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Narsil 3e: John Stewart, Silver Age Barry Allen, '70s Batman

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#013: Modern Age Superman (2000s)

Postby Narsil » Thu Jul 19, 2012 5:57 am

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2000s Superman (Kal-El)
PL 16


Abilities
Strength 20, Stamina 15, Agility 3, Dexterity 3, Fighting 8, Intellect 3, Awareness 3, Presence 5

Skills
Close Combat: Unarmed 4 (+12), Expertise: Farming 4 (+7), Expertise: Krypton 8 (+11), Expertise: Journalism 10 (+13), Intimidation 7 (+12), Insight 5 (+8), Perception 4 (+7), Persuasion 10 (+15), Ranged Combat: Heat Vision 10 (+13), Technology 8 (+11)

Advantages
Accurate Attack, All-Out Attack, Beginner's Luck, Connected, Eidetic Memory, Equipment 6 (Fortress of Solutide), Extraordinary Effort, Improved Initiative 8, Languages 2 (Interlac, Kryptonian), Leadership, Power Attack, Seize Initiative, Takedown, Teamwork, Ultimate Effort 2 (Strength, Toughness)

Powers
- Faster Than A Speeding Bullet: Enhanced Initaitive 8; Quickness 9, Stacks with Super-Speed • 17 points
- Invulnerable: Protection 5, Impervious Toughness 20; Immunity 10 (life support) • 35 points
- Heat Vision: Ranged Damage 17, Precise, Suble • 36 points
- More Powerful Than A Locomotive: Alternate Effects of Strength Damage (20 points)
-- AE: Arctic Breath: Cone Area Affliction 10, (Resisted by Fortitude; Hindered, Immoble, Paralysed) • 1 point
-- AE: Super-Breath: Cone Area Move Object 16, Close Range, Limited to Pushing and Pulling • 1 point
- Look, Up In The Sky! Array (36 points)
-- Base (Dynamic): Up, Up And Away: Flight 18 (500,000 MPH) • 37 points
-- DAE: Super-Flight: Movement 1 (Space Travel) • 2 points
-- DAE: Super-Speed: Quickness 9; Speed 18 (500,000 MPH) • 2 points
- Super-Intelligent: Features 1 (Eidetic Memory), Comprehend Languages 3 (Speak, Understand, Read), Quirk (takes the duration of a scene to learn a new language) • 6 points
- Super-Senses: Senses 22 (Acute and Extended Hearing 3, Extended Vision 4, Infravision, Microscopic Vision 4, Radio [Tracking], Ultra-Hearing, Vision Penetrates Concealment [Except Lead]), Uncanny Dodge 2 (visual, hearing) • 22 points
- Super-Strength: Enhanced Strength 6, Limited to Lifting (Lifting Str 26: 1,600,000 tons) • 6 points

Offence
Initiative +35, Unarmed +12 [Close, Damage 20], Heat Vision +13 [Ranged, Damage 17]

Defence
Dodge 12, Parry 12
Toughness 20 (Impervious 20), Fortitude 15, Will 15

Power Points
Abilities 120 + Powers 165 + Skills 35 + Advantages 20 + Defences 25 = Total 365


Complications
For Truth and Justice: Superman's motivation for doing good is the simple act of doing good itself.
Last Son of Krypton: Superman is nearly the last of his kind, and the recent destruction of New Krypton has made him more aware of that fact than he has been for quite some time.
Power Loss: Superman loses his powers while affected by red solar radiation.
Relationships: As Clark Kent, Superman's closest relationship is to his wife Lois Lane. He is also close to his cousin Kara Zor-El, and his friends Bruce Wayne, Jimmy Olsen and Perry White.
Secret Identity: Superman is secretly Clark Kent, mild mannered reporter for the Daily Planet.
Weakness: Superman's greatest weakness is kryptonite, the irradiated fragments of his home planet. Other than that, he is affected by magic, and loses the benefits of his invulnerability power when attempting to resist it.
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#014: Modern Age Superman (2010s)

Postby Narsil » Thu Jul 19, 2012 8:12 am

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2010s Superman (Kal-El)
PL 13


