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Batgirl III's Character Thread (I'm BAAACK)

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

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Postby Sidious » Sun Feb 15, 2009 9:25 am

Great Kryptonian Builds.

Man looking at Supergirl and reading updates about what's going on in her book make me wish they hadn't killed her off in the Crisis. She could have been great. Just Imagine Pre-Crisis Kara joining the Titans or something.


I haer Kon may be coming back in Blackest Night.
Live fast. Love hard. Die with your mask on.
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Postby Libra » Sun Feb 15, 2009 10:01 am

Zatanna


Y'know I somehow suspect that her ability to read the minds of men generally doesn't take a lot of work. Chalk it up to the Fishnets. . . :wink:

This concludes my guided tour of Gotham City, next stop will be Metropolis to pay a vist to the Strange Visitor from Another Planet. Hope you enjoyed your stay here at Arkham!


Most excellent work Batgirl III! I've no doubt I'll enjoy what comes next as throughly as the work which has preceded it. :D
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Postby Batgirl III » Sun Feb 15, 2009 12:09 pm

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Steel
Mainstream DC Universe
Power Level 10 (150pp)

John Henry said to his captain,
"Oh Captain - a man ain't nothin but a man,
Just before I die with the hammer in my hand,
Lawd, Lawd, I'll die with the hammer in my hand."


STR: 18[34] (+4/+12) DEX: 10 (+0) CON: 20 (+5) INT: 18 (+4) WIS: 16 (+3) CHA: 12 (+1)

Toughness +5 (+15 Armor; +10 Impervious), Fortitude 2 (+7), Reflex 4 (+4), Willpower 4 (+7)

Skills: Computers 8 (+12), Craft [Electronic] 6 (+10), Craft [Mechanical] 14 (+18), Diplomacy 4 (+5), Disable Device 10 (+14), Gather Information 4 (+5), Knowledge [Physical Sciences] 8 (+12), Knowledge [Technology] 12 (+16), Notice 7 (+10), Sense Motive 7 (+10)

Feats: Attack Focus [Melee] (3), Dodge Focus (2), Eidetic Memory, Inventor, Power Attack, Speed of Thought

Powers:
"Steel Armor" Device 15 (Hard to Lose) (60pp)

Datalink 9 (9pp)
AP: Machine Control 9 (1pp)
Enhanced Strength 16 (16pp)
AP: Blast 5 (Power Feat: Ranged Pin) (1pp)
Immunity 9 (Life Support) (9pp)
Protection 10 (Extra: Impervious [+1]; 20pp)
Super-Senses 5 (Lowlight Vision, Radar) (4pp)
Super-Strength 5 (Dynamic; Power Feat: Groundstrike) (12pp)
DAP: Flight 5 (2pp)

"Kinetic Hammer" Device 3 (Easy to Lose; Power Feat: Restricted [Str 30+ to lift]) (10pp)
Blast 12 (Flaw: Limited [damage limited to +1 per 10 ft. travelled; -1]; Power Feat: Homing; Drawback: Fullpower) (12pp)
Strike 3 (Power Feat: Mighty; Drawback: Fullpower) (3pp)

Drawbacks: Normal Identity (John Henry Irons; Common [move action to summon/don armor], Major; -3pp)

Combat: Base Attack 2 (+5 Melee); Base Defense 3 (+5 Dodge Focus)

Abilities 34 + Skills 20 (80 ranks) + Feats 9 + Powers 70 + Combat 10 + Saves 10 - Drawbacks 3 = 150pp
Tradeoffs: +5DC/-5Atk, +5Tou/-5Def

:arrow: For John's Kinetic Hammer, I've borrowed the mechanic for the "flys farther, hits harder" design from Taliesin. I've also tacked on the Full Power drawback; Steel's hammer is a weapon of mass destruction, he won't use it against "soft" targets instead relying on his rivet gun or his "bare" hands... which still hit like a freight train.

:arrow: The Steel Armor and Kinetic Hammer are both equipped with a remote caller and basic self-navigation abilities. This allows John to 'summon' his gear to him, reducing the standard Normal Identity drwback a tad.

