Jab's Builds: 2nd Edition Stuff (Kept in Reserve)

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.
User avatar
tm80401
Comrade
Comrade
Posts: 435
Joined: Mon Aug 18, 2003 6:06 am
Location: Texas.

Postby tm80401 » Thu Apr 16, 2009 7:08 am

Jabroniville wrote:
Setothes wrote:Awesome to see more Legion builds!
Traditionally, her darkness is just that, the absence of light, and not 'darkforce' like the stuff that Darkstar or animated Raven uses. As a result, her big tactic is blinding the foes and then kicking their butts with her Talokkian martial arts knowledge. In the fifty issues of the Threeboot continuity, she's shown firing bolts of darkness twice, once to negate an attack by Sun Boy (which is plausible, if she's negating his solar energy), and once at a random goon who doubles over as if he's been hit by something solid, which is completely nonsensical, since her powers have never been solid (save in an AU called Superboy's Legion, where she did have darkforce powers).

Like the Teen Titans Raven, she would be a hell of a lot more useful with Marvel style 'Darkforce' powers instead of just darkness control, but she's generally just 'Lights Out Lass,' the Legion's answer to Dr. Midnite, another Silver Age hero who turns out the lights and beats up the disadvantaged bad-guys.


Really? I saw some pics that made it appear she was using her powers to hold people solid, especially in the Hero History page. It might just be the older continuity, though.


I don't know about the newest version, but the 'solid darkness' version was the post-zero hour version of her. Personally, I think she should be able to do a Con drain by blacking out everything including Infra Red (body heat).

Oh, and I love your legion builds. Keep it up.

Jabroniville
Cosmic Entity
Cosmic Entity
Posts: 8711
Joined: Sat Nov 04, 2006 1:12 am
Contact:

Postby Jabroniville » Sat Apr 18, 2009 8:59 pm

Image


WHITE WITCH (Mysa Nal)-
Other Names: Xola Aq (false name), The Hag (initial appearance)
Home Planet: Naltor
Origin of Powers: Trained on Zerox
Eras: All Three
Relationships: Blok (he had a crush on her), Mordru (semi-reformed), Dragonmage (Reboot)
PL 9 (135)
ST 10 DEX 16 (+3) CON 10 INT 14 (+2) WIS 16 (+3) CHA 14 (+2)

Skills:
Acrobatics 2 (+5)
Bluff 6 (+8)
Concentration 8 (+11)
Diplomacy 4 (+6)
Intimidate 2 (+4)
Knowledge (Arcane Lore) 8 (+10)
Notice 5 (+8)
Sense Motive 3 (+6)
Sleight of Hand 2 (+5)
Stealth 3 (+6)

Feats:
Attack Focus (Magic) 2, Dodge Focus 2, Equipment 1 (Legion Telepathic Earpieces- Comprehend All Languages), Luck, Ritualist, Set-Up

Powers:
"Pre-Set Magic Powers"
Variable Power (All Magical Descriptor) 7 (Flaws: Limited- Requires Full Day to Wait & Change Small Array of Powers) [42]
"Sample Power Array"
AP: Transform (Inanimate to Inanimate) 5
AP: Force Field 9 (Extras: Affects Others) (27)
AP: Energy Blast 10
AP: Teleport 10
AP: Move Object 10

"Legion Flight Ring" Device 5 (hard to lose) [20]
Flight 6 (12)
Immunity 6 (Cold, Heat, Vacuum, Pressure, Suffocation Effects) (6)
Space Travel 1 (1)
Super-Senses 1 (Communication Link to All Legion Rings- Progression 4) (5) -- (25 points)

Saves:
Toughness +0 (+9 Force Field), Fortitude +3, Reflex +4, Will +7

Combat:
Attack +6 (+8 Magic), Damage +0 (+10 Magic), Defense +7 (+9 Dodge), Initiative +3

Complications:
Responsibility (Mordru's Daughter in "Reboot" Continuity)

Abilities: 20 / Skills: 44--11 / Feats: 8 / Powers: 62 / Saves: 8 / Combat: 26 (135)

-White Witch is one of the more short-lived and less-popular members of the Legion, introduced early, but coming into her own during the 70s, with a new white-skinned design that featured eyelash antennae and a big white dress. With the problematic super-power of magic, she was off-and-on, but perfect for stopping major threats with that "Just One Big Spell!" type of deal magic-types always end up getting, and the target of a cute crush by ugly guy Blok for a long time. Eventually getting written out, she appeared in the Reboot era as Mordru's daughter, but only a couple times, and the Threeboot has featured her as a minor type not actually in the Legion yet. Not bad overall, but throwing magic-types into the science & future-tech world of the Legion is just ASKING for trouble, as the deus ex machina nature of their powers always comes dangerously close to ending a threat before it even gets started.
-White Witch is pretty well-balanced PL 9 character, featuring Variable Power since it's easier to do the math than Magic, given her unique Flaw. Basically, she could cast nearly any kind of spell, but needed to lay them out that day (or just keep the same 'set' going continuously), lest she be too powerful. I chose a simple -1 Flaw as a result, since she could STILL have a ridiculously useful array, but would be hampered if she made the wrong choices.

