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Library of Heroes [2e]: Supergirl, Superman Updates

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Library of Heroes [2e]: Supergirl, Superman Updates

Postby Narsil » Thu Aug 23, 2012 9:50 am

Narsil's Library of Heroes, 2nd Edition
Latest Build: Silver Age Supergirl
Total Builds: 21

So after spending a long time working with 3rd edition, I ultimately got rather tired of having to deal with the myriad limitations of the system which, while not necessarily making it a bad system, made it into a system that I personally didn't really feel suited my method of building or playing characters. While 2nd edition itself did really well in this area, so I've decided to join the small number of people working with and posting builds for the older Mutants & Masterminds system.

DC Comics

Golden Age (Earth-Two)
Power Girl
Superman, 1930s
Superman, 1940s
Superman, 1950s
Zatara

Silver Age and Bronze Ages (Earth-One)
Jennifer Morgan
Lex Luthor
Superboy
Supergirl
Superman, 1950s
Superman, 1960s
Superman, 1970s
Zatanna

Modern Age (New Earth)
Superman, 1980s
Superman, 1990s
Superman, 2000s

Modern Age (Prime Earth)

Earth-S (Fawcett Comics)
Ibis the Invincible

Marvel Comics

Earth-616 (Mainstream)
Baron Mordo
Brother Voodoo
Doctor Doom
Doctor Strange
Last edited by Narsil on Tue Mar 26, 2013 3:50 pm, edited 32 times in total.
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Additional Placeholder Post

Postby Narsil » Thu Aug 23, 2012 9:51 am

Additional Placeholder Post
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Build #001: Pre-Crisis Zatanna

Postby Narsil » Thu Aug 23, 2012 10:00 am

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Orroz, tae ruoy traeh tuo!

Zatanna Zatara of Earth-One
PL 14 (195pp)

First Appearance: Hawkman vol. 1 #4 (1964)

Abilities: Strength 10 (+0), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 18 (+4), Wisdom 20 (+5), Charisma 20 (+5)

Skills: Bluff 10 (+15), Concentration 12 (+17), Diplomacy 6 (+13), Escape Artist 8 (+11), Knowledge [Arcane Lore] 14 (+18), Languages 1 (Hsilgne; Base: English), Notice 7 (+12), Perform [Stage Magic] 6 (+11), Sense Motive 8 (+13), Sleight of Hand 8 (+11)

Feats: Artificer, Attractive, Connected, Contacts, Distract (Bluff), Dodge Focus 4, Extraordinary Effort, Fascinate (Perform), Skill Mastery (Escape Artist, Knowledge [Arcane Lore], Perform [Oratory], Perform [Stage Magic]), Trance, Teamwork, Ultimate Effort (magic-related effects)

Powers:
- Mistress of Sorcery 12 (variable power [any one effect]; Extra: Move Action [+1]; DB: Power Loss [if unable to speak, -2pp]; 70pp)
- Super-Senses 5 (Mystic Awareness; Detect Magic 4 [ranged; Acute, Analytical, Extended]; 5pp)

Combat: Attack +4, Grapple +4, Defence +12 (+4 flat-footed), Initiative +3
- Attacks: Unarmed +0, Mistress of Sorcery +14 (variable)

Saves: Toughness +2, Fortitude 6 (+8), Reflex 5 (+8), Will 12 (+17)

Abilities 38 + Skills 20 (80 ranks) + Feats 15 + Powers 75 + Combat 24 + Saves 23 - Drawbacks 0 = 195

Complications:
Doing Good:
Zatanna is motivated as a superhero by a sense of personal altruism.
Relationship: Zatanna is known for her occasional interactions with the British occultist John Constantine. She is also friends with several of the other members of the Justice League, particularly Batman.
Responsibility: As a sometimes-member of the Justice League and one of the premier magical experts on her world of Earth One.

Notes:
So introducing us to the weird and wonderful world of this thread is Zatanna Zatara. The classic and iconic sorceress of the DC Universe, I've presented her here with a variable power since it kind of represents her approach to magic fairly well. For the most part, she'll manifest fairly standard magical effects, ranging from typical energy blasts to stuff like transformation, snares, animated objects, and other such. Other effects that she would use on special occasions would include total-fade boosts to give her more lasting personal powers such as personal force fields or flight, but doing so tends to take quite a while for her, and can be a bit of a make-or-break in a given fight.
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Build #002: Superman of Earth-Two (1930s)

Postby Narsil » Thu Aug 23, 2012 10:13 am

Image
Seventy-five years, and still the greatest comic-book adventure character...

Superman of the Golden Age, 1930s (Clark Kent, Kal-L)
PL 13 (240pp)

Created By: Jerry Seigel and Joe Shuster
First Appearance: Action Comics #1 (1938)


Abilities: Strength 18/40 (+15), Dexterity 18 (+4), Constitution 18/26 (+8), Intelligence 18 (+4), Wisdom 18 (+4), Charisma 18 (+4)

Skills: Bluff 6 (+10), Concentration 8 (+12), Craft [Electronic] 4 (+8), Craft [Mechanical] 10 (+14), Craft [Structural] 10 (+14), Diplomacy 10 (+14), Gather Information 8 (+12), Intimidate 12 (+16), Investigate 8 (+12), Notice 8 (+12), Profession [Farmer] 2 (+6), Profession [Reporter] 6 (+10), Sense Motive 8 (+12)

Feats: Attack Focus [Melee] 3, Dodge Focus 3, Eidetic Memory, Equipment 4 (Secret Sanctuary), Extraordinary Effort, Interpose, Inventor, Power Attack, Startle, Withstand Damage

Powers:
Comprehend 3 (Languages 3; 6pp)
Density 4 (Extra: Continuous [+1]; Flaw: Permanent [-1]; PF: Innate; 13pp)
Strength +8, Impervious Protection 2, Immovable 1, Super-Strength 1, Mass x3
Enhanced Strength 14 (14pp)
Enhanced Constitution 8 (8pp)
Enhanced Feats 2 (Improved Initiative 2; 2pp)
Morph 5 (humanoids; 10pp)
Protection 5 (Extra: Impervious 9; 14pp)
Super-Senses 7 (Extended Hearing, Extended Vision, Ultra-Hearing, X-Ray Vision [except lead]; 7pp)
Super-Speed 4 (Dynamic; Flaw: No Speed or Initiative [-2]; Array Base: Burrowing 8 [250 MPH]; AP: Swimming 8 [500 MPH]; 14pp)
DAP: Speed 7 and Leaping 6 (1,000 MPH 2pp)
Super-Strength 11 (heavy load: 12,800 tons; PF: Groundstrike, Precise, Super-Breath; 25pp)

Equipment:
Secret Sanctuary (Headquarters; 20ep)
Size: Huge; Toughness: 20; Features: Communications, Concealed 2, Gym, Pool, Hangar, Holding Cells, Laboratory, Library, Living Space, Power System, Secret, Security System, Workshop

Combat: Attack +8 / +11 (Melee), Damage +15 (Unarmed), Defence +11 (+4 flat-footed), Initiative +12

Saves: Toughness +15 (Impervious 11), Fortitude 6 (+14), Reflex 6 (+10), Will 6 (+10)

Drawbacks
Power Loss (all powers, when exposed to kryptonite; Very Common, Major; -5pp)
Power Loss (impervious toughness, against magical effects; -1pp)
Vulnerable (to magical effects, +50%; common, moderate; -3pp)
Weakness (to kryptonite, drains constitution, once per five minutes; Common, Major, -6pp)

Abilities 48 + Skills 25 (100 ranks) + Feats 17 + Powers 115 + Combat 32 + Saves 18 - Drawbacks 15 = 240

Complications: Champion (of the oppressed), Honour (never-ending battle for truth and justice), Relationships (Lois Lane, George Taylor, Jimmy Olsen)

Notes
So resurrecting a tradition from my previous 3e thread, here's the Golden Age Superman of the 1930s; though not in full possession of his powers yet, he's almost certainly a force to be reckoned with, posessing pretty impressive levels of superhuman strength, incredible amounts of speed, and the ability to leap one-eighth of a mile without much difficulty. His major weaknesses such as kryptonite and magic had yet to be widely introduced, but there were planned stories even back that far which introduced them, and his rather iconic X-Ray Vision had been planned at around the same time.

