable Descriptor [Cosmic or Electromagnetic]; 2pp]) [15] - DC:30:tough
DAP: Snare 15 (Extra: Constricting, Flaw: Source [Requires Green Lantern Ring in proximity], PF: Tether [2pp]) [15] - DC:25:ref
DAP: Telekinesis 15 (Flaw: Source [Requires Green Lantern Ring in proximity]; 2pp) [15]
DAP: Force Field 10 (Extra: Impervious, Affects Others, Ranged, Flaw: Ablative, Source [Requires Green Lantern Ring in proximity]PF: Progression x3 [10 Others]; 2pp) [10]
DAP: Summon Minion 9 (Extra: Fanatical, Horde, Broad Type [Hard Light Constructs], Flaw: Duration [Concentration], Source [Requires Green Lantern Ring in proximity], PF: Progression x5; 2pp) [9]
DAP: Immunity 8 (Life Support [minus Disease], Extra: Affects Others, PF: Progression x3 [10 Others]; 2pp) [8]
DAP: Emotion Control 15 (Hope, Extra: Ranged, Flaw: Source [Requires Green Lantern Ring in proximity]; 2pp) [15] - DC:25:will
DAP: Drain Power Ring Energy 15 (Extra: Ranged, Flaw: Limited [Sinestro Corps and Red Lantern Corps Rings only], Flaw: Source [Requires Green Lantern Ring in proximity]; 2pp) [15] - DC:25:will
DAP: Healing 15 (Extra: Total, Flaw: Source [Requires Green Lantern Ring in proximity]; 2pp) [15]
DAP: Boost 15 (Green Lantern Power Rings, Extra: Ranged, Flaws: Affects Others Only [2pp]) [15]


COMBAT: Base Attack +7, Melee +7, Ranged +7, Power Ring +11, Grapple +8 [Unarmed +1 (Bruise); Ring Blast +15 (Bruise)]; Defense 20 (14 flat-footed); Init +7; Knockback -1 (-5 with Force Field, -15 with Full Force Field)

SAVES: Toughness +2 (+2 flat-footed, +6 with Force Field, +4 Impervious with Force Field, +16 with Full Force Field, +14 Impervious with Full Force Field), Fortitude +6, Reflex +6, Will +9

DRAWBACKS:

Abilities 36 + Skills 17 (68 ranks) + Feats 27 + Powers 99 + Combat 30 + Saves 11 – Drawbacks 0 = 220 / 220

Comments: Still haven’t had a chance to pick up Rage of The Red Lanterns yet, but I have read some synopsis and based on that, I had to whip up a Wiki fueled Saint Walker, the first and apparently only Blue Lantern at the moment. Blue Power Rings are powered by Hope so I decided to go with restriction of 3 ranks of Inspire to be able to wield. I know that feats’ not necessarily all about Hope per se, but I am trying to tie specific feats or skills into the restrictions to make that usage of the rings easier to GM.

Whereas Red Rings are about damage, Blue Rings are about healing. Apparently Saint pumped Hal Jordan’s ring up to 200% power so I gave the ring array a boost power, but that might be a power stunt, we’ll need to see more.

Clean Up 3/22/10: Since I am much better informed about the Blue Lanterns, and Saint Walker, he was ripe for a clean up. I took him down a PL, but made him better all around, plus I knew to add in the flaw requiring the GL ring to be around for his to work right.

Of course, the new ring A.I. as a minion is attached:

BLUE LANTERN CORPS POWER RING (MINION RANK 10)
(150 pp)


ABILITIES: STR: NA DEX: 18 (+4) CON: NA INT: 20 (+5) WIS: 14 (+2) CHA: 10 (0)

SKILLS: Climb (NA), Computers 11 (+16) [Contacts, Online Research, Well-Informed], Concentration (+2), Escape Artist (+4), Gather Info 10 (+10), Notice (+2), Search 10 (+15), Sense Motive 13 (+15), Stealth (+4), Survival (+2), Swim (NA)