Abilities
Strength 17, Stamina 13, Agility 3, Dexterity 4, Fighting 6, Intellect 2, Awareness 2, Presence 3

Skills
Close Combat: Unarmed 3 (+9), Expertise: Farming 3 (+5), Expertise: Journalism 8 (+10), Intimidation 10 (+13), Insight 4 (+6), Perception 6 (+8), Persuasion 10 (+13), Ranged Combat: Heat Vision 6 (+10), Technology 6 (+8)

Advantages
All-Out Attack, Beginner's Luck, Benefit (Fame), Equipment 5 (Fortress of Solitude), Extraordinary Effort, Fast Grab, Improved Hold, Languages (Kryptonian), Power Attack, Seize Initiative, Takedown, Teamwork, Ultimate Effort (Strength)

Powers
- Able to Leap Tall Buildings In A Single Bound: Array (28 points)
-- Base (Dynamic): Up, Up and Away: Flight 14 (32,000 MPH) • 29 points
-- DAE: Space-Flight: Movement 2 (Space Travel 2) • 2 points
-- DAE: Super-Speed: Quickness 7, Speed 14 (32,000 MPH) • 2 points
- Durability: Protection 4, Immunity 10 (life support), Impervious Toughness 13 • 27 points
- Faster Than A Speeding Bullet: Improved Initiative 3, Quickness 6, Stacks with Super-Speed • 9 points
- Last Son of Krypton: Alternate Effects of Strength Damage (17 points)
-- AE: Freezing Breath: Cone Area Affliction 8 (fortitude-based; Hindered, Immoble, Paralysed) • 1 point
-- AE: Super-Breath: Cone Area Move Object 13, Close Range, Limited to Pushing and Pulling • 1 point
- Kryptonian Vision Powers: Array (28 points)
-- Base: Heat Vision: Ranged Damage 14, Precise, Subtle, Variable Descriptor • 31 points
-- AE: Electromagnetic Surge: Cone Area Nullify Technological 10, Close Range, Broad, Simultaneous, Precise • 1 point
- Super-Senses: Senses 17 (Acute and Extended Hearing, Extended Vision 3, Infravision, Microscopic Vision 4, Radio [Tracking], Ultra-Hearing, Vision Penetrates Concealment [Except Lead]) • 17 points
- Super-Strength: Enhanced Strength 5, Limited to Lifting (Lifting Str 22: 100,000 tons) • 5 points

Equipment (25 points)
- Headquarters: Fortress of Solitude25 points
-- Size: Huge; Toughness: 20; Features: Communications, Computer, Defence System, Hanger, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System 3 (DC 40), Workshop

Offence
Initiative +15, Unarmed +9 [Close, Damage 17], Heat Vision +10 [Ranged, Damage 14]

Defence
Dodge 9, Parry 9
Toughness 17 (Impervious 13), Fortitude 13, Will 10

Power Points
Abilities 100 + Powers 125 + Skills 28 + Advantages 17 + Defences 30 = Total 300


Complications
Champion of the Oppressed: Superman has made a name for himself as a social activist, even in his secret identity of Clark Kent. He is devoted to improving the lives of the less-fortunate, and is more than willing to knock a corrupt industrialist or two down a peg.
Fame and Reputation: Unlike previous incarnations, this version of Superman has a somewhat strained relationship with the world at large.
Power Loss: Superman loses his powers while affected by red solar radiation.
Relationships: Superman is very fond of Lois Lane, with whom he shares something of an unresolved sexual tension. He also has friendships with Batman, Jimmy Olsen, Perry White and George Taylor.
Secret Identity: The world is unaware that Superman is really Clark Kent, mild mannered reporter for the Daily Planet. Formerly for the Daily Star.
Weaknesses: Superman is vulnerable to kryptonite and magic, the former being able to weaken him to a severe degree, and the latter being able to ignore his immense durability.

