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

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Re: Narsil's Library [2e]: Superman ('30s-'80s), Brother Voodoo

Postby Gilliam » Mon Aug 27, 2012 1:51 am

Just like to say that I am really enjoying these builds and it is good to see a Superman who is Super.
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Re: Narsil's Library [2e]: Superman ('30s-'80s), Brother Voodoo

Postby Narsil » Mon Aug 27, 2012 3:58 am

Thanks. Though I have to admit that I find it somewhat irritating that Superman tended to stop being as such for a good few years there. John Byrne really did a number on the character. Probably the only redeeming factor was Lois Lane, with just about everything else being pretty lacklustre.
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Build #012: Jennifer Morgan of Earth-One

Postby Narsil » Mon Aug 27, 2012 6:04 am

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Jennifer Morgan, Sorceress of Skartaris
PL 10 (150pp)

First Appearance:
Warlord #38 (1980)


Abilities: Strength 10 (+0), Dexterity 12 (+1), Constitution 12 (+1), Intelligence 16 (+3), Wisdom +18 (+4), Charisma 18 (+4)

Skills: Concentration 10 (+14), Craft [Chemical] 8 (+11), Diplomacy 6 (+10), Knowledge [Arcane Lore] 15 (+18), Knowledge [History] 4 (+7), Languages 1 (Skartaran; Base: English), Notice 8 (+12), Search 8 (+11)

Feats: Artificer, Attractive, Benefit (Status), Connected, Dodge Focus 3, Luck 2, Ritualist, Trance

Powers:
- Magic 19 (PF: Accurate 2; DB: Power Loss [if unable to gesture or speak, -2pp]; 38pp)
-- Base: Mystic Passage 10 (PF: Easy, Progression 5, Turnabout), Linked to Super-Movement 3 (Temporal 3; PF: Progression 5; 0pp)
-- AP: Mystic Blast 10 (Extra: Autofire [+1]; PF: Affects Insubstantial 2, Split Attack; 1pp)
-- AP: Mystic 12 (Extra: Perception [+1]; PF: Precise; 1pp)
-- AP: Scrying 10 (visual and auditory), Linked to Super-Senses 8 (Precognition, Postcognition; 1pp)
- Mystic Flight 6 (500 MPH; 12pp)
- Mystic Shield 10 (10pp)
- Super-Senses 2 (Mystic Awareness 2 [Acute]; 2pp)

Combat: Attack +6 (Magic Spells +10), Grapple +6 (Mystic Hand +24), Defence +9 (+3 flat-footed), Initiative +1
- Attacks: Unarmed +0, Mystic Bolts +10 [Autofire]

Saves: Toughness +11, Fortitude 2 (+3), Reflex 2 (+3), Will 5 (+9)

Abilities 26 + Skills 15 (60 ranks) + Feats 11 + Powers 65 + Combat 24 + Saves 9 - Drawbacks 0 = 150

Notes:
A surprisingly easy build to create, Jennifer Morgan is one of the main characters from DC Comics' Warlord series, which I think was their answer to the fact that Marvel was putting out a Conan the Barbarian comic at about the same time. Generally, the series followed a modern soldier thrust into a fantastical and magical world, though it was later revealed that he was more accurately thrust into a more fantastical and magical world since his world of origin was the DC Universe. So he was familiar with superheroes. Jennifer Morgan was introduced in the thirty-eighth issue as an adult daughter that he'd left behind on Earth. She followed him to Skartaris and became a sorceress.

Generally, I followed the cues from the old DC Heroes roleplaying game, the DC Adventures version of the character in Heroes & Villains, Vol 2, and some of the Atomic Think Tank builds when it came to building her. From what I can tell, Jennifer Morgan's fairly straightforward and doesn't really have much in the way of feats outside of energy blasts, moving things about, scrying and teleporting. With some of the latter two being temporal in nature.
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Build #013: Superman of New Earth, 1990s

Postby Narsil » Mon Aug 27, 2012 6:08 am

Image
What really gets me more than anything else about this image is that this is probably the worst Superman facial expression I've ever seen...