FEATS: Contacts, Eidetic Memory, Online Research, Well-Informed

POWERS:
Shrinking 20 (Extra: Duration [Continuous], Flaw: Permanent, PF: Innate [21pp]) [20]
Atk/Def +12, Grapple -20, Stealth +20, Intimidate -10, Carrying Strength -1/16
Immunity 35 (Fortitude Effects, Interaction Effects [35pp]) [35]
Protection 14 (14pp) [14]
Datalink 20 (Flaw: Limited [Blue Lantern Corps Database Only]; 10pp) [20]
Universal Translator 1 (Speak, Understand All Languages, Extra: Zone of Translation [10pp]) [1]
Morph 1 (Any Object [3pp]) [3]
Quickness 4 (x25; Flaw: Mental only [2pp]) [4]
Flight 7 (1000 mph [14pp]) [7]
Space Travel 1 (Extra: Hyperspace [2pp]) [1]
Variable Power 3 (Multiple Powers of the Super Sense Descriptor [15pp traits]; 18pp) [3]
Illusion 1 (Visual and Auditory, Flaw: Limited to Area Playback, PF: Progression x2 [25 ft]; 4pp) [1]


COMBAT: Base Attack +0, Melee +0, Ranged +0, Grapple -20 (+12 size) [Unarmed NA (Bruise)]; Defense 22 (22 flat-footed); Init +4; Knockback -6

SAVES: Toughness +14 (+14 flat-footed) Fortitude NA, Reflex +4, Will +6

DRAWBACKS: Disability – No Hands (common, major; -4)

Abilities 2 + Skills 11 (44 ranks) + Feats 4 + Powers 133 + Combat 0 + Saves 4 – Drawbacks -4 = 150 / 150
Last edited by Thorpacolypse on Mon Mar 22, 2010 9:10 pm, edited 1 time in total.
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Postby Tattooedman » Wed Nov 26, 2008 12:43 am

Man! I'm loving these Lantern builds you've been doing here lately!

They're almost enough to force me outta my exile from comic collecting of almost 11 years.

Add in now the whole Blackest Night coming up has my interest seriously growing. Almost too much to take!

Again nice builds.
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Postby Khantalas » Wed Nov 26, 2008 2:35 am

You want a really obscure comic book build? How about we go Italian, then?

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Image

Zagor

The spirit with the axe


PL 7 - PP 164

STR - 20 (+5)
DEX - 22 (+6)
CON - 20 (+5)
INT - 18 (+4)
WIS - 18 (+4)
CHA - 18 (+4)

ATT - +7 (melee) / + 7 (ranged) / +9 (unarmed)
DMG - +5 (unarmed) / +5 (rifle) / +7 (axe)
DEF - +9 (+3 flat-footed)
INIT - +6
Grapple - +13
Knockback - -2

Toughness - +5
Fortitude - +7
Reflex - +8
Will - +7

Skills - Acrobatics 8 (+14), Bluff 4 (+8 / +12 with attractive), Climb 8 (+13), Diplomacy 6 (+10 / +14 with attractive), Disguise 2 (+6), Escape Artist 6 (+12), Gather Information 4 (+8), Handle Animal 6 (+10), Intimidate 8 (+12), Investigate 4 (+8), Knowledge (arcane lore) 4 (+8), Knowledge (current events) 5 (+9), Knowledge (history) 5 (+9), Knowledge (life sciences) 6 (+10), Medicine 4 (+8), Notice 8 (+12), Ride 8 (+14), Search 6 (+10), Sense Motive 6 (+10), Stealth 4 (+10), Survival 8 (+12), Swim 4 (+9)

Feats - Acrobatic Bluff, All-Out Attack, Animal Empathy, Assessment, Attack Specialization (unarmed), Attractive, Chokehold, Defensive Attack, Diehard, Dodge Focus 3, Eidetic Memory, Elusive Target, Endurance 2, Equipment 3, Grappling Finesse, Improvised Tools, Instant Up, Luck 3, Move-by Action, Power Attack, Precise Shot, Prone Fighting, Quick Draw (draw), Redirect, Stunning Attack, Takedown Attack, Track, Uncanny Dodge (auditory)