Notes
So, we've finished our run, coming up to the second decade of the third millennium. With a new DC Universe reboot, and Grant Morrison given the job of handling the new Action Comics version of Superman. And I'm still not entirely sure what to think of all of this quality-wise. It's not as good as Grant Morrison is capable of, though I suppose it's growing on me in a way. It's not as bad as Superman has been in the past, say the nineties, but it's not nearly as good as the character has been in works like All-Star Superman or the seventies. His power level is an approximate guess based on the issues that I've read so far. At the moment, he seems closer to Post-Crisis than Pre-Crisis, though most of the obvious influences seem to come from Golden Age comics.

Including his overall attitude and outlook. Which is quite interesting to see in play, actually. This build, more than any of the others, is subject to revisions and updates in the future as the comics progress.
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Re: Narsil 3e: Hyperion, Thor, Superman by Decade (1930s-2000s)

Postby JoshuaDunlow » Thu Jul 19, 2012 9:22 am

Nice run on the superman's through out the decades, very informative :)
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Re: Narsil 3e: Hyperion, Thor, Superman by Decade (1930s-2000s)

Postby Narsil » Thu Jul 19, 2012 10:44 am

JoshuaDunlow wrote:Nice run on the superman's through out the decades, very informative :)


Thanks.

It's notable that you could probably identify around four and a half different characters in there. And they'd almost certainly clash quite a bit personality-wise.

The 'and a half' is caused by the mess that is Birthright, Infinite Crisis and Final Crisis kind of revising a few things about the 'New Earth' continuity, such as Superman's origin and background. And raising his power level back to a level where his Silver Age feats wouldn't be too far out of the question anymore. Something that, in my opinion, shouldn't have been necessary.

John Byrne's reboot was okay, but it really did a number on the amount of imagination and storytelling that went into the Superman mythos.
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Re: Narsil 3e: Supermen Through the Ages (complete)

Postby Foreshadow » Thu Jul 19, 2012 6:35 pm

What is the intention of the Silver Age superman. Does that mean a 62 strength can move the Earth and thus if he has like a 110 he can move something much larger, like Jupiter. Is that the intent of what your trying to express.

I like your write ups. I liked in the stones version of marvel how they give all the different incarnations of characters like Spider-Man and the Hulk.

So, I appreciate this treatment for superman who is a character that apparently has a widely different characterization depending on the era/writer.

Of course, I still don't think if you go by weight that a character like Thor ends up with a 12 Strength and if he met the superman of his era that the comic writer would clearly show he is a toothpick compared to Superman. There is a law of equivalency that runs through cross-overs that trumps but then by the time we see many crossovers, as evident in your write ups superman was clearly less over the top superman.
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Re: Narsil 3e: Supermen Through the Ages (complete)

Postby Mike5000us » Thu Jul 19, 2012 6:47 pm

Hmmmm nice Supermans!!! I love powerful characters and your pretty much statted every version of him. Do you mind statting other versions of Thor like when he possessed the Odinforce and the Magic of the Runes.
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Re: Narsil 3e: Supermen Through the Ages (complete)

Postby Narsil » Fri Jul 20, 2012 12:40 am

Foreshadow wrote:What is the intention of the Silver Age superman. Does that mean a 62 strength can move the Earth and thus if he has like a 110 he can move something much larger, like Jupiter. Is that the intent of what your trying to express.


From what I know of the Silver Age comics, Superman has been portrayed as having much greater strength than merely moving the Earth. He can move planets about with relative ease, and move them across transgalactic distances. This precise level of 'near-infinity' was kind of dropped by the time of the Bronze Age, but I kept it in for the Silver Age build. The Silver Age build can move the equivalent several planets at once without resorting to the 'infinite strength' power, but with it could move entire galactic masses.

I like your write ups. I liked in the stones version of marvel how they give all the different incarnations of characters like Spider-Man and the Hulk.

So, I appreciate this treatment for superman who is a character that apparently has a widely different characterization depending on the era/writer.


Thanks.

Of course, I still don't think if you go by weight that a character like Thor ends up with a 12 Strength and if he met the superman of his era that the comic writer would clearly show he is a toothpick compared to Superman. There is a law of equivalency that runs through cross-overs that trumps but then by the time we see many crossovers, as evident in your write ups superman was clearly less over the top superman.