Superman of New Earth, 1990s (Kal-El)
PL 14 (285pp)

First Appearance: Action Comics #1 (1938)


Abilities: Strength 16/46 (+18), Dexterity 14 (+2), Constitution 16/36 (+13), Intelligence 14 (+2), Wisdom 14 (+2), Charisma 14 (+2)

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

Feats: All-Out Attack, Attack Specialisation [Unarmed] 2, Attack Focus [Ranged] 3, Connected, Diehard, Dodge Focus 4, Extroardinary Effort, Improved Initiative 4, Inspire, Leadership, Luck, Power Attack, Seize Initiative, Takedown Attack, 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 30 (30pp)
- Enhanced Constitution 20 (20pp)
- Enhanced Feats 7 (Improved Initiative 7; 7pp)
- Heat Vision 15 (30pp)
- Immunity 7 (all environmental effects, starvation and thirst; 7pp)
- Protection 5 (Extra: Impervious 15; 20pp)
- Super-Senses 18 (Acute and Extended Hearing 3, Extended Vision 3, Infravision, Microscopic Vision 4, Radio, Ultra-Hearing, X-Ray Vision; 18pp)
- Super-Strength 16 (heavy load: 480,000 tons; Dynamic; Extra: Wide Array [34pp per power/68pp pool; +1]; PF: Arctic Breath, Super-Breath; 52pp)
-- DAP: Flight 16 (1,000,000 MPH; PF: Moving Feint, Space Travel; 2pp)
-- DAP: Quickness 16 (2pp)
-- DAP: Speed Stunts 16 (Rapid Attack; 2pp)

Combat: Attack +6 (Unarmed +10, Ranged +9), Grapple +40, Defence +10 (+3 flat-footed), Initiative +30
- Attacks: Unarmed +18, Heat Vision +15

Saves: Toughness +18 (Impervious 15), Fortitude 3 (+16), Reflex 6 (+8), Will 6 (+8)

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 23 (92 ranks) + Feats 20 + Powers 195 + Combat 24 + Saves 15 - Drawbacks 20 = 285

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. He has also become an adamant opponent of Hank Henshaw and the creature known as Doomsday.
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.
Trauma: Superman has been affected to a degree by his experience with death, and has become more extreme given the crimes perpetrated by his near-doppelganger, Hank Henshaw.

Notes:
So here we have the mid-nineties version of Superman. Power wise, he isn't much improved over his previous incarnation, though he has become stronger and more durable to a moderate degree. He is now also fully-strong all the time rather than being stronger-while-flying. But the amount of changes to this version of Superman is a very small list. He can fly faster than most, he's stronger than most, but ultimately he inhabits a much-weakened universe, and he was the first version of Superman to have actually died at one point, courtesy of Doomsday. Very, very annoyingly, this version of Superman is the version to have been 'gifted' with the brief mullet treatment. Which was eventually fixed, but exchanged for his becoming an energy controller.

Personality-wise, this Superman is at his most 'extreme', actually killing several villains on occasion, and using his powers to power-stunt a vibration control that was used to kill the infamous Cyborg Superman until he was able to reform.
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Re: Narsil's Library [2e]: Superman ('30s-'90s), Jennifer Morgan

Postby Bladewind » Mon Aug 27, 2012 7:07 am

Loving the variant builds.

As I've not seen anyone satisfied with their Energy Form Supes, are you tackling that one too?
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Re: Narsil's Library [2e]: Superman ('30s-'90s), Jennifer Morgan

Postby Narsil » Mon Aug 27, 2012 7:28 am

Bladewind wrote:Loving the variant builds.

As I've not seen anyone satisfied with their Energy Form Supes, are you tackling that one too?


Not yet. I've got plans for it, but it's not on my immediate schedule.
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Build #014: Superman of New Earth, 2000s

Postby Narsil » Mon Aug 27, 2012 1:14 pm

Image

Superman of New Earth, 2000s (Kal-El)
PL 16 (390pp)

First Appearance:
Action Comics #1 (1938)


Abilities: Strength 18/50 (+20), Dexterity 16 (+3), Constitution 18/40 (+15), Intelligence 18 (+4), Wisdom 18 (+4), Charisma 20 (+5)

Skills: Bluff 8 (+13), Concentration 12 (+16), Craft [Electronic] 10 (+14), Craft [Mechanical] 10 (+14), Craft [Structural] 8 (+12), Diplomacy 10 (+15), Gather Information 8 (+13), Intimidate 5 (+10), Investigate 9 (+13), Knowledge [Krypton] 12 (+16), Knowledge [Technology] 14 (+18), Languages 2 (Interlac, Kryptonian; Base: English), Notice 8 (+12), Profession [Farmer] 2 (+6), Profession [Journalist] 10 (+14), Search 8 (+12), Sense Motive 8 (+12)

