Jack of Spades: Mystique, Avalanche, Growth, Juggernaut

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Re: Jack of Spades vs. the DC Universe (3e): Black Canary

Post by jspade » Fri May 20, 2011 3:09 pm

Black Canary • PL 11
    Abilities
    STR 2, STA 3, AGL 5, DEX 3, FGT 11, INT 2, AWE 2, PRE 2

    Powers
    Canary Cry: Array (22 points) • 26 points
    • Burst 2 Area Affliction 11 (Impaired, Disabled, Unaware), Limited to Hearing, Concentration, Distracting • 22 points
    • Cone Area Damage 6, Concentration, Distracting, Linked to Cone Area Affliction 5 (Impaired, Disabled, Unaware), Limited to Hearing, Concentration, Distracting • 1 point
    • Cone Area Damage 11, Concentration, Distracting • 1 point
    • Burst Area Damage 11, Concentration, Distracting • 1 point
    • Burst Area Affliction 11 (Dazed, Sunned, Incapacitated), Concentration, Distracting • 1 point
    Advantages
    Agile Feint, All-out Attack, Assessment, Defensive Attack, Defensive Roll 3, Distract (Intimidation), Equipment 3, Evasion, Grabbing Finesse, Improved Defense, Improved Disarm, Improved Grab, Improved Initiative, Improved Hold, Improved Trip, Languages (Chinese, English), Move-by Action, Power Attack, Precise Attack (Close; Concealment), Ranged Attack 3, Redirect, Seize Initiative, Takedown, Weapon Bind

    Skills
    Acrobatics 6 (+11), Athletics 8 (+10), Close Combat: Unarmed 9 (+20), Deception 6 (+9), Expertise: Florist 4 (+6), Insight 5 (+7), Intimidation 6 (+9), Investigation 6 (+8), Perception 8 (+10), Persuasion 4 (+7), Stealth 5 (+10), Treatment 3 (+5), Vehicles 4 (+7)

    Equipment
    BoP Comlink: Comlink • 1 points
    JLA Signal Device: Comlink • 1 point
    Motorcycle: Medium (SM −2), STR 1, SPD 6, TOU 8 • 10 points

    Offense
    Init +9, Canary Cry (Area Damage 11 and others), Unarmed +20 (Damage 2, DC 17)

    Defenses
    Dodge 14, Parry 16, Will 11, Fort 9, Toughness 6/3

    Power Points
    Abilities 60 + Powers 26 + Advantages 30 + Skills 37 + Defenses 27 = Total 180 points

    Complications
    Computer Illiterate: Black Canary has no skill with computers, and is one of those people who can crash a machine by hitting the space bar.

    Power Loss: Injury to her throat can cause Black Canary to lose her canary cry. Her Fighting is Disabled if she appears with Green Arrow.

    Relationships: Black Canary is estranged from Green Arrow. She has very close friendships with Oracle, the Huntress, and Lady Blackhawk.

    Notes
    :idea: The official Canary is iconic, but to me the Birds of Prey version is definitive. I think at this point she's a better martial artist than Batman (he's stronger and tougher, so it evens out), one of the best in the world. I de-emphasized the Canary Cry by making it Distracting.

    :idea: Judd Winick should not be allowed to write female characters.
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    Re: Jack of Spades vs. the DC Universe (3e): Huntress

    Post by jspade » Fri May 20, 2011 3:22 pm

    Huntress • PL 9
      Abilities
      STR 2, STA 2, AGL 5, DEX 4, FGT 12, INT 1, AWE 1, PRE 0

      Powers
      Crazy Girl: Healing 2, Limited to Self, Subtle, Temporary; Immunity (Mind Control), Limited to Half Effect • 7 points

      Gotham Pedestrian: Movement 1 (Swinging) • 2 points

      Advantages
      Close Attack 1, Defensive Attack, Defensive Roll 4, Equipment 5, Fearless, Grabbing Finesse, Improved Critical: Unarmed 2, Improved Critical: Crossbow 2, Improved Trip, Languages 1 (French, Italian), Power Attack, Quick Draw, Ranged Attack 3, Startle, Takedown, Tracking

      Skills
      Acrobatics 7 (+12), Athletics 8 (+10), Close Combat: Unarmed 2 (+14), Deception 6 (+6), Expertise: Streetwise 6 (+7), Insight 7 (+8), Intimidation 10 (+10) [Startle], Investigation 7 (+8), Perception 9 (+10) [Tracking], Ranged Combat: Crossbow 6 (+13), Stealth 7 (+12), Vehicles 5 (+9

      Equipment
      Crossbow: Ranged Damage 3, Improved Critical 1 • 8 points
      • AE Bo Staff: Strength-based Damage 3, Improved Defense • 4 points
      BoP Comlink: Comlink • 1 point

      Motorcycle: Medium (SM −2), STR 1, SPD 6, TOU 8 • 10 points

      Utility Garters: Grapple gun, handcuffs • 2 points

      Offense
      Init +5, Bo Staff +13 (Damage 5, DC 20), Crossbow +13 [17-20] (Ranged Damage 3, DC 18), Unarmed +14 [18-20] (Damage 2, DC 17)

      Defenses
      Dodge 12, Parry 12, Will 5, Fort 5, Toughness 6/2

      Power Points
      Abilities 54 + Powers 11 + Advantages 26 + Skills 40 + Defenses 14 = Total 145 points

      Complications
      Motivation: The Huntress is still trying to avenge her family and bring justice to Gotham in general

      Promiscuous: Huntress has been shallowly involved with a number of men.

