Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

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

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Re: Narsil 3e: Icon, Batman by Decade (1930s-1940s)

Postby jspade » Fri Jul 27, 2012 5:19 pm

Narsil, I love the idea of showing how iconic characters evolved this way. Very cool.
Jack of Spades' Builds
User avatar
jspade
Cohort
Cohort
 
Posts: 256
Joined: Tue Aug 24, 2010 8:19 am

Re: Narsil 3e: Icon, Batman by Decade (1930s-1940s)

Postby Sidious » Fri Jul 27, 2012 10:26 pm

Narsil wrote:Thanks. I'm not sure how powerful I'd build Validus personally, not having read too many issues with him in it,


Just off the cuff I'd say with LOTS of hero points. He was able to fight Mon El, Ultra-boy, AND Superboy all at once (and not immediately loose). The best way I can possibly describe him is think of a 36 foot tall berserk Hulk when he's not being controlled by Tharok. I mean he killed Invisible Kid I just by accidentally stepping on him!

I did a write up of him based on Post-Crisis info. This is assuming that Superman would be a pl 15.
Validus

Pretty much make a "Your worst nightmare" version of a powerhouse but with the mind of a berserk toddler.

Out of all the Legion's foes, I think I like the Fatal Five the most.
Live fast. Love hard. Die with your mask on.
User avatar
Sidious
Hero
Hero
 
Posts: 1769
Joined: Sat Mar 25, 2006 5:07 pm
Location: Syracuse, NY, The Arm Pit of Hell.

Re: Narsil 3e: Icon, Batman by Decade (1930s-1940s)

Postby Narsil » Sat Jul 28, 2012 3:36 am

jspade wrote:Narsil, I love the idea of showing how iconic characters evolved this way. Very cool.


Thanks. Batman's being a tiny bit problematic, however, due to the fact that there's really been very little change or alteration over the years to his skillset. Except for a time in the late nineties where he became the Bat-God, there was very little where he himself actually changed much. His attitude, outlook and gadgets were the only things that ever really differentiated over the years, with most of the other changes being plot-driven.

Though I suppose this in itself is fuel for a bit of contrast against Superman.

Sidious wrote:Out of all the Legion's foes, I think I like the Fatal Five the most.


I have a fondness for the Emerald Empress personally, though I haven't paid enough attention to really remember who the others actually are outside of Validus. Notably, in every issue I've seen them in, they were really the ones being most memorable. Validus being a giant monster with a visible brain and Emerald Empress being a vaguely Green Lantern type, a concept which I'll admit to being a fan of.

Probably the best Legion of Super-Heroes story that I've actually read, though, is the Great Darkness Saga. Which influenced my choice of Darkseid's power level, given that he, like Validus, was a match for the major Legion members all at once.
Narsil 2e
Narsil 3e

'Oil, an emergency? About time the people who run this planet of yours realize that to be dependent upon a mineral slime just doesn't make sense.'
-The Fourth Doctor, Terror of the Zygons
User avatar
Narsil
Daredevil
Daredevil
 
Posts: 785
Joined: Tue Mar 11, 2008 1:04 am
Location: The United Kingdom

Re: Narsil 3e: Icon, Batman by Decade (1930s-1940s)

Postby jspade » Sat Jul 28, 2012 4:52 am

Narsil wrote:Thanks. Batman's being a tiny bit problematic, however, due to the fact that there's really been very little change or alteration over the years to his skillset. Except for a time in the late nineties where he became the Bat-God, there was very little where he himself actually changed much. His attitude, outlook and gadgets were the only things that ever really differentiated over the years, with most of the other changes being plot-driven.

I don't really agree. The World's Greatest Detective I grew up on has all but disappeared; he's been replaced by a guy who either knows it already or terrorizes things out of people. You could argue that its his foes who have changed, I suppose, but Batman doesn't seem to have the Investigation he once had; he relies on Intimidation instead as his signature skill.
Jack of Spades' Builds
User avatar
jspade
Cohort
Cohort
 
Posts: 256
Joined: Tue Aug 24, 2010 8:19 am

Re: Narsil 3e: Icon, Batman by Decade (1930s-1940s)

Postby Woodclaw » Sat Jul 28, 2012 8:46 am

Great Work Narsil, I'm really enjoying this decade-by-decade work.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2607
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: Narsil 3e: Icon, Batman by Decade (1930s-1940s)

Postby Raws » Mon Jul 30, 2012 1:18 pm

Nice builds... I'm liking a lot your "decade by decade" aprouch.
Raws
Hireling
Hireling
 
Posts: 189
Joined: Wed Jun 16, 2010 12:21 pm

#025: Silver Age Batman (1950s)