Jabroniville
Cosmic Entity
Cosmic Entity
Posts: 8711
Joined: Sat Nov 04, 2006 1:12 am
Contact:

Postby Jabroniville » Sat Apr 18, 2009 10:30 pm

Image

NEMESIS KID (Hart Druiter)-
Other Names: None
Home Planet: Myar
Origin of Powers: Alchemical Potion
Eras: Original, brief appearance in Threeboot
Relationships: None
PL 11 (212)
ST 14 (+2) DEX 16 (+3) CON 14 (+2) INT 16 (+3) WIS 14 (+2) CHA 12 (+1)

Skills:
Acrobatics 4 (+7)
Bluff 6 (+7)
Computers 3 (+6)
Craft (Chemical) 5 (+8)
Intimidate 4 (+5)
Investigate 4 (+6)
Knowledge (Arcane Lore) 2 (+5)
Knowledge (Current Events) 4 (+7)
Knowledge (Streetwise) 6 (+9)
Knowledge (Technology) 4 (+7)
Notice 4 (+6)
Pilot 2 (+5)
Sense Motive 4 (+6)

Feats:
Dodge Focus 2, Equipment 1 (Legion Telepathic Earpieces- Comprehend All Languages), Improved Grab, Power Attack

Powers:
Nemesis 14 (Feats: Affects Insubstantial) (Drawbacks: Power Loss- May Stop Working Against 2 or More Opponents -1) [112]

eg: (vs) Superboy: Protection 12 (Extras: Impervious), Enhanced Strength 24, Super-Strength 10 (68 points)
eg: (vs) Princess Projectra: Super-Senses 10 (True Sight) (10 points)
eg: (vs) Sun Boy: Cold Control 10 (20 points) or Immunity 10 (Flame Effects) (10 points)
eg: (vs) Karate Kid: Enhanced Feats 12 (various fighting Feats), Enhanced Attack & Defense Bonus 5 (32 points)

"Legion Flight Ring" Device 5 (hard to lose) [20]
Flight 6 (12)
Immunity 6 (Cold, Heat, Vacuum, Pressure, Suffocation Effects) (6)
Space Travel 1 (1)
Super-Senses 1 (Communication Link to All Legion Rings- Progression 4) (5) -- (25 points)

Saves:
Toughness +2 (+14 vs Superboy), Fortitude +5, Reflex +4, Will +4

Combat:
Attack +8, Damage +2 (+14 Max Strength), Defense +7 (+9 Dodge), Initiative +3

Complications:
Hatred (Karate Kid)

Abilities: 26 / Skills: 52--13 / Feats: 5 / Powers: 132 / Saves: 6 / Combat: 30 (212)

-Nemesis Kid involved a rather intense, moody story for 1960s comics- the kind of thing the Legion eventually became well-known for at the time. Of the four Legionnaires introduced (him, Princess Projectra, Ferro Lad & Karate Kid), he was the one ultimately revealed to be a TRAITOR, hired by the evil Khunds to destroy the LOSH from within. Using one of the most powerful and original power sets in HISTORY (essentially gaining any power necessary at a time), Nemesis Kid was tough as hell, but limited in other ways (a hallmark of good Silver Age writing, and comic writing in general), making him vulnerable to some of the least powerful Legionnaires like Triplicate Girl & Projectra (who actually killed him with her bare hands). He hasn't been a truly major force in Legion history, but as their only major traitor, he's something.
-His power was pretty easy to do- it's NAMED AFTER HIM. You know your power is unique WHEN... Anyways, it's at a ridiculously high level since it allows him to easily hang with (and eventually BEAT) people like Superboy and Mon-El one-on-one, and counter the powers of pretty much any hero you can think of, INCLUDING gaining the SKILLS AND FEATS of someone like Karate Kid, so just being non-powered isn't a defense either. This makes him lethally powerful, but ultimately he can't hold up to a simple thing like a moderately skilled fighter like Jeckie walking up, scaring him (low Will Save) and snapping his neck. His Power Loss Drawback was iffy, since at one point, it was used like the Flaw given in "Ultimate Power", but at other times it'd work against just one guy, or teleport him away, so he only loses a point for it.

Jabroniville
Cosmic Entity
Cosmic Entity
Posts: 8711
Joined: Sat Nov 04, 2006 1:12 am
Contact:

Postby Jabroniville » Mon Apr 20, 2009 1:22 am

Image

WILDFIRE (Drake Burroughs)-
Other Names: Energy Release Generator-1 (ERG-1, initial name), Atom'X & Blast-Off (double mind in Reboot), NRG
Home Planet: Earth
Origin of Powers: Physics Accident
Eras: All Three
Relationships: Dawnstar (Rumiko Takahasi Relationship)
PL 11 (220)
ST 34 (+12) DEX 16 (+3) CON -- INT 14 (+2) WIS 12 (+1) CHA 10

Skills:
Computers 4 (+7)
Concentration 4 (+5)
Craft (Mechanical) 5 (+7)
Craft (Electronic) 2 (+4)
Intimidate 8 (+8)
Knowledge (Physical Sciences) 6 (+8)
Knowledge (Technology) 3 (+5)
Notice 6 (+7)
Pilot 2 (+5)