      Religious: Though she doesn't talk about it much, Huntress has a core of faith.

      Reputation: The more rational members of the heroic community view the Huntress as volatile and unpredictable.

      Secret Identity: Huntress maintains her Helena Bertinelli identity.

      Temper: When Helena gets her Italian up, watch out.

      Notes
      :idea: The thing with the Huntress is, she doesn't doesn't back down and she doesn't go down. Her minor "crazy girl" power lets her essentially take extra recoveries and keep fighting, even against the likes of Lady Shiva.
      Last edited by jspade on Mon Jul 02, 2012 8:29 pm, edited 1 time in total.
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      Re: Jack of Spades vs. the DC Universe (3e): Lady Blackhawk

      Post by jspade » Fri May 20, 2011 3:46 pm

      Lady Blackhawk • PL 8
        Abilities
        STR 2, STA 2, AGL 2, DEX 3, FGT 9, INT 1, AWE 1, PRE 1

        Advantages
        Benefit: Wealth, Defensive Roll 3, Equipment 13, Improved Aim, Languages (French, German), Ranged Attack 5, Second Chance: Piloting, Skill Mastery: Vehicles, Teamwork, Ultimate Effort: Piloting

        Skills
        Athletics 5 (+7), Close Combat: Unarmed +1 (+10), Deception 6 (+7), Expertise: Military 5 (+6), Insight 4 (+5), Intimidation 5 (+6), Perception 7 (+8), Ranged Combat: Pistol 3 (+11), Sleight of Hand 3 (+6), Stealth 5 (+7), Vehicles 15 (+18) [Second Chance, Skill Mastery, Ultimate Effort]

        Equipment
        BoP Comlink: Comlink • 1 point

        Leather Minidress of Power: Protection 1 • 1 point

        Twin Pistols: Ranged Multiattack Damage 3 • 9 points

        Aerie 1 (Jet): Gargantuan, STR 12, TOU 11 DEF 4, Flight 8. Features: Dazzle 5 (Radar & Vision), Missiles (Ranged Damage 11, Burst 8, Homing 6, Unreliable: Limited Uses), Communications, Computer, Medbay [51] • 54 points
        • AE Aerie 2 (Helicopter): Huge, STR 8, TOU 11, DEF 6, Flight 7. Features: Concealment (Normal Auditory), Machine Guns (Ranged Multiattack Damage 6), Remote Control, Senses 3 (Extended Vision 1, Infrared Vision, Low-Light Vision) [40] • 1 point
        • AE Aerie 3 (SUV): Huge, STR 9, DEF 6, TOU 10, Speed 6. Features: Alarm 3 (DC 30), Caltrops, Hidden Compartments, Navigation System 2, Oil Slick, Remote Control, Senses 3 (Communication Link to Clocktower, Infravision, Low-Light Vision), Impervious Toughness 6 [26] • 1 point
        Offense
        Init +2, Guns +11 (Ranged Multiattack Damage 3, DC 18), Unarmed +10 (Damage 2, DC 17)

        Defenses
        Dodge 9, Parry 10, Will 5, Fort 10, Toughness 6/3

        Power Points
        Abilities 42 + Advantages 18 + Skills 30 + Defenses 20 = Total 120 points

        Complications
        Motivation: Thrillseeker

        Out of Time: Zinda is still occasionally unready for the 21st century.
        Rambunctious: Zinda is always ready for a party or a fight. Or both.

        Notes
        :idea: Supposedly, Zinda just drives the bus, but she's not content to be confined to that role. She most comes into her own, though, when she's behind the stick of one of the Birds' vehicles.
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        Re: Jack of Spades vs. the DC Universe (3e): Birds of Prey

        Post by catsi563 » Fri May 20, 2011 4:58 pm

        noticed a little something i had to comment on with your BOP builds.

        first Oracle, you needed something to add to her what id suggest is skills in close combat and with escrimna sticks. Barbara as part of her rehab trained very hard to make herself capable in afight. she proved this by beating Spy Smasher in hand to hand, she trained in several martial Arts including Krav Maga and Juijutsu in order to do so.

        Second Black Canary youve got her listed as a total +20 close combat skill where as you have Wonder Woman as a total +15 close combat skill. I find this to be incongrous with the storylines and characters.

        As example when Lady Shiva known as one of the deadliest Martial Artists in the DC universe offered to train canary Dinah turned her down (politely) and instead sought out someone far bette rin her opinion and closer to her way of thinking to train her.