Feats: Accurate Attack, All-Out Attack, Beginner's Luck, Connected, Diehard, Eidetic Memory, Equipment 5 (Fortress of Solitude), Extraordinary Effort, Improved Initiative 10, Inspire 3, Interpose, Inventor, Leadership, Luck 2, Power Attack, Seize Initiative, Takedown Attack, Ultimate Effort (Toughness checks)

Powers:
- Comprehend Languages 3 (speak/understand/read all; DB: Power Loss [requires scene to learn new language, -1pp]; 5pp)
- 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 32 (32pp)
- Enhanced Constitution 22 (22pp)
- Enhanced Feats 11 (Eidetic Memory, Improved Initiative 10; 11pp)
- Heat Vision 18 (PF: Precise, Subtle; 38pp)
- Immunity 10 (life support, starvation and thirst; 10pp)
- Protection 5 (Extra: Impervious 17; 22pp)
- Super-Senses 22 (Acute and Extended Hearing 3, Extended Vision 4, Infravision, Microscopic Vision 4, Radio [Tracking], Uncanny Dodge 2 [Visual, Hearing], Ultra-Hearing, X-Ray Vision; 22pp)
- Super-Strength 17 (heavy load: 480,000 tons; Dynamic; Extra: Wide Array [38pp per power/76pp pool; +1]; PF: Arctic Breath, Bracing, Shockwave, Super-Breath; 58pp)
-- DAP: Flight 17 (2,500,000 MPH; PF: Moving Feint; 2pp)
-- DAP: Quickness 17 (2pp)
-- DAP: Space Travel 5 (2pp)
-- DAP: Speed Stunts 17 (Rapid Attack; PF: Invisibility [while moving]; 2pp)

Combat: Attack +12, Grapple +49, Defence +12 (+6 flat-footed), Initiative +43
- Attacks: Unarmed +20, Heat Vision +18

Saves: Toughness +20 (Impervious 17), Fortitude 4 (+19), Reflex 9 (+12), Will 9 (+13)

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 48 + Skill 36 (144 ranks) + Feats 23 + Powers 233 + Combat 48 + Saves 22 - Drawbacks 20 = 390

Complications:
For Truth and Justice: Superman's motivation for doing good is the simple act of doing good itself.
Last Son of Krypton: Superman is nearly the last of his kind, and the recent destruction of New Krypton has made him more aware of that fact than he has been for quite some time.
Relationships: As Clark Kent, Superman's closest relationship is to his wife Lois Lane. He is also close to his cousin Kara Zor-El, and his friends Bruce Wayne, Jimmy Olsen and Perry White.
Secret Identity: Superman is secretly Clark Kent, mild mannered reporter for the Daily Planet.

Notes:
By the time of the turn of the millennium, there was another subtle shift in Superman. It was a gradual shift that started just after the 1996 Kingdom Come comic, and hit its peak with the Superman/Batman comic, revising the character pretty much from the ground up, but in a method of operation that can best be described as 'bit-by-bit'. The old version of Krypton was reintroduced, Superman was no longer strictly the last of his kind with the reintroduction of Kara Zor-El, and Superman was once again highly intelligent, with an eidetic memory and more of his lost scientist traits turning up.

By the time of Infinite Crisis, the 2000s version of Superman was basically a lower-level version of his Pre-Crisis self in terms of characterisation and approach. He wasn't moving entire worlds with his bare hands anymore or punching through time itself, but he was certainly much more of a Superman than he had been for damn near twenty years at that point. Generally, this Superman can be traced as lasting right up until the less-than-stellar Grounded story by J. Michael Straczynski, before his replacement by the recent New 52 reboot.

I did originally adapt a New 52 Superman, but it was a little inaccurate as they're still working out the kinks in the character overall, so I'll be leaving it a while as I figure out how to make that Superman work.
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Build #015: Doctor Doom (Victor Von Doom)

Postby Narsil » Sun Sep 02, 2012 4:25 am

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Doctor Doom I of Earth-616 (Victor Von Doom)
PL 14 (350pp)

First Appearance:
The Fantastic Four #5 (1962)


Abilities: Strength 16/32 (+3/+11), Dexterity 18 (+4), Constitution 18 (+4), Intelligence 28 (+9), Wisdom 18 (+4), Charisma 18 (+4)