Postby Narsil » Wed Aug 01, 2012 11:40 am

Image

1950s Batman (Bruce Wayne)
PL 13


Abilities
Strength 4, Stamina 4, Agility 6, Dexterity 7, Fighting 12, Intellect 8, Awareness 6, Presence 7

Skills
Acrobatics 9 (+15), Athletics 11 (+15), Deception 10 (+17), Expertise: Criminology 10 (+18), Expertise: Streetwise 8 (+16), Insight 10 (+16), Intimidation 8 (+15), Investigation 15 (+23), Perception 9 (+15), Persuasion 6 (+13), Ranged Attack: Gadgets 2 (+15), Stealth 14 (+20), Sleight of Hand 8 (+15), Technology 15 (+23), Treatment 8 (+14), Vehicles 11 (+18)

Advantages
Assessment, Benefit 4 (Multi-Millionaire), Close Attack 5, Connected, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 4, Equipment 8, Evasion, Hide in Plain Sight, Improved Initiative 2, Improvised Tools, Instant Up, Inventor, Jack-Of-All-Trades, Leadership, Move-By Action, Power Attack, Quick Draw, Ranged Attack 6, Redirect, Seize Initiative, Set-Up, Skill Mastery (Investigation), Skill Mastery (Technology), Takedown, Tracking, Well-Informed

Powers
- Polyglot: Comprehend Languages 3 (understand, read, speak all), Limited (requires a week's study to learn new languages) • 3 points
- Utility Belt: Variable 7 (various gadgets), Move Action, Variable Descriptor 2, Removable (-11 points) • 47 points

Equipment: (40 points)
- Headquarters: The Batcave18 points
-- Size: Large, Toughness: 10, Features: Dock, Communications, Computer, Concealed, Garage, Gym, Hangar, Infirmary, Library, Power System, Security System 3 (DC 30), Workshop

- Vehicle: The Batmobile19 points
-- Size: Large, Strength 5, Speed 5, Defence 9, Toughness 9
-- Features: Caltrops, Hidden Compartments, Impervious Toughness 7, Oil Slick

Offence
Initiative +14, Unarmed +17 [Close, Damage 4], Gadgets +15 [Ranged, Variable]

Defence
Dodge 18, Parry 18
Toughness 8 (4 without defensive roll), Fortitude 11, Will 15

Power Points
Abilities 108 + Powers 50 + Skills 67 + Advantages 61 + Defences 34 + Total 320


Notes
Unlike Superman, there was a rather clear shift by 1950 where Batman was suddenly in what could be called his Silver Age incarnation, though the changes to Batman throughout the years have been much smaller overall. By the mid-fifties, he was battling science fiction threats, travelling through time and space, dealing with giant monsters, fighting off alien invasions and generally being the version of the character that appears in Batman: Brave And The Bold. That said, for the most part the character of Batman underwent only a handful of changes here and there. Most notable is that his infamous utility belt now serves as a variable power, through which he can basically come up with pretty much any effect you could mention in order to solve the current situation.

A few sample suggestions might include the standard selection of batarangs, laser cutters, grappling guns, gas grenades, various melee weapons, various bits of scanning equipment, and even occasional more outlandish devices such as flight harnesses, teleporters, energy guns and other such.
Narsil 2e
Narsil 3e

'Oil, an emergency? About time the people who run this planet of yours realize that to be dependent upon a mineral slime just doesn't make sense.'
-The Fourth Doctor, Terror of the Zygons
User avatar
Narsil
Daredevil
Daredevil
 
Posts: 785
Joined: Tue Mar 11, 2008 1:04 am
Location: The United Kingdom

Re: #006: Thor Odinson

Postby Narsil » Thu Aug 02, 2012 6:40 am

Narsil wrote:Image

Thor Odinson (Donald Blake)
PL 15


Abilities
Strength 15, Stamina 10, Agility 1, Dexterity 2, Fighting 9, Intellect 2, Awareness 3, Presence 3

Skills
Close Combat: Unarmed 2 (+11), Close Combat: Hammer 3 (+12), Expertise: Magic 6 (+8), Expertise: Tactics 8 (+10), Intimidate 11 (+14), Perception 8 (+11), Persuasion 8 (+11), Ranged Combat: Throwing 2 (+12)

Advantages
All-Out Attack, Benefit (Status), Connected, Interpose, Ranged Attack 8, Power Attack, Startle, Takedown, Teamwork