EDIT: I've modified Superman's powers and saves somewhat, basically reducing his constitution and shifting some points onto the increased density power to represent the fact that at least part of his powers derive from his being from a high-gravity planet, as well as increasing him in power level to PL13. This changes for later interpretations which have him as being empowered by sunlight (Silver, Bronze, Iron and Modern Age Superman).
Last edited by Narsil on Mon Mar 25, 2013 3:57 pm, edited 3 times in total.
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Build #003: Zatara of Earth-Two

Postby Narsil » Thu Aug 23, 2012 1:09 pm

Image

Zatara of Earth-Two (Giovanni 'John' Zatara)
PL 10 (145pp)

First Appearance: Action Comics #1 (1968)


Abilities: Strength 10 (+0), Dexterity 14 (+2), Constitution 14 (+2), Intelligence 16 (+3), Wisdom 16 (+3), Charisma 14 (+2)

Skills: Bluff 8 (+10), Concentration 8 (+11), Escape Artist 8 (+10), Handle Animal 4 (+6), Knowledge [Arcane Lore] 15 (+18), Languages 1 (Hsilgne; Base: English), Notice 8 (+11), Perform [Stage Magic] 6 (+8), Sleight of Hand 6 (+8)

Feats: Dodge Focus 4, Fascinate (Perform), Ritualist, Trance

Powers:
- Master of Sorcery 9 (variable [any one effect at a time]; Extra: Move Action [+1]; DB: Power Loss [if unable to speak, -2pp]; 52pp)
- Super-Senses 3 (Mystical Awareness; Detect Magic 2 [ranged]; 3pp)

Combat: Attack +4, Grapple +4, Defence +10 (+3 flat-footed), Initiative +2
- Attacks: Unarmed +0, Master of Sorcery +10 (variable)

Saves: Toughness +2, Fortitude 6 (+8), Reflex 7 (+9), Will 10 (+13)

Abilities 24 + Skills 16 (64 ranks) + Feats 7 + Powers 55 + Combat 20 + Saves 23 - Drawbacks 0 = 145

Notes:
So here we have Zatara. He's largely built like his daughter, with a one-at-a-time variable structure from which he can summon pretty much any effect you could mention. His is somewhat lower in power, given his lack of inherent magic compared to her, but is largely used the same way, and has the same overall limitations and strengths.
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Build #004: Superman of Earth-Two, 1940s

Postby Narsil » Thu Aug 23, 2012 5:37 pm

Image

Superman of the Golden Age, 1940s
PL 15 (320pp)

Created By: Jerry Siegel and Joe Shuster
First Appearance: Action Comics #1 (1938)


Abilities: Strength 18/46 (+18), Dexterity 18 (+4), Constitution 18/32 (+11), Intelligence 18 (+4), Wisdom 18 (+4), Charisma 18 (+4)

Skills: Bluff 6 (+10), Concentration 12 (+16), Craft [Electronic] 8 (+12), Craft [Mechanical] 10 (+14), Craft [Structural] 10 (+14), Diplomacy 12 (+16), Gather Information 8 (+12), Intimidate 12 (+16), Investigate 10 (+14), Notice 8 (+12), Profession [Farmer] 2 (+6), Profession [Reporter] 6 (+10), Sense Motive 8 (+12)

Feats: All-Out Attack, Attack Focus [Melee] 2, Defensive Attack, Dodge Focus 2, Eidetic Memory, Equipment 4 (Secret Citadel), Extraordinary Effort, Interpose, Inventor, Master Plan, Power Attack, Startle, Ultimate Effort (Toughness), Withstand Damage

Powers
Comprehend 3 (Languages 3; 6pp)
Density 4 (Extra: Continuous [+1]; Flaw: Permanent [-1]; PF: Innate; 13pp)
Strength +8, Impervious Protection 2, Immovable 1, Super-Strength 1, Mass x3
Enhanced Strength 20 (20pp)
Enhanced Constitution 14 (14pp)
Enhanced Feats 5 (Improved Initiative 5; 5pp)
Flight 15 (500,000 MPH; Dynamic; PF: Moving Feint; 32pp)
DAP: Super-Speed 10 (Flaw: No Speed or Initiative [-2]; Array Base: Swimming 10 and Burrowing 10; AP: Rapid Attack 10; 2pp)
Morph 5 (humanoids; 10pp)
Immunity 10 (life support, starvation and thirst; 10pp)
Protection 5 (Extra: Impervious 12; 17pp)
Super-Senses 20 (Hearing 4 [Accurate, Extended 2], Vision 3 [Extended 3], Infravision, Microscopic Vision 4, Radio 2 [Tracking], Ultra-Hearing, Ultravision, X-Ray Vision [except lead]; 20pp)
Super-Strength 14 (heavy load: 240,000 tons; PF: Groundstrike, Precise, Super-Breath; 31pp)

Equipment:
Secret Sanctuary
(Headquarters; 20ep)
Size: Huge; Toughness: 20; Features: Communications, Concealed 2, Gym, Pool, Hangar, Holding Cells, Laboratory, Library, Living Space, Power System, Secret, Security System, Workshop

Combat: Attack +10 / +12 (Melee), Damage +18 (Unarmed), Defence +12 (+5 flat-footed), Initiative +24

Saves: Toughness +18 (Impervious 14), Fortitude 6 (+17), Reflex 7 (+11), Will 7 (+11)

Drawbacks:
Power Loss (all powers, when exposed to kryptonite; Very Common, Major; -5pp)
Power Loss (impervious toughness, against magical effects; -1pp)
Vulnerable (to magical effects, +50%; common, moderate; -3pp)
Weakness (to kryptonite, drains constitution, once per five minutes; Common, Major, -6pp)

Abilities 48 + Skills 28 (112 ranks) + Feats 19 + Powers 180 + Combat 40 + Saves 20 - Drawbacks 15 = 320

Complications: Champion (of the oppressed), Honour (never-ending battle for truth and justice), Relationships (Lois Lane, Perry White, Jimmy Olsen)

Notes
So to continue the Superman rebuilds, here we have the 1940s Golden Age version. This version went through a lot of changes that kind of solidified his concept for the rest of his tenure. During the war against the Nazis he acquired a new tagline, becoming the suppposed champion of a fight for truth, justice and the American way. Amongst other things he became faster and stronger, acquired the ability to actually fly rather than just leaping long distances, and expanded his already impressive sensory powers. He also gained a few other one-shot abilities such as the ability to communicate along radio-waves. One thing he didn't show yet until very late in this era was his now-ubiquitous heat vision, which was explained as him focusing his x-ray vision to the point that it generated heat. Which was first seen as a power in 1949.

As such, I'll leave the X-Ray Vision to one side as a power-stunt. Certain versions of the character on the Atomic Think Tank have used heat vision as a power feat of super-strength that allows you to use a ranged damage effect at a level equal to your strength rank. Until the heat vision becomes a fully-established power (the 1950s), I'm leaving it to the areas of super-strength power stunts.

One of the most notable facts about Superman in the forties was his first expansios sinto other media. He had a rather notable couple of film serials starring Kirk Alyn (who would later cameo as Lois Lane's dad in the Richard Donner Superman film), and more memorably a series of extremely well-animated cartoon shorts and a long-running radio serial. With Bud Collyer providing the vocals for both. The radio series is also rather notable for spreading Superman's crusade for truth and justice into the public domain when the producers had him battle a group of villains known as the Clan of the Fiery Cross, a very thinly-veiled attack upon the then-popular Ku Klux Klan. Which actually did serious and lasting damage to their reputation as a group, managing to destroy a significant amount of their mystique and allure as a strange secret society.

