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: She-Hulk, Spider-Man, 1960s Batman, Capt. Marvel

Postby Narsil » Fri Aug 03, 2012 11:58 am

I'll see about getting to some of those. That said, I do already have a build of an earlier, lower-level Hyperion here, and I have a bit of a full schedule coming up later. Though you shouldn't worry; though not all of those will be on the upcoming list, there are more than enough high-power heroes coming up soon.

Next up... Zatanna!
Last edited by Narsil on Fri Aug 03, 2012 12:06 pm, edited 1 time in total.
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

#032: Zatanna Zatara, Earth-One

Postby Narsil » Fri Aug 03, 2012 12:00 pm

Image

Zatanna Zatara, Earth-One
PL 14


Abilities
Strength 0, Stamina 2, Agility 3, Dexterity 4, Fighting 2, Intellect 4, Awareness 5, Presence 5

Skills
Deception 8 (+13), Expertise: Magic 12 (+16), Insight 7 (+12), Perception 8 (+13), Performance 9 (+14), Persuasion 8 (+13), Sleight of Hand 11 (+15), Stealth 7 (+10)

Advantages
Artificer, Attractive, Connected, Extraordinary Effort, Fascinate (Performance), Ritualist, Skill Mastery (Expertise: Magic), Trance, Teamwork, Ultimate Effort (magic-based checks)

Powers
- Mistress of Sorcery: Array (58 points)
-- Base: Ekam Em Raeppasid!: Teleport 13, Accurate, Extended, Improved Mass 6 • 58 points
-- AE: Cigam Elissim!: Perception-Range Damage 14 • 1 point
-- AE: Cigam Enogeb!: Perception-Range Nullify 14, Broad, Simultaneous • 1 point
-- AE: Emoceb Slamina!: Burst-Area Affliction 11 (fortitude; Entranced, Compelled, Transformed), Selective, Progressive • 1 point
-- AE: Evom Ti!: Perception Range Move Objects 11, Burst Area, Selective, Increased Mass 3 • 1 point
-- AE: Laever Ot Em!: Remote Sensing 18 (Visual, Auditory, Mental), Medium (reflective surfaces), Dimensional 2 • 1 point
-- AE: Mrofsnart Won!: Transform 11 (any inanimate to any inanimate), Continuous, Improved Mass 3 • 1 point
-- AE: Stcejbo Emoc Ot Efil! Perception Range Animated Objects Summon 12, Horde, Multiple Minions 5 (up to 32 minions), Requires Available Objects • 1 point
-- AE: Tcetrop Su!: Impervious Protection 14, Affects Others, Burst Area, Sustained • 1 point
-- AE: Uoy Era Won Ni Ym Rewop!: Perception Ranged Affliction 14 (will; Entranced, Compelled, Controlled), Progressive • 1 point
-- AE: Won Enogeb!: Teleport 13, Attack, Ranged, Extended, Improved Mass 6 • 1 point
-- AE: Won Raeppa!: Perception Ranged Create 14, Continuous, Precise, Subtle • 1 point
- Mystic Senses: Senses 6 (Magical Awareness; Detect Magic [ranged], Acute, Analytical, Extended) • 6 points

Offence
Initiative +3, Unarmed +2 [Close, Damage 0], Magical Power [Perception, Damage 14, plus other effects]

Defence
Dodge 12, Parry 12
Toughness 2, Fortitude 8, Will 20

Power Points
Abilities 50 + Powers 75 + Skills 35 + Advantages 10 + Defences 40 = Total 210


Complications
Bound and Gagged: If Zatanna is unable to speak aloud, she cannot cast her spells. She must also enunciate them in backwards English.
Guilt: Over the death of her father, John Zatara.
Relationships: Zatanna is known for her occasional close interactions with the British occultist John Constantine.
Responsibility: As an occasional member of the Justice League, and as one of the premier magical superheroes of the DC Universe.

Notes
Zatanna is, like much the DC Universe, quite significantly more powerful Pre-Crisis. Though in her case it's somewhat more difficult to notice since she didn't start appearing much until after the Crisis hit. For the most part, she acts as the Justice League's local magic expert and has a list of abilities that fit that pretty well. I was going to go with a straightforward array for her, but really? She's a pretty damn versatile heroine, and can do practically anything by simply speaking it backwards. In this case, she's got seventy-five points to spend on various effects, though they're distracting to actually use and require a standard action to actually summon.