:arrow: Steel, like most of Team Superman, is heavily traded off to favor Toughness and Damage over Defense and Accuracy; Steel perhaps moreso than any of the others. The Guardians of Metropolis just don't do subtle, I advise GM's read up on property damage and knockback before their players take any of these buidls for a spin!
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Postby Davies » Sun Feb 15, 2009 1:13 pm

Batgirl III wrote::arrow: Hush was a fun storyline, but the actual character of Hush left me a bit flat. I love the idea behind him, but seesh what a silly name... and the Unknown Soldier ought to sue for the blatant theft of his mask.


If he does, the Invisible Man will be standing behind him, tapping him on the shoulder, a la a certain Penny Arcade strip.

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Cue the Three Doors Down song...

Postby Batgirl III » Sun Feb 15, 2009 4:38 pm

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Batgirl's Guide to Kryptonite
Mainstream DC Universe
A Mutants & Masterminds Rule Option

Buffy the Vampire Slayer (3.12) Helpless wrote:Xander: You know, maybe we're on the wrong track with the whole spell, curse and whammy thing. Maybe what we should be looking for is something like, um,
[clears throat] Slayer kryptonite.
Oz: Faulty metaphor. Kryptonite kills.
Xander Harris: You're assuming I meant the green kryptonite. I was referring, of course, to the red kryptonite, which drains Superman of his powers.
Oz: [thinks] Wrong. The gold kryptonite's the power-sucker. The red kryptonite mutates Superman into some sort of weird...
Buffy: [impatiently] Guys? Reality?


Kryptonite is an fundamental part of the Superman Mythos, originating in 1943 on the Superman radio series, as both a plot device and Achilles' heel for to give one weakness of an otherwise invulnerable hero. In fact, the word kryptonite is probably better known to most modern Americans as a synonym for a heroes' one weakness than old Achilles...

With the reboot of the Superman Mythos and the entire DC Universe after the Crisis on Infinite Earths, kryptonite was made much rarer in the DCU than it had been in the Gold and Silver Age, and the more fantastical multicolored varieties were eliminated from canon altogether. Originally, uhe only sample of kryptonite on Earth was a fist-sized chunk, caught in the tail of the infant Kal-El's rocket and carried to earth along with him upon the explosion of Krypton. This sample had been stolen by rogue government operatives before Superman ever knew of it and cut apart for examination. Several samples ended up in the possession of criminals, especially Lex Luthor, who used a piece to power the cyborg Metallo and, after discovering its debilitating effects on Kryptonians, created a ring with a kryptonite gem to keep Superman at bay. This backfired badly on Luthor, as long-term exposure to kryptonite radiation from the ring gave him cancer, leading to the amputation of his hand and then (seemingly) his death. Superman took possession of the ring and entrusted it to Batman, stating that he was the only person he could trust with the ability to kill him if necessary.

Recent events and plotlines, such as Zero Hour, the arrival of Kara Zor-El, and various subplots connected to Infinite Crisis or the New Krypton storyline have increased the avilability of kryptonite in the DC Universe. It is still rare and valuable, but common enough that Gamemasters shoudl feel free to exploit the otherwise invulnerable player characters' one weakness.

Image
Forms of Kryptonite

Green Kryptonite
The most common form of kryptonite, this material was created by the "radioactive chain reaction" which destroyed planet Krypton, and scattered throughout space as meteors. In superpowered Kryptonians, causes green kryptonite immediate physical pain and debilitation, reduces their powers, and can kill with only a few hours expousure. Green kryptonite is a radioactive substance and as such, prolonged exposure to green kryptonite can cause cancer in humans. Green kryptonite has been shown to strengthen Bizarro. Lead as well as normal containment methods for radioactive substances is known to be an effective shield against kryptonite radiation.

Since green kryptonite is the most common form, the unique weakness of Kryptonian heroes to the substance is reflected in their two of their four standard drawbacks, specifically Normal Identity and Weakness.

Batgirl III wrote:Drawback:
Normal Identity [When Exposed to Kryptonite; Uncommon Occurence; Major Intensity; 4pp]
Power Loss [All Powers; When Not under a yellow Sun; Uncommon Occurrence; Minor Intensity; 4pp]
Vulnerable [Magic; Common Occurrence; Moderate Intensity; 3pp]
Weakness [Kryptonite; Uncommon Occurrence; Major Intensity; 4pp]


Blue Kryptonite
Blue kryptonite appears to be the rarest form of the material, which is unfortunate because it blue kryptonite is essentially the Bizarro analogue to green kryptonite. Using Bizarro logic, this means that blue kryptonite hurts Bizarro while having beneficial effects on ordinary Kryptonians, healign injuries and even countering the effects og green kryptonite.