I was basically just adapting the Marvel Super Heroes version with Thor there, and I'm not really very satisfied with it in any case. The MSH RPG presents a bit too much of an understated universe for the likes of Thor and his ilk. My own personal interpretation of the character would maybe be an equivalent for the Infinite Crisis era Superman, but it's really hard to say for certain since I've only ever read a handful of Thor comics before.

That said, I don't think Thor's as strong as Superman from what i can tell.

Mike5000us wrote:Hmmmm nice Supermans!!! I love powerful characters and your pretty much statted every version of him. Do you mind statting other versions of Thor like when he possessed the Odinforce and the Magic of the Runes.


Thanks. Though I haven't really statted out every version of Superman. I'm missing his years as Superboy from the Silver/Bronze Ages, the psychopathic and villainous Superboy Prime, the experienced and aged Superman of Earth Two, Kingdom Come Superman, the Soviet Superman from Red Son, the Prime Superman from DC One Million, Kal Kent from DC One Million, the electrically-powered Superman, the half-dozen or so versions of Ultraman, and the Superman from the Dark Knight Returns, to mention a few. :P

As for Thor, I'm afraid I'm not really familiar enough with him to do that just yet. I'd have to do some proper research before making an equivalent of him by era, though from what I can tell his powers and even concept actually vary even more signfiicantly than Superman's. He develops and shifts into a series of quite different characters over the years. Sometimes literally, as seen with Eric Masterson. I'd have to do a bit of research on how they work before making a series of Thor builds.
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Re: Narsil 3e: Supermen Through the Ages (complete)

Postby Claire Redfield » Fri Jul 20, 2012 1:45 am

How about Power Girl? ^_^
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#015: Power Girl of Earth-Two

Postby Narsil » Fri Jul 20, 2012 2:27 am

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Power Girl, Earth-Two (Kara Zor-L)
PL 16


Abilities
Strength 19, Stamina 14, Agility 3, Dexterity 3, Fighting 8, Intellect 6, Awareness 5, Presence 7

Skills
Close Combat: Unarmed 5 (+13), Deception 10 (+17), Expertise: Buisness 8 (+14), Expertise: Krypton 8 (+14), Insight 5 (+10), Intimidation 12 (+19), Ranged Combat: Heat Vision 9 (+12), Ranged Combat: Throwing 5 (+8), Technology 4 (+10)

Advantages
All-Out Attack, Attractive 2, Benefit 2 (Wealth 2), Diehard, Extraordinary Effort, Fast Grab, Improved Hold, Improved Initiative 7, Interpose, Jack-Of-All-Trades, Power Attack, Takedown, Ultimate Effort (Strength checks)

Powers
- Faster Than A Speeding Bullet: Quickness 11, Stacks with Super-Speed; Enhanced Initiative 7 • 18 points
- Heat Vision: Ranged Damage 16, Precise • 33 points
-- AE: Sweeping Heat Vision: Cone Area Damage 16, Distracting, Selective • 1 point
- Incredible Durability: Immune 10 (life support), Impervious Toughness 15, Protection 5 • 30 points
- Leap Tall Buildings In A Single Bound: Array (38 points)
-- Base (Dynamic): Up, Up and Away!: Flight 19 (1,000,000 MPH) • 39 points
-- DAE: Space-Flight: Movement (Space Travel 3) • 2 points
-- DAE: Super-Speed: Quickness 8; Speed 19 (1,000,000 MPH) • 2 points
- More Powerful Than A Locomotive: Alternate Effects of Strength Damage (19 points)
-- AE: Arctic Breath: Cone Area Affliction 9 (Resisted by Fortitude; Hindered, Immobile, Paralysed) • 1 point
-- AE: Super-Breath: Cone Area Move Object 16, Close Range, Limited to Pushing and Pulling • 1 point
- Remarkably Strong: Enhanced Strength 5, Limited to Lifting (Lifting Str 24: 400,000 tons) • 5 points
- Super-Senses: Senses 23 (Acute, Accurate and Extended Hearing 3, Extended Vision 5, Infravision, Microscopic Vision 4, Radio [Tracking], Ultra-Hearing, Vision Penetrates Concealment), Quirk (Does Not Function Through Lead) • 23 points