UPDATED, 26/03/13
Last edited by Narsil on Tue Mar 26, 2013 3:43 pm, edited 2 times in total.
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Build #005: Ibis the Invincible

Postby Narsil » Fri Aug 24, 2012 3:51 am

Image

Ibis the Invincible, Earth-S (Prince Amentep)
PL 10 (125pp)

First Appearance: Whiz Comics #2 (1940)


Abilities: Strength 14 (+2), Dexterity 14 (+2), Constitution 16 (+3), Intelligence 16 (+3), Wisdom 18 (+4), Charisma 14 (+2)

Skills: Bluff 8 (+10), Concentration 10 (+14), Diplomacy 6 (+8), Investigate 4 (+7), Knowledge [Arcane Lore] 12 (+15), Knowledge [History] 7 (+10), Languages 1 (English; Base: Ancient Egyptian); Notice 6 (+10), Ride 4 (+6), Sense Motive 6 (+10)

Feats: Attack Specialisation [Magic] 2, Dodge Focus 3, Fearless, Luck 4, Ritualist, Trance

Powers:
- Device 9 The Ibistick (easy-to-lose; 27pp)
- Super-Senses 4 (Mystic Awareness, Detect Magic 2 [Ranged]; 3pp)

The Ibistick (45pp total)
- Create Object 10 (Dynamic; Extra: Continuous [+1]: PF: Precise, Progression 3; 35pp)
-- DAP: Dazzle 10 (visual; Extra: Burst Area [+1]; 2pp)
-- DAP: Mystic Blast 10 (Extra: Autofire [+1]; 2pp)
-- DAP: Flight 4 (100 MPH) and Telekinesis 10 (2pp)
-- DAP: Force Field 10 (Extra: Affects Others [+1]; PF: Progression 3; 2pp)
-- DAP: Teleport 8 (Extra: Accurate [+1], Affects Others [+1]; PF: Easy, Progression; 2pp)

Combat: Attack +6 (Magic +10), Grapple +8, Defence +7 (+2 flat-footed), Initiative +2
- Attacks: Unarmed +2, Magical Effects +10

Saves: Toughness +3 (+13 with protective aura); Fortitude 4 (+7) Reflex 4 (+6), Will 7 (+11)

Abilities 32 + Skills 16 (64 points) + Feats 12 + Powers 30 + Combat 20 + Saves 15 - Drawbacks 0 = 125

Complications
Love: His adoration for Princess Taia.
Man Out of Time: Amentep is unfamiliar with the twentieth century, and struggles with his lack of familiarity.
Responsibility: As a member of Shazam's Squadron of Justice.

Notes
Ibis the Invincible is an odd mirror to Zatara the Magician. Aside from both being inspired by the archetype of tuxedo-wearing Golden Age sorcerers, they were oddly enough both introduced as backup stories in an issue which introduced an iconic super-strong flying character who would later go on to become one of the defining members of the archetype with many characters directly or indirectly inspired by them. In Zatara's case, it was Superman, and in Ibis' case, it was Captain Marvel.

Beyond that, Ibis the Invincible is a fairly straightforward mystic drawing upon a single central dynamic array, with the odd twist that his powers derive from an easy-to-lose magical device. The functions of the Ibistick have on occasion been shown to be potentially much greater than what I've given it above, but that can be handled by hero points and power stunts.
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Build #006: Superman of Earth-Two, 1950s

Postby Narsil » Fri Aug 24, 2012 4:23 am

Image

Superman of the 1950s, Golden Age (Kal-L, Clark Kent)
PL 18 (435pp)

Created By: Jerry Siegel and Joe Shuster
First Appearance: Action Comics #1 (1938)


Abilities: Strength 18/56 (+23), Dexterity 18 (+4), Constitution 18/42 (+16), Intelligence 18 (+4), Wisdom 18 (+4), Charisma 18 (+4)

Skills: Bluff 10 (+14), Concentration 16 (+20), Craft [Electronic] 8 (+12), Craft [Mechanical] 10 (+14), Craft [Structural] 10 (+14), Diplomacy 12 (+16), Gather Information 8 (+12), Intimidate 12 (+16), Investigate 10 (+14), Knowledge [Krypton] 8 (+12), Notice 8 (+12), Profession [Farmer] 2 (+6), Profession [Reporter] 6 (+10), Sense Motive 8 (+12)

Feats: All-Out Attack, Attack Focus [Melee] 3, Attack Specialisation [Heat Vision] 1, Defensive Attack, Dodge Focus 3, Eidetic Memory, Equipment 4 (Secret Citadel), Extraordinary Effort, Interpose, Inventor, Master Plan, Power Attack, Startle, Takedown Attack, Ultimate Effort (Toughness), Withstand Damage

Powers:
Comprehend 3 (Languages 3; 6pp)
Density 4 (Extra: Continuous [+1]; Flaw: Permanent [-1]; PF: Innate; 13pp)
Strength +8, Impervious Protection 2, Immovable 1, Super-Strength 1, Mass x3
Enhanced Strength 30 (30pp)
Enhanced Constitution 24 (24pp)
Enhanced Feats 7 (Improved Initiative 7; 7pp)
Flight 20 (25,000,000 MPH; Dynamic; PF: Moving Feint; 42pp)
DAP: Space Travel 20 (2pp)
DAP: Super-Speed 13 (Flaw: No Speed or Initiative [-2]; Array Base: Swimming 13 and Burrowing 13; AP: Rapid Attack 13; AP: Super-Movement 3 [Temporal 3]; 2pp)
Heat Vision 23 (Extra: Penetrating [+1]; Flaw: Distracting [-1]; PF: Precise, Subtle; 48pp)
Morph 5 (humanoids; 10pp)
Immunity 10 (life support, starvation and thirst; 10pp)
Protection 5 (Extra: Impervious 17; 22pp)
Super-Senses 28 (Hearing 8 [Accurate, Extended 6], Vision 7 [Extended 7], Infravision, Microscopic Vision 4, Radio 2 [Tracking], Ultra-Hearing, Ultravision, X-Ray Vision [except lead]; 28pp)
Super-Strength 19 (heavy load: 30,720,000 tons; PF: Groundstrike, Precise, Super-Breath; 41pp)

Combat: Attack +10 / +13 (Melee) / +12 (Heat Vision); Damage +23 (Unarmed) / +23 (Heat Vision); Defence +13 (+5 flat-footed), Initiative +32

Saves: Toughness +23 (Impervious 19), Fortitude 6 (+22), Reflex 8 (+12), Will 8 (+12)

Equipment:
Secret Sanctuary
(Headquarters; 20ep)
Size: Huge; Toughness: 20; Features: Communications, Concealed 2, Gym, Pool, Hangar, Holding Cells, Laboratory, Library, Living Space, Power System, Secret, Security System, Workshop

Drawbacks:
Power Loss (all powers, when exposed to kryptonite; Very Common, Major; -5pp)
Power Loss (impervious toughness, against magical effects; -1pp)
Vulnerable (to magical effects, +50%; common, moderate; -3pp)
Weakness (to kryptonite, drains constitution, once per five minutes; Common, Major, -6pp)

Abilities 48 + Skills 32 (128 ranks) + Feats 23 + Powers 285 + Combat 40 + Saves 22 - Drawbacks 15 = 435

Complications: Champion (of the oppressed), Honour (never-ending battle for truth and justice), Relationships (Lois Lane, Perry White, Jimmy Olsen)

Notes:
The 1950s were kind of an interim time for Superman, with it being kind of between the Golden Age and the Silver Age in terms of overall style. It's hard to point to the specific story in which Kal-L gave way to Kal-El, though the Kal-El spelling was already widely being used by the fifties, but at this point, it was unclear as to the continuity between Superboy and Superman, and he wasn't aware of his kryptonian heritage until well into adulthood when kryptonite was introduced into the comics themselves. The stories of the early-to-mid fifties were fairly lacklustre, from what I can tell, and borderline farcical in areas, with Superman basically being written mostly into domestic situations interacting with Lois Lane rather than actually being a superhero.