To model this is actually rather simple, treat any blue kryptonite as a Device with low ranks of the Heal power, and allowing them to "buy off" their kryptonite-related drawbacks. (Naturally, this applies in reverse to Bizarros!)

Red Kryptonite
No two peices of red kryptonite have the same effect on Kryptonians, however the effect they have is always unexpected! Effects are typically last for 1-2 Days, after which the Kryptonian in question is always immune to that specific peice of red kryptonite. In post-Crisis continuity, red kryptonite first appeared as an artificial construct of Mr. Mxyzptlk, then as a synthetic variant created by Ra's al Ghul, using notes stolen from the Batman.

Red Kryptonite is rare, and has not been shown to injure SUperman directly. The effects are seemingly random, but generally involve altering or subverting one of Superman's natural Kyrptonian powers. To model this in gameplay is fairly straight forward. The Gamemaster awards the player a Hero Point for the Complication, replaces some or all of his superpowers with something else, and slightly alert his Drawbacks:

Batgirl III wrote:Drawback:
Involuntary Transformation [24-48 Hours after exposure to Red Kryptonite; Very Common Occurence; Unavoidable Intensity; 6pp]
Power Loss [All Powers; When Not under a yellow Sun; Uncommon Occurrence; Minor Intensity; 4pp]
Vulnerable [Magic; Common Occurrence; Moderate Intensity; 3pp][/color]


Gold Kryptonite
Pre-Crisis, this rarest of all kryptonites would permanently remove superpowers from Kryptonians, by destroying the ability of Kryptonian cells to process solar energy. For obvious reasons, this variety of kryptonite was little-used in Superman stories!

Post-Crisis, gold kryptonite is shown to instead cause cellular degeneration and accelerated aging, in addition to being able to temporarily remove a Kryptonian's superpowers. In game terms, gold kryptonite essentially acts as green kryptonite but the Normal Identity effect is drastically more powerful. This requires that the GM change the descriptors and narration, but mechanically it is only a slight alteration to the character's drawbacks; counteralanced by the reward of a Hero Point for the Complication:

Batgirl III wrote:Drawback:
Normal Identity [When Exposed to Kryptonite; Uncommon Occurence; Unavoidable Intensity; 5pp]
Power Loss [All Powers; When Not under a yellow Sun; Uncommon Occurrence; Minor Intensity; 4pp]
Vulnerable [Magic; Common Occurrence; Moderate Intensity; 3pp]
Weakness [Kryptonite; Uncommon Occurrence; Unavoidable Intensity; 5pp]
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Postby Batgirl III » Sun Feb 15, 2009 8:11 pm

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Power Girl
Mainstream DC Universe
Power Level 12 (185pp)

STR: 14[40] (+2/+15), DEX: 12 (+1), CON: 14[40] (+2/+15), INT: 12 (+1), WIS: 14 (+2), CHA: 14 (+2)

Toughness (+15; +13 Impervious), Fortitude 0 (+15), Reflex 5 (+6), Willpower 5 (+7)

Skills: Bluff 6 (+10), Diplomacy 8 (+10), Gather Information 4 (+6), Knowledge (Current Events) 6 (+7), Knowledge (Tactics) 4 (+5), Notice 8 (+10), Search 8 (+10), Sense Motive 8 (+10)

Feats: Attractive (1), All Out Attack, Attack Specialization [Unarmed] (2), Contacts, Dodge Focus (4), Fast Overrun, Interpose, Leadership, Power Attack, Takedown Attack (1), Ultimate Toughness

Powers:
Enhanced Strength 26 (26pp)
Enhanced Constitution 26 (26pp)
Immunity 9 (Life Support) (9pp)
Impervious Toughness 13 (Drawback: Power Loss [against Magic; Common, Minor; -2pp]) (11pp)
Super Senses 8 (Normal Hearing [Extended 1], Normal vision [Extended 1], Microscopic Vision, X-Ray Vision, Ultrahearing) (8pp)
Super-Strength 14 (Dynamic; Power Feats: Groundstrike) (28pp)
DAP: Quickness 14 (x50,000) (2pp)
DAP: Flight 14 (250,000 MPH) (2pp)