        She chose Diana. I do agree that in some ways Dinah is Batmans equivalent to Bats in the martial arts, But both Superman and Batman have both stated separately that Diana is one of the greatest hand to hand combatants in the world.

        just some thoughts.
        Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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        Re: Jack of Spades vs. the DC Universe (3e): Birds of Prey

        Post by Arthur Eld » Fri May 20, 2011 7:05 pm

        To be fair, Wonder Woman can use Accurate Attack to get a +20 unarmed bonus, with Damage rank 10. Batman level accuracy, rocket launcher level damage. Black Canary can Accurate Attack as well, but only for +2, for a total of +22 to hit, Damage rank 0.

        I think its pretty clear that Wonder Woman is just as good, and any difference is more than negligible given the damage disparity.

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        Re: Jack of Spades vs. the DC Universe (3e): Birds of Prey

        Post by jspade » Fri May 20, 2011 10:03 pm

        Arthur hit exactly my thinking there. The only people I can think of I consider to be better than Black Canary are Lady Shiva and Blackbat (Cassandra Cain); Batman, IMO, isn't.

        Oracle's already attacking at +11 with the sticks, and parrying at 13; I don't really see her as that much better. My view is her training with Richard Dragon (1) got her back up to her Batgirl levels despite the chair, and (2) broadened her skills from just unarmed to armed combat (going from Close Combat: Unarmed and Parry to Fighting). Possibly I'll just have her buy Black Canary, Huntress, Batgirl, and Lady Blackhawk as sidekicks. : )
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        Re: Jack of Spades vs. the DC Universe (3e): Batman

        Post by jspade » Fri May 20, 2011 10:15 pm

        BatmanPL 11
        • Speak of the devil and he shall appear...
        Abilities
        STR 3, STA 4, AGL 5, DEX 5, FGT 14, INT 7, AWE 7, PRE 3

        Powers
        Acrobatman: Movement 1 (Swinging) • 2 points

        Creature of the Night: Senses 1 (Low-Light Vision) • 1 point

        Advantages
        Assessment, Benefit 5 (billionaire), Breakin, Connected, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 4, Equipment 18, Evasion, Favored Environment (Urban night), Hide in Plain Sight, Improved Critical (Unarmed), Improved Initiative, Improvised Tools, Instant Up, Jack-of-all-trades, Languages 4, Planner, Power Attack, Precise Attack (Close & Ranged; Concealment), Quick Draw, Ranged Attack 5, Redirect, Seize Initiative, Set-up, Sidekick 8 (Alfred), Skill Mastery (Intimidation), Skill Mastery (Investigation), Startle, Takedown, Trance, Tracking, Ultimate Effort (Investigation), Ultimate Effort (Will checks), Uncanny Dodge, Well-informed

        Skills
        Acrobatics 10 (+15), Athletics 12 (+15), Close Combat: Unarmed 4 (+18), Deception 7 (+14) [Redirect, Set-up], Expertise: Supervillain Takedowns 9 (+16), Expertise: Criminology 14 (+21), Expertise: Gotham 13 (+20), Insight 8 (+15), Intimidation 17 (+20) [Set-up, Skill Mastery, Startle], Investigation 14 (+21) [Contacts, Skill Mastery, Ultimate Effort, Well-Informed], Perception 13 (+20), Persuasion 1 (+4) [Connected], Ranged Combat: Thrown 4 (+14), Sleight of Hand 13 (+18), Stealth 13 (+18/+20) [Breakin], Technology 6 (+13), Treatment 3 (+10), Vehicles 9 (+13)

        Equipment
        Cowl Radio: Comlink • 1 point
        Night-Vision Lenses: Senses 1 (Infravision) • 1 point

        Utility Belt
        Batcuffs: Restraints (TOU 9, DC 20 to escape) • 1 point
        Batnoculars: Binoculars (+5 vs. distance penalties) • 1 point
        Flashlight: Feature 1 (Illumination) • 1 point
        Grapple Gun: Feature 1 (Swingline) • 1 point
        Mini-Tracers: Feature 1 (Tracking) • 1 point
        Rebreather: Immunity 2 (Suffocation), Limited • 1 point
        Video Camera: Audiovisual recorder • 2 points

        Thrown Weapons: Array (12 points) • 17 points
        • Batarang: Ranged Damage 4, Accuracy +4, Indirect 2 • 12 points
        • Batgrenades: Ranged Burst Damage 4 • 1 point
        • Batshuriken: Ranged Damage 4, Multiattack • 1 point
        • Flash Bomb: Ranged Burst Area Affliction 6 (Vision Impaired, Vision Disabled, Vision Unaware; Resisted by Fortitude), Limited to Vision • 1 point
        • Sleep Gas Bomb: Ranged Cloud Area Affliction 4 (Fatigued, Exhausted, Asleep; Resisted by Fortitude) • 1 point
        • Smoke Bombs: Environment 3 (−5 Visibility) • 1 point
        Vehicles & Batcave: As per the Heroes Handbook • 59 points

        Offense
        Init +9, Batarang +18 (Ranged Damage 3, DC 19), Unarmed +18 [19-20] (Damage 3, DC 19)

        Defenses
        Dodge 14, Parry 14, Will 15, Fort 7, Toughness 8/4

        Power Points
        Abilities 114 + Powers 3 + Advantages 77 + Skills 80 + Defenses 18 = Total 291 points

        Complications
        Motivation: Justice

        Obsession: Fighting crime

        Relationships: Batman is actually quite social. Important relationships for him include Alfred Pennyworth, Nightwing, Robin, Oracle, Jim Gordon, Superman, and Wonder Woman. He's a sometime-mentor to Supergirl as well.