By the end of the fifties, however, Superman had unambiguously shifted all the way into the Silver Age, with the introduction of Supergirl, the Legion of Super-Heroes, the Justice League, and the villains Brainiac, Bizarro and Titano.
Last edited by Narsil on Tue Mar 26, 2013 3:45 pm, edited 1 time in total.
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'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.'
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Build #007: Superman of Earth-One, 1960s

Postby Narsil » Fri Aug 24, 2012 6:13 am

Image

Superman of the Silver Age, 1960s
PL 25 (930pp)

Created By: Jerry Siegel and Joe Shuster
First Appearance: More Fun Comics #101 (1945), as Superboy; Superman #76 (1952), as Superman


Abilities: Strength 20/74 (+32), Dexterity 20 (+5), Constitution 20/54 (+22), Intelligence 20/40 (+15), Wisdom 20 (+5), Charisma 20 (+5)

Skills: Bluff 10 (+15), Computers 12 (+27), Concentration 16 (+21), Craft [Electronic] 16 (+31), Craft [Mechanical] 16 (+31), Craft [Structural] 16 (+31), Diplomacy 14 (+19), Gather Information 8 (+13), Investigate 10 (+25), Knowledge [Krypton] 12 (+27), Knowledge [Technology] 18 (+33), Notice 12 (+17), Profession [Farmer] 2 (+7), Profession [Shopkeeper] 2 (+7), Profession [Reporter] 8 (+13), Search 12 (+27), Sense Motive 12 (+17)

Feats: Accurate Attack, All-Out Attack, Assessment, Attack Focus [Melee] 4, Attack Specialisation [Heat Vision] 2, Beginner's Luck, Connected, Contacts, Defensive Attack, Dodge Focus 4, Eidetic Memory, Equipment 5 (Fortress of Solitude), Extraordinary Effort, Inspire 4, Interpose, Inventor, Jack-of-All-Trades, Leadership, Luck 4, Master Plan, Power Attack, Takedown Attack, Ultimate Effort 2 (Strength, Toughness), Withstand Damage


Feats: Accurate Attack, All-Out Attack, Assessment, Attack Focus [Melee] 4, Attack Specialisation [Heat Vision] 2, Beginner's Luck, Connected, Contacts, Defensive Attack, Dodge Focus 5, Eidetic Memory, Equipment 5 (Fortress of Solitude), Extraordinary Effort, Inspire 4, Interpose, Inventor, Jack-of-All-Trades, Leadership, Luck 4, Master Plan, Power Attack, Takedown Attack, Ultimate Effort 2 (Strength, Toughness), Withstand Damage

Powers:
Comprehend 3 (languages 3 [understand/speak/read all]; 6pp)
Enhanced Strength 54 (54pp)
Enhanced Constitution 34 (34pp)
Enhanced Intelligence 20 (20pp)
Immunity 20 (ageing, critical hits, fatigue, life support, need for sleep, starvation and thirst, yellow sunlight effects; 20pp)
Protection 10 (Extra: Impervious 27; 37pp)
Super-Strength 27 (54pp)
Variable Power 52 (multiple powers of a strength descriptor; Dynamic; Extra: Continuous [+1], Free Action [+2]; 469pp)
DAP: Variable Power 52 (multiple powers of a sensory or vision descriptor; Extra: Continuous [+1], Free Action [+2]; 2pp)
DAP: Variable Power 52 (multiple powers of a speed or flight descriptor; Extra: Continuous [+1], Free Action [+2]; 2pp)
DAP: Variable Power 52 (multiple powers of a super-mental descriptor; Extra: Continuous [+1], Free Action [+2]; 2pp)

Sample Strength Powers: (260pp total)
Arctic Breath: Snare 25 (Extra: Line Area [+1]; Flaw: Touch [-1]; 50pp)
Coal Into Diamonds: Transform 32 (coal into diamonds; Flaw: Touch [-1]; 64pp)
Infinite Strength: Super-Strength 130 (260pp)
No Force On Earth Can Move Me: Immovable 130 (Extra: Unstoppable [+1]; 260pp)
Precise Vocal Control: Feature 1 (Mimicry; 1pp)
Super-Breath: Telekinesis 130 (Extra: Perception [+1]; Flaw: Limited Direction [-1]; 250pp)
Super-Exhalation: Nulify 25 (all flame and gas effects; Extra: Cone Area [+1], Effortless [+1], No Saving Throw [+2]; Flaw: Touch [-1]; 125pp)
Super-Ventriloquism: Communication 9 (auditory; PF: Subtle; 10pp)

Sample Sensory or Vision Powers:
Electromagnetic Vision: Super-Senses 6 (Detect Electromagnetic Radiation 4 [visual, Analytical, Acute, Tracking], Infravision, Ultra-Vision; 6pp)
Heat Vision (Deflection): Deflect 32 (slow and fast projectiles; Extra: Action [move, +1], Ranged [+1]; 128pp)
Heat Vision (Full Power): Blast 32 (Extra: Autofire [+1], Penetrating [+1]; 128pp)
Heat Vision (Standard): Blast 32 (PF: Precise, Subtle; 68pp)
Super-Hearing: Super-Senses 12 (Analytical Hearing, Extended Hearing 10, Ultra-Hearing; 12pp)
Super-Hearing (Intergalactic): ESP 20 (auditory; PF: Subtle 2; 22pp)
Telescopic Vision: Super-Senses 10 (Extended Vision 10; 10pp)
Telescopic Vision (Intergalactic): ESP 20 (visual; PF: Subtle 2; 42pp)
X-Ray Vision: Super-Senses 4 (X-Ray Vision [except lead]; 4pp)

Sample Speed or Flight Powers:
Bullet Catching: Deflect 18 (slow and fast projectiles; 36pp)
Faster Than A Speeding Bullet: Super-Speed 20 (rapid attack; 50pp)
Faster Than The Eye Can Follow: Concealment 4 (Flaw: Limited [while moving, -1]; 4pp)
Flight, Atmospheric: Flight 20 (25,000,000 MPH: 40pp)
Flight, Space: Space Travel 20 (20pp)
Rapid Disarm: Disarm 32 (Extra: Area [Targeted Burst, +1], Selective [+1]; 96pp)
Sonic Boom: Dazzle 25 (Extra: Burst Area [+1]; Flaw: Touch [-1]; 25pp) and Damage 25 (Extra: Burst Area [+1]; 50pp)
Super-Spinning: Burrowing 20 (Extra: Penetrating [+1]; 40pp) and Spinning 20 (Flaw: No Toughness [-1]; PF: Radius Sight; 21pp)
Time Travel: Super-Movement 3 (temporal; 6pp)
Vibrations: Insubstantial 4 (20pp)

Sample Super-Mental Powers:
Hyper-Intelligence: Quickness 20 (Flaw: Limited [to mental tasks, -1]; 10pp) plus possible additional ranks of Enhanced Intelligence
Mental Discipline: Immunity 20 (mental effects; 20pp)
Super-Hypnotism (Compelling): Mind Control 25 (Extra: Sustained [+1]; Flaw: Sense Dependent [visual, -1]; 50pp)
Super-Hypnotism (Erase Memories): Mental Transform 25 (2pp/rank [memories]; Extra: Continuous [+1], Perception [+1]; Flaw: Sense Dependent [visual, -1]; 75pp)
Super-Learning: Reflex Memory 4 (Extra: Feats [+1]; 40pp)