Powers - Comprehend 3 (languages 3, Flaw: Limited (Indian languages))
Super-Movement 1 (swinging)
Super-Senses 4 (acute ranged detect spirits, spiritual awareness)

Equipment - axe (Strike 2, Improved Critical, Mighty, Thrown), rifle (Blast 5)

:arrow: Zagor's real name is Patrick Wilding; he is the son of Mike and Betty. He lives in a forest named Darkwood, located in Pennsylvania, north eastern United States. His name Zagor comes from its Indian name "Za-Gor Te-Nay", whose meaning is "The Spirit with the Hatchet". Zagor fights to maintain peace over all his territory, protect the Indian tribes and hunt down criminals. Son of an army official retiring to live as a pioneer and trapper in the forests of the north-east, Patrick Wilding sees his parents die at the hands of a band of Abenaki Indians, led by Salomon Kinsky. Taken in by the middle-aged trapper nicknamed "Wandering Fitzy", the boy grows up with only one thought on his mind: revenge. Fitzy teaches him how to make a deadly weapon out of a hatchet, and when he is old enough to fulfill this he finds out that his father had himself slaughtered many Indians, and the boy's understanding of the relativity of the concepts of good, evil and justice compels him to transform himself (with his accomplices the Sullivans, a family of acrobats who are his image makers) into Za-Gor-Te-Nay. Better still, shortened, Zagor. He is a kind of avenger always ready to side with the weak and the oppressed, whether red, white or black, whoever they may be. Moving his shack to an island surrounded by quick-sand in a marshy area of Darkwood Forest, Zagor begins his work as a peacemaker. His sidekick is Chico, a short, fat Mexican man who became his best friend and whose full name is "Don" Chico Felipe Cayetano Lopez Martinez y Gonzales.
"I once had lots of friends. They gave me gifts like a word that means hope and despair at the same time and sands to season meals and a castle made out of nothing but stories. I wonder where I left them?"
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Postby Woodclaw » Wed Nov 26, 2008 3:11 am

Khantalas wrote:You want a really obscure comic book build? How about we go Italian, then?

****

"AH-YAAAAAAAAAAAAAAAAK!"

Image

Zagor

The spirit with the axe


Oh... my...

I expected many things from this forum but not a build based on a Sergio Bonelli's comic.

Nice work by the way, you got all the key elements of Zagor.
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Postby Gothenem » Wed Nov 26, 2008 6:10 am

Heh, I'm pretty picky about my comics. I've stopped collecting a lot of runs because of what's happened in them. I'm currently only reading two comics, one Marvel, one DC. (Well the DC is technically 2 comics, but same concept).

For Marvel, I am reading Thor. I actually like the new 'Asgard is in Oklahoma' thing. It is a really neat storyline. The post-Ragnarok thing is cool too.

As for DC, it's GL and GL Corps. And yes, I EAGERLY await the Blackest Night.

Can....Not....Wait....

Hmmm, lemme see if I can pull an obscure comic character to get a build request for....

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Postby Taliesin » Wed Nov 26, 2008 9:17 am

You're a brave man, Thorp, statting out characters about whom we know precious little. I probably won't stat out Atrocitus nor Saint Walker till after ROTRL storyline is finished in the next GL.
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Postby Thorpacolypse » Wed Nov 26, 2008 6:12 pm

Taliesin wrote:You're a brave man, Thorp, statting out characters about whom we know precious little. I probably won't stat out Atrocitus nor Saint Walker till after ROTRL storyline is finished in the next GL.