        Secret Identity: The Batman's secret identity is one of his best protections.

        Notes

        :idea: I'm not as impressed with the Batman as most comics fans, but that doesn't mean he's unimpressive.

        :idea: His Planner advantage gives him the ability, given time, to concoct a way to take out people far more powerful than he, and he's obsessive enough to put a plan in place for virtually anyone. Basically, Planner is like Ritualist, but for pre-planned activities rather than magic spells.

        :idea: Other than that I lowered his skill ranks a bit in several places, notably his combat skills. He's incredibly good, but there are people better.

        EDIT: I don't think Batman's actually noticeably stronger than guys like Nightwing and Daredevil. Lowering his Strength to 3 leaves room for human beings to be bigger and stronger than he is, which isn't inconsistent with the comics.
        Last edited by jspade on Thu Jul 12, 2012 2:01 pm, edited 5 times in total.
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        Re: Jack of Spades vs. the DC Universe (3e): Nightwing

        Post by jspade » Fri May 20, 2011 10:30 pm

        NightwingPL 10
          Abilities
          STR 3, STA 3, AGL 7, DEX 4, FGT 13, INT 3, AWE 3, PRE 4

          Powers
          World's Greatest Acrobat: Movement 2 (Slow Fall, Swinging) • 4 points

          Advantages
          Agile Feint, Benefit 4 (Multimillionaire), Close Attack 1, Connected, Contacts, Defensive Attack, Defensive Roll 3, Equipment 16, Evasion, Hide in Plain Sight, Improved Initiative, Jack-of-All-Trades, Languages 2, Leadership, Move-by Action, Power Attack, Quick Draw, Ranged Attack 5, Redirect, Seize Initiative, Set-up, Skill Mastery (Acrobatics), Skill Mastery (Investigation), Takedown, Ultimate Skill: Acrobatics, Uncanny Dodge, Very Attractive, Well-informed

          Skills
          Acrobatics 13 (+20) [Agile Feint, Redirect, Set-up, Skill Mastery, Ultimate Skill], Athletics 10 (+13), Close Combat: Unarmed 2 (+15), Deception 4 (+8/+13) [Attractive, Redirect, Set-up], Expertise: Criminology 7 (+10), Expertise: Gotham 7 (+10), Insight 12 (+16), Intimidation 6 (+10), Investigation 12 (+15) [Contacts, Skill Mastery, Well-Informed], Perception 8 (+12) [Tracking], Persuasion 6 (+10/+15) [Attractive, Connected], Ranged Combat: Throwing 5 (+14), Sleight of Hand 6 (+10), Stealth 7 (+14) [Hide in Plain Sight], Technology 10 (+13), Treatment 1 (+4), Vehicles 4 (+8)

          Equipment
          Mask: Senses 1 (Low Light Vision), Comlink • 2 point

          Glove & Boot Compartments
          Batcuffs: Restraints (TOU 9, DC 20 to escape) • 1 point
          Batnoculars: Binoculars (+5 vs. distance penalties) • 1 point
          Flashlight: Feature 1 (Illumination) • 1 point
          Grapple Gun: Feature 1 (Swingline) • 1 point
          Mini-Tracers: Feature 1 (Tracking) • 1 point
          Rebreather: Immunity 2 (Suffocation), Limited • 1 point
          Video Camera: Audiovisual recorder • 2 points

          Weapons: Array (8 points) • 10 points
          • Taser: Raged Affliction 4 (Fort; Dazed, Sunned, Incapacitated) • 8 points
          • "Wing-Ding" Throwing Disks: Ranged Damage 3, Accuracy +2, Indirect 1 • 1 point
          • Escrima Sticks: Strength-based Damage 3 • 1 point
          Night Ride: Large, STR 5, SPD 6, DEF 9, TOU 8. Features: Alarm 3 (DC 30), Caltrops, Cloaking Device (Auditory), Hidden Compartments, Immunity 5 (Heat, Cold, Suffocation), Morph 1 (Sportscar), Navigation System 2, Oil Slick, Remote Control, Senses 3 (Communication Link to Batcave, Infravision, Low-Light Vision), Impervious Toughness 6. • 40 points
          • AE Night Flier: Huge, STR 10, Speed 9, DEF 6, TOU 10. Features: Alarm 3 (DC 30), Cloaking Device (Radio), Navigation System 2, Remote control, Missiles (Ranged Damage 11, Burst Area 8, Homing 6, Unreliable) [39] • 1 point
          Bunker: Huge, TOU 10. Features: Communications, Computer, Concealed, Defense System, Dock, Garage, Gym, Hanger, Infirmary, Laboratory, Library, Living Space, Power System, Workshop • 20 points

          Offense
          Init +11, Escrima Sticks +13 (Damage 6, DC 21), Wing-Ding +14 (Ranged Damage 3, DC 18), Unarmed +15 (Damage 3, DC 18)

          Defenses
          Dodge 14, Parry 14, Will 11, Fort 7, Toughness 8/4

          Power Points
          Abilities 78 + Powers 4 + Advantages 55 + Skills 60 + Defenses 17 = Total 206 points

          Complications
          Motivation: Justice

          Relationships: Dick Grayson is probably one of the best connected people in the superheroic community. Of particular importance to him these days are his relationships with Batman, Troy, and Bluejay, but he counts the entire Bat-family and the Titans among his extended "family."