Feats:
All-Out Attack, Attack Specialization (Blasts), Dodge Focus 2, Equipment 1 (Legion Telepathic Earpieces- Comprehend All Languages), Improved Aim, Improved Sunder, Power Attack, Rage, Teamwork

Powers:
"Living Anti-Energy"
Immunity 30 (Fortitude Effects) [30]
Cosmic Energy Control 11 (Extras: Area-Cone, Penetrating) [49]
AP: Cosmic Energy Control 11 (Extras: Area-Line, Penetrating)
AP: Cosmic Energy Control 12 (Feats: Improved Critical 2, Split Attack) (Extras: Penetrating)
AP: Absorption (Energy to Blast) 11 (Extras: All Energy)
AP: "Energy Form" Insubstantial 4
AP: Create Energy Objects 8

"Containment Suit Body"
Super-Strength 6 [12]
Protection 11 (Extras: Impervious 8) [19]
Flight 10 [20]
Space Travel 1 [1]

"Legion Flight Ring" Device 2 (hard to lose) [8]
Flight 1 (2)
Super-Senses 1 (Communication Link to All Legion Rings- Progression 4) (5) -- (7 points)

Saves:
Toughness +11, Fortitude --, Reflex +5, Will +7

Combat:
Attack +8 (+10 Blasts), Damage +12 (Strength & Blasts), Defense +8 (+10 Dodge), Initiative +3

Drawbacks:
Involuntary Transformation (Harmless Energy, if Suit is Ruptured/Drained, Major, Uncommon) [-5]

Complications:
Responsibility (Loves Dawnstar)
Responsibility (Stuck in a Containment Suit)
Reputation (Misanthropic Loose Cannon)

Abilities: 26 / Skills: 40--10 / Feats: 10 / Powers: 139 / Saves: 8 / Combat: 32 / Drawbacks: -5 (220)

-Wildfire exploded onto the scene in the Dave Cockrum-designed 70s Legion, and pretty much overnight became one of the top characters in their history. It's all timing- he was a loose cannon, a rebel in a world of yes-men named "Lad" and "Kid", and he had bad-ass levels of power, and it was the era right before Wolverine (another Cockrum-influenced character) hit it big enough to become comics' most successful character created outside of the Golden or Silver Ages. With the constant angsty threat of being discorporated hanging over his head like the Sword of Damocles, he was angry and bitter alot of the time, even arguing with his beloved Dawnstar constantly, thus making a more fascinating relationship than most of the generic Legionnaire "hey she's pretty, let's fall in love!" flings going on. Reboot & Threeboot variants seem much weaker character-wise, and they aren't cared for by most fans it seems. I think Wildfire is my favourite Legionnaire by a ways, actually.
-Wildfire's considered one of the most powerful Legion members, alongside the Supers, Mon-El and Ultra Boy, and it shows in his build. A PL 11 Blaster-type who also acts as a Flying Brick, he packs tons of raw power (Penetrating AND Area Effects on his Cosmic Energy), super-strength and toughness, allowing him to hold his own against just about anybody. Wiki implies he's nearly as strong as the Krypton/Daxam-class powerhouses, but I'm not sure about that- does he even get shown lifting anythign? As a "Blast"-focused guy, that pretty much has to be his defining attack, and in my opinion, he's still a notch below ol' Superboy. Still a very expensive multi-powered guy, though, especially since he's more of an energy construct than a human being, making him immune to plenty of effects.

User avatar
Sidious
Superhero
Superhero
Posts: 1932
Joined: Sat Mar 25, 2006 5:07 pm
Location: Syracuse, NY, The Arm Pit of Hell.

Postby Sidious » Mon Apr 20, 2009 4:00 am

I agree next to Timber Wolf, Wildfire is my favorite as well. Great build. :)

I've been thinking of doing another build of Drake when he had his "solid" energy body. Just haven't gotten around to it, the containment suit is so classic.
Live fast. Love hard. Die with your mask on.

Jabroniville
Cosmic Entity
Cosmic Entity
Posts: 8711
Joined: Sat Nov 04, 2006 1:12 am
Contact:

Postby Jabroniville » Tue Apr 21, 2009 12:23 am

Image

COLOUR KID (Ulu Vakk)-
Other Names: None
Home Planet: Lupra
Origin of Powers: Dimensional Energy Accident
Eras: Original, mentions/homages elsewhere
Relationships: None
PL 7 (72)
ST 12 (+1) DEX 14 (+2) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 10

Skills:
Knowledge (Technology) 4 (+5)
Notice 4 (+5)
Stealth 4 (+6)

Feats:
Dodge Focus 2, Equipment 1 (Legion Telepathic Earpieces- Comprehend All Languages), Set-Up, Teamwork 2

Powers:
Colour Control 7 (Feats: Progression 3, Precise) [21]
AP: Dazzle Visuals 7
AP: Obscure Visuals 7
AP: Concealment Visuals 7

Saves:
Toughness +1, Fortitude +3, Reflex +4, Will +3

Combat:
Attack +4, Damage +1 (+7 Visual Effects), Defense +7 (+9 Dodge), Initiative +2