Offence
Initiative +31, Unarmed +13 [Close, Damage 19], Heat Vision +12 [Ranged, Damage 16]

Defence:
Dodge 13, Parry 13
Toughness 19 (Impervious 15), Fortitude 16, Will 16

Power Points
Abilities 130 + Powers 155 + Skills 33 + Advantages 14 + Defences 28 = Total 360


Complications
Champion of Women: Like her cousin, Power Girl is a defender of civil rights and a champion of social causes alongside her work as a superhero. Where Kal-L was the defender of the oppressed and unfortunate, Power Girl is specifically concerned with women's liberation and advancing the cause of feminism, which causes her to clash somewhat with her other team-mates.
The K-Metal from Krypton: Like all Kryptonians, Kara Zor-L is weakened by the presence of kryptonite, the irradiated fragments of her home planet. Coming into contact with it can severely weaken or even kill her given enough exposure.
Relationships: Power Girl shares a close friendship with the Huntress, and the various other members of Infinity Inc.
Secret Identity: Power Girl has constructed the civilian identity of Karen Starr for herself, with the aid of Helena Wayne, from which she runs her own company dedicated to the progression of technology.
Temper: Though not necessarily violent, Power Girl has something of a short fuse, to say the least.
Vulnerable to Magic: Power Girl's durability power does not extend to protecting her from magical effects.

Notes:
Power Girl is built here like a Golden Age Kryptonian, and the cousin of my earlier-seen builds of the Golden Age Superman. I put her between the 1940s and 1950s incarnations, making her powerful, but not as fully developed or experienced as her cousin is. Due to her overall aggression and temper during these years, she's a very skilled combatant, and would on average be the equal of the Infinite Crisis era Superman in a fight, prior to her own powers beginning to fluctuate as a consequence of the Crisis on Infinite Earths
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#016: Supergirl of Earth-One

Postby Narsil » Fri Jul 20, 2012 3:35 am

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Supergirl, Earth-One (Kara Zor-El)
PL 20


Abilities
Strength 27, Stamina 22, Agility 5, Dexterity 6, Fighting 7, Intellect 9, Awareness 6, Presence 8

Skills
Close Combat: Unarmed 6 (+13), Expertise: Krypton 10 (+19), Expertise: Science 6 (+15), Intimidate 8 (+16), Perception 12 (+18), Persuasion 12 (+20), Technology 14 (+23)

Advantages
Accurate Attack, Attractive, Beginner's Luck, Connected, Eidetic Memory, Extraordinary Effort, Improved Initiative 10, Inpsire 2, Interpose, Inventor, Jack-Of-All-Trades, Power Attack, Ranged Attack 7, Seize Initiative, Ultimate Effort (Toughness)

Powers
- Able to Leap Tall Buildings In A Single Bound: Array (52 points)
-- Base (Dynamic): Up, Up and Away!: Flight 26 (128,000,000 MPH) 53 points
-- DAE: Space-Flight: Movement (Space Travel 3) • 2 points
-- DAE: Super-Speed: Quickness 10; Speed 22 (8,000,000 MPH) • 2 points
-- DAE: Super-Spinning: Burrowing 24, Penetrating 24 • 2 points
-- DAE: Time Travel: Movement (Temporal 3) • 2 points
- Faster Than A Speeding Bullet: Improved Initiative 10; Quickness 12, Stacks with Super-Speed • 22 points
- Heat Vision: Ranged Damage 27, Precise, Subtle • 56 points
-- AE: Sweeping Heat Vision: Cone Area Damage 19, Selective • 1 point
- Invulnerability: Immunity 10 (life support), Impervious Toughness 27, Protection 5, Regeneration 10 (requires yellow sunlight) • 47 points
- More Powerful Than A Locomotive: Alternate Effects of Strength Damage (27 points)
-- AE: Arctic Breath: Cone Area Affliction 13 (Resisted by Fortitude; Hindered, Immobile, Paralysed) • 1 point
-- AE: Super-Breath: Cone Area Move Object 22, Close Range, Limited to Pushing and Pulling • 1 point
-- AE: Tremendous Breath: Ranged Lifting Strength 28 • 1 point
-- AE: Unlimited Strength: Enhanced Strength 27, Stacks with Super-Strength, Limited to Lifting (Lifting Str 84) • 1 point
- Super-Intellect: Comprehend Languages 3 (Read, Speak and Understand), Features 1 (Eidetic Memory) • 7 points
- Super-Senses: Senses 29 (Accurate Hearing, Acute Hearing, Extended Hearing 5, Extended Vision 8, Infravision, Microscopic Vision 4, Radio [Tracking], Ultra-Hearing, Vision Penetrates Concealment [Quirk: Except Lead]) • 29 points
- Super-Strength: Enhanced Strength 30, Limited to Lifting (Lifting Str 57) • 30 points
- Super-Ventriloquism: Auditory Communication 3, Subtle • 13 points