EDIT: I eventually just reneged and gave her an array. It still gives her a few fun things to play with. Her array is still pretty damn versatile, though, and she has fifty-eight points to play with when it comes down to power stunts. Note that I have a personal house-rule implemented which turns multiple minions into a flat modifier.
Last edited by Narsil on Sun Aug 05, 2012 3:54 am, edited 1 time in total.
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

#033: Green Lantern (John Stewart)

Postby Narsil » Fri Aug 03, 2012 2:24 pm

Image

Green Lantern of Sector 2814, Earth-One (John Stewart)
PL 19


Abilities
Strength 3, Stamina 3, Agility 2, Dexterity 4, Fighting 7, Intellect 3, Awareness 3, Presence 1

Skills
Athletics 8 (+11), Close Combat: Unarmed 4 (+11), Expertise: Architecture and Engineering 14 (+17), Expertise: Academic 5 (+8), Expertise: Military Tactics 9 (+12), Insight 8 (+11), Intimidation 6 (+7), Ranged Combat: Power Ring 3 (+15), Technology 8 (+11), Vehicles 5 (+9)

Advantages
Accurate Attack, Benefit (Status [Green Lantern]), Extraordinary Effort, Favoured Environment 2 (Airborne, Space), Fearless, Improved Aim, Improved Initiative, Precise Attack 2 (Ranged; Cover/Concealment), Power Attack, Ranged Attack 8, Teamwork

Powers
[color=green]Green Lantern Power Ring: 225 points, Removable (-45 points) • 180 points total
- AI and Ring Database: Features 2 • 2 points
- Communication: Senses 1 (Communication Link to Central Power Battery) • 1 point
- Green Energy Manipulation: Array (75 points)
-- Base (Dynamic): Energy Constructs: Create 23, Movable, Improved Volume 5, Precise • 76 points
-- DAE: Energy Beam: Damaging Move Object 23, Improved Mass 5, Precise • 2 points
-- DAE: Energy Blast: Ranged Damage 23, Multiattack • 2 points
-- DAE: Holograms: Illusion 18 (visual, auditory), Independent • 2 points
-- DAE: Invisibility: Concealment 4 (all visual) • 2 points
-- DAE: Matter Manipulation: Ranged Transform 15 (any inanimate to any inanimate; 12 tons) • 2 points
-- DAE: Mental Alteration: Perception-Ranged Affliction 15 (resisted by will; Entranced, Compelled, Transformed), Progressive, Selective, Limited (to erasing memories) • 2 points
-- DAE: Phasing: Insubstantial 4 (affected by yellow objects) • 2 points
-- DAE: Telepathic Probing: Mind Reading 15, Cumulative, Effortless, Ranged • 2 points
- Green Lantern Uniform: Features 1 (Quick Change) • 1 point
- Limited Cellular Enhancement: Enhanced Fortitude 7, Regeneration 8 • 15 points
- Protective Aura: Immunity 10 (life support); Impervious Protection 20; Enhanced Defences (Dodge 5, Parry 5) • 60 points
- Scanning Beam: Array (15 points)
-- Base: Electromagnetic Scan: Senses 15 (Detect Electromagnetic 2; Accurate, Analytical, Ranged, Extended 4, Penetrates Concealment, Tracking) • 15 points
-- AE: Life Scan: Senses 15 (Detect Life 2; Accurate, Analytical, Ranged, Extended 4, Penetrates Concealment, Tracking) • 1 point
-- AE: Radar Scan: Senses 13 (Radio; Accurate, Analytical, Extended 4, Penetrates Concealment, Tracking) • 1 point
-- AE: Visual Scan: Senses 11 (Visual; Analytical, Extended 4, Counters Concealment, Penetrates Concealment) • 1 point
- Travel Between the Stars: Flight 20 (2,000,000 MPH), Movement 4 (Adaptation: Zero-G Environments, Space Travel 3) • 28 points
- Universal Translator: Comprehend Languages 4, Sustained • 8 points

Offence
Initiative +6, Unarmed +11 [Close, Damage 3], Power Ring +15 [Ranged, Damage 23]

Defences
Dodge 15, Parry 15
Toughness 23 (Impervious 20), Fortitude 14, Will 23

Power Points
Abilities 52 + Powers 180 + Skills 35 + Advantages 20 + Defences 33 + Total 320


Complications
Champion of the Downtrodden: Living for most of his life as a second-class citizen of the United States, John Stewart is particularly incensed by oppression, and often takes a highly liberal, left-wing slant.
Power Loss: The Green Lantern power ring must be periodically recharged, once every twenty-four hours, or it will cease to function.
Responsibility: Given that he wields one of the most powerful weapons in the universe, John Stewart sees it as his responsibility to use the power ring for the right causes.
Weakness: Due to an impurity in the metal of the power battery's construction, the ring's constructs and powers cannot affect yellow objects.