Skills: Bluff 12 (+16), Computers 15 (+24), Concentration 13 (+17), Craft [Artistic] 8 (+17), Craft [Chemical] 8 (+17), Craft [Electronic] 18 (+27), Craft [Mechanical] 18 (+27), Craft [Structural] 12 (+21), Diplomacy 11 (+15), Disable Device 13 (+22), Drive 8 (+12), Intimidate 12 (+16), Knowledge [Arcane Lore] 12 (+21), Knowledge [Civics] 10 (+19), Knowledge [Physical Sciences] 17 (+26), Knowledge [Technology] 17 (+26), Languages 8 (English, German, Latin, Latverian, Mandarin Chinese, Romanian, Russian, 1 other; Base: Roma), Perform [Pianist] 10 (+14), Pilot 8 (+12), Search 9 (+18), Sense Motive 9 (+13)

Feats: Artificer, Benefit 10 (Diplomatic Immunity, Status 3 [Ruler of Latveria], Wealth 6), Challenge (Durable Lie), Inventor, Leadership, Luck 3, Master Plan, Ritualist, Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical, Structural], Disable Device, Knowledge [Arcane Lore, Technology]), Trance, Ultimate Effort (Master Plan)

Powers:
- Device 28 Nuclear-Powered Battle Armour (hard-to-lose; PF: Restricted 2 [to Doctor Doom], Summonable; 115pp)
- Magic of the Scientific School 15 (DB: Power Loss [if unable to cast spells, -2pp]; 28pp)
-- Base: Mystic Blast 14 (PF: Precise, Split Attack; 0pp)
-- AP: Dimensional Gate (1pp)
-- AP: Mystic Binding 10 (Extra: Burst Area [+1]; 1pp)
-- AP: Mystic Hand 14 (PF: Precise; 1pp)
-- AP: Mystic Passage 10 (Extra: Accurate [+1]; 1pp)
-- AP: Summon Demons 7 (Extra: Broad Type [+1], Horde [+1]; PF: Progression 2; 1pp)
- Super-Senses 2 (Mystical Awareness 2 [Acute]; 2pp)

Nuclear-Powered Battle Armour
- Armour Weapons 18 (36pp)
-- Base: Energy Blast 16 (PF: Precise, Split-Attack, Variable Descriptor 2 [any technological]; 0pp)
-- AP: Concussive Blasts 16 (PF: Knockback 3, Split-Attack; 1pp)
-- AP: Electrical Damage 7 (Extra: Aura [+3], Secondary Effect [+1]; 1pp)
-- AP: Force Constructs 16 (Extra: Impervious [+1]; Flaw: Concentration [-1]; PF: Stationary; 1pp)
-- AP: Telekinesis 16 (PF: Accurate, Split-Attack; 1pp)
- Communication 9 (radio; 9pp)
- Enhanced Strength 16 (16pp)
- Enhanced Feats 9 (Attack Focus [Ranged] 2, Dodge Focus 2, Evasion, Improved Aim, Improved Initiative 2, Precise Shot; 9pp)
- Flight 9 (5,000 MPH; Dynamic; 19pp)
-- DAP: Super-Strength 6 (heavy load: 70 tons; 2pp)
- Immunity 9 (life support; 9pp)
- Protection 12 (Extra: Impervious [+1]; 24pp)
- Super-Senses 12 (Vision 2 [Extended 2], Hearing [Extended], Direction Sense, Distance Sense, Infravision, Radar, Ultra-Vision, Ultra-Hearing; 12pp)

Combat: Attack +10 (Ranged +12), Grapple +27 (+30 with tractor beam), Defence +12 (+5 flat-footed), Initiative +12
- Attacks: Unarmed +11 [+18 electrical aura], Energy Blasts +16

Saves: Toughness +16 (Impervious 12), Fortitude 5 (+9), Reflex 5 (+9), Will 9 (+13)

Abilities 56 + Skills 62 (248 ranks) + Feats 23 + Powers 195 + Combat 40 + Saves 19 - Drawbacks 0 = 395

Complications:
Arrogance: Completely false. Doom has a perfectly reasonable view of his own importance and abilities.
For Conquest: Doom seeks to control the entire world. Only under his gentle, guiding hand can it be led to greatness.
Responsibility: Doctor Doom is a devoted and kind ruler to his people.
Obsession: Doom is highly focused upon besting his perennial foe, Reed Richards, in no small part due to his being at fault for the incident that rendered Doom's once-handsome face into a disfigured, ghoulish visage.