Equipment:
Fortress of Solitude (Headquarters; 25ep)
Size: Gargantuan; Toughness: 25; Features: Communications, Computer, Concealed 2, Defence System, Gym, Pool, Hanger, Holding Cells, Isolated, Laboratory, Library, Living Space, Power System, Security System, Workshop; Powers: Super-Movement: Dimensional 1 (to the Phantom Zone)

Combat: Attack +14 / +18 (Melee, Heat Vision), Damage +32 (Unarmed) / +32 (Heat Vision), Defence +18 (+7 flat-footed), Initiative +45

Saves: Toughness +29, Fortitude 8 (+30), Reflex 20 (+25), Will 20 (+25)

Drawbacks:
Power Loss (all powers, at a rate of one rank per round, when exposed to kryptonite; Very Common, Major; -5pp)
Power Loss (all powers, when bathed in red sun radiation or deprived of yellow sun radiation; Very Common, Major; -5pp)
Power Loss (impervious toughness, against attacks involving red sunlight or magic, -3pp)
Vulnerable (to magical effects, +50%; Common, Moderate; -3pp)
Weakness (to kryptonite, drains all abilities, once per minute; Very Common, Major [Potentially Lethal]; -9pp)

Abilities 60 + Skills 49 (196 ranks) + Feats 42 + Powers 700 + Combat 56 + Saves 48 - Drawbacks 25 = 930

Complications: Enemy (Lex Luthor, Brainiac, the Phantom Zoners, numerous others), Fame (it's Superman!), Honour (fulfilling the ideals of truth and justice), Obsession (will not use his full powers against most foes), Relationship (in a complicated love triangle with Lois Lane, Lana Lang and Clark Kent... awkward), Secret (Superman is really Clark Kent)

Notes:
By the 1960s, Superman was effectively the single most unstoppable character in superhero comics. He was hyper-intelligent, hyper-fast, hyper-strong, and had pretty much any ability you could mention. While I'll admit that his power level was perhaps a bit insane at times, he was still ultimately a far more compelling character than the Iron Age incarnation, owing to the fact that he was still actually a flawed and perfectly fallible individual. And in ways that were actually avoided by the John Byrne Superman, such as being fully capable of misjudging a situation or person, or being torn apart by indecision simply because either choice might hurt a friend. Every instance I've seen of the John Byrne Superman has him as being infallible, incapable of being wrong about something even when he seriously ought to be, while the list of mistakes that the this Superman has made have been able to fuel whole plots by themselves. Such as his jealousy and mistrust towards Mon-El, which resulted in the poor Daxamite accidentally getting poisoned by lead and trapped in the Phantom Zone for a thousand years.

The reason why Silver Age Superman remains compelling is basically summed up in one word... imagination, as Alan Moore put it. The stories of Superman had things like time travel, alternative realities that he could personally travel to with a bit of effort, and he was fast enough to travel pretty much anywhere in the universe. On top of that he had additional supporting characters like the Legion of Super-Heroes and the Justice League. And all of that added up to so much storytelling potential that it seems almost an insult to the earlier generations of writers for them to have completely demolished it. In the modern age, Superman wasn't a main member of the Justice League, the Legion of Super-Heroes had to be retconned into oblivion, Superman's primary setting was Metropolis, in the twentieth century, and the entire multiverse had been completely annihilated except for the Antimatter Universe and the eventually-destroyed Pocket Universe.

But I'll finish this rant another time.

EDIT: Updated with the variable structure. In this case he's actually a couple of ranks higher, since the sixties were arguably the peak of Superman's powers.
Last edited by Narsil on Mon Mar 25, 2013 5:09 pm, edited 2 times in total.
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Build #008: Doctor Strange, Master of the Mystic Arts

Postby Narsil » Fri Aug 24, 2012 6:16 am

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Dammit Zatanna, under no circumstances should 'Rotcod Egnarts Emoceb A Namow' be a viable spell...

Doctor Strange, Master of the Mystic Arts
PL 18 (530pp)

Created By: Stan Lee and Steve Ditko
First Appearance: Strange Tales #110 (1963)


Abilities: Strength 16 (+3), Dexterity 18 (+4), Constitution 18 (+4), Intelligence 20 (+5), Wisdom 20/28 (+5/+9), Charisma 18 (+4)

Skills: Bluff 8 (+12), Concentration 18 (+27), Craft [Artistic] 8 (+17), Craft [Chemical] 8 (+17), Diplomacy 8 (+12), Escape Artist 8 (+12), Gather Information 12 (+16), Knowledge [Arcane Lore] 23 (+32/+48), Knowledge [History] 7 (+16), Knowledge [Life Sciences] 12 (+21), Languages 4 (Latin, Tibetan, two others; Base: English), Medicine 12 (+21), Notice 8 (+16), Profession [Occult Investigator] 6 (+15), Profession [Physician] 6 (+15), Sense Motive 8 (+17)

Feats: Artificer, Attack Focus [Melee] 3, Attack Specialisation [Magic], Benefit 4 (Status [Sorcerer Supreme], Wealth 3), Connected, Contacts, Defensive Attack, Dodge Focus 3, Environmental Adaptation (Extraplanar), Equipment 2, Extraordinary Effort, Fearless, Luck 5, Ritualist, Skill Mastery (Concentration, Knowledge [Arcane Lore, Life Sciences], Medicine), Trance, Ultimate Save (Will), Well-Informed

Powers:
Astral Form 6 (Flaw: Concentration [-1]; PF: Dimensional; 19pp)
AP: Hypnotism 9 (1pp)
AP: Telepathy 9 (1pp)
Book of the Vishanti Device 6 (easy-to-lose; 18pp)
Cloak of Levitation Super-Senses 1 (Communication Link 1 [Cloak of Levitation]; PF: Minions 9; 10pp)
Eye of Agamotto Device 7 (hard-to-lose; PF: Restricted 2; 30pp)
Orb of Agamotto Device 13 (easy-to-lose; PF: Restricted; 40pp)
Sorcerer Supreme of Earth 4 (container; Extra: Continuous [+1]; Flaw: Limited [only while on earth, -1]; 20pp)
Super-Senses 8 (Mystic Awareness 8 [mental; Acute, Accurate, Analytical, Extended 3]; 8pp)
Variable Power 25 (multiple powers of a magical descriptor; Extra: Free Action [+2]; DB: Power Loss [if unable to gesture or speak, -2pp]; 198pp)

Sorcerer Supreme of Earth (20pp total)
Enhanced Intelligence 8 (8pp)
Enhanced Wisdom 8 (8pp)
Enhanced Feats 4 (Luck 4; 4pp)

Devices:

Book of the Vishanti (30pp total)
Enhanced Feats 2 (Second Chance [Ritual-Making], Ultimate Skill [Arcane Lore]; 2pp)
Enhanced Skill 4 (Knowledge [Arcane Lore] +16; 4pp)
Immunity 10 (magical attacks; Extra: Reflection [+1], Sustained [+0]; 20pp)
Quickness 12 (Flaw: Limited [to arcane lore checks, -2]; 4pp)

Eye of Agamotto (35pp total)
Super-Senses 33 (Danger Sense [mental], Detect Magic 9 [mental; Accurate, Acute, Analytical, Ranged, Extended, Tracking], Magical Awareness 7 [mental, Accurate, Acute, Analytical, Tracking]; Precognition, Postcognition, True Sight; 33pp)
AP: Super-Movement 2 (Dimensional 2; Extra: Portal [+2]; PF: Progression 2 [25x25 foot area]; 1pp)
AP: Power Reserve 15 (any mental effects; PF: Variable Descriptor 3; 1pp)