Complications:
Reputation (Sucks)

Abilities: 12 / Skills: 12--3 / Feats: 6 / Powers: 21 / Saves: 6 / Combat: 22 (70)

-Colour Kid's yet another Substitute Hero, but one who got a much bigger push later on, once writers realized that changing things' colours isn't THAT useless after all. With some imagination, he could blind people, alter the colour of the sky & earth at once (confusing fliers), etc. So he became a moderately useful team guy after initially being the most terrible member of a terrible team. Then the reboot erased him forever. But that's how it goes with the Legion, I'm noticing.
-A more expensive AND PL-heavy member of the Subbers thanks to some boosts over the years, an initial Colour Kid lacks the Feats. He once changed the colour of an entire planetary cloud of kryptonite (something like Colour Control 30 in scope), but let's leave things like that to Stunting and playing Hero Points- Progression 3 will do fine for him.

Jabroniville
Cosmic Entity
Cosmic Entity
Posts: 8711
Joined: Sat Nov 04, 2006 1:12 am
Contact:

Postby Jabroniville » Tue Apr 21, 2009 11:44 am

Image

Boy, what a Logan rip-off! Marvel should sue! .... Hey, why are all those Legion fans coming at me with pitchforks and torches?

TIMBER WOLF (Brin Londo)-
Other Names: Lone Wolf (initial name), Furball (turned into an animal)
Home Planet: Zoon/Zuun
Origin of Powers: Exposure to Zuunite Element
Eras: All Three
Relationships: Light Lass
PL 10 (150)
ST 26 (+8) DEX 24 (+7) CON 26 (+8) INT 12 (+1) WIS 14 (+2) CHA 12 (+1)

Skills:
Handle Animal 8 (+9)
Intimidate 7 (+8)
Notice 8 (+10)
Search 6 (+8)
Sense Motive 4 (+6)
Stealth 3 (+10)
Survival 8 (+10)

Feats:
All-Out Attack, Attack Focus (Melee) 3, Animal Empathy, Dodge Focus 3, Equipment 1 (Legion Telepathic Earpieces- Comprehend All Languages), Improved Grab, Power Attack

Powers:
"Animal Abilities"
Super-Strength 3 [6]
Regeneration 6 (Feats: Diehard) (Recovery +3, Injured 1, Staggered 1, Disabled 1) [7]
Super-Senses 4 (Scent, Track, Enhanced Sight & Hearing) [4]

"Legion Flight Ring" Device 5 (hard to lose) [20]
Flight 6 (12)
Immunity 6 (Cold, Heat, Vacuum, Pressure, Suffocation Effects) (6)
Space Travel 1 (1)
Super-Senses 1 (Communication Link to All Legion Rings- Progression 4) (5) -- (25 points)

Saves:
Toughness +8, Fortitude +8, Reflex +8, Will +6

Combat:
Attack +7 (+10 Melee), Damage +8, Defense +8 (+11 Dodge), Initiative +7

Complications:
Responsibility (Animalistic Tendencies)

Abilities: 54 / Skills: 44--11 / Feats: 11 / Powers: 37 / Saves: 7 / Combat: 30 (150)

-Timber Wolf is a pretty iconic 70s Legionnaire, debuting earlier but not coming into his own for a while. It wasn't until he started doing the "grouchy loner" bit that fans REALLY picked up on him, and his awesome Dave Cockrum-designed outfit didn't hurt. In fact, he predates Logan/Wolverine, though later Brin Londo variants would obviously rip-off Wolvie once the latter character became the biggest star in comics, which ended up poisoning the poor guy's legacy a bit. Most fans of today barely realize the connection (Cockrum, as X-Men artist, was instrumental in Wolverine's early designs, particularly the same hairstyle the two characters share).
-Guys with big groupings of powers (especially "Animal Types") tend to eat up points like nuts, and carrying that Flight Ring around doesn't help. T-Wolf is basically a Spider-Man-type guy, packing lots of physical Stats (especially Agility) to meet his caps, and is very good in combat, hovering somewhere around PL 9.5. He's less powerful than a great deal of Legionnaires (when your best stat is Strength, but Mon-El, Ultra Boy & Superboy all overpower you, you get left behind alot...), but his savagery and accuracy make up for it.
-Later versions of Timberwolf are more animalistic, giving Claws 1 and making him a bit more evened out, PL-wise.
Last edited by Jabroniville on Sun May 16, 2010 12:17 am, edited 1 time in total.