Notes:
So here we have DOCTOR DOOM, the rightful ruler of Latveria!
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Build #016: Baron Mordo

Postby Narsil » Sun Jan 13, 2013 2:44 pm

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Baron Mordo, Wielder of the Black Arts (Karl Amadeus Mordo)
PL 13 (245pp)

First Appearance:
Strange Tales #111


Abilities: Strength 12 (+1), Dexterity 14 (+2), Constitution 14 (+2), Intelligence 18 (+4), Wisdom 24 (+7), Charisma 18 (+4)

Skills: Bluff 12 (+16), Craft [Artistic] 12 (+16), Intimidate 12 (+16), Knowledge [Arcane Lore] 18 (+22), Knowledge [History] 10 (+14), Knowledge [Nobility] 12 (+16), Languages 4 (English, Latin, Tibetan, 1 other; Base: Romanian), Notice 8 (+15), Search 8 (+12), Sense Motive 8 (+15)

Feats: Artificer, Attack Specialisation [Magic], Benefit (Feared [uses intimidate for Connected]), Connected, Dodge Focus 2, Luck 5, Ritualist, Skill Mastery (Craft [Artistic], Intimidate, Knowledge [Arcane Lore, History]), Trance

Powers:
- Astral Form 9 (Flaw: Concentration [-1]; PF: Dimensional; 37pp)
-- DAP: Flight 8 (2pp)
-- DAP: Telepathy 13 (2pp)
-- DAP: Summon Zombies 6 (Extra: Horde [+1], Fanatical [+1]; Flaw: Limited [requires corpses, -1]; PF: Progression 5 [50 minions]; 2pp)
- Chaos Magic 25 (DB: Power Loss [if unable to gesture or speak, -2pp]; 48pp)
-- Base: Mystic Blast 16 (Extra: Autofire [+1]; PF: Homing, Split Attack; 0pp)
-- AP: Conjure Objects 12 (Extra: Continuous [+1], Moveable [+1]; PF: Precise, Progression; 1pp)
-- AP: Dimensional Gate (1pp)
-- AP: Glamour 12 (PF: Progression 2; 1pp)
-- AP: Mesmerism 13 (1pp)
-- AP: Mystic Binding 16 (PF: Reversible; 1pp)
-- AP: Mystic Passage 16 (Extra: Accurate [+1]; PF: Easy, Change Velocity; 1pp)
-- AP: Mystic Gateway 12 (Extra: Portal [+2]; PF: Progression 2 [25 ft. wide portal]; 1pp)
-- AP: Summon Minions 12 (Extra: Broad Type [demons, +1], Horde [+1]; PF: Progression 2 [5 minions]; 1pp)
-- AP: Transform 10 (anything into anything; Extra: Continuous [+1]; Flaw: Distracting [-1], Full Round [-1]; 1pp)
- Mystic Shield 14 (14pp)
- Super-Senses 7 (Mystical Awareness 7 [mental; Acute, Accurate, Analytical, Extended 2]; 7pp)

Combat: Attack +6 (Magic +10), Grapple +11, Defence +10 (+4 flat-footed), Initiative +2
- Attacks: Unarmed +1, Spells +19

Saves: Toughness +2 (+19 with spells), Fortitude 4 (+6), Reflex 4 (+6), Will 9 (+16)

Abilities 40 + Skills 26 (104 points) + Feats 14 + Powers 120 + Combat 28 + Saves 17 - Drawbacks 0 = 245

Notes:
Much like his primary rival, Baron Mordo is a vastly powerful sorcerer. Unlike Doctor Strange, however, he seems to have acquired full command of his astral projection, able to project himself anywhere on the globe without the use of the Eye of Agamotto or its predecessor amulet.
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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 #017: Power Girl of Earth-Two

Postby Narsil » Sun Jan 13, 2013 2:47 pm

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Power Girl of Earth-Two (Kara Zor-L)
PL 16 (405pp)

First Appearance:
All Star Comics #58 (1976)


Abilities: Strength 16/48 (+19), Dexterity 16 (+3), Constitution 16/38 (+14), Intelligence 22 (+6), Wisdom 20 (+5), Charisma 24 (+7)

Skills: Bluff 10 (+17), Concentration 12 (+17), Craft [Electronic] 12 (+18), Craft [Mechanical] 12 (+18), Diplomacy 4 (+11), Intimidate 12 (+19), Knowledge [Business] 8 (+14), Knowledge [Krypton] 8 (+14), Knowledge [Technology] 4 (+10), Notice 8 (+13), Profession [Businesswoman] 8 (+13), Sense Motive 10 (+15)