Offence:
Initiative +45, Unarmed +13 [Close, Damage 27], Heat Vision +13 [Ranged, Damage 27]

Defence:
Dodge 13, Parry 13
Toughness 27 (Impervious 27), Fortitude 23, Will 17

Power Points
Abilities 180 + Powers 270 + Skills 34 + Advantages 20 + Defence 26 = Total 530


Complications
Kryptonite: Kara Zor-El's greatest weakness stems from exposure to kryptonite, the irradiated fragments of her home planet. Although most of the remaining kryptonite on her adopted planet of Earth has, by this point, been rendered inert.
Power Loss: She is effectively reduced to the capabilities of an ordinary human and loses all of her powers while exposed to the light of a red sun.
Relationships: The closest friends and loved ones of Kara Zor-El include her cousin Kal-El, and her allies in the Legion of Super-Heroes.
Responsibility: As Supergirl, Kara Zor-El maintains a very strong responsibility towards protecting her adoptive home planet.
Secret Identity: Supergirl maintains a secret identity as Linda Lee Danvers.
Vulnerability: She is vulnerable to magical attacks, and when suffering such attacks she is treated as having Toughness 14 and Will 4, and has no impervious protection against such attacks.

Notes:
I figured since I was adapting her parallel-universe opposite, I might as well go for the Earth-One equivalent as well. Supergirl is basically the same sort of deal as the Bronze Age Superman, only toned down a tiny bit. She also isn't as skilled in areas of combat, which drops her down to power level 20. And while that's significantly weaker than her cousin, she's still incredibly powerful, able to move planets under her own power, break the time barrier more or less effortlessly, and fight toe-to-toe with Pre-Crisis Darkseid without dying. Which, from what I can tell, is kind of a near-impossiblity for anyone who isn't godlike in power themselves.
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#017: Pre-Crisis Darkseid

Postby Narsil » Sat Jul 21, 2012 8:14 am

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Darkseid, Pre-Crisis (Prince Uxas)
PL 26


Abilities
Strength 27, Stamina 28, Agility 2, Dexterity 2, Fighting 12, Intellect 12, Awareness 8, Presence 9

Skills
Close Combat: Unarmed 3 (+15), Deception 20 (+29), Expertise: Apokolips 10 (+22), Expertise: Magic 10 (+22), Expertise: Science 12 (+24), Insight 16 (+24), Intimidation 20 (+29), Perception 10 (+18), Ranged Combat: Omega Effect 14 (+16), Technology 10 (+22), Vehicles 5 (+7)

Advantages
Assessment, Benefit 9 (Being Darkseid), Fearless, Inspire 2, Inventor, Leadership, Power Attack, Ritualist, Startle, Takedown, Well-Informed