          Responsibility: Nightwing is trying to live up to his mentor's legacy and raise Damian as well as he was raised by Damian's father.

          Secret Identity: Dick Grayson, heir to the Wayne fortune.

          Notes
          :idea: For our continuity, Dick Grayson has gone back to the Nightwing identity. Damian continues as his partner as Bluejay.

          :idea: Dick had to trade in his cycle for a car (since Damian can't drive), but I'm not a fan of the science-fictiony flying Batmobile, so this is more a traditional gadget-car. He also has his own version of the Batwing.

          :idea: Dick is more acrobatic and less investigatory than Batman, but better at the human intelligence side of detective work. He's also a more inspiring leader, if more seat-of-the-pants on planning.
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          Re: Jack of Spades vs. the DC Universe (3e): Robin

          Post by jspade » Fri May 20, 2011 10:48 pm

          RobinPL 9
            Abilities
            STR 4, STA 4, AGL 5, DEX 5, FGT 14, INT 7, AWE 7, PRE 3

            Powers
            Gotham Pedestrian: Movement 1 (Swinging) • 2 points

            Advantages
            Assessment, Defensive Attack, Defensive Roll 2, Equipment 14, Hide in Plain Sight, Jack-of-All-Trades, Languages 2, Planner, Power Attack, Second Chance: Investigation, Skill Mastery: Investigation, Well-Informed

            Skills
            Acrobatics 7 (+12) [Agile Feint], Athletics 8 (+10), Close Combat: Unarmed 3 (+15), Deception 6 (+8), Expertise: Criminology 5 (+10), Intimidation 7 (+9), Investigation 11 (+16) [Skill Mastery, Second Chance, Well-Informed], Perception 3 (+8), Ranged Weapon: Thrown 5 (+7), Sleight of Hand 2 (+7), Stealth 7 (+12) [Hide in Plain Sight], Technology 8 (+13), Vehicles 4 (+6)

            Equipment
            Costume: Comlink, Senses 3 (Direction & Distance Sense, Low-light Vision), Protection 1 • 4 points
            Staff: Strength-based Damage 3, Reach 1, Improved Defense • 4 points

            Utility Belt
            Batcuffs: Restraints (TOU 9, DC 20 to escape) • 1 point
            Flashlight: Feature 1 (Illumination) • 1 point
            Grapple Gun: Feature 1 (Swingline) • 1 point
            Mini-Tracers: Feature 1 (Tracking) • 1 point
            Rebreather: Immunity 2 (Suffocation), Limited • 1 point
            Video Camera: Audiovisual recorder • 2 points
            Thrown Weapons: Array (12 points) • 15 points
            • Flash-Bang Grenades: Ranged Burst Affliction 4 (Dodge; Impaired, Disabled, Unaware) • 12 points
            • Batarang: Ranged Damage 2, Accuracy +4, Indirect 1 • 1 point
            • R-iken: Ranged Damage 2, Accuracy +4, Multiattack • 1 point
            • Smoke Bombs: Environment 3 (−5 Visibility) • 1 point
            Vehicles
            Redbird: Large, STR 5, SPD 6, DEF 9, TOU 8. Features: Alarm 3 (DC 30), Caltrops, Cloaking Device (Auditory), Hidden Compartments, Immunity 5 (Heat, Cold, Suffocation), Morph 1 (Sportscar), Navigation System 2, Oil Slick, Remote Control, Senses 3 (Communication Link to Batcave, Infravision, Low-Light Vision), Impervious Toughness 6 [39] • 40 points
            • AE Redwing: Huge, STR 10, Speed 9, DEF 6, TOU 10. Features: Alarm 3 (DC 30), Cloaking Device (Radio), Navigation System 2, Remote control, Missiles (Ranged Damage 11, Burst Area 8, Homing 6, Unreliable) [39] • 1 point
            Offense
            Init +5, Batarang +11 (Ranged Damage 2, DC 17), R-iken +11 (Ranged Multiattack Damage 2, DC 17), Staff +12 (Damage 5, DC 20), Unarmed +15 (Damage 2, DC 17)

            Defenses
            Dodge 13, Parry 13, Will 8, Fort 6, Toughness 5/3

            Power Points
            Abilities 70 + Powers 2 + Advantages 27 + Skills 38 + Defenses 16 = Total 153 points

            Complications
            Motivation: Justice

            Brooding: Tim has a tendency to take on more than he can really handle while maintaining a balanced life; he has some of the Batman's obsessive tendencies.