Powers
- Asgardian: Feature 1 (increased mass), Immunity 6 (ageing, cold, disease, heat, poison, starvation and thirst), Protection 5 • 12 points
- God of Thunder: Environment 5 (500 foot radius; cold, impede movement, visibility), Selective • 20 points
-- AE: Godlike Exhalation: Cone Area Move Object 15, Close Range, Limited to Attract/Repel • 1 point
- Strength of the Gods: Enhanced Strength 5, Limited to Lifting (Lifting Str 20: 25,000 tonnes) • 5 points

Asgardian Armour: 21 points, Removable (-4 points) • 17 points total
- Uru-Plated Armour: Protection 3, Impervious Toughness 18 • 21 points

Mjolnir: 75 points, Easily Removable (-30 points) • 45 points total
- Hammer of the Thunder God: Array (26 points)
-- Base (Dynamic): Wind-Riding: Flight 12, Movement 1 (Space Travel) • 27 points
-- AE: Hammer Throw: Strength-Based Ranged Damage 3, Affects Insubstantial, Improved Critical 2 • 1 point
-- DAE: Gateway to Other Worlds: Movement 2 (Dimensional 2), Portal • 2 points
-- DAE: Strike of the Thunderer: Strength-based Damage 3, Affects Insubstantial, Improved Critical 2 • 2 points
- Life Support: Immunity 5 (high pressure, radiation, suffocation, vacuum) • 5 points
- Thunderer's Power: Array (36 points)
-- Base: Smite Thee With Lightning: Ranged Damage 16, Accurate 2, Indirect 2 • 36 points
-- AE: Command the Winds: Perception-Range Move Object 15, Limited (air only) • 1 point
-- AE: Weather Control: Enhanced Environment 9, Stacks with God of Thunder, Selective • 1 point

Offence
Initiative +1, Hammer +12 (Close or Ranged, Damage 18), Lightning Blast +14 (Ranged, Damage 16), Unarmed +11 (Close, Damage 15)

Defence
Dodge 12, Parry 12
Toughness 18 (Impervious 18), Fortitude 16, Will 13

Power Points
Abilities 90 + Powers 100 + Skills 24 + Advantages 16 + Defences 30 = Total 260


Update to Thor. I've increased his strength somewhat, as well as giving him a few extra ranks of power lifting and removed his reliance on his belt of strength. I've lowered his damage with the hammer, and changed the combat tradeoffs from a 13/17 to a 12/18. In general, this version of Thor is put somewhere between the mainstream Superman of the 2000s, and the mainstream superman of the 1990s.
Narsil 2e
Narsil 3e

'Oil, an emergency? About time the people who run this planet of yours realize that to be dependent upon a mineral slime just doesn't make sense.'
-The Fourth Doctor, Terror of the Zygons
User avatar
Narsil
Daredevil
Daredevil
 
Posts: 785
Joined: Tue Mar 11, 2008 1:04 am
Location: The United Kingdom

#026: Savage Hulk

Postby Narsil » Thu Aug 02, 2012 1:09 pm

Image

The Incredible Hulk, Savage (Robert Bruce Banner)
PL 14


Abilities
Strength 20, Stamina 20, Agility 0, Dexterity 0, Fighting 8, Intellect -1, Awareness 3, Presence 0

Skills
Intimidation 18 (+20), Perception 4 (+7), Ranged Attack: Throwing 8 (+8)

Advantages
All-Out Attack, Chokehold, Fast Grab, Improved Grab, Power Attack, Startle, Takedown, Ultimate Effort (Strength Checks)

Powers
- Astral Senses; Senses 3 (Spiritual Awareness, Vision Counters Concealment) • 3 points
- Fragmented Psyche: Immunity 10 (mental effects) • 10 points
- Homing Senses: Senses 2 (Direction Sense, Distance Sense), Only Towards Place of Creation • 1 points
- Hulking Size: Growth 5 (9 feet tall; Str/Sta +5, Intimidate +2, Dodge/Parry -2, Stealth -5) Continuous, Innate • 11 points
- HULK SMASH!: Alternate Effects of Strength Damage (20 points)
-- AE: Gamma-Breath: Cone Area Move Object 14, Close, Limited to Attract/Repel • 1 point
-- AE: Madder Hulk Gets, Stronger Hulk Gets: Damage 20, Penetrating, Emotional (Anger) • 1 point
- Incredible Leaps: Leaping 20 (1,000 miles) • 20 points
- Invulnerable: Immunity 10 (life support); Impervious Toughness 15; Regeneration 10, Persistent • 36 points
- Strongest One There Is: Enhanced Strength 7, Limited to Lifting (Lifting Str 27: 3,200,000 tons) • 7 points

Offence
Initiative +0, Unarmed +8 [Close, Damage 20]

Defence
Dodge 8, Parry 8
Toughness 20 (Impervious 15), Fortitude 20, Will 8

Power Points
Abilities 80 + Powers 90 + Skills 15 + Advantages 8 + Defences 17 = Total 210

Complications
Normal Identity: The Hulk is really the genius scientist Robert Bruce Banner, and when eventually calmed down will transform into Banner.
Reputation: The Hulk is a notoriously violent individual, and is known for having caused large-scale damage and destruction across Canada and the United States in his various travels. He is frequently hounded by the military and various other superheroes.
Temper: Drawing his powers from rage, the Hulk naturally has an incredibly short fuse. Conversely, as he draws his power from strength, he can be weakened to a degree if someone manages to calm him.