Combat: Base Attack 4 (+8 Unarmed); Base Defense 4 (+8 Dodge Focus)

Drawbacks:
Last Child of the Multiverse (Identity and Destiny complications yield no HP; 2pp)
Vulnerable [Magic; Common Occurrence; Moderate Intensity; 3pp]
Weakness [Kryptonite; Uncommon Occurrence; Minor Intensity; 1pp]

Abilities 20 + Skills 13 (52 ranks) + Feats 15 + Powers 112 + Combat 16 + Saves 10 - Drawbacks 6 = 180pp
Tradeoffs: +4DC/-4Atk, +3Tou/-3Def

:arrow: The best thing to come out of DC Cimocs three hundred different crossover events of the past four years is that fans of Power Girl can (a) stop feeling like dirty old men, and (b) finally have a stable place to read about her in, and (c) finally know what her powers and origins are! Huzzah! Karen has been a favorite of mine since the JLE days, as I'm always happy to see more women in comics and I loved her rough and tumble approach to superheroing. Plus, she smacked Guy Gardner around. I liked that.

:arrow: Kara Zor-L is the Earth-Two counterpart of the Kryptonian Supergirl and cousin to Kal-L, the Superman of Earth-Two. As a result, her powers are very similar to New Earth's Superman and SUpergirl, with just enough tweaks to be noticable. Oddly, she is weakened a bit by Kryptonite unlike Kal-L... teh writers haven't explained why this is. ecause, after 33 years of unclear powers and mixed up continutity, DC couldn't go three months after the most massive retcon in history which centered half of its plot on defining Kara's origins before they mucked it up again!!!11one! :lol:

:arrow: At any rate, Kara is nearly as powerful as Superman and Supergirl, she's a much better fighter than either (although Kal-El makes up for it in sheer potency), but she lack the ability of either of them to 'supercharge' herself by absorbing solar radiation. However, the points sved their compared to my Suprgirl build allow me to grow Karen's abilities as a leader. She's no Captain America, but she's certainly good enough to lead a team like the JSA where most of the other members don't need much inspiration or leadership.

:arrow: Any excuse to re-read this panel is a good one:
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Postby Jabroniville » Sun Feb 15, 2009 11:32 pm

Power Girl used to represent some of the worst aspects of comics. Stripperific costume, aimless "bad girl" aggressive personality (perfect for the Image Era), dime-a-dozen Paragon powers, etc. It's a miracle that Geoff Johns & Co. have turned her into what she is today, which is someone actually interesting. The whole 'I wish I wasn't ALONE!' thing could've easily become self-parody and pathetic, but was actually done well, and now I'm actually interested in the character, rather than HATING her when she first joined my favourite book (JSA).

If it was up to me, I'd still get rid of the boob-window costume, though. I've seen at least ONE girl put down a comic in disgust just upon spotting her in a book, and all my non-comics reading friends just laugh when I point her out in panels. It's like Wonder Woman is RIGHT THERE, but even a swimsuit-costume is better to most than a big-ol' lewd cleavage shot like THAT.

Nice build, though. I always have a hard time nailing down the PLs of Paragon-type heroes, myself. I like going for PL 12 for the super-duper types (Hyperion, Thor), but they could fit from PL 10 (Power Girl's early JSA appearances had her barely doing anything a generic powerhouse couldn't do) to PL 15 with some fumbling of points. My own version ended up being an over-pointed PL 11, but yours could easily fit if they'd start actually showcasing her as being near Kal-El's equal. In my opinion, they haven't quite pulled it off yet.