Notes
So here we have the first of the Pre-Crisis Green Lantern builds I'm going to be doing. Ironically enough, he was the last of the Pre-Crisis Lanterns, John Stewart was introduced in the early seventies as part of the socially conscious shift that the Green Lantern/Green Arrow books were exploring, as a replacement for the previous 'backup Green Lantern', Guy Gardner, who had been injured and put into a coma. John Stewart made occasional appearances as the 'backup Lantern' after that, going on various missions where Hal Jordan was unavailable, and eventually took over entirely for a while. Most of his fame and popularity comes from people who had their first real introduction to the DC Universe by way of the various ''Diniverse' or Timmverse' animated series, where John Stewart was used as the Green Lantern for the Justice League animated series.

His handling in that series was pretty fantastic, and was in fact my first introduction to the concept of the Green Lantern, so he's probably always going to be my favourite of the bunch.

This verison of John Stewart takes mostly from what I've read of his Pre-Crisis appearances, which admittedly isn't much, but mixes in a little bit of what the early-on Green Lanterns were capable of, as well as various facts about him from his later appearances. I was going to give him a variable power, but the array was a little more interesting to try and develop.
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

#034: The Flash (Barry Allen)

Postby Narsil » Sat Aug 04, 2012 9:09 am

Image

The Flash, Earth-One (Barry Allen)
PL 14


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

Skills
Acrobatics 5 (+9), Athletics 5 (+7), Deception 8 (+10), Expertise: Forensic Science 10 (+14), Expertise: Law Enforcement 2 (+6), Expertise: Physics 8 (+12), Insight 8 (+10), Investigation 10 (+14), Perception 8 (+10), Persuasion 4 (+6), Technology 12 (+16)

Advantages
Accurate Attack, Agile Feint, Beginner's Luck, Benefit (Police Clearance), Close Attack 7, Contacts, Connected, Defensive Attack, Defensive Roll 5, Equipment 3, Evasion 2, Improved Initiative 24, Interpose, Inventor, Inspire, Instant Up, Leadership, Move-by Action, Power Attack, Seize Initiative, Takedown, Teamwork, Ultimate Effort

Powers
- Fastest Man Alive: Improved Initiative 24, Quickness 28, Speed 28 • 80 points
- Fast Thinker: Immunity 5 (all mind-reading effects) • 5 points
- Frictionless Aura: Immunity 5 (all friction based effects) • 5 points
- Speed Enhancements: Enhanced Defences 30 (Dodge 15, Parry 15), Enhanced Advantages 20 (Agile Feint, Close Attack 7, Defensive Roll 5, Evasion 2, Interpose, Instant Up, Move-by Action, Seize Initiative, Takedown) • 50 points
- Super-Speed: Array (32 points)
-- Base: Rapid Attack: Strength-based Damage 10, Burst Area 12, Selective 12 • 32 points
-- AE: Air Control: Cone Area Move Object 14, Close Range • 1 point
-- AE: Bullet-Catching: Deflect 16, Burst Area, Selective, Limited to Projectiles • 1 point
-- AE: Bullet-Throwing: Ranged Multiattack Damage 11, Quirk (requires objects to throw) • 1 point
-- AE: Momentum Punch: Strength-based Damage 14, Penetrating 16 • 1 point
-- AE: Rapid-Fire Punches: Strength-based Damage 10, Multiattack 12, Accurate 2 • 1 point
-- AE: Speed-Reading: Variable 4 (20 points of skills and advantages), Free Action, Requires Access to Books • 1 point
-- AE: Spinning: Burrowing 16, Penetrating 16 • 1 point
-- AE: Vacuum: Burst Area Cumulative Affliction 8 (fortitude; Dazed, Stunned, Incapacitated), Concentration • 1 points
-- AE: Vibrational Phasing: Insubstantial 4 (Intangible) • 1 point
-- AE: Whirlwind: Burst Area Move Object 14, Close Range • 1 point
- Unrelenting Momentum: Movement 3 (Wall-Crawling 2, Water-Walking), Only While Moving • 3 point