Notes
So, now for something completely different. A slight break from the Bat.

Here we have the 'classic' version of the Hulk. Not particularly skilled or intelligent, but a decent enough fighter for what he's capable of. And, to put it ever so bluntly, an incredibly lethal monster in close-range, his physical strength more than making up for his lack of other skills. In the Marvel Universe, the Hulk just so happens to be the premier powerhouse, and is able to take on just about anyone in close range combat. In terms of power, I put him at the same level as the 2000s Superman physically, but with a somewhat lower level of skill, which would put him at about equal to the 1990s Superman in power level.
Narsil 2e
Narsil 3e

'Oil, an emergency? About time the people who run this planet of yours realize that to be dependent upon a mineral slime just doesn't make sense.'
-The Fourth Doctor, Terror of the Zygons
User avatar
Narsil
Daredevil
Daredevil
 
Posts: 785
Joined: Tue Mar 11, 2008 1:04 am
Location: The United Kingdom

#027: Iron Man (Tony Stark)

Postby Narsil » Thu Aug 02, 2012 1:10 pm

Image

Iron Man (Tony Stark)
PL 13


Abilities
Strength 2/11, Stamina 2, Agility 3, Dexterity 3, Fighting 11, Intellect 7, Awareness 2, Presence 4

Skills
Deception 8 (+12), Expertise: Business 5 (+12), Expertise: Science 9 (+16), Investigation 4 (+11), Persuasion 8 (+12), Technology 16 (+23)

Advantages
Attractive, Benefit 5 (Wealth), Connected, Contacts, Inventor, Languages 3, Skill Mastery (Technology), Ultimate Effort (Technology)
Combat System: Accurate Attack, All-Out Attack, Defensive Attack, Power Attack, Precise Attack (Ranged; Concealment), Ranged Attack 7, Takedown

Powers
'Golden Avenger' Armour: 150 points, Removable (-30 points) • 120 points total
- Combat System: Enhanced Advantages 13 (see above), Enhanced Fighting 6, Enhanced Dodge 8 • 27 points
- Gauntlet Weapons: Array (25 points)
-- Base: Repulsor Rays: Ranged Damage 12, Split • 25 points
-- AE: Missile Weapons: Ranged Damage 9, Burst Area (6 ranks), Homing • 1 point
-- AE: Strength Actuators: Enhanced Strength 9, plus Power Lifting 3 (Lifting Str 14: 400 tons) • 1 point
- Repulsor Jets: Flight 12 (8,000 MPH) • 24 points
- Onboard Computer: Features 1 (AI) • 1 point
- Sealed Armour: Impervious Protection 9, Immune 7 (all environmental conditions, suffocation) • 25 points
- Sensors: Senses 13 (Accurate Radio, Extended Hearing, Extended Radio 2, Extended Vision, Infravision, Infravision, Microscopic Vision 2, Radius Vision, Ultra-Hearing) • 13 points
- Uni-Beam: Ranged Damage 16, Penetrating, Distracting • 32 points
-- AE: Tractor Beam: Line Area Move Object 13, Close Range • 1 points

Offence
Initiative +3, Unarmed +11 [Close, Damage 11], Repulsor Rays +10 [Ranged, Damage 12], Uni-Beam +10 [Ranged, Damage 16]

Defence
Dodge 11, Parry 11
Toughness 11 (Impervious 9), Fortitude 7, Will 12

Power Points
Abilities 56 + Powers 120 + Skills 25 + Advantages 14 + Defences 15 = Total 230


Complications
Addiction: Tony Stark is infamous for having been a recovering alcoholic.
Enemy: Iron Man's most infamous recurring enemy is the evil Mandarin.
Power Loss: His suit is reliant on various power sources. Notably, overuse of the Uni-Beam will cripple the suit's systems and cause them to fail.
Weakness: Without the highly advanced pacemaker provided by his suit's chestplate, Tony Stark will eventually die.