-I do love that panel, despite the ugly-ass art in it (and that whole JSA "Our Worlds At War" one-shot, really). Poor Stargirl just keeps getting beat on in that series. She's got braces and is noticeably under-proportioned compared to 'adult' super-heroines. She's trapped in that weird pre-to-post teenage morass (though not on a Marvel teenager level). She was the only teen on a team of old men and superbabes for years. Her big-time crush Atom-Smasher turns to the dark side, and her replacement boyfriend Billy Batson dumps her because the old man in his head said so. Then her birth-dad dies, and Atom-Smasher ALMOST dies. Then he doesn't rejoin the team after all, and she's left playing babysitter to the less-powerful NEW teen heroes of the JSA, while Jay Garrick is still cock-blocking potential suitors. Poor, poor Courtney.

wow that last bit was off-topic :). I'm still a Stargirl/Atom-Smasher Shipper, though.
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Postby Batgirl III » Mon Feb 16, 2009 5:42 am

Created in 1976 as an alternate-universe version of Supergirl, Kara Zor-L was intended as an update on a character trapped in a Fifties sensibility: too prim, too polite, and too dependent on her cousin’s legacy. This Kara was the Kara that DC Comics was still wrting in the mid-to-late 80s when I first discovered a book that she was in. A superheoine that had a much stronger sense of her own identity then most young women in comics at the time, and as a bonus she demanded that the world accept her on her own merits. My inner 9-year old loves her with a passion.

She was a feminist — in a way - but a feminist in a rather infamous costume. This is the cake-and-eat-it-too dilemma of Power Girl. She is simultaneously intended to be a figure of female empowerment, and a pin-up dressed for display, thanks to what fandom has come to refer to as the Magic Cleavage Window.

The costume is problematic. On the surface it just seems so blatantly objectifying that it overshadows her personality. Kara's few appearaces in the 1990s as anythong other than "generic paragon with big`uns" is proof of that. But, here’s the thing: people have tried to change the costume in the past. And the results simply haven’t looked like Power Girl. The very thing that makes the costume so terribly wrong also makes it distinctive, and it’s been around long enough that that distinctiveness has gained iconic value. Liek it or not, the Magic Cleavage Window is nearly thirty-five years old...

Thankfully, writers at DC appear to have gone to their back issue bins, and have been writing the Kara-of-Old, or bette yet, writing the Kara-of-Today and not the bimbo she became in the early 90s. Alex Ross and some of the other recent artists in JSA are all fans, and with the revival of classical 40s/50s "pin up girls" in the punk and other subcultutres, maybe we'll see some new artists in the next few years that can really playup Power Girl's "Bettie Page in a Cape" origins. Or, I can win a bajillion dollars in the lotto, but DC Comics, and hire Joel Carrol. :lol:

Plus, I'm still holding out for Jakeem and Courtney. Too cute. :blush:
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Postby Batgirl III » Mon Feb 16, 2009 7:53 am

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Lex Luthor
Mainstream DC Universe
Power Level 12 (180pp)

Salvation Run #2 wrote:Lex Luthor: That part's easy enough. I think I'll run on the platform of Truth, Justice and the American Way. I know, it's what the big blue boyscout used to believe, before he grew too sophisticated -- or embarassed -- to say it anymore. Well, since he's no longer using it, I doubt he'd mind if I borrowed it -- since it's so perfectly apropos of our current predicament. You disagree? Then let me walk you through it point by point. The Truth is we've been forcibly captured and exiled on this miserable world, without benefit of trial or due process. The ones who dumped us here expect us to live out the rest of our sorry lives, surviving perhaps, but most likely dying horrible, alien deaths. It doesn't matter to them. As long as we never darken their doorstep again. But the Justice would occur in finding a way to confound their schemes, to get back to our own world and exact our very Just revenge on them. Personally, I'd be partial to feeding each and every one of the scum into their own Boom Tube generator -- but selecting empty space as the exit point. Now, I've been a loyal American all of my life, long enough to realize what the true American Way is. The true American Way is a simple function of appetite. When I see something I want, I take it -- as much of it as I want. And I don't care a bit if that doesn't leave enough for anyone else. And if what I want doesn't exist yet, then I find a way to build it. When they wanted a cheap way to cross the vast American contientent, but there were as yet no railroad lines, what did the robber barons do?

Crowd Member: Uhm... they built them?

Lex Luthor: Exactly! And when our nation's military leaders wanted a quick and easy way to kill thousands of souls at once, but there were as yet no atom bombs, what did they do?

The Crowd: They Built Them!

Lex Luthor: And now, since we want to get off this dismal backwater planet to return to our own world, but we don't have one of those Boom Tubes to get us there, what are we going to do?

The Crowd: We Build It! We Build One!