Feats: All-Out Attack, Attack Focus [Melee] 3, Attack Specialisation [Heat Vision], Attractive 2, Benefit 2 (Wealth 2), Diehard, Dodge Focus 3, Eidetic Memory, Extraordinary Effort, Fast Overrun, Improved Grab, Improved Grapple, Improved Initiative 8, Interpose, Jack-Of-All-Trades, Luck 4, Power Attack, Startle, Takedown Attack, Ultimate Effort 2 (Strength checks, Toughness checks), Weapon Break

Powers:
- Comprehend Languages 3 (speak/read/understand all; DB: Power Loss [must study first, -1pp]; 5pp)
- Energy Blast 18 Heat Vision (PF: Precise; 37pp)
-- AP: Energy Damage 18 Sweeping Heat Vision (Flaw: Distracting [-1]; Extra: Targeted Area [Cone, +1], Selective [+1]; 1pp)
-- AP: Paralyse 12 Freezing Breath (Extra: Alternate Save [Reflex, +0], Cone Area [+1]; 1pp)
- Enhanced Strength 32 (32pp)
- Enhanced Constitution 32 (22pp)
- Enhanced Feats 10 (Improved Initiative 10; 10pp)
- Flight 20 (25,000,000 MPH; Dynamic; PF: Fast Overrun, Moving Feint; 43pp)
-- DAP: Super-Speed 13 (Flaw: No Speed or Initiative [-2]; Rapid Attack; 2pp)
-- DAP: Space Travel 20 (2pp)
- Immunity 9 (life support; 9pp)
- Impervious Toughness 16 (16pp)
- Super-Senses 29 (Accurate, Analytical and Extended Hearing 5, Analytical and Extended Vison 6, Infravision, Microscopic Vision 4, Radio [Tracking], Ultra-Hearing, Ultravision, X-Ray Vision [except through lead]; 29pp)
- Super-Strength 16 (heavy load: 4,480,000 tons; PF: Bracing, Groundstrike, Precise, Super-Breath; 39pp)

Combat: Attack +10 (Melee +13, Heat Vision +12), Grapple +48, Defence +13 (+5 flat-footed), Initiative +35
- Attacks: Unarmed +19, Heat Vision +18

Saves: Toughness +19 (Impervious 15), Fortitude 0 (+19), Reflex 8 (+11), Will 9 (+14)

Drawbacks:
Involuntary Transformation (into Karen Starr, when exposed to kryptontie; Common, Irresistible; -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 54 + Skills 24 (96 ranks) + Feats 30 + Powers 255 + Combat 40 + Saves 17 - Drawbacks 15 = 405

Complications:
Champion of Women: Like her cousin, Power Girl is a defender of civil rights and a champion of social causes alongside her work as a superhero. Where Kal-L was the defender of the oppressed and unfortunate, Power Girl is specifically concerned with women's liberation and advancing the cause of feminism, which causes her to clash somewhat with her other team-mates.
Relationships: Power Girl shares a friendship with the Huntress, and the various other members of Infinity Inc. and the Justice Society.
Secret Identity: Power Girl has constructed the civilian identity of Karen Starr for herself, with the aid of Helena Wayne, from which she runs her own company dedicated to the progression of technology.
Temper: Though not necessarily violent, Power Girl has something of a short fuse, to say the least.
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Build #018: Lex Luthor of Earth-One

Postby Narsil » Mon Mar 25, 2013 1:30 am

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Lex Luthor of Earth-One
PL 15 / 21 (610pp)

Created By: Jerry Siegel and Joe Shuster
First Appearance: Superman #90 (1954)


Abilities: Strength 16/64 (+27), Dexterity 18 (+4), Constitution 16 (+3), Intelligence 34 (+12), Wisdom 16 (+3), Charisma 24 (+7)

Skills: Bluff 16 (+23), Concentration 12 (+15), Craft [Electronic] 20 (+32), Craft [Mechanical] 20 (+32), Craft [Structural] 16 (+28), Intimidate 14 (+21), Knowledge [Behavioural Sciences] 20 (+32), Knowledge [Earth Sciences] 18 (+30), Knowledge [Life Sciences] 16 (+28), Knowledge [Physical Sciences] 20 (+32), Knowledge [Technology] 20 (+32), Notice 12 (+15), Medicine 12 (+15), Perform [Oratory] 8 (+15), Profession [Criminal] 12 (+15), Sense Motive 12 (+15)

Feats: Assessment, Benefit 6 (Reputation [Uses Intimidate for Connected], Wealth 5), Connected, Inventor, Leadership, Luck, Master Plan, Skill Mastery (Craft [Electronic, Mechanical], Knowledge [Physical Sciences, Technology]), Speed of Thought, Ultimate Effort 2 (Knowledge [Technology], Master Plan)