            Relationships: Robin has had some romantic entanglements, but his closest relationships are to Batman, Nightwing, and his Titans friends Superboy and Wonder Girl.

            Secret Identity: Timothy Drake

            Notes
            :idea: It's the consnsus of our group that Tim has been totally derrailed since Final Crisis, and he started going off the rails in Identity Crisis. Since Identity Crisis was a giant pile of suck, we've written it out. Jack Drake is still alive, and Tim still lives with him. He is, once again, Robin.

            :idea: Tim is officially Batman's partner, and is the first person Batman goes to when he needs another set of eyes or to be in two places at once, but they don't work together constantly. Tim still operates out of the Batcave and he and Bruce keep one another up to date on their cases.

            :idea: Tim's the brainy one, a planner like Batman and the second best detective of the Bat-family. (I count the Elongated Man as better, and possibly Detective Chimp.)
            Last edited by jspade on Fri May 20, 2011 11:09 pm, edited 1 time in total.
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            Re: Jack of Spades vs. the DC Universe (3e): Bluejay

            Post by jspade » Fri May 20, 2011 11:01 pm

            BluejayPL 8
            • Damian Wayne
            Abilities
            STR 1, STA 2, AGL 5, DEX 3, FGT 12, INT 4, AWE 2, PRE -2

            Powers
            Gotham Pedestrian: Movement 1 (Swinging) • 2 points

            Advantages
            Agile Feint, Defensive Attack, Defensive Roll 1, Equipment 6, Grappling Finesse, Hide in Plain Sight, Improved Trip, Improved Disarm, Languages (Arabic, Japanese), Move-By Action, Power Attack, Quick-Draw

            Skills
            Acrobatics 7 (+12) [Agile Feint], Athletics 8 (+9), Close Combat: Unarmed 3 (+15), Intimidation 9 (+7), Investigation 7 (+9), Perception 5 (+7), Ranged Weapon: Thrown 5 (+10), Sleight of Hand 2 (+7), Stealth 9 (+14), Technology 5 (+7)

            Equipment

            Costume: Comlink, Senses 1 (Low-light Vision), Protection 2 • 4 points
            Escrima Sticks: Strength-based Damage 3 • 3 points

            Utility Belt
            Batcuffs: Restraints (TOU 9, DC 20 to escape) • 1 point
            Flashlight: Feature 1 (Illumination) • 1 point
            Grapple Gun: Feature 1 (Swingline) • 1 point
            Mini-Tracers: Feature 1 (Tracking) • 1 point
            Rebreather: Immunity 2 (Suffocation), Limited • 1 point
            Video Camera: Audiovisual recorder • 2 points
            Thrown Weapons: Array (12 points) • 16 points
            • Batgrenades: Ranged Burst Damage 3 • 12 points
            • Batarang: Ranged Damage 1, Accuracy +4, Indirect 1 • 1 point
            • Batmine: Ranged Damage 6 • 1 point
            • Batshuriken: Ranged Damage 1, Accuracy +4, Multiattack • 1 point
            • Smoke Bombs: Environment 3 (−5 Visibility) • 1 point
            Offense
            Init +5, Escrima Sticks +12 (Damage 4, DC 19), Unarmed +15 (Damage 1, DC 16)

            Defenses
            Dodge 11, Parry 11, Will 6, Fort 4, Toughness 5/4

            Power Points
            Abilities 54 + Powers 2 + Advantages 17 + Skills 30 + Defenses 12 = Total 115 points

            Complications
            Motivation: Acceptance, from Batman and Nightwing

            Enemy: His mother and the League of Assassins.

            Jerkass: Bluejay manages to rub almost everyone the wrong way.

            Overconfidence: Bluejay is full of himself and thinks he's ready to be Batman already.

            Relationships: Nightwing and Batman. He doesn't have a crush on Batgirl. Really.

            Temper: Damian is violent and spoiled, and willing to use lethal force.

            Notes
            :idea: I'll be honest: I coudn't stomach Morrison's Batman and Robin, so I've read one issue with Damian in it, plus his recent crossover with Supergirl. I'd've struck him from continuity entirely, but my players seem to find him amusing. One of them christened him Bluejay; I was going to go with Flamebird, but I must admit the name suits his shrill hectoring.

            :idea: When Dick went back to his Nightwing identity and Bruce decreed Tim to be Robin, Damien had to get a new name. So now he has that to bitch about too.

            :idea: I don't care what his official stats say, he's consistently drawn as barely coming up to most other character's chests. I think Strength 1 is generous.