Lex Luthor: Damn Right we will! Because That, my friends, is the American Way! Now who wants to join me in going home and making those bastards pay for their temerity in sending us here?

The Crowd: We do!

Lex Luthor: Then, my friends, I suggest we roll up our sleeves and get to work.


STR: 18 (+4), DEX: 12 (+1), CON: 14 (+2), INT: 22 (+6), WIS: 16 (+3), CHA: 18 (+4)

Touhgness (+2), Fortitude 4 (+6), Reflex 4 (+5), Will 12 (+15)

Skills: Bluff 4 (+8), Computers 4 (+10), Craft [Chemical] 12 (+18), Craft [Electronic] 12 (+18), Craft [Mechanical] 12 (+18), Diplomacy 10 (+14), Disable Device 4 (+10), Gather Information 8 (+12), Intimidate 10 (+14), Knowledge [Business] 14 (+20), Knowledge [Civics] 6 (+12), Knowledge [Technology] 12 (+18), Pilot 4 (+5), Sense Motive 8 (+12)

Feats: Assessment, Benefit 6 (Kryptonite Access, Wealth [x5]), Connected, Contacts, Equipment (1), Favored Opponent [Superman Family] (2), Inspire (1), Inventor, Leadership, Master Plan, Skill Mastery (Craft [Electronics, Mechanical], Knowledge [Business, Technology])

Powers:
Gadgets 5 [Easy to Lose] (30pp)
Device 7 [Hard to Lose; Restriced (2)] (40pp)

Combat: Base Attack +3; Base Defense +3

Abilities 40 + Saves 20 + Skills 30 (120 ranks) + Feats 18 + Powers 70 + Combat 12 - Drawback 0 = 180 pp
Tradeoffs: +0DC/-0Atk, +0Tou/-0Def

:idea: Lex Luthor comes in three flavors all in one build!

:arrow: With no Gadgets and no Device, he comes in an exactly 120pp and would be an undercapped ~PL8/120 (except for his skill ranks and saves), a very entertaining mastermind for lower level heroes. This is Lex as legitimate-but-cruel business tychoon. The sort of Lex who might come into conflict with Green Arrow, Spiderman, or the Teen Titans. Lex isn't interested in destroying the heroes, he just has some scheme that brings him into conflict with them.

:arrow: Lex Luthor with gadgets, works out to be ~PL10/150 (although, his saves at still high). This is Lex as he is most commonly depicted in the Bruce Timm-verse cartoons and most Post-Crisis comic books. He operates primarily as a mastermind, but is prepared to defend himself against any troublesome superheroes with his laser pistol, jet pack, forcefield belt... Whatever the situation dictates because he planned for just such a contingency.

:arrow: Les Luthor with gadgets and a device, works out to be ~PL12/180 and is undercapped as far as combat is concerned... until he dons his giant green-and-purple suit of powered armor! It is safe to assume whatever Device he builds will have enough armor, force-fields, and giant laser beams that he can fill his caps. This is Lex Luthor when he's out for Superman's head, and is more than capable of punching his way through the rest of Team Superman to get it.

:idea: Benefit [Kryptonite Access] represents the fact that Luthor is one of the few people in the DCU where it is just taken for granted that he has some green kryptonite on hand. Since kryptonite is normally pretty rare, it might be 'unfair' to give villains easy access to it. Not Lex, if he needs it for a device or gadget he just has it.
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Snikt!

Postby Batgirl III » Mon Feb 16, 2009 1:13 pm

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Wolverine
Mainstream Marvel Universe
Power Level 11 (165pp)

Wolverine (Vol. 1) #1 wrote:I'm Wolverine. I'm the best there is at what I do. But what I do best isn't very nice.