Notes
And now here's something that I was able to build in a cave. WITH A BOX OF SCRAPS. Tony Stark here is based off of a mix of incarnations, though mostly I'm drawing from the earlier comics and earlier cartoons with this one, with the films and latter-day cartoons inspired by the films being a somewhat secondary influence overall. Though I've mixed in a bit of personal interpretation, and some inspiration from various other builds of the character. This version of Iron Man is, for the most part, a PL11 combatant through and through. Until he lets loose with the Uni-Beam, that is, when he shoots up a full two power levels, and becomes able to cut down just about any opponent you could think of in his usual weight class.

Though, due to the complication factor, he's at risk of over-taxing and ultimately draining the suit by using it. This is mostly handled as a complication, rather than being given as a specific flaw. It's also distracting to use the Uni-Beam, so he becomes more vulnerable as a result.
Narsil 2e
Narsil 3e

'Oil, an emergency? About time the people who run this planet of yours realize that to be dependent upon a mineral slime just doesn't make sense.'
-The Fourth Doctor, Terror of the Zygons
User avatar
Narsil
Daredevil
Daredevil
 
Posts: 785
Joined: Tue Mar 11, 2008 1:04 am
Location: The United Kingdom

#028: She-Hulk (Jennifer Walters)

Postby Narsil » Fri Aug 03, 2012 7:02 am

Image

The Savage She-Hulk (Jennifer Walters)
PL 12


Abilities
Strength 15, Stamina 15, Agility 2, Dexterity 2, Fighting 5, Intellect 3, Awareness 2, Presence 4

Skills
Acrobatics 8 (+10), Athletics 2 (+17), Close Combat: Unarmed 4 (+9), Expertise: Business 5 (+8), Expertise: Law 10 (+12), Insight 4 (+6), Investigation 4 (+7), Perception 4 (+6), Ranged Combat: Throwing 7 (+9), Vehicles 6 (+8)

Advantages
Attractive, Contacts, Fast Grab, Power Attack, Takedown

Powers
- Amazonian Physique: Growth 3 (7 feet tall; Str/Sta +3, Intimidate +1, Dodge/Parry -1, Stealth -3) Continuous, Innate • 11 points
- Durability: Immunity 7 (environmental, disease, posion); Impervious Toughness 12; Regeneration 10, Persistent • 30 points
- Incredible Leaps: Leaping 15 (60 miles) • 15 points
- Super-Sprinting: Speed 5 (60 mph) • 5 points
- Super-Strength: Enhanced Strength 5, Limited to Lifting (Lifting Str 20: 25,000 tons) • 5 points

Offence
Initiative +2, Unarmed +9 [Close, Damage 15]

Defence
Dodge 9, Parry 9
Toughness 15 (Impervious 12), Fortitude 15, Will 9

Power Points
Abilities 84 + Powers 66 + Skills 27 + Advantages 5 + Defences 18 = Total 200


Complications
Normal Identity: Though something of an embarassment to her, She-Hulk will occasionally revert to the form of Jennifer Walters when fully-calmed or when her self-esteem is hit.
Thrill-Seeker: She-Hulk is motivated mostly by the thrill of being a super-strong sex icon, and though she dedicates herself to doing the right thing, her causes are led mostly by how much fun she's having.

Notes
So here we have the Hulk's opposite number, gender-wise. In terms of power, she's a couple of power levels behind. A better fighter, but nowhere near as strong due to her lack of rage-boosted powers. That said, as far as powerhouses go, she's pretty damn high level as far as Marvel's concerned, being clearly stronger than heroes such as Ms. Marvel, and most of the forces of Asgard. In terms of strength, she is actually an equal to Thor, though lacks his versatility, combat skill and experience. In general, she's not exactly one of my favourite characters, but she's generally pretty fun to read about.

It is indeed relatively rare you see a Marvel character who genuinely enjoys having been transformed into a radioactive powerhouse, but I suppose that's She-Hulk in a nutshell.
Narsil 2e
Narsil 3e

'Oil, an emergency? About time the people who run this planet of yours realize that to be dependent upon a mineral slime just doesn't make sense.'
-The Fourth Doctor, Terror of the Zygons
User avatar
Narsil
Daredevil
Daredevil
 
Posts: 785
Joined: Tue Mar 11, 2008 1:04 am
Location: The United Kingdom

#029: Spider-Man (Peter Parker)

Postby Narsil » Fri Aug 03, 2012 7:03 am

Image

The Amazing Spider-Man (Peter Parker)
PL 11


Abilities
Strength 9, Stamina 8, Agility 12, Dexterity 6, Fighting 9, Intellect 4, Awareness 4, Presence 3