Equipment:
- Cosmic Treadmill: Dimensional Travel 3, Time Travel 3 • 12 points
- Costume Ring: Features 1 • 1 point

Offence
Initiative +100, Rapid-Fire Punches +16 [Close, Damage 12, Multiattack], Momentum Punch +12 [Close, Damage 16, Penetrating]

Defence
Dodge 20, Parry 20 (both Impervious 15)
Toughness 8 (3 without defensive roll), Fortitude 12, Will 12

Power Points
Abilities 50 + Powers 185 + Skills 40 + Advantages 15 + Defences 20 = Total 310


Complications
Enemies: The Flash has a long list of colourful enemies who seek his destruction. Most notable are Captain Cold and the rest of the Rogues Gallery, though his most lethal and dangerous foe is Eobard Thawne, the Reverse-Flash.
Relationships: As Barry Allen, the Flash is close to his wife Iris West. He also counts other members of the Justice League amongst his closest friends.
Secret Identity: The Flash is secretly Barry Allen, forensic scientist for the Central City Police Department
Weakness: Extra effort involving movement speed can over-exert the Flash and kill him.

Notes
The Flash is one of those interesting characters in comics. He represents a few important trend-setting areas. The original Flash was the first hero who broke the mould of the all-or-nothing type superheroes who either had a lot of power (Captain Marvel, Superman), or were reliant on a series of abilities that weren't powers (like Batman), being the very first superhero to have only one power, and the following implications of having that power. Quite obviously, that was super-speed for Jay Garrick. However, the Flash that I've posted here is actually arguably more important to comic books as a whole, probably even on the levels of Superman's own importance, even if he's less well-known and respected.

You see, back in the fifties, superhero comics were well on their way to dwindling in popularity. Superman, Wonder Woman and Batman were the only heroes that were arguably surviving that era, and even then only barely. Superman's early-fifties stories had turned him into a laughing stock, Batman was only barely a superhero, and Wonder Woman's stories only got published because of a licensing agreement. Most of the old heroes of the Golden Age had been cancelled, and their books replaced by comics that dealt with other genres, such as westerns, horror and science fiction. Most famously, All-Star Comics, the book that starred the Justice Society, was retitled All-Star Western, and its superhero plotlines had been entirely abandoned.

But then in 1956, DC Comics published a 're-imagined' version of the Flash as part of its Showcase anthology comics. The unexpected popularity of a new, science-fiction based superhero was ultimately the shot in the arm that the genre needed, and superhero comics started to become quite a bit more popular than they had been previously. What followed was the birth of what is now recognised as the Silver Age of Comic Books.

So while Superman created the superhero, the Flash was at least as important for ensuring their continued survival.

For the most part, this build draws a lot on wiki-trawling, reading a few issues of various comics (that, due to gaps in my collection, actually starred Wally West), glancing at the stats for the character in the Heroes & Villains book, and figuring out how to translate that into a workable Silver Age form. I tried to avoid mentioning the Speed Force, because it's my understanding that it wasn't mentioned much until later as a justification for various things. For the most part, this came out like a boosted-up version of the Heroes & Villains character, though I've included some actual offensive options for him here.
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

#035: Bronze Age Batman (1970s)

Postby Narsil » Sat Aug 04, 2012 9:41 am

Image

1970s 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 18 (+25), 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
- Polymath: Comprehend Languages 3 (understand, read, speak all); Variable 3 (training descriptor), Free Action • 33 points
- Utility Belt: Variable 11 (various gadgets), Move Action, Variable Descriptor 2, Removable (-18 points) • 82 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 115 + Skills 74 + Advantages 62 + Defences 34 + Total 395


Notes
The seventies Batman remained almost identical to his previous Silver Age incarnation, though the coming of the Bronze Age started to invoke a higher degree of the character's iconic darkness and grittiness. Though the gadgets were toned down, Batman himself was rearranged somewhat and acquired more and more of the 'Dark Knight' aspects that one might expect. Most notable is that in this area, he gained more non-gadget abilities, which weren't really in the region of power stunts. Such as immunity to mind control or brainwashing due to his mental discipline, or gaining improved martial arts skills. Most of that is handled as a variable power.