STR: 16[20][24] (+3/+5 +7), DEX: 18 (+4), CON: 26 (+8 ), INT: 14 (+2), WIS: 16 (+3), CHA: 10 (+0)

Toughness (+9; +1 Impervious), Fortitude 4 (+12 +14), Reflex 5 (+9), Will 5 (+8 +10)

Skills: Acrobatics 6 (+10), Climb 6 (+11), Handle Animal 12 (+12), Intimidate 16 (+16), Knowledge [Streetwise] 8 (+10), Languages 4 (N: English; German, Japanese, Russian, Spanish), Notice 12 (+15), Pilot 2 (+6), Stealth 8 (+12), Survival 14 (+17)

Feats: Animal Empathy, Attack Focus [Melee] (7), Beginner’s Luck, Dodge Focus (5), Evasion, Fearsome Presence [Only while Raging] (1), Fearless [Only while Raging], Improved Initiative (1), Rage [+4 Str; +2 Fort, +2 Will; -2 Def; 10 rounds] (2), Startle, Takedown Attack (2)

Powers:
Adamantium Claws Strike 2 (Extra: Penetrating 7 [+1]; Power Feats: Improved Critical [x2], Mighty) (12pp)
Adamantium Skeleton Density 2 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate) (7pp)

Regeneration 12 (Recovery Rate 12 [Bruised 2, Injured 3, Staggered 3, Disabled 4]; Power Feats: Diehard) (13pp)
Linked: Immunity 3 (Aging, Disease, Poisons and Toxins) (3pp)
Super-Senses 7 (Normal Hearing 2 [Extended, Uncanny Dodge]; Low-Light Vision, Scent 4 [Danger Sense, Tracking 2]) (7pp)

Density Effects:
+4 Strength, Protection 1 (Impervious), Mass x1.5

Combat: Base Attack +6 (+13 Melee); Base Defense +8 (+13 Dodge Focus; +11)

Drawbacks: Vulnerable (Magnetic effects; Uncommon, Major; 3pp)

Abilities 40 + Saves 14 + Skills 22 (88 ranks) + Feats 22 + Powers 42 + Combat 28 - Drawback 3 = 165 pp
Tradeoffs: -2DC/+2Atk, -2Tou/+2Def

:arrow: Wolverine is very good at what he does... Which is pretty much going absolutely ape-spit insane on someone or a group of someones. I haven't playtested this build, but I suspect that watching in play Logan will be like watching a razor-studded Slinky in the spin cycle of a washing machine filled with ninja...

:arrow: Wolverine is more dangerous than most superheroes in the Marvel Universe (PL10/150pp), even without his berserker rage kicking in, but not quite as potent as the really heavy hitters (the Thor/Iron Man/Captain America trinity; PL12/180pp). I like him here, he's the biggest gun the X-Men have, a credible threat to guys like the Hulk and Cap, but seriously outclassed by major cosmic threats.

:idea: Why interupt my Metropolis Marathon to stat up the Cannuckle Head? Because my big closing fight scenes for Vigils & Vigilantes got eaten by Microsoft Windows. So, to vent my frustration I'm going to run a series of bouts with far less plot... Place yer bets, bub.
Last edited by Batgirl III on Mon Feb 16, 2009 4:45 pm, edited 1 time in total.
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Postby Davies » Mon Feb 16, 2009 2:14 pm

You sure 8) a lot.

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Postby Ecalsneerg » Mon Feb 16, 2009 3:05 pm

That's a very good Wolverine build for someone who often professes her dislike for him... :D
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Postby Sidious » Mon Feb 16, 2009 4:00 pm

OK maybe it's me but somehow I'm tired of all the hero v hero fights. I actually find villain swaps much more interesting. Like a Batman/Sabretooth throw down. That said, I hope whoever you throw in wipes the floor with the hairy psychotic dwarf.
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Postby Thorpacolypse » Mon Feb 16, 2009 7:28 pm

Sidious wrote:OK maybe it's me but somehow I'm tired of all the hero v hero fights. I actually find villain swaps much more interesting. Like a Batman/Sabretooth throw down. That said, I hope whoever you throw in wipes the floor with the hairy psychotic dwarf.


Ooo, ooo, I'm working on Batman/Sabretooth as we speak! It's behind a couple of others, but I got the intro down!

And I am glad to see that you are becoming right thinking, BGIII. A Wolvie build and then a story/fight with less plot. Kudos from the home of the Iron Age philosophy!!! :wink:
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Postby Batgirl III » Tue Feb 17, 2009 9:40 am

Image
Icon
Milestone/DC Universe
Power Level 12 (200pp)

Icon (Vol. 1) #3 wrote:As many of you have already witnessed, I am gifted with certain Special Abilities. I have possessed these gifts for many years, but for the most part have refrained from using them. No More. Today I set a challenge for myself, a challenge to be of service to humanity. I will do this by being a living example of what's possible. I intend to hold myself to a very high standard. I ask no less of you. I challenge you to challenge yourselves. You are all gifted with special abilities. Strive to live up to your potential, as I will strive to live up to mine. I can fly -- so can you!