Orb of Agamotto (65pp total)
ESP 20 (visual, auditory, mental; Flaw: Concentration [-1]; PF: Dimensional 3 [mystical], Subtle; 64pp)
AP: Super-Movement 3 (Dimensional 3; Extra: Portal [+2], Sustained [+1]; PF: Progression 2 [25x25 foot area]; 1pp)

Equipment:
Sanctum Sanctorum (headquarters; 10ep)
Size: Medium; Toughness: 15; Features: Concealed, Laboratory, Library, Living Space, Secret, Security System, Workshop

Combat: Attack +10 / +13 (Melee) / + 12 (Magic), Damage +4 (Unarmed) / +24 (variable power), Defence +13 (+5 flat-footed), Initiative +4

Saves: Toughness +4 / +24 (Magic), Fortitude 8 (+12), Reflex 8 (+12), Will 11 (+20)

Drawbacks:
Disability (hands suffer from nerve damage, imposing a -4 penalty to checks involving fine manipulation, though this does not impede spellcasting, -1pp)

Abilities 50 + Skills 39 + Feats 30 + Powers 345 + Combat 40 + Saves 27 - Drawbacks 1 = 530

Complications: Enemy (Baron Mordo, Doctor Doom, Dormammu, Nightmare, Umar the Unrelenting),

Notes:
One thing I've changed from the previous version is that I'm now embracing the variable power, which he can shift around as a free action to his heart's content, with 125pp of effects at his disposal, since a little digging shows that while he could fit for an array, he's capable of summoning nearly any magical effect you could think of. And he can do it a lot more quickly than Zatanna, and though he does admittedly display a few more 'standard' sets of spells than she does (which would befit an array), his generally plot-device styled nature means that you can generally give him a variable power and it would almost certainly fit for most of what he does. I haven't made a list of his sample spells because the sheer number of them is admittedly insane.

Cloak of Levitation:

Cloak of Levitation
PL 12

Created By: Stan Lee and Steve Ditko
First Appearance: Strange Tales #127 (1964)


Abilities: Strength 20 (+5), Dexterity 20 (+5), Constitution --, Intelligence --, Wisdom 10 (+0), Charisma --

Skills: None

Feats: None

Powers:
Immunity 30 (fortitude effects; 30pp)
Protection 16 (Extra: Impervious [+1]; 32pp)
Snare 16 (Extra: Engulf [+0]; Dynamic; 33pp)
DAP: Elongation 8 (2pp)
DAP: Flight 8 (2,500 MPH: 2pp)
DAP: Morph 8 (objects; 2pp)
DAP: Super-Strength 8 (heavy load: 45 tons; 2pp)

Combat: Attack +8, Damage +5 (Unarmed) / +16 (Snare), Defence +8 (+4 flat-footed), Initiative +5

Saves: Toughness +16, Fortitude --, Reflex 10 (+15), Will --

Abilities -10 + Skills 0 (0 ranks) + Feats 0 + Powers 103 + Combat 32 + Saves 10 - Drawbacks 0 = 135
Last edited by Narsil on Mon Mar 25, 2013 1:52 pm, edited 4 times in total.
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Build #009: Superman of Earth-One, 1970s

Postby Narsil » Fri Aug 24, 2012 6:45 am

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Superman of the Bronze Age, 1970s (Kal-El)
PL 24 (895pp)

Created By: Jerry Siegel and Joe Shuster
First Appearance: More Fun Comics #101 (1945), as Superboy; Superman #76 (1952), as Superman


Abilities: Strength 20/70 (+30), Dexterity 20 (+5), Constitution 20/56 (+23), Intelligence 20/40 (+15), Wisdom 20 (+5), Charisma 20 (+5)

Skills: Bluff 10 (+15), Computers 12 (+27), Concentration 16 (+21), Craft [Electronic] 16 (+31), Craft [Mechanical] 16 (+31), Craft [Structural] 16 (+31), Diplomacy 14 (+19), Gather Information 8 (+13), Investigate 10 (+25), Knowledge [Krypton] 12 (+27), Knowledge [Technology] 18 (+33), Notice 12 (+17), Profession [Farmer] 2 (+7), Profession [Shopkeeper] 2 (+7), Profession [Reporter] 8 (+13), Search 12 (+27), Sense Motive 12 (+17)

Feats: Accurate Attack, All-Out Attack, Assessment, Attack Focus [Melee] 4, Attack Specialisation [Heat Vision] 2, Beginner's Luck, Connected, Contacts, Defensive Attack, Dodge Focus 4, Eidetic Memory, Equipment 5 (Fortress of Solitude), Extraordinary Effort, Inspire 4, Interpose, Inventor, Jack-of-All-Trades, Leadership, Luck 4, Master Plan, Power Attack, Takedown Attack, Ultimate Effort 2 (Strength, Toughness), Withstand Damage

Powers:
Comprehend 3 (languages 3 [understand/speak/read all]; 6pp)
Enhanced Strength 50 (50pp)
Enhanced Constitution 30 (30pp)
Enhanced Intelligence 20 (20pp)
Immunity 17 (ageing, fatigue, life support, need for sleep, starvation and thirst; 17pp)
Protection 10 (Extra: Impervious 25; 35pp)
Super-Strength 25 (50pp)
Variable Power 50 (multiple powers of a strength descriptor; Dynamic; Extra: Continuous [+1], Free Action [+2]; 451pp)
DAP: Variable Power 50 (multiple powers of a sensory or vision descriptor; Extra: Continuous [+1], Free Action [+2]; 2pp)
DAP: Variable Power 50 (multiple powers of a speed or flight descriptor; Extra: Continuous [+1], Free Action [+2]; 2pp)
DAP: Variable Power 50 (multiple powers of a super-mental descriptor; Extra: Continuous [+1], Free Action [+2]; 2pp)

Sample Strength Powers: (250pp total)
Arctic Breath: Snare 23 (Extra: Line Area [+1]; Flaw: Touch [-1]; 46pp)
Coal Into Diamonds: Transform 29 (coal into diamonds; Flaw: Touch [-1]; 58pp)
Infinite Strength: Super-Strength 125 (250pp)
No Force On Earth Can Move Me: Immovable 125 (Extra: Unstoppable [+1]; 250pp)
Precise Vocal Control: Feature 1 (Mimicry; 1pp)
Super-Breath: Telekinesis 125 (Extra: Perception [+1]; Flaw: Limited Direction [-1]; 250pp)
Super-Exhalation: Nulify 23 (all flame and gas effects; Extra: Cone Area [+1], Effortless [+1], No Saving Throw [+2]; Flaw: Touch [-1]; 115pp)
Super-Ventriloquism: Communication 9 (auditory; PF: Subtle; 10pp)

Sample Sensory or Vision Powers:
Electromagnetic Vision: Super-Senses 6 (Detect Electromagnetic Radiation 4 [visual, Analytical, Acute, Tracking], Infravision, Ultra-Vision; 6pp)
Heat Vision (Deflection): Deflect 29 (slow and fast projectiles; Extra: Action [move, +1], Ranged [+1]; 116pp)
Heat Vision (Full Power): Blast 29 (Extra: Autofire [+1], Penetrating [+1]; 116pp)
Heat Vision (Standard): Blast 29 (PF: Precise, Subtle; 60pp)
Super-Hearing: Super-Senses 12 (Analytical Hearing, Extended Hearing 10, Ultra-Hearing; 12pp)
Super-Hearing (Intergalactic): ESP 20 (auditory; PF: Subtle 2; 22pp)
Telescopic Vision: Super-Senses 10 (Extended Vision 10; 10pp)
Telescopic Vision (Intergalactic): ESP 20 (visual; PF: Subtle 2; 42pp)
X-Ray Vision: Super-Senses 4 (X-Ray Vision [except lead]; 4pp)