Skills
Acrobatics 9 (+21), Athletics 8 (+17), Close Combat: Unarmed 2 (+13), Deception 14 (+17), Expertise: Photojournalism 4 (+8), Expertise: Science 6 (+10), Investigation 5 (+9), Perception 9 (+13), Ranged Combat: Web-Shooters 5 (+13), Stealth 5 (+17), Technology 13 (+17)

Advantages
Accurate Attack, Agile Feint, Close Attack 2, Defensive Attack, Elusive Target, Evasion 2, Improved Initiative 2, Inventor, Move-By Action, Takedown, Taunt, Uncanny Dodge

Powers
- Spider-Agility: Leaping 8 (1,800 feet); Speed 4 (30 MPH) • 12 points
- Spider-Senses: Enhanced Advantages 7 (Close Attack 2, Improved Initiative 2, Ranged Attack 2, Uncanny Dodge); Enhanced Defences 4 (Dodge 2, Parry 2); Senses 6 (Accurate, Extended, Ranged, Radius Mental; Danger Sense [mental]) • 17 points
- Wall-Crawling: Movement 2 (Wall-Crawling 2) • 4 points

Web-Spinners: 33 points, Removable (-6 points) • 27 points total
- Webbing: Array (28 points)
-- Base: Web-Snare: Ranged Affliction 9 (resisted by dodge; Hindered/Vulnerable, Defenceless/Immobilised), Cumulative, Extra Condition, Split, Tether, Two Degrees • 29 points
-- AE: Web-Grab: Move Object 9, Damaging, Split • 1 point
- Web-Swinging: Movement 1 (Swinging), Enhanced Speed 2 (120 MPH; only while swinging) • 3 points

Offence
Initaitive +20, Unarmed +13 [Close, Damage 9], Web-Spinners +13 [Ranged, Affliciton 9 or Move Object 9]

Defence
Dodge 14, Parry 14
Toughness 8, Fortitude 10, Will 9

Power Points
Abilities 110 + Powers 60 + Skills 40 + Advantages 10 + Defences 10 = Total 230


Complications
Enemy: Spider-Man has one of the most extensive rogues galleries in comic-books, having acquired a longer list of personal enemies than some entire superhero teams.
Guilt: Over the death of his Uncle, which he might have been able to prevent. Also the death of Gwen Stacy.
Relationship: Peter has many supporting characters who he is incredibly close to. The most prominent of these is his wife, Mary Jane Watson, and his aunt, May Parker.
Reputation: Has acquired a reputation as a menace, thanks to being repeatedly smeared by J. Jonah Jameson.
Secret Identity: Spider-Man is secretly Peter Parker.
With Great Power...: Spider-Man is driven by the guiding advice of his uncle. With great power comes great responsibility. Though Spider-Man is not as powerful as some other heroes, he is driven constantly by a need to do good.

Notes
And now we have one of the most iconic superheroes in comic-books, and probably the single-most iconic character that Marvel has.

Spider-Man completes the trinity of iconic comic-book characters who just about everyone is highly familiar with, alongside Superman and Batman. In essence, despite actually having powers, which is more than can be said for another member of that particular trinity, Spidey is probably one of the most 'ordinary' and 'human' of superheroes. He's not an alien from a distant planet. He's not a wealthy vigilante driven by the death of his parents. He was an ordinary, albeit highly intelligent high-school student who was bitten by a radioactive spider (though later incarnations turn this into a genetically modified spider), and whose powers provided as many problems for him as they did solutions to them.

This build represents the classic Spidey. Unlike the DC Comics heroes, the Marvel heroes undergo much slower periods of metamorphosis, and only a handful of them have had any really severe changes over the years. Spidey himself is a clear example of this, currently being in the same place as when he started thanks to the One More Day story arc. I've heard that the Brand New Day stuff that follows on from it is actually pretty good, and I actually like where they're going with Spidey's current love interest (that being the famous Carol Danvers), but the One More Day arc was completely unnecessary. Bloody Joe Quesada.
Narsil 2e
Narsil 3e

'Oil, an emergency? About time the people who run this planet of yours realize that to be dependent upon a mineral slime just doesn't make sense.'
-The Fourth Doctor, Terror of the Zygons
User avatar
Narsil
Daredevil
Daredevil
 
Posts: 785
Joined: Tue Mar 11, 2008 1:04 am
Location: The United Kingdom

#030: Silver Age Batman (1960s)

Postby Narsil » Fri Aug 03, 2012 7:03 am

Image

1960s Batman (Bruce Wayne)
PL 15


Abilities
Strength 4, Stamina 4, Agility 6, Dexterity 7, Fighting 12, Intellect 8, Awareness 6, Presence 7