I boldly go, my man. I boldly go... :wink:

Actually, I almost find it easier. Sometimes I get analysis paralysis with a character I know a lot about. Look at all the Batman and Superman revisions and versions I've done. I'm never happy with builds like that. In this case, I know enough to rough out a build and once I know more, I'll update it and won't overthink it.
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Postby Libra » Fri Nov 28, 2008 9:14 am

Never apologise for perfectionism, old boy. It's a positive quality.
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Postby Thorpacolypse » Sun Nov 30, 2008 9:14 am

Keeping with our latest theme, here is a new GREEN LIGHT special.

Image
There's nothing like the original.

GREEN LANTERN (ALAN SCOTT)
PL:
13 (195 pp) – OPL: 13; DPL: 13

ABILITIES: STR: 14 (+2) DEX: 14 (+2) CON: NA INT: 14 (+2) WIS: 18 (+4) CHA: 14 (+2)

SKILLS: Bluff (+2), Climb (+2), Concentration 14 (+18), Craft [Mechanical] 8 (+10), Diplomacy 8 (+10), Disguise (+2), Escape Artist (+2), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [Business] 4 (+6), Knowledge [Technology] 8 (+10), Notice 8 (+12), Search (+2), Sense Motive 6 (+10), Stealth (+2), Survival (+4), Swim (+2)

FEATS: Accurate Attack, Attack Specialization (1) [Power Ring Array], Benefit (1) [Government Clearance], Dodge Focus (3), Improved Initiative (1), Inspire (1), Leadership, Teamwork (1)

POWERS:
Starheart Endowment (Container [115pp] [23]
Immunity (Fortitude Effects, Aging [31pp])
Protection (2pp) [2]
Super Senses (Detect [Mystical Energy, Visual, Ranged, Extended], Track [by Detect Mystic Energy]; 4pp) [4]
Enhanced Feats: Luck x2, Diehard (3pp) [3]
Universal Translator (8pp) [8]
Morph (Costume [1pp]) [1]
Space Travel (2pp) [2]
Flight (20pp) [10]
Starheart Power Ring Focus Array (Dynamic Array [30pp])
Force Constructs (PF: Stationary, Tether, Drawback: Power Loss [against wood]; common, minor; -2; [1pp]) [15]
DAP: Blast (PF: Variable Descriptor [Cosmic or Electromagnetic], Drawback: Power Loss [against wood]; common, minor; -2; [2pp]) [15] - DC:30:tough
DAP: Snare (PF: Tether, Drawback: Power Loss [against wood]; common, minor; -2; [2pp]) [15] - DC:25:ref
DAP: Move Object (PF: Precise, Drawback: Power Loss [against wood]; common, minor; -2; [2pp]) [15]
DAP: Force Field (Extra: Impervious, Drawback: Power Loss [against wood]; common, minor; -2; [2pp]) [15]
DAP: Weapon Creation ([20pp traits], Drawback: Power Loss [against wood]; common, minor; -2; [2pp]) [4]
DAP: Insubstantial (Drawback: Power Loss [against wood]; common, minor; -2; [2pp]) [4]


COMBAT: Base Attack +9, Melee +9, Ranged +9, Power Ring +11, Grapple +11 [Unarmed +2 (Bruise), Blast +15 (Bruise)]; Defense 19 (13 flat-footed) Init +6; Knockback -1 (-16 with Force Field)

SAVES: Toughness +2 (+2 flat-footed, +17 with Force Field, +17 flat-footed with Force Field, +15 Impervious with Force Field), Fortitude NA, Reflex +5, Will +13

DRAWBACKS:

Abilities 14 + Skills 14 (56 ranks) + Feats 10 + Powers 115 + Combat 30 + Saves 12 – Drawbacks 0 = 195 / 195

Comments: The original Green Lantern, Alan Scott. He has gone through several incarnations over the years, but has still remained pretty relevant in the DC universe.

Just to state it, I know there have been arguments back and forth and changes in the DC universe back on forth on whether he needs the ring to do his stuff now that he has absorbed the power of the Starheart. Regardless as to whatever it is in the DC universe, in the Thorpacoverse, the ring is only a symbol/focus piece and I statted it as such. I consider his powers as Starheart endowment since he all made of Starheart energy now.
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