Sample Speed or Flight Powers:
Bullet Catching: Deflect 17 (slow and fast projectiles; 34pp)
Faster Than A Speeding Bullet: Super-Speed 20 (rapid attack; 50pp)
Faster Than The Eye Can Follow: Concealment 4 (Flaw: Limited [while moving, -1]; 4pp)
Flight, Atmospheric: Flight 20 (25,000,000 MPH: 40pp)
Flight, Space: Space Travel 20 (20pp)
Rapid Disarm: Disarm 28 (Extra: Area [Targeted Burst, +1], Selective [+1]; 84pp)
Sonic Boom: Dazzle 23 (Extra: Burst Area [+1]; Flaw: Touch [-1]; 23pp) and Damage 23 (Extra: Burst Area [+1]; 46pp)
Super-Spinning: Burrowing 20 (Extra: Penetrating [+1]; 40pp) and Spinning 20 (Flaw: No Toughness [-1]; PF: Radius Sight; 21pp)
Time Travel: Super-Movement 3 (temporal; 6pp)
Vibrations: Insubstantial 4 (20pp)

Sample Super-Mental Powers:
Hyper-Intelligence: Quickness 20 (Flaw: Limited [to mental tasks, -1]; 10pp) plus possible additional ranks of Enhanced Intelligence
Mental Discipline: Immunity 20 (mental effects; 20pp)
Super-Hypnotism (Compelling): Mind Control 23 (Extra: Sustained [+1]; Flaw: Sense Dependent [visual, -1]; 46pp)
Super-Hypnotism (Erase Memories): Mental Transform 23 (2pp/rank [memories]; Extra: Continuous [+1], Perception [+1]; Flaw: Sense Dependent [visual, -1]; 69pp)
Super-Learning: Reflex Memory 4 (Extra: Feats [+1]; 40pp)

Equipment:
Fortress of Solitude (Headquarters; 25ep)
Size: Gargantuan; Toughness: 25; Features: Communications, Computer, Concealed 2, Defence System, Gym, Pool, Hanger, Holding Cells, Isolated, Laboratory, Library, Living Space, Power System, Security System, Workshop; Powers: Super-Movement: Dimensional 1 (to the Phantom Zone)

Combat: Attack +14 / +18 (Melee, Heat Vision), Damage +30 (Unarmed) / +30 (Heat Vision), Defence +18 (+7 flat-footed), Initiative +5

Saves: Toughness +30, Fortitude 8 (+28), Reflex 20 (+25), Will 20 (+25)

Drawbacks:
Power Loss (all powers, at a rate of one rank per round, when exposed to kryptonite; Very Common, Major; -5pp)
Power Loss (all powers, when bathed in red sun radiation or deprived of yellow sun radiation; Very Common, Major; -5pp)
Power Loss (impervious toughness, against attacks involving red sunlight or magic, -3pp)
Vulnerable (to magical effects, +50%; Common, Moderate; -3pp)
Weakness (to kryptonite, drains all abilities, once per minute; Very Common, Major [Potentially Lethal]; -9pp)

Abilities 60 + Skills 49 (196 ranks) + Feats 42 + Powers 665 + Combat 56 + Saves 48 - Drawbacks 25 = 930

Complications: Enemy (Lex Luthor, Brainiac, Bizarro, numerous others), Fame (it's Superman!), Honour (fulfilling the ideals of truth and justice), Obsession (will not use his full powers against most foes), Relationship (in a complicated love triangle with Lois Lane, Lana Lang and Clark Kent... awkward), Secret (Superman is really Clark Kent)

Notes:
By the time of the 1970s, Superman was slowly transforming into a more 'modern' superhero, fighting modern battles and acting more or less as a more epic, high-level version of typical superhero adventures while also maintaining the imagination of the previous decade. Though he was toned down somewhat in strength from the previous incarnation, he was about as strong as he need to be in order to be a decent character, and he had a remarkably fun cast of supporting characters on top of that. This era's Superman is basically the version that inspired the Christopher Reeve films, and in personality the two characters are largely the same, though there are a lot of differences introduced for simplicity's sake. For instance, the comic-book Superman was previously Superboy before becoming an adult superhero, had a very large supporting cast of other heroes, and was not actually from Kansas. That itself was something made up for the film.

Smallville was, as imagined by the writer of the time (Elliot S! Maggin), somewhere in Maryland on the East Coast. This is consistent with the local geography as displayed in the comics themselves, and also makes sense given the fact that it's meant to be near to Metropolis, which is itself meant to be in Delaware. This also works given the fact that Superman's highly liberal for the most part, despite the right-wing trying to make claims to the contrary. And despite the whole 'American way' thing, I suppose being Republican is antithetical to truth and justice.

EDIT: Brought in line with other Pre-Crisis Superman builds.
Last edited by Narsil on Tue Mar 26, 2013 2:21 pm, edited 1 time in total.
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Re: Narsil's Library [2e]: Superman ('30s-'70s), Dr. Strange

Postby Woodclaw » Fri Aug 24, 2012 9:29 am

Welcome back to the old shore of the edition pond.

I have to say that some of your PP totals are pretty insane, appropriate but insane (NOTE: I'm still struggling to bring my Superman closer to a playable PL/PP rate).
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Re: Narsil's Library [2e]: Superman ('30s-'70s), Dr. Strange

Postby Narsil » Fri Aug 24, 2012 9:52 am

Woodclaw wrote:Welcome back to the old shore of the edition pond.


Thanks, I really missed the old edition's way of working, and having drawbacks makes figuring out certain things a million times easier.

I have to say that some of your PP totals are pretty insane, appropriate but insane (NOTE: I'm still struggling to bring my Superman closer to a playable PL/PP rate).


I basically build to capture what the characters are capable of. If they wind up hitting their power level and power point totals appropriately, that's completely by accident, and I don't really have any intentions to build characters to power level and power point scores. :P Superman in particular is a rather difficult one; he can be done, if you're willing to indulge in a bit of array-based construction (admittedly much easier on that note with a wide array), but it's really, really hard.
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Build #010: Brother Voodoo

Postby Narsil » Sun Aug 26, 2012 5:07 pm

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Brother Voodoo, Houngan Supreme (Jericho Drumm)
PL 10 (190pp)

First Appearance: Strange Tales #169 (1973)


Abilities: Strength 14/22 (+2/+6), Dexterity 18 (+4), Constitution 14/22 (+2/+6), Intelligence 18 (+4), Wisdom 20 (+5), Charisma 16 (+3)

Skills: Bluff 8 (+11), Concentration 12 (+17), Diplomacy 12 (+15), Gather Information 7 (+10), Handle Animal 4 (+7), Investigate 8 (+12), Knowledge [Arcane Lore] 14 (+18), Knowledge [Behavioural Sciences] 10 (+14), Languages 1 (English; Base: French), Medicine 6 (+11), Notice 8 (+13), Perform [Dance] 6 (+9), Profession [Psychiatrist] 6 (+11), Profession [Voodoo Priest] 2 (+7), Survival 8 (+13)

Feats: Artificer, Benefit 2 (Status [Houngan Supreme], Wealth), Contacts, Defensive Roll 2, Dodge Focus 4, Luck 2, Ritualist, Trance, Track

Powers:
- Immunity 10 (fire; Flaw: Duration [concentration, -1]; 5pp)
- Summon Brother's Spirit 10 (Extra: Heroic [+1]; PF: Mental Link; 31pp)
-- AP: Enhanced Strength 8, Enhanced Constitution 8, Super-Strength 2 (heavy load: 1 ton; 1pp)
- Voodoo Magic 10 (DB: Power Loss [if unable to gesture or speak, -2pp]; 18pp)
-- Base: Plant Control 10 (0pp)
-- AP: Animal Control 10 (1pp)
-- AP: Fire Blast 10 (Extra: Burst Area [+1]; Flaw: Limited [requires flame, -1]; 1pp)
-- AP: Fire Control 10 (1pp)
-- AP: Hypnosis 10 (1pp)
-- AP: Obscure 3 Smoke (Extra: Selective [+1]) and Emotion Control 10 Drums (Flaw: Limited [to causing fear, -1], Ranged [-1]; Extra: Area [auditory perception, +1]; 1pp)

Combat: Attack +8, Grapple +11/+14, Defence +12 (+4 flat-footed), Initiative +4
- Attacks: Conflagration +10, Hypnosis +10

Saves: Toughness +4/+8 (+2/+6 flat-footed), Fortitude 4 (+6/+10), Reflex 4 (+8), Will 7 (+12)

Abilities 40 + Skills 28 (112 ranks) + Feats 15 + Powers 60 + Combat 32 + Saves 15 - Drawbacks 0 = 190

Notes:
So, here we have Brother Voodoo. Rather expensive though surprisingly un-damaging for his power level, Brother Voodoo is a skilled magic-user whose main focus is on mental effects, trickery, and a bit of fire manipulation. His biggest claim to fame came in more recent events where he was given something of a boost in his magical talents and became the replacement Sorcerer Supreme after Doctor Strange lost the job. I'll have to build that version at some point.