Jabroniville
Cosmic Entity
Cosmic Entity
Posts: 8711
Joined: Sat Nov 04, 2006 1:12 am
Contact:

Postby Jabroniville » Tue Apr 21, 2009 1:43 pm

Image

CHEMICAL KING (Condo Arlik)-
Other Names: None
Home Planet: Pthlon
Origin of Powers: Mutant
Eras: Original as hero, reporter in Reboot
Relationships: Invisible Kid
PL 8 (102)
ST 12 (+1) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 12 (+1) CHA 10

Skills:
Knowledge (History) 4 (+5)
Knowledge (Physical Sciences) 8 (+9)
Notice 4 (+5)

Feats:
Dodge Focus 2, Equipment 1 (Legion Telepathic Earpieces- Comprehend All Languages), Set-Up

Powers:
"Speed Up & Slow Down Chemical Reactions"
"Rust & Rot" Disintegrate 6 (Flaws: Limited- Rust or Rot-Vulnerable Objects Only -2) [21]
AP: Nullify Energy-Based Powers 8
AP: "Oxidization" Ignite 5
AP: "Human Body Chemicals" Stun 8 (Extras: Ranged) (Flaws: Full Round Action)

"Legion Flight Ring" Device 5 (hard to lose) [20]
Flight 6 (12)
Immunity 6 (Cold, Heat, Vacuum, Pressure, Suffocation Effects) (6)
Space Travel 1 (1)
Super-Senses 1 (Communication Link to All Legion Rings- Progression 4) (5) -- (25 points)

Saves:
Toughness +2, Fortitude +4, Reflex +4, Will +4

Combat:
Attack +8, Damage +1 (+6 Rusting, +8 Nullify/Stun), Defense +8 (+10 Dodge), Initiative +2

Complications:
Responsibility (Uselessness of Powers)

Abilities: 14 / Skills: 16--4 / Feats: 4 / Powers: 41 / Saves: 7 / Combat: 32 (102)

-Chemical King is pretty easily the least-known and important member of the Pre-Reboot Legion of Super-Heroes, as given by his hard-to-define powers. I mean, the writers at the time basically introduced him, and then put him right into the background, simply because it's impossible to write enough situations for a guy who can set some things on fire and make other things rust. He got some use here and there, but the shy, introverted Chemical King was doomed (he was first seen as a statue in the Legion's own future defining his heroic sacrifice), using his powers to save everyone. Reboot Condo was basically just a newscaster, so we never really saw much of him again.
-Not the easiest guy to stat, Condo features some minor powers at low-levels, just enough to make him a low-pointed PL 8. He just wasn't shown doing enough. He could stun people by using their body chemistry against them, set things on fire by hyper-oxidizing them, rust metals doing the same, and rot biological things like trees, plus affect energy powers like fire or radiation. This actually could make him useful from time-to-time, but he problematically needed JUST the right instance every time to use his powers properly.

Jabroniville
Cosmic Entity
Cosmic Entity
Posts: 8711
Joined: Sat Nov 04, 2006 1:12 am
Contact:

Postby Jabroniville » Wed Apr 22, 2009 1:10 pm

Image

SUN BOY (Dirk Morgna)-
Other Names: Inferno (post-modern bad-ass name)
Home Planet: Earth
Origin of Powers: Thrown into an Atomic Reactor
Eras: All three (side character in second)
Relationships: Circe, Lots and Lots of Girls later on
PL 10 (150)
ST 14 (+2) DEX 16 (+3) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 14 (+2)

Skills:
Bluff 4 (+6)
Concentration 4 (+6)
Diplomacy 4 (+6)
Intimidate 4 (+6)
Knowledge (Current Events) 5 (+6)
Notice 5 (+7)
Pilot 2 (+5)
Sense Motive 4 (+6)

Feats:
Attack Specialization (Radiation), Attractive, Defensive Roll, Dodge Focus 2, Equipment 1 (Legion Telepathic Earpieces- Comprehend All Languages), Improved Aim, Improved Sunder, Power Attack, Set-Up, Teamwork

Powers:
"Sunlight Powers"
Radiation Control 10 (Feats: Improved Critical 2, Split Attack) (Extras: Penetrating) (Drawbacks: Redirected by Mirrored Surfaces -2) [36]
AP: Radiation Control 10 (Extras: Area-Line) (Drawbacks: May Be Redirected by Mirrored Surfaces -2)
AP: Dazzle Visuals 10 (Extras: Area-Burst)
AP: Ignite 8
AP: "Melt" Drain Toughness 10 (Extras: Ranged) (Flaws: Objects Only)
AP: Light Control 10
Immunity 10 (Heat & Fire Damage, Radiation Damage) [10]

"Legion Flight Ring" Device 5 (hard to lose) [20]
Flight 6 (12)
Immunity 6 (Cold, Heat, Vacuum, Pressure, Suffocation Effects) (6)
Space Travel 1 (1)
Super-Senses 1 (Communication Link to All Legion Rings- Progression 4) (5) -- (25 points)

Saves:
Toughness +3 (+4 D.Roll), Fortitude +5, Reflex +5, Will +5

Combat:
Attack +8 (+10 Radiation), Damage +2 (+10 Radiation), Defense +8 (+10 Dodge), Initiative +3

Complications:
Obsession (Being Loved & Admired)
Reputation (Flirt & Lothario)

Abilities: 26 / Skills: 32--8 / Feats: 11 / Powers: 66 / Saves: 7 / Combat: 32 (150)