Skills
Acrobatics 9 (+15), Athletics 11 (+15), Deception 10 (+17), Expertise: Criminology 10 (+18), Expertise: Streetwise 8 (+16), Insight 10 (+16), Intimidation 8 (+15), Investigation 17 (+25), Perception 9 (+15), Persuasion 6 (+13), Ranged Attack: Gadgets 2 (+15), Stealth 18 (+24), Sleight of Hand 8 (+15), Technology 17 (+25), Treatment 8 (+14), Vehicles 11 (+18)

Advantages
Assessment, Benefit 4 (Multi-Millionaire), Close Attack 5, Connected, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 4, Equipment 8, Evasion 2, Hide in Plain Sight, Improved Initiative 2, Improvised Tools, Instant Up, Inventor, Jack-Of-All-Trades, Leadership, Move-By Action, Power Attack, Quick Draw, Ranged Attack 6, Redirect, Seize Initiative, Set-Up, Skill Mastery (Investigation), Skill Mastery (Technology), Takedown, Tracking, Well-Informed

Powers
- Polyglot: Comprehend Languages 3 (understand, read, speak all) • 6 points
- Utility Belt: Variable 16 (various gadgets), Move Action, Variable Descriptor 2, Removable (-26 points) • 104 points

Equipment: (40 points)
- Headquarters: The Batcave18 points
-- Size: Large, Toughness: 10, Features: Dock, Communications, Computer, Concealed, Garage, Gym, Hangar, Infirmary, Library, Power System, Security System 3 (DC 30), Workshop

- Vehicle: The Batmobile19 points
-- Size: Large, Strength 5, Speed 5, Defence 9, Toughness 9
-- Features: Caltrops, Hidden Compartments, Impervious Toughness 7, Oil Slick

Offence
Initiative +14, Unarmed +17 [Close, Damage 4], Gadgets +15 [Ranged, Variable]

Defence
Dodge 18, Parry 18
Toughness 8 (4 without defensive roll), Fortitude 11, Will 15

Power Points
Abilities 108 + Powers 110 + Skills 69 + Advantages 62 + Defences 34 + Total 385


Notes
One notable thing I've noticed is that Batman hadn't changed much from the 1950s at this time. But what had changed was that he was a member of the Justice League, and could keep up with the rest of the team while they were battling the likes of Starro, so what he would have had was increased gadgetry and other such, having a full eighty points to spend in that area. Though not hitting his caps either defensively or offensively, he does hit his caps by way of his detective skills and his more inventive talents. Notable gadgets he could pull out includes everything you could possibly think of, from batarangs to explosives to stun-gas to strength gauntlets to force field belts to jetpacks to space suits, also allowing him to hit his caps pretty damn easily.
Narsil 2e
Narsil 3e

'Oil, an emergency? About time the people who run this planet of yours realize that to be dependent upon a mineral slime just doesn't make sense.'
-The Fourth Doctor, Terror of the Zygons
User avatar
Narsil
Daredevil
Daredevil
 
Posts: 785
Joined: Tue Mar 11, 2008 1:04 am
Location: The United Kingdom

#031: Captain Marvel (Billy Batson)

Postby Narsil » Fri Aug 03, 2012 7:03 am

Image

Captain Marvel, Earth-S (Billy Batson)
PL 21


Abilities
Strength 28, Stamina 23, Agility 4, Dexterity 5, Fighting 10, Intellect 8, Awareness 10, Presence 6

Skills
Close Combat: Unarmed 4 (+14), Expertise: Magic 12 (+20), Expertise: Radio Host 6 (+14), Insight 8 (+18), Intimidate 8 (+14), Investigation 2 (+10), Perception 10 (+20), Persuasion 12 (+18)

Advantages
Accurate Attack, All-Out Attack, Beginner's Luck, Connected, Eidetic Memory, Extraordinary Effort, Improved Initiative 10, Inspire 3, Interpose, Inventor, Jack-of-All-Trades, Move-by Action, Power Attack, Seize Initiative, Takedown, Ultimate Effort 2 (Strength, Toughness)