Powers:
Lexor Warsuit Device 80 Lexor Warsuit (hard to lose; 320pp)
Gadgets 10 (easy-to-lose; 60pp)
Quickness 20 (Flaw: Mental Only [-1]; 10pp)

Lexor Warsuit
Energy Blast 25 (Extra: Autofire [+1]; PF: Accurate 3, Precise, Split-Attack; 80pp)
AP: Hypnosis 20 (Extra: Burst Area [+1], Effortless [+1]; 1pp)
AP: Illusions 20 (visual and auditory; PF: Progression 20; 1pp)
AP: Telekinesis 40 (1pp)
Enhanced Strength 48 (48pp)
Enhanced Feats 12 (All-Out Attack, Attack Focus [Melee] 4, Improved Aim, Improved Initiative 3, Move-By Action, Power Attack, Takedown Attack; 12pp)
Flight 20 (50,000,000 MPH; Dynamic; PF: Fast Overrun, Moving Feint; 43pp)
DAP: Space Travel 20 (2pp)
Immunity 9 (life support; 9pp)
Protection 24 (Extra: Impervious [+1]; 48pp)
Shield 5 (5pp)
AP: Force Field 5 (1pp)
Super-Senses 4 (Extended Vision 2, Radar; 4pp)
Super-Strength 72 (PF: Bracing; 145pp)

Combat: Attack +11 / +15 (Melee) / +17 (Blasts), Damage +27 (Unarmed) / +25 (Blasts), Defence +10 [+15] (+5 flat-footed), Initiative +24

Saves: Toughness +27 [+32] (Impervious 24), Fortitude 7 (+10), Reflex 6 (+10), Will 17 (+20)

Abilities 70 + Skills 62 (248 ranks) + Feats 16 + Powers 390 + Combat 42 + Saves 30 - Drawbacks 0 = 610

Complications: Obsession (destroying Superman)

Notes:
So to resurrect this thread from the depths of the second page, here's the Silver/Bronze Age Lex Luthor, complete with his Lexor Warsuit. While he's still nowhere near as genuinely strong as Superman in this form, the fact that the Man of Steel often holds back a lot, even during the Silver Age, means that he can generally summon up enough force to actually give him a decent fight. On top of that, he can often give Superman a run for his money in terms of combat skills. Especially when using his gadgets to give himself various forms of environmental control (typically red sunlight or kryptonite radiation). Note that the listed 'first appearance' is mostly an attempt to indicate Luthor's first chronological appearance as the Silver Age/Earth-One form according to the DC Universe wiki, while the previous Golden Age Lex Luthor did appear much earlier than that.

In general, I have to say that I prefer this Lex Luthor over the modern form. While his motivation was somewhat weak, the fact was that he was a lot more unique than simply being a shallow Norman Osborn clone, and actually had a more genuine personal connection to Superman. His little quirks and foibles also added a lot to the character, and it's worth checking out his appearance in novels like The Last Son of Krypton for some examples of his Bronze Age behaviour and characterisation.
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Build #019: Superboy of Earth-One

Postby Narsil » Mon Mar 25, 2013 3:01 am

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More powerful than a locomotive indeed...

Superboy of the Silver Age (Kal-El, Clark Kent)
PL 19 (785pp)

Created By: Jerry Siegel and Joe Shuster
First Appearance: More Fun Comics #101 (1945)


Abilities: Strength 16/66 (+28), Dexterity 18 (+4), Constitution 16/46 (+18), Intelligence 18/38 (+14), Wisdom 16 (+3), Charisma 18 (+4)

Skills: Bluff 8 (+12), Concentration 12 (+15), Craft [Electronic] 10 (+24), Craft [Mechanical] 10 (+24), Diplomacy 10 (+14), Investigate 6 (+20), Knowledge [Krypton] 12 (+26), Knowledge [Technology] 12 (+26), Notice 8 (+11), Profession 2 [Farmer] (+5), Profession 2 [Shopkeeper] (+5), Sense Motive 8 (+11)