-Sun Boy is an early addition to the Legion, but has always gone down as one of it's more generic characters, a mostly basic, average guy with average powers doing average things. His most unique characterization came when they settled on him being the Reggie Mantle of the future (well, I guess Reggie from "Archie 3000" was that, but still...), and gave him a weird, semi-pointless death, then brought him back as a burning pain-ridden zombie, then REALLY killed him. One of those happy endings, you see. He didn't appear as a Legionnaire in the Post-Zero Hour era (just getting a single story involving him), which seemed kind of bizarre, but he'd be back by Threeboot. The funny thing is, the Legion NEEDS guys like this: generic Earthlings with simple powers as back-up and window-dressing, or else all the weirdos and whacky-powered guys just make the whole team a mess. Sorta like how in Star Trek, you always need a small cast of humans to make the Klingons & Androids & Half-Borgs seem more unique, y'know?
-A really solid hero, Sun Boy stats up real easy-like as a generic Blaster. His Radiation Control (well, sunlight IS radiation) is a pretty wide array, giving him Human Torch-like powers, minus the burning body. Only difference is he needs the Flight Ring for the flying portion of the true Elemental Blaster archetype. Some Immunity to the source of his own powers, and some shooty-guy Feats, and he's done. Pretty much solid across the board, minus being PL 7 on Defense, but that's normal for a semi-Glass Cannon class like Blasters anyways.
Last edited by Jabroniville on Sun May 16, 2010 12:44 am, edited 1 time in total.

Jabroniville
Cosmic Entity
Cosmic Entity
Posts: 8711
Joined: Sat Nov 04, 2006 1:12 am
Contact:

Postby Jabroniville » Wed Apr 22, 2009 1:52 pm

Image

BOUNCING BOY (Chuck Taine)-
Other Names: None
Home Planet: Earth
Origin of Powers: Falsely-Labeled Soda Pop
Eras: Original, Post-Zero Hour (as powerless mechanic)
Relationships: Duo Damsel (original)
PL 8 (135)
ST 12 (+1) DEX 16 (+3) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 10

Skills:
Acrobatics 4 (+7)
Bluff 4 (+4)
Craft (Mechanical) 6 (+8)
Drive 4 (+7)
Knowledge (Technology) 3 (+5)
Knowledge (Current Events) 4 (+6)
Notice 3 (+5)
Pilot 8 (+11)
Sense Motive 4 (+6)

Feats:
Distract (Bluff), Dodge Focus 2, Equipment 1 (Legion Telepathic Earpieces- Comprehend All Languages), Improved Critical (Bouncing Attack), Power Attack, Set-Up 2, Teamwork 2

Powers:
"Bouncing Powers"
Bouncing 8 (Feats: Move-By Action, Pinball 5, Ricochet) (Extras: Bounce-Back Attack, Impact Resistant) [39]

"Legion Flight Ring" Device 5 (hard to lose) [20]
Flight 6 (12)
Immunity 6 (Cold, Heat, Vacuum, Pressure, Suffocation Effects) (6)
Space Travel 1 (1)
Super-Senses 1 (Communication Link to All Legion Rings- Progression 4) (5) -- (25 points)

Saves:
Toughness +2 (+8 Bouncing), Fortitude +5, Reflex +5, Will +5

Combat:
Attack +8, Damage +1 (+8 Bouncing Attacks), Defense +6 (+8 Dodge), Initiative +3

Complications:
Reputation (Dumb Power)

Abilities: 20 / Skills: 40--10 / Feats: 10 / Powers: 59 / Saves: 8 / Combat: 28 (135)

-On any other team, Bouncing Boy would be the lamest, most asinine character ever created for it. But on the Legion, he's merely #2 or 3 on the list. A classic case of a goofy creation from day one, writers have always had a difficult time making him useful, and thus he tended to lose and regain his powers at a rate of once per year just to get him out of the way. Still, the writers liked his PERSONALITY enough to give him a regular gal-pal in Duo Damsel, and help him save the day a couple times, so he always had a place. Oddly, he's become much MORE popular in recent years, all thanks to various cartoon appearances, where his goofy name & personality belied a pretty effective ricocheting battle-tactic that made him nigh-impossible to hit.
-Bouncing Boy is a low-end Legionnaire in terms of power, but still costs quite a bit thanks to eventually developing nearly every single capability in the "Bouncing" power in Ultimate Power. He's nearly immune to falling damage, he can snap back from being hit, he can hit tons of guys in an enclosed space for +5 Damage, and he's got a good Toughness save as well. Only problem is, he's still low-level, so the Fatal Five or something is still gonna beat the crap out of him on a one-to-one basis. He's best-off using his powers as a team player (hence Teamwork & Set-Up) to annoy the villains, allowing Superboy or Sun Boy to blast them or the like.
-Note that this Chuck variant is a little more capable than he usually is in the 60s & 70s stories, where he's likely only PL 6 or 7. This is more akin to Cartoon Series Chuck, who's actually a pretty good fighter & team player.
Last edited by Jabroniville on Sun May 16, 2010 12:46 am, edited 1 time in total.