Powers
- Wisdom of Solomon: Comprehend 3 (languages; speak/read/understand all); Enhanced Advantages 4 (Assessment, Beginner's Luck, Eidetic Memory, Jack-of-All-Trades); Variable 3, Free Action, Limited to Skills and Advantages • 34 points
- Strength of Hercules: Alternate Effects of Strength Damage (28 points); Enhanced Strength 30, Limited to Lifting • 30 points
-- AE: Groundstrike: Burst Area Damage 21, Must Be In Contact With The Ground • 1 point
-- AE: Unlimited Strength: Enhanced Strength 28, Limited to Lifting • 1 point
- Stamina of Atlas: Immunity 10 (life support), Regeneration 10 • 20 points
- Power of Zeus: Array (60 points), Senses 6 (Cosmic Awareness, Directed Inspiration, Postcognition) • 6 points
-- Base: SHAZAM!: Damage 28, Accurate 2, Penetrating, Indirect 2 • 60 points
-- AE: Hypnotic Gaze: Perception Affliction 20 (resisted by will, Dazed, Compelled, Controlled), Cumulative, Sense Dependent • 1 point
- Courage of Achilles: Immunity 5 (fear effects), Impervious Toughness 28, Protection 5 • 38 points
- Speed of Mercury: Array (56 points), Improved Initaitive 10, Quickness 12 • 22 points
-- Base (Dynamic): Flight of Mercury: Flight 28 • 56 points
-- DAE: Space-Flight: Movement 3 (Space Travel 3) • 2 points
-- DAE: Super-Speed: Enhanced Quickness 10; Speed 24 (32,000,000 MPH) • 2 points
-- DAE: Travel Between Worlds: Dimensional Travel 1 (Rock of Eternity) • 2 points

Offence
Initiative +44, Unarmed +14 [Close, Damage 28], SHAZAM! +14 [Close, Damage 28]

Defence
Dodge 14, Parry 14
Toughness 28 (Impervious 28), Fortitude 23, Will 17

Power Points
Abilities 188 + Powers 275 + Skills 31 + Advantages 15 + Defences 21 = Total 530


Complications
Enemy: Captain Marvel has a rather extensive rogues gallery, though his most iconic and recurring foes are Black Adam and Thaddeus Sivana.
Power Loss: Captain Marvel loses his powers as a side-effect of being struck by his own magical lightning. Though usually fast enough to avoid that when using it himself, he can occasionally suffer from side-effects.
Relationships: To the rest of the Captain Marvel family, including his sister Mary Marvel, his friend Captain Marvel Jr., Uncle Marvel, the three Lieutenant Marvels, and Tawky Tawny.
Secret Identity: He is secretly Billy Batson, though this is a more easily-kept secret than most.

Notes
So here we have the infamous Captain Marvel. Based most specifically off of the 1970s, where he and Superman were pretty much at a stalemate, though sometimes favouring Superman due to his improved skill. Though Captain Marvel is apparently faster by way of the Speed of Mercury, at least according to the Justice miniseries, so I've included that in the build above. He started out as a well-known Superman pastiche from Fawcett Comics, having much of the same overall aura, style and abilities, though as things developed, both of them went in different directions. What they share mostly in common is being the caped flying bricks who can both move planets with their bare hands, being incredibly heroic individuals dedicated to righting wrongs, saving the world on a regular basis, and also being adored by the writers. Though if anything Captain Marvel is more well-liked by the writers, if Alex Ross, Geoff Johns and others are any real indication.

In general, I have to admit that I agree with that. Captain Marvel is a really fun character, one of only a very small handful who's arguably even more heroic than the hero who spawned him, and is actually iconic enough to the point that he has his own specific pastiches. Most notable examples of that would be heroes like Marvelman and Maximum Man.
Narsil 2e
Narsil 3e

'Oil, an emergency? About time the people who run this planet of yours realize that to be dependent upon a mineral slime just doesn't make sense.'
-The Fourth Doctor, Terror of the Zygons
User avatar
Narsil
Daredevil
Daredevil
 
Posts: 785
Joined: Tue Mar 11, 2008 1:04 am
Location: The United Kingdom

Re: Narsil 3e: She-Hulk, Spider-Man, 1960s Batman, Capt. Marvel

Postby Goldar » Fri Aug 03, 2012 11:38 am

Hi Narsil!

I have to say I really like and enjoy your profiles, especially the Hulk, She-Hulk and Captain Marvel! I love seeing such high STR and PL levels!

It will be interesting to see your profiles for these characters, if you choose to do them:
Black Adam, CM3, Mary Marvel, Donna Troy and Wonder Woman. (Don't forget, that like the Marvels, WW receives her powers from 6 gods/goddesses too and should be nearly equivalent in STR and Speed!)

I think your profiles would be most awesome with some powerful Marvel characters like Count Nefaria, Hyperion, Wonder Man and Phoenix! All of them had a lower beginning and later higher level of abilities. Any plans for these characters?

Thanks and keep up the good work!
User avatar
Goldar
Partisan
Partisan
 
Posts: 619
Joined: Thu Apr 28, 2011 7:58 am

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Google [Bot] and 13 guests