            :idea: Mostly, Bluejay is a PL 8 ninja, with some detective skills. Not a total liability for Nightwing, but not a world-beater by any means.
            Last edited by jspade on Fri May 20, 2011 11:31 pm, edited 1 time in total.
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            Re: Jack of Spades vs. the DC Universe: Birds & Bats

            Post by jspade » Fri May 20, 2011 11:25 pm

            BatwomanPL 9
              Abilities
              STR 3, STA 3, AGL 4, DEX 4, FGT 11, INT 3, AWE 5, PRE 2

              Powers
              Glider Cape: Flight 3, Gliding, Removable (-1) • 2 points

              Advantages
              Benefit: Wealth 5, Close Attack 2, Defensive Roll 3, Equipment 9, Minion 4 (Colonel Kane)
              Skills
              Acrobatics 5 (+9), Athletics 6 (+10), Deception 2 (+4), Close Combat: Unarmed 2 (+15), Expertise: Tactics 10 (+13), Insight 4 (+9), Intimidation 7 (+9), Investigation 10 (+13), Perception 2 (+7), Persuasion 2 (+4), Ranged Combat: Thrown Weapons 5 (+9), Stealth 9 (+13), Technology 7 (+10), Treatment 1 (+4), Vehicles 2 (+6)

              Equipment
              Batsuit: Comlink, Protection 1 • 2 points
              Bat-ton: Strength Damage 2, Improved Defense • 4 points
              • AE Glove Blades: Strength-based Damage 1, Weapon Bind • 1 point
              Utility Belt
              Batcuffs: Restraints (TOU 9, DC 20 to escape) • 1 point
              Flashlight: Feature 1 (Illumination) • 1 point
              Grapple Gun: Feature 1 (Swingline) • 1 point
              Mini-Tracers: Feature 1 (Tracking) • 1 point
              Rebreather: Immunity 2 (Suffocation), Limited • 1 point
              Video Camera: Audiovisual recorder • 2 points
              Thrown Weapons: Array (12 points) • 14 points
              • Flash-Bang Grenades: Ranged Burst Affliction 4 (Dodge; Imapired, Disabled, Unaware) • 12 points
              • Batarang: Ranged Strength Damage 3, Indirect 1, Accuracy +4 • 1 point
              • Batshuriken: Ranged Strength Damage 3, Accuracy +4, Multiattack • 1 point
              Bunker: Large, TOU 14. Features: Communications, Computer, Concealed (DC +10), Defense System, Garage, Gym, Infirmary, Laboratory, Living Space, Power System, Security System (DC 20), Workshop • 18 points

              Offense
              Init +4, Batarang +13 (Ranged Damage 3, DC 18), Bat-ton +13 (Damage 5, DC 20), Unarmed +15 (Damage 3, DC 18)

              Defenses
              Dodge 11, Parry 11, Will 8, Fort 8, Toughness 7/4

              Power Points
              Abilities 74 + Powers 2 + Advantages 22 + Skills 33 + Defenses 15 = Total 151 points

              Complications
              Motivation: Kate has been raised to a life of service, but that was denied when she was rejected from the military. Her Batwoman career is a surrogate.

              Enemy: Batwoman is a particular target and enemy of the Relgion of Crime, especially her sister, Alice

              Injury: The stab wound inflicted on Batwoman by the Relgion of Crime never healed perfectly, and occasionally gives her problems.

              Prejudice: Kate Kane is openly lesbian, and Batwoman would not deny the same if it became relevant. Though less of an issue, she is also Jewish.

              Relationships: With her father, and the Question.

              Secret Identity: Batwoman is not known to be Kate Kane.

              Notes
              :idea: I wish I could have gotten Batwoman in on starting points, but she's started off too close to Batman himself to manage; she has the faithful sidekick, a crapload of equipment, and is both a highly-trained soldier and detective. In fact, this wouldn't be a bad writeup for Batman starting out.
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              Re: Batgirl

              Post by jspade » Sat May 21, 2011 11:27 pm

              BatgirlPL 8
              • Stephanie Brown
              Abilities
              STR 2, STA 2, AGL 5, DEX 5, FGT 11, INT 2, AWE 2, PRE 2

              Powers
              Gotham Pedestrian: Movement 1 (Swinging) • 2 points

              Advantages
              Agile Feint, Beginner's Luck, Defensive Roll 1, Equipment 6, Quick-Draw

              Skills
              Acrobatics 5 (+10) [Agile Feint], Close Combat: Unarmed 3 (+14), Deception 5 (+7), Expertise: Pop Culture 2 (+4), Expertise: Streetwise 2 (+4), Insight 5 (+7), Investigation 5 (+7), Perception 5 (+7), Ranged Weapon: Thrown 5 (+10), Sleight of Hand 5 (+9), Stealth 7 (+12), Technology 5 (+7)

              Equipment
              Batsuit: Comlink, Protection 2 • 3 points
              Bo Staff: Strength-based Damage 3, Improved Defense • 4 points

              Utility Belt & Garter
              Batcuffs: Restraints (TOU 9, DC 20 to escape) • 1 point
              Flashlight: Feature 1 (Illumination) • 1 point
              Grapple Gun: Feature 1 (Swingline) • 1 point
              Mini-Tracers: Feature 1 (Tracking) • 1 point
              Rebreather: Immunity 2 (Suffocation), Limited • 1 point
              Video Camera: Audiovisual recorder • 2 points