Jabroniville
Cosmic Entity
Cosmic Entity
Posts: 8711
Joined: Sat Nov 04, 2006 1:12 am
Contact:

Postby Jabroniville » Thu Apr 23, 2009 8:35 pm

Image

KARATE KID (Val Armorr)-
Other Names: None
Home Planet: Earth
Origin of Powers: Training
Eras: All Three
Relationships: Princess Projectra (original), Shadow Lass & others (Threeboot)
PL 11 (165)
ST 14 (+2) DEX 24 (+7) CON 18 (+4) INT 12 (+1) WIS 16 (+3) CHA 12 (+1)

Skills:
Acrobatics 7 (+14)
Concentration 7 (+10)
Escape Artist 2 (+9)
Intimidate 6 (+7)
Knowledge (History) 4 (+5)
Notice 5 (+8)
Sense Motive 3 (+6)
Stealth 3 (+10)
Survival 3 (+6)

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Assessment, Attack Focus (Melee) 3, Attack Specialization (Unarmed) 2, Defensive Attack, Defensive Roll 2, Dodge Focus 6, Endurance, Equipment 1 (Legion Telepathic Earpieces- Comprehend All Languages), Grappling Finesse, Improved Critical (Unarmed) 5, Improved Defense 2, Improved Disarm, Improved Grab, Improved Throw, Power Attack, Set-Up, Takedown Attack, Teamwork, Uncanny Dodge (Hearing)

Powers:
"Super-Karate"
Strike 4 (Feats: Mighty) (Extras: Penetrating 8) [13]
Mind Shield 3 [3]

"Legion Flight Ring" Device 5 (hard to lose) [20]
Flight 6 (12)
Immunity 6 (Cold, Heat, Vacuum, Pressure, Suffocation Effects) (6)
Space Travel 1 (1)
Super-Senses 1 (Communication Link to All Legion Rings- Progression 4) (5) -- (25 points)

Saves:
Toughness +4 (+6 D.Roll), Fortitude +7, Reflex +9, Will +8

Combat:
Attack +9 (+12 Melee, +16 Unarmed), Damage +2 (+6 Strike), Defense +10 (+16 Dodge), Initiative +7

Complications:
Honor (Bushi-Do: The Way of the Warrior Code)
Responsibility (Princess Projectra)

Abilities: 36 / Skills: 40--10 / Feats: 35 / Powers: 36 / Saves: 10 / Combat: 38 (165)

-Karate Kid is a character who can unfortunately only create giggles with his mention sometimes, all thanks to a movie realeased nearly two decades after he debuted in a Legion comic. A kid so bad-ass that he could tangle with super-villains using only his martial arts, he was notable for tossing around Superboy in his first appearance (thought it should be noted he didn't actually HURT ol' Clark, he just knocked him over once and dodged his punches). He didn't get as much use as many other Legionnaires, probably because he was less flashy than them and often acted like a tool, but he had a resurgence with the Martial Arts fad of the 70s. He did the old 'heroic sacrifice' thing in the 80s, and his later variants haven't gone on to much fame, but he's still a pretty famous concept, especially in the current era, where martial arts movies have made a decided comeback.
-Val Armorr is supposed to be one of the greatest martial artists ever, and is known to be able to damage steel or other super-hard objects just with his raw karate force. Thanks to M&M's rules about PLs, he ends up a PL 11, as his damage/accuracy mix really can't go much lower and still be accurate to what was shown in the comics. This makes him more elite than many of the Legion compared to how he was often shown (he never really BEAT Superboy-class guys, it was just shown that he could give them trouble- he went down in combat as often as any of them), as his Attack & Defense Bonuses are ridiculously high. I went with Strike instead of Chi, since really, martial artists are just easier that way, as I discovered with my Iron Fist build (Chi gives boosts to Con as well, which muck up the PLs something awful).
-Val's max damage is only +6, but that's what Power Attack's there for, giving him +11 Damage if he sacrifices some accuracy, allowing him to break some pretty tough metals easily, and the rest can be handled by expending a Hero Point and going past his limits.
Last edited by Jabroniville on Sun May 16, 2010 12:48 am, edited 1 time in total.

Jabroniville
Cosmic Entity
Cosmic Entity
Posts: 8711
Joined: Sat Nov 04, 2006 1:12 am
Contact:

Postby Jabroniville » Thu Apr 23, 2009 11:21 pm

Some notes about my Archives:
I've moved around a bunch of stuff, so that Marvel has the top post (being the largest by far of my sections), the rest of comics (DC, Astro City & Archie being all that's there) taking up the second, and moving the "Other" builds to the third. This replaces my two first builds, which were fairly flawed and only original characters from my self-created super-team, of which I'll probably re-post their new, improved versions at some later date.

This is after I realized that the website was automatically deleting some of my links because I was over-filling the boxes with info; I'd left a big window of lines & letters to let me know when they'd START doing this, but apparently the site just does 20 or so lines at a time, because I checked a few posts ago and had plenty of room, and then suddenly I was missing half of a build!! I can only hope that Winged Victory's link was the only victim, and an ENTIRE section of links wasn't deleted. We'll see, though it'll probably be a year before I'd notice one of my 900-something builds was misplaced.

User avatar
Sidious
Superhero
Superhero
Posts: 1932
Joined: Sat Mar 25, 2006 5:07 pm
Location: Syracuse, NY, The Arm Pit of Hell.