STR 12[40] (+1/+15), DEX 10 (+0), CON 14 (+2), INT 20 (+5), WIS 14 (+2), CHA 12 (+1)

Toughness (+17; +12 Impervious); Fortitude 5 (+7), Reflex 5 (+5), Will 5 (+7)

Skills: Bluff 6 (+10), Craft (Writing) 2 (+7), Diplomacy 8 (+9), Gather Information 4 (+5), Knowledge (Civics) 6 (+11), Knowledge (Current Events) 2 (+7), Notice 8 (+10), Profession (Farmer) 1 (+6), Profession (Lawyer) 7 (+12), Search 6 (+11), Sense Motive 6 (+8)

Feats: Attack Specialization [Unarmed] (2), Benefit [Collective Citizenship, Wealthy] (2), Beginner’s Luck, Dodge Focus (4), Eidetic Memory, Equipment (1), Improved Initiative (1), Master Plan, Power Attack, Quick Change, Sidekick [Rocket] (20),Ultimate Toughness

Powers:
Enhanced Strength 28 (28pp)
Flight 14 (Dynamic; 250,000 MPH) (29pp)
DAP: Blast 14 (Flaw: Distracting [-1]) (2pp)
DAP: Quickness 14 (x50,000) (2pp)
DAP: Super-Strength 14 (Power Feats: Groundstrike) (2pp)
Immunity 15 (Aging, Life Support, Fatigue) (15pp)
Protection 12 (Extra: Impervious) (12pp)
AP: Regeneration 12 (Bonus +5; Recovery Rate 6 [Bruised 3, Injured 2, Staggered 1, Disabled 1]) (1pp)
Super Senses 10 (Normal Hearing [Extended 2], Normal vision [Extended 2], Normal Smell [Accurate, Extended 1], Normal Touch [Accurate, Precise], Normal Touch [Accurate, Precise]) (10pp)

Equipment (5ep):
Icon's Costume (Protection 3, Subtle; Extra Long Cape) (5ep)

Combat: Base Attack +5 (+9 Unarmed); Base Defense +5 (+9 Dodge Focus)

Drawbacks:
Inspired Heroism (When seperated from Rocket for prolonged period, cannot spend HP; -2pp)
Power Loss (Protection does not apply if flatfooted; Uncommon Occurrence; Minor Intensity; -2pp)
Vulnerable (Magic; Common Occurrence; Moderate Intensity; -3pp)

Abilities 22 + Skills 14 (56 ranks) + Feats 36 + Powers 100 + Combat 20 + Saves 15 - Drawbacks 7 = 180pp
Tradeoffs: +3DC/-3Atk, +2Tou/-2Def

:idea: If you have no idea who Icon is, well, rather sadly you are not alone... Go read up on him at Wikipedia and then try to track down some back issues.

:arrow: Because of the superficial similarity of his powers and origin story, Icon was sometimes referred to as the "black Superman." This combined with DC's somewhat half-hearted promotion of the Milestone imprint means that Icon doesn't get nearly the love he deserves. Offically, DC editorial policy is that the Milestone-verse was always a part of the mainstream DCU, although you'd be hard pressed to know that without doing some deep digging.

:arrow: Icon possessed high-invulnerability and durability, being capable of withstanding tremendous impact forces, high caliber bullets, exposure to temperature and pressure extremes, and powerful energy blasts without sustaining injury. He is even capable of surviving in the vacuum of space unaided. Although, Icon's invulnerability doesn't work quite like the typical comicbook paragon. If he is not expecting an attack he can be injured fairly easily by attacks that Superman wouldn't even notice... For example: in Icon #2 he was given a bloody nose by getting hit in the face with a rifle butt that surprised him, and he wears an armor plate inside his costume as protection against bullets; But in a fight with Superman he took numerous direct hits from Kal-El and was able to easily match his endurance... I've handled this in a few different ways: Immunitis combined with his above average Constitution, fairly rapid regeneration, and (if he expects trouble) his Impervious Protection is on par with Superman.
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