Also notable is that his intimidation skill now hits his PL15 caps, as opposed to having previously been one of his secondary skills. For the most part, he remains Silver Age in style, and this admittedly draws a lot from the old Super Friends cartoon.
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: #032: Zatanna Zatara, Earth-One

Postby Narsil » Sun Aug 05, 2012 3:55 am

Narsil wrote:Image

Zatanna Zatara, Earth-One
PL 14


Abilities
Strength 0, Stamina 2, Agility 3, Dexterity 4, Fighting 2, Intellect 4, Awareness 5, Presence 5

Skills
Deception 8 (+13), Expertise: Magic 12 (+16), Insight 7 (+12), Perception 8 (+13), Performance 9 (+14), Persuasion 8 (+13), Sleight of Hand 11 (+15), Stealth 7 (+10)

Advantages
Artificer, Attractive, Connected, Extraordinary Effort, Fascinate (Performance), Ritualist, Skill Mastery (Expertise: Magic), Trance, Teamwork, Ultimate Effort (magic-based checks)

Powers
- Mistress of Sorcery: Array (58 points)
-- Base: Ekam Em Raeppasid!: Teleport 13, Accurate, Extended, Improved Mass 6 • 58 points
-- AE: Cigam Elissim!: Perception-Range Damage 14 • 1 point
-- AE: Cigam Enogeb!: Perception-Range Nullify 14, Broad, Simultaneous • 1 point
-- AE: Emoceb Slamina!: Burst-Area Affliction 11 (fortitude; Entranced, Compelled, Transformed), Selective, Progressive • 1 point
-- AE: Evom Ti!: Perception Range Move Objects 11, Burst Area, Selective, Increased Mass 3 • 1 point
-- AE: Laever Ot Em!: Remote Sensing 18 (Visual, Auditory, Mental), Medium (reflective surfaces), Dimensional 2 • 1 point
-- AE: Mrofsnart Won!: Transform 11 (any inanimate to any inanimate), Continuous, Improved Mass 3 • 1 point
-- AE: Stcejbo Emoc Ot Efil! Perception Range Animated Objects Summon 12, Horde, Multiple Minions 5 (up to 32 minions), Requires Available Objects • 1 point
-- AE: Tcetrop Su!: Impervious Protection 14, Affects Others, Burst Area, Sustained • 1 point
-- AE: Uoy Era Won Ni Ym Rewop!: Perception Ranged Affliction 14 (will; Entranced, Compelled, Controlled), Progressive • 1 point
-- AE: Won Enogeb!: Teleport 13, Attack, Ranged, Extended, Improved Mass 6 • 1 point
-- AE: Won Raeppa!: Perception Ranged Create 14, Continuous, Precise, Subtle • 1 point
- Mystic Senses: Senses 6 (Magical Awareness; Detect Magic [ranged], Acute, Analytical, Extended) • 6 points

Offence
Initiative +3, Unarmed +2 [Close, Damage 0], Magical Power [Perception, Damage 14, plus other effects]

Defence
Dodge 12, Parry 12
Toughness 2, Fortitude 8, Will 20

Power Points
Abilities 50 + Powers 75 + Skills 35 + Advantages 10 + Defences 40 = Total 210


Complications
Bound and Gagged: If Zatanna is unable to speak aloud, she cannot cast her spells. She must also enunciate them in backwards English.
Guilt: Over the death of her father, John Zatara.
Relationships: Zatanna is known for her occasional close interactions with the British occultist John Constantine.
Responsibility: As an occasional member of the Justice League, and as one of the premier magical superheroes of the DC Universe.


An update to Zatanna, swapping the variable power for an array. She's now a clear PL14/210pp character.
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: John Stewart, Silver Age Barry Allen, '70s Batman

Postby Woodclaw » Sun Aug 05, 2012 9:10 am

Great Flash build.
I admit I would have downplayed many of his abilities, but my Flash builds are generally on a lower PL.
I also never considered how important the Scarlet Speedster was to the history of comic books, thanks for pointing it out.

About your '70s Batman I think it's also worthy to point out that this was the decade when Dick Grayson quitted being Robin and we got some incredibly dramatic storyline like "A death in the family".
"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: John Stewart, Silver Age Barry Allen, '70s Batman

Postby Narsil » Sun Aug 05, 2012 11:29 am

The Flash was a Pre-Crisis build, and therefore demanded a Pre-Crisis power level. :P

I'm going to be going back and tweaking all of the Batmen later, as a sidenote, as I get to grips with building various different types of characters.
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

Previous

Return to Roll Call

Who is online

Users browsing this forum: Nineofspades, Sidious and 10 guests