Postby Sidious » Fri Apr 24, 2009 3:50 am

Interesting side note about Karate Kid. He's been Killed by Keith Giffen 3 times. Geoff Johns only has killed him once but that was his replacement Myg.
Live fast. Love hard. Die with your mask on.

User avatar
tm80401
Comrade
Comrade
Posts: 435
Joined: Mon Aug 18, 2003 6:06 am
Location: Texas.

Postby tm80401 » Fri Apr 24, 2009 7:39 am

Jabroniville wrote:
KARATE KID (Val Armorr)-
Other Names: None
Home Planet: Earth
Origin of Powers: Training
Eras: All Three


Just to chime in, because I'm a Legion fanboy and can't help myself.

Val was shown to be able to hold Kryptonian level characters in joint-locks that they could not break out of.

Jabroniville
Cosmic Entity
Cosmic Entity
Posts: 8711
Joined: Sat Nov 04, 2006 1:12 am
Contact:

Postby Jabroniville » Fri Apr 24, 2009 9:32 pm

Image

DREAM GIRL (Nura Nal)-
Other Names: Miss Terious (false name), Dreamer (post-modern name)
Home Planet: Naltor
Origin of Powers: Racial
Eras: All Three (minor girlfriend character on Reboot team)
Relationships: Star Boy (first two), Brainiac-5 (Threeboot)
PL 8 (135)
ST 10 DEX 18 (+4) CON 14 (+2) INT 18 (+4) WIS 14 (+2) CHA 12 (+1)

Skills:
Acrobatics 4 (+8)
Bluff 6 (+8)
Computers 5 (+9)
Craft (Chemical) 8 (+12)
Disable Device 4 (+8)
Intimidate 2 (+4)
Knowledge (Earth Sciences) 4 (+8)
Knowledge (Life Sciences) 9 (+13)
Knowledge (Technology) 4 (+8)
Notice 9 (+11)
Pilot 2 (+6)
Search 4 (+6)
Sense Motive 4 (+6)
Stealth 3 (+7)

Feats:
Accurate Attack, Attack Focus (Melee) 2, Attractive, Equipment 1 (Legion Telepathic Earpieces- Comprehend All Languages), Power Attack, Set-Up, Taunt

Powers:
"Naltorian Precognitive Powers"
Super-Senses 5 (Precognition, Danger Sense) [5]
Enhanced Feats 13: Defensive Roll 2, Dodge Focus 4, Elusive Target, Evasion, Improved Critical (Unarmed), Improved Defense 2, Master Plan, Uncanny Dodge (Future Sight) [13]
Enhanced Attack Bonus 2 & Defense Bonus 2 [8]

"Legion Flight Ring" Device 5 (hard to lose) [20]
Flight 6 (12)
Immunity 6 (Cold, Heat, Vacuum, Pressure, Suffocation Effects) (6)
Space Travel 1 (1)
Super-Senses 1 (Communication Link to All Legion Rings- Progression 4) (5) -- (25 points)

Saves:
Toughness +2 (+4 D.Roll), Fortitude +4, Reflex +6, Will +4

Combat:
Attack +8 (+10 Precog, +12 Melee), Damage +0, Defense +6 (+10 Dodge, +12 Precog), Initiative +4

Complications:
Responsibility (Loves Star Boy)

Abilities: 26 / Skills: 68--17 / Feats: 8 / Powers: 46 / Saves: 6 / Combat: 32 (135)

-Dream Girl's another one of those curious "really? You want in with THAT power?" types that show up all over the Pre-Crisis DC Universe, so of course she has to save the whole team dozens of times. The rest of the time, she's a Deanna Troi-type character only there to move things along or state the obvious ("I forsee this thing happening over here!" and then the thing she forsaw happens once the Legion gets there). Her main point of interest seems to be her ridiculously sexy shiny swimsuit and it's effect on the Legion's men (particuarly Star Boy, giving us one of the most recurring Legionnaire hook-ups), and the temporary hatred of the Legion women. Reboot Nura took the "pampered rich girl" persona of the first, and turned her into an imbecilic Valley Girl, while the third used her as one of the first members to die in action. Sometimes more of a Plot Device than a character of her own, she's still kind of interesting, I think. Focusing on making her a combat-happy bad-ass did her some wonders, really.
-Dream Girl is one of the weaker Legionnaires, as her powers were worthless in combat until much, much later. As it stands, she's there with Bouncing Boy, Triplicate Girl & Matter-Eater Lad in terms of "Guys I least want beside me when Darkseid comes calling" unless it's to hand the team their deus ex machina solution of the day. If players ever want to do a Legion of Super-Heroes Campaign (a logistical impossibility unless you make everyone play four guys... I seriously doubt ANYONE on this website has more than 20 friends), I'd recommend leaving Nura Nal at the door.
-DG only makes her PL 8 status on Defense; she's weak as a kitten otherwise, though VERY accurate in combat with her Precog powers, and hyper-statted towards the defensive. Hitting her won't be easy, and she's one of the more Skilled Legionnaires in terms of the sciences (this is mostly taken from the first continuity), so she makes a PL 9's points value.


Return to “Roll Call”



Who is online

Users browsing this forum: No registered users and 2 guests