Powers
- Immortal: Immunity 11 (ageing, life support), Impervious Toughness 36, Protection 8, Regeneration 7 • 62 points
- Living God: Comprehend Languages 4 (understand, speak, read, understood) • 8 points
- Omega Effect: Array (210 points)
-- Base: Continuum Control: Variable 30 (multiple effects of an omega descriptor) • 210 points
-- DAE: Agony of Darkseid: Ranged Affliciton 36 (Fortitude; Dazed, Stunned), Concentration, Cumulative, Two Degrees, Dimensional 3, Homing 12, Reversible • 2 points
-- DAE: Matter Rearrangement: Ranged Transform 26 (anything to anything), Continuous, Distracting • 2 points
-- DAE: Omega Rays: Ranged Damage 36, Multiattack, Penetrating 36, Dimensional 3, Homing 12, Reversible • 2 points
-- DAE: Personal Transportation: Teleport 36, Accurate, Change Direction, Change Velocity, Extended, Turnabout • 2 points
-- DAE: Warp Space: Teleport Attack 36, Accurate, Extended, Dimensional 3, Homing 12, Reversible • 2 points

Offence
Initiative +2, Unarmed +15 (Close, Damage 27), Omega Effect (Ranged, Damage 36 and other effects)

Defence
Dodge 16, Parry 16
Toughness 36 (Impervious 36), Fortitude 28, Will 23

Power Points
Abilities 200 + Powers 290 + Skills 65 + Advantages 20 + Defences 35 = Total 610


Notes
And now for a villain to go with those heroes. Darkseid is probably one of the most powerful beings in comics outside of entities like Galactus and Imperiex. Possessing vast cosmic abilities and being powerful enough to crush most galactic civilisations under your heel will do that for your average supervillain.

I was going to make him have an array with various different effects, but I decided to just give him a variable power on top of that. Because, truly, back during the Pre-Crisis days, Darkseid could do pretty much anything, ranging from altering matter to transporting planets across transgalactic distances to mentally controlling an entire civilisation. He was a fantastically realised villain in The Great Darkness Saga, which has kind of become my yardstick for how one might handle a decent story featuring Darkseid.
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Re: Narsil 3e: Supermen Through the Ages, Power Girl, Supergirl

Postby Vexous » Sat Jul 21, 2012 12:57 pm

Interesting take on the Supermen over the years. He really has fluctuated all over the map hasn't he? Good call on the Power Girl/Supergirl builds as well.
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Re: Narsil 3e: Supermen Through the Ages, Power Girl, Supergirl

Postby Mike5000us » Sat Jul 21, 2012 1:50 pm

Wow interesting Darkseid! I am curious about your personal PL chart because your levels are all over the place and it doesn't seem to follow the official DCA PL chart. So do you mind sharing it.
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Re: Narsil 3e: Supermen Through the Ages, Power Girl, Supergirl

Postby Narsil » Sat Jul 21, 2012 3:00 pm

Vexous wrote:Interesting take on the Supermen over the years. He really has fluctuated all over the map hasn't he? Good call on the Power Girl/Supergirl builds as well.


Thank you. :)

Mike5000us wrote:Wow interesting Darkseid!


Thanks. :D I actually took a tiny bit of inspiration from your old 2e build of the character when benchmarking him in relation to your 2e build of Pre-Crisis Superman.

I am curious about your personal PL chart because your levels are all over the place and it doesn't seem to follow the official DCA PL chart. So do you mind sharing it.


It's mostly eyeballing based on a combination of things. Relative showings, where builds in DC Heroes put the characters relative to other characters, a few bits and pieces from old 2e builds I made, and a few other things along those lines. The closest thing is using the closest available version of Superman as my baseline and scaling up or down for most of the other characters in that same universe, based on their showings.

For Darkseid, he took on a whole bunch of Pre-Crisis Kryptonians and their equivalents at once without breaking a sweat, thus earning his position at PL26. I think that fight involved Ultra-Boy, Mon-El, Superboy, Supergirl, and this other unnamed Kryptonian whose name I forget. Which reminds me that I ought to get around to adapting a few more of the Pre-Crisis Kryptonian types, including Ultra-Boy, Mon-El, Superboy and that Kryptonian whose name I forget.

EDIT: That would be Dev-Em.
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Re: Narsil 3e: Supermen Through the Ages, Power Girl, Supergirl

Postby Bladewind » Sat Jul 21, 2012 3:18 pm

Narsil wrote:EDIT: That would be Dev-Em.


Isn't he a Daxamite? Or is that post crisis?
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