The Spirit of Daniel Drumm:
Daniel Drumm
PL 10 (150pp)


Abilities: Strength --, Dexterity 14 (+2), Constitution --, Intelligence 16 (+3), Wisdom 20 (+5), Charisma 18 (+4)

Skills: Craft [Artistic] 6 (+9), Intimidate 12 (+16), Knowledge [Arcane Lore] 12 (+15), Notice 8 (+13), Perform [Dance] 6 (+10), Profession 8 [Houngan] (+13), Sense Motive 8 (+13), Survival 8 (+13)

Feats: Artificer, Attack Focus [Melee] 4, Dodge Focus 4, Ritualist, Trance

Powers:
- Ethereal: Immunity 30 (fortitude effects), Insubstantial 4 (permanent; PF: Innate; 51pp)
- Possession 10 (30pp)
-- AP: Flight 3 (50 MPH; 1pp) and Concealment 10 (Extra: Continuous [+1]; DB: Power Loss [against mystical senses or ethereal beings, -3pp]; 1pp)

Combat: Attack +6 (Melee +10), Grapple --, Defence +10 (+3 flat-footed), Initiative +2
- Attacks: Possession +10

Saves: Toughness +0, Fortitude --, Reflex 4 (+6), Will 5 (+10)

Abilities 8 + Skills 16 (64 ranks) + Feats 11 + Powers 82 + Combat 24 + Saves 9 - Drawbacks 0 = 150
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Build #011: Superman of New Earth, 1980s

Postby Narsil » Sun Aug 26, 2012 5:10 pm

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Superman of New Earth, 1980s (Kal-El)
PL 13 (230pp)

First Appearance: Action Comics #1 (1938)


Abilities: Strength 16/42 (+16), Dexterity 14 (+2), Constitution 16/34 (+12), Intelligence 14 (+2), Wisdom 14 (+2), Charisma 14 (+2)

Skills: Bluff 6 (+8), Concentration 8 (+10), Craft [Electronic] 2 (+4), Diplomacy 6 (+8), Investigate 8 (+10), Knowledge [Krypton] 8 (+10), Knowledge [Technology] 2 (+4), Languages 1 (Kryptonian; Base: English), Notice 6 (+8), Profession [Farmer] 4 (+6), Profession [Journalist] 6 (+8), Search 7 (+9), Sense Motive 8 (+10)

Feats: Attack Specialisation [Unarmed] 2, Attack Focus [Ranged] 3, Connected, Dodge Focus 4, Extroardinary Effort, Improved Initiative 3, Inspire, Leadership, Luck, Power Attack, Seize Initiative, Ultimate Effort (Toughness checks)

Powers:
- Boost 10 (Extra: Linked [Protection, +0], Reaction [+3], Flaw: Limited [yellow sun radiation, -2], Limited [damage rank, -1], Personal [-1]; 5pp)
-- Effect: Enhanced Feats 10 (luck)
- Enhanced Strength 26 (26pp)
- Enhanced Constitution 18 (18pp)
- Enhanced Feats 5 (Improved Initiative 5; 5pp)
- Flight 12 (50,000 MPH; Dynamic; Extra: Wide Array [26pp per power/52pp pool; +1]; PF: Moving Feint, Space Travel; 40pp)
-- DAP: Quickness 12 (2pp)
-- DAP: Speed Stunts 12 (Rapid Attack; 2pp)
-- DAP: Super-Strength 12 (heavy load: 17,500 tons; PF: Arctic Breath, Super-Breath; 2pp)
- Heat Vision 13 (26pp)
- Immunity 5 (cold, heat, pressure, radiation, vacuum; 5pp)
- Protection 4 (Extra: Impervious 12; 16pp)
- Super-Senses 18 (Acute and Extended Hearing 3, Extended Vision 3, Infravision, Microscopic Vision 4, Radio, Ultra-Hearing, X-Ray Vision; 18pp)
- Super-Strength 3 (heavy load: 140,000 tons total; Flaw: Limited [3 ranks, only while flying, -1]; 3pp)

Combat: Attack +6 (Unarmed +10, Ranged +9), Grapple +34/+37, Defence +10 (+3 flat-footed), Initiative +14
- Attacks: Unarmed +16, Heat Vision +13

Saves: Toughness +16 (Impervious 12), Fortitude 3 (+15), Reflex 5 (+7), Will 5 (+7)

Drawbacks:
- Involuntary Transformation (into Clark Kent, when exposed to kryptonite; Common, Major; -4pp)
- Involuntary Transformation (into Clark Kent, when bathed in red solar radiation or deprived of yellow solar radiation; Common, Irresistible, -5pp)
- Power Loss (impervious toughness, against magical attacks; -1pp)
- Vulnerable (to magical effects; Uncommon, Moderate; -2pp)
- Weakness (to kryptonite; drains constitution, once per round; Very Common, Major; -8pp)

Abilities 28 + Skills 18 (72 ranks) + Feats 17 + Powers 150 + Combat 24 + Saves 13 - Drawbacks 20 = 230

Complications:
All-American Boyscout: Superman attributes his sense of virtue and morality to his having been raised with various mid-western American values and ideals.
Enemy: More than previous incarnations, this version of Superman is the sworn enemy of corrupt businessman Lex Luthor, opposing his corporate empire on many levels and in many areas.
Identity: Superman is secretly Clark Kent, mild mannered reporter and journalist for the Daily Planet.
Relationships: As Clark Kent, Superman has close relationships and friendships with the other members of the Daily Planet. He is also still quite close to his adoptive parents, Martha and Jonathan Kent.
Son of Earth: Superman considers himself a native of the planet Earth and thus considers himself human, in spite of his extraterrestrial origins.

Notes:
So here we have what is arguably the 'big blue boyscout' version of Superman. Oddly enough, despite being the 'most iconic version' of Superman, previous versions of the character very much avoided that sort of idea, and it was only in the John Byrne reboot that he was specifically and irrevocably turned into the high school football star and the version of Superman who embodied mid-western values. He wasn't even from Kansas in his Pre-Crisis incarnation. Beyond that, this version of Superman is lacking in many of the really distinctive or interesting aspects of his previous incarnations. Many of the prior versions of Superman were genius scientists, for instance, as strong in mind as they were in strength, while the John Byrne reboot kind of turned Superman into a more straight-forward brick who wasn't exactly an idiot, but wasn't exactly very intelligent either.

I personally think it was a bad idea. But rather than go on a big rant, I'll leave it at that. One major difference that this has from the original 3e form I made was that he now has renewed access to his previous sun-dipping feat that allowed him to temporarily increase his abilities with exposure to yellow solar radiation. For the most part, this takes the place of bonus luck points, an idea I have to thank Taliesin's old builds for, which allows him to use extroardinary effort with greater ease.
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
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