Feats: Beginner's Luck, Connected, Eidetic Memory, Extraordinary Effort, Inspire, Inventor, Jack-Of-All-Trades, Power 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 19 (Extra: Line Area [+1]; Flaw: Touch [-1]; 38pp)
Coal Into Diamonds: Transform 28 (coal into diamonds; Flaw: Touch [-1]; 56pp)
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 19 (all flame and gas effects; Extra: Cone Area [+1], Effortless [+1], No Saving Throw [+2]; Flaw: Touch [-1]; 95pp)
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 28 (slow and fast projectiles; Extra: Action [move, +1], Ranged [+1]; 112pp)
Heat Vision (Full Power): Blast 28 (Extra: Autofire [+1], Penetrating [+1]; 112pp)
Heat Vision (Standard): Blast 28 (PF: Precise, Subtle; 58pp)
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 10 (slow and fast projectiles; 20pp)
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 19 (Extra: Burst Area [+1]; Flaw: Touch [-1]; 19pp) and Damage 19 (Extra: Burst Area [+1]; 38pp)
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 19 (Extra: Sustained [+1]; Flaw: Sense Dependent [visual, -1]; 28pp)
Super-Hypnotism (Erase Memories): Mental Transform 19 (2pp/rank [memories]; Extra: Continuous [+1], Perception [+1]; Flaw: Sense Dependent [visual, -1]; 57pp)
Super-Learning: Reflex Memory 4 (Extra: Feats [+1]; 40pp)

Combat: Attack +10, Damage +28 (Unarmed), Defence +10 (+5 flat-footed), Initiative +4 (+84 with standard super-speed)

Saves: Toughness +28 (Impervious 25), Fortitude 5 (+23), Reflex 11 (+15), Will 11 (+14)

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 42 + Skills 25 (100 ranks) + Feats 11 + Powers 665 + Combat 40 + Saves 27 - Drawbacks 25 = 785

Complications: Enemy (Lex Luthor, Kryptonite Man), Secret (that Superboy is secretly Clark Kent)

Notes:
So here we have the Silver Age Superboy, using a slightly different power approach to my other Silver Age Kryptonians, which I might update the others with. You'll notice the first major difference is that the powers have all been condensed into an array of variable powers that each cover a major element of Kal-El's standard abilities, and can be added to pretty much any creature to create a kryptonian version thereof, so you could have a fairly easily-built Krypto the Superdog from the same general guidelines. Generally I could have put them all under 'kryptonian', and saved a few points, but I decided against it. I more or less decided on this approach after I realised that the standard approach I was using just wasn't really cutting it for portraying a Silver Age Superman. Most notably, that version couldn't conceivably have sneezed out a star system or moved a planet with super-breath outside of some insane power-stunting, and this one actually can.

As a sidenote, though I haven't elaborated much on the 'super-mental' abilities, that section of his powers can generally be reserved for things like his 'one-off' powers that defied all logic and explanation. Such as his summoning a miniature duplicate of himself, developing magnetism, his ability to project radio waves (though he could also do this in the Golden Age), and his appearance in All-Star Superman where he can extend his bio-electric aura around things. Generally, it can be considered that if you can add 'Super-' to it, Superman has that as a power. And if he doesn't, one of his Kryptonian villains might display it.

Note that he still cannot use all of his powers at full strength, and has to distribute between certain things. But this still gives him enough strength to travel through space while trailing several planets behind him...
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Re: Library of Heroes [2e]: Lex Luthor, Superboy

Postby Woodclaw » Mon Mar 25, 2013 5:34 am

Nice builds, I'm not a fan of these particular version of the characters (especially Superman being a super-genius too), but I recognize some quality work.
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Re: Library of Heroes [2e]: Lex Luthor, Superboy

Postby Narsil » Mon Mar 25, 2013 5:44 am

Woodclaw wrote:Nice builds, I'm not a fan of these particular version of the characters (especially Superman being a super-genius too), but I recognize some quality work.


I actually had the same outlook, until I read All-Star Superman and Alan Moore's run on Supreme. While I could take or leave the insane power levels, Superman being a genius and scientist on top of being a super-strong hero mades for a far more interesting set of potential storylines, which is really what made the Silver Age Superman work... the imagination, and the potential for strange and wonderful stories.

I suppose I'll let Alan Moore himself explain it;

What it was with Superman was the incredible range of imagination on display with that original character. A lot of those concepts that were attached to Superman were wonderful. The idea of the Bottled City of Kandor, Krypto the Superdog, Bizarro, all of it. These are fantastic ideas, and it was that which kept me going back each month to Superman when I was ten. I wanted to find out more about this incredible world with all of these fascinating detail.
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Re: Library of Heroes [2e]: Lex Luthor, Superboy

Postby Thorpacolypse » Mon Mar 25, 2013 7:36 am

I am total agreement with Moore on this one. Some of it seems silly now, but when I was growing up, it was wonderful reading and I miss that level of creativity in the Superman-verse.
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