              Thrown Weapons: Array (12 points) • 16 points
              • Batgrenades: Ranged Burst Damage 3 • 12 points
              • Batarang: Ranged Damage 2, Accuracy +4, Indirect 1 • 1 point
              • Batbomb: Ranged Damage 6 • 1 point
              • Batshuriken: Ranged Damage 2, Accuracy +4, Multiattack • 1 point
              • Smoke Bombs: Environment 3 (−5 Visibility) • 1 point
              Offense
              Init +5, Bo Staff +11 (Damage 5, DC 20), Batarang +14 (Ranged Damage 2, DC 17), Batgrenade (30' Burst Damage 3, DC 18), Batbomb +10 (Ranged Damage 6, DC 21), Batshuriken +14 (Ranged Multiattack Damage 2, DC 17), Unarmed +14 (Ranged Damage 2, DC 17)

              Defenses
              Dodge 11, Parry 11, Will 6, Fort 6, Toughness 5/4

              Power Points
              Abilities 62 + Advantages 10 + Powers 2 + Skills 27 + Defenses 19 = Total 120 points

              Complications
              Motivation: Responsibility to live down her father's crimes, and acceptance by the Batman and Robin; also sheer thrills

              Relationships: Batgirl was romantically involved with Robin, but that relationship seems to have cooled. Oracle is mentoring her as Batgirl. She's begun a relationship with Gotham Police Detective Nick Gage.

              Secret Identity: Stephanie sure knows how they complicate one's love life.

              Notes
              :idea: While I followed Stephanie religiously as Spoiler, I dropped the Bat-books when War Games kicked off so I never saw her death. I've been spotty about following her since her as Batgirl, so a lot of this is conjecture.

              :idea: Batgirl's a more tech-dependent newbie hero than Bluejay, using lots of Bat-gadgets (much as Barbara and Kathy Kane did in the silver age). Not that she's a bad hand to hand combatant, but she's not up to Robin's level, so she makes up the unpredicability with thrown weapons.

              :idea: Stephanie's a hard worker, but she's not the natural detective Tim or Barbara were, nor the natural acrobat Dick is. I'm not sure she's found her niche yet, but she's just starting out.
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              Re: Jack of Spades vs. the DC Universe: Captain Squidd

              Post by jspade » Sun May 22, 2011 10:36 pm

              Image
              Captain SquidPL 8
                Abilities
                STR 3, STA 2, AGL 3, DEX 2, FGT 7, INT 1, AWE 1, PRE 2

                Powers
                Aquatic: Immunity 3 (Environmental Cold, Drowning, Pressure), Movement 1 (Evnironmental Adaption – Aquatic), Senses 1 (Low-Light Vision) • 6 points

                Mouth-Tentacles: Extra Arms 10 • 11 points

                Ink Spray: Affliction 9 (Dodge; Impaired, Disabled, Unaware), Limited to Vision, Reach 2 • 6 points

                Pirate with a squid for a head!: Enhanced Skill (Intimidation 4) • 2 points

                Swimming: Swimming 4 (8 mph) • 3 points

                Advantages
                Defensive Roll 2, Equipment 7, Inspire 2, Startle

                Skills
                Close Combat: Grapple +6 (+13), Expertise: Sailor 4 (+6), Intimidation 4 (+10) [Pirate with a squid for a head!, Startle], Persuasion 3 (+5), Ranged Combat: Crossbow 11 (+13), Vehicles 6 (+9)

                Equipment
                Crossbow Pistols: Ranged Damage 3, Improved Critical • 4 points

                Squid Cove: Medium, TOU 8. Features: Dock, Secret (DC 20), Workshop • 3 points

                Squid-sub Kraken: Gargantuan, STR 13, TOU 11, DEF 4, Water speed 5. Features: Living Space, Navigation System, Tentacles (Elongation 3, Extra Limbs 4), Senses 1 (Accurate Hearing), Impervious Toughness 5 • 24 points

                Offense
                Init +2, Grab +13 (Grab +3-8), Ink Jet +7 (Affliction 9, DC 19), Pistols +13 (DC 18)

                Defenses
                Dodge 10, Parry 12, Will 6, Fort 6, Toughness 4/2*

                Power Points
                Abilities 42 + Powers 28 + Advantages 12 + Skills 17 + Defenses 21 = Total 120 points

                Complications
                Motivation: Aceptance (he has a squid for a head) and greed.

                Prejudice: People who roll their "r"s this much don't get to work at McDonalds.

                Piratical, Arrr.: Captain Squidd be a pirate, matey! Arrr!

                Notes
                :idea: He's a pirate! With a squid for a head! This is much cooler fighting Aquaman than Johnny Depp.

                :idea: Captain Squidd's only had one appearance, and that in a comic I don't own, but he's just such a perfect concept I had to write him up. The sub is pure speculation, but if I get to pit him against my PCs it'll be prefect.

                :idea: Throw in some generic criminals with cutlasses for his crew, and he's ready to plunder.
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                Re: Jack of Spades vs. the DC Universe: Batman Family

                Post by Severance » Sun May 22, 2011 10:43 pm

                Captain Squidd should totally have a team of sea creature themed crew members!

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                Re: Jack of Spades vs. the DC Universe: Captain Squidd

                Post by jspade » Mon May 23, 2011 11:27 am

                